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Quests: how to finish them
Every town has work, and most people have something they would like done. This page tells how to finish every kind of quest in Nyrath: the innkeepers' chains, The Cold Light, the story chapters, Wick's lessons, the daily and weekly bounties, the tales, treasure maps and Mosk's riddles. Where each one starts, every step, and what helps.
The Journal and the tracker
The Journal (J, or the scroll on the HUD) has everything you are doing. Its Quests tab shows a card for each innkeeper's chain you have begun (the town, the region, the step and a bar for it), The Cold Light, the story chapters, Wick's lessons, and, under them, the Tales section: the tales you are on, the ones you have heard of, your open treasure map and today's riddle. What you have finished is folded away at the bottom (Finished work, and Tales you finished): open them when you want them. The search box at the top finds any card by its words, the finished ones too. Its Bounties tab has today's three and the week's one; the Rift Ladder and Delvers tabs have the rifts' and the Deep's tables.

Track on a card puts it on the tracker, the box under the minimap: what to do now, and for a place, which way (46 paces east, in Port Tidewrack, in the Lantern Marsh, on the Wild Road). Track as many as you like, of any kind (town work, the chapters, Wick's lessons, tales, a treasure map): each has its own part, in the order you tracked them. Each part's × takes just that one off; the Journal can track it again. The day's bounties and the week's are on the tracker too, each with its own ×, and the Journal's Bounties tab tracks or untracks them. The tracker shows itself when something moves (a kill counts, a step is done) and folds away after a few seconds; the ▸ keeps it open. Settings > Interface > Quest tracker picks how it behaves: only when something moves, folded to a line, always open, or hidden. When a step is ready to hand in, a ! sits on the Journal's icon.

A recipe on the tracker: pick a recipe in the crafting window (C) and press 📌 Pin to the tracker on its card. The tracker shows what it needs and how much of each you have, green when you have enough; × takes it off, and a click on it opens the crafting window.
Over people's heads in a town: a gold ! means they have work you can start, a green ? means a step is ready to hand in to them. Click them (or walk up and press F) for their menu.
The innkeepers' chains
Where: every town's innkeeper, every port's harbour clerk, and Oswin at the Warden House in Aldhearth. Their menu has Work for the town. Each chain is for the region beyond that town: the stretch of land outward from it to the next town (Aldhearth's is the meadows on either side). You can start one from four levels under that region's lowest level; earlier, they tell you to come back.

Every chain has three steps:
- Thin the Grown. Slay Grown out in that region: 10 in the meadows, 13 a region out, 16 the next, and three more each region further. Anywhere in the region, out of a town's ground (not in a hunting ground or a dungeon). Grown your group kills near you count for you too. Then go back.
- Supply the town. Bring what the town needs (the table below) and talk to them: it is taken from your bag.
- The Unsworn. Go out into the region again. Somewhere past the light, a few seconds after you arrive, something that used to be a person is walking toward you: an elite with twice the life of its kind, called Unsworn …, a couple of levels over the region's lowest. It is your quarry (its name says so), and your group's: nobody else can hurt it or win anything from it, and it leaves everybody else alone (so does anything it calls up, which goes with it when it falls). If it gets away, another comes twenty seconds later. It drops a lost page. Then go back for the end.

Each step pays gold (25 and 4 for each of the region's lowest levels, times the step: twice for the second, three times for the third) and experience (a twentieth of a level, then about a tenth, then an eighth). The end adds a power rune from the strongbox, and half the time a Jewel of Ascent.

| Land | Its towns | The chain | What to bring |
|---|---|---|---|
| The Meadows | Aldhearth (Oswin) | Fences and Fires | 12 Wood |
| The Greenwood | Port Tidewrack | The Roof and the Rot | 12 Planks |
| The Stonecrags | Port Saltreach | Iron for the Line | 10 Iron ore |
| The Glass Dunes | Oldmere, Port Brackwater | Glass for the Lanterns | 8 Glass |
| The Mirelands | Pellan, Port Serewin | The Drowned Pump | 12 Copper ore |
| The Rimefields | Coldhaven, Quillreach | Bars against the Cold | 6 Iron bars |
| The Ashlands | Port Mistral, Port Marrow | What the Ash Keeps | 6 Mythril ore |
| The Shardwaste | Ravenhearth, Ironvale, and every town past them | The Dreaming Stones | 10 Crystals |
| The Unlit Reach | no town there yet | The Unlit | 4 Mythril bars |
The town's own work
Once a chain is done, its innkeeper (or harbour clerk, or Oswin) has one more thing to ask, and it is the town's: a ! over them says so, and Work for the town begins it.
- Give that much worth to the town's projects: gold counts as itself, a material at its value. Walk up to a lot's sign and press F, or open Town projects from the town map. Any of the four projects will do, and only gifts made after the step began count. The Journal and the tracker say how far you are.
- How much: 300 and 40 for each of the region's lowest levels, rounded: 340 in Aldhearth, 1,100 in a town of level 20, 4,300 at level 100.
- Then go back and tell them. They pay half of it back, a chain step's own pay (as if it were a fourth step) and experience.
- A chain with its town's work still open counts as finished for everything that counts chains (Oswin's Cold Light among them).
The Cold Light
Where: Oswin in Aldhearth, once you have finished three innkeepers' chains (any three). His menu's Work for the town has a !.
- Meet the cold light. Go out to the far regions: three towns out from Aldhearth or farther (Grown of level 32 and up), past a town's light, not in a hunting ground or a dungeon. Wait. Something white and cold walks toward you across the ground, and the ground does not grow back wrong where it steps: the Pale Herald, with four times the life of its kind and a few levels over yours. It is yours (and your group's) as the Unsworn are.
- Back to Oswin. It leaves a cold ember. Oswin pays 1,000 gold and 20 for each of your levels, half a level of experience, 2 Wanestones and the last lost page.
Then the story goes on: Chapter II: The White Flame, and after it Chapter III: Below the Well. Each has its own guide, the top of each without spoilers.
Wick's lessons
Wick, Hild's apprentice on Aldhearth's crafters' lane, teaches emberwork from level 5: a lamp lit by a lever, a door opened by a pressure plate, a tune of three notes, and a fourth lesson on logic for those who finish. Every step, and his wares, are in Wick the Tinker and trial vaults.
Bounties
Where: the Journal's Bounties tab (or the notice board on Aldhearth's Grand Plaza). Everyone gets the same ones; nothing to start or hand in: they count as you play.
- Daily: three a day, new at midnight (the Journal says when). Each is one of these: slay so many Grown; slay elite Grown (the ones with a star); dig ore or crystal; dig blocks; craft things; beat a scroll dungeon; slay Grown inside a co-op rift; deliver a trade pack to a port; slay Grown at least three levels above you; slay Grown up in the Skyreach. Each pays 30 gold and 5 for each of your levels, a twentieth of a level of experience, and a sigil or a draught; all three in one day add 40 gold and 6 a level and a Jewel of Ascent.
- Weekly: one a week, new on Monday: slay 3 bosses (lairs, dungeons, rifts or crypts), clear a co-op rift, beat 4 scroll dungeons, slay 400 Grown, or deliver 4 trade packs. It pays 200 gold and 20 a level, a quarter of a level of experience, a Wanestone and a power rune.

Tales
Tales are quests told by somebody with a story of their own: a few steps of different kinds, a twist or a choice, and a reward nobody else gives. The first eight, from level 1 to 45, are two in Aldhearth, one in each of the first four regions' towns, and two at the camps of the Wild Road. Who has one, and where, is on Tales and treasure.
Where: a gold ! over somebody (in a town, or standing at a camp or out on the land) means they have a tale for you; their menu has it by name. A tale for a higher level says from which level when you ask. The Journal's Tales section lists the tales you have heard of, with where to find the teller.

Every step tells you what to do (in the dialog, in the chat, in the Journal and on the tracker, which follows a tale as soon as you begin it). The kinds of step:
- Talk to somebody, or bring them things (they are taken when you talk to them). A green ? over them means they are waiting for you.
- Slay Grown of a kind (fliers, say, or skeletons) in a region. Your group's kills near you count.
- Slay a named Grown that comes for you, as the Unsworn do, once you are in its place. It is your quarry: nobody outside your group can hurt it or take it from you. If it kills you, it comes again, whole, once you are back in its place; if it wanders off or gets stuck, another comes.
- Go somewhere: a spot marked on your map, high up, a hunting ground. Some want the dark: night on Aldhearth's clock (19:00 to 05:00, the clock of the events), or, where the tale says so, rain, a storm or fog (the weather icon by the minimap says what is coming: see Weather and cooking).
- Dig at the spot marked on your map: the tile under the X, one beside it, or the earth under them. Your X is your own (another player's is somewhere else), so nobody digs it away before you; if the ground over it ever comes into somebody's hold, it moves, and you are told.
- Make something at a workbench or a cauldron (it counts once the step has begun).
- Fish something up, or one of each of several fish (anywhere they bite, unless the step names a place).
- Say something in the chat, or do an emote (
/wave,/sit, see Chat and emotes), near somebody. - Use a thing at a place: hold it there and right click, or press F.
- Go down into a band of the Twenty (or the top, middle or bottom third of one), sometimes to stay there a while: the count starts again if you leave before it is done.
- Delve: dig through so many blocks of a band of the Twenty, anywhere in it.
- Put down Grown of a band's family, or its great one; some count each family once (a census), and the tracker says how many of how many.
- Give to a town's projects: so much worth (gold, or materials at their value) to a town's projects, after the step began. A step may also ask you to walk up to a lot's sign.
- Choose: the dialog has answers to pick from. The tale goes on differently, and ends differently, and what you get differs. Not ready? Not yet (or Esc) lets the question go: it is asked again whenever you come back to whoever asked it, or talk to them. A choice cannot be taken back, and a finished tale never pays twice.

A tale's places are pinned on the world map (M) with the tale's name (one past the land your map has drawn gets an arrow at its edge, with how far), and crossed on the minimap (at its edge when it is out of sight). Things a tale gives you on the way (pages, a tool) stay in your bag until the tale is done; pages stay in your codex after.

Treasure maps
Where they come from: now and then you find an old map or a map scrap: digging natural ground (not in a town, and not ground that grew back in the last half hour), fishing (fish or not), the first time a world chest in the caves is opened, and on the Grown (an elite or a boss more often).
- Read it. In the bag, select it and press Read the map (or double click it, or hold it and right click). A circle appears on your world map and your minimap, near where you read it (within 600 paces; past the land your map has drawn, an arrow at its edge points the way). Somewhere inside it a cache is buried, on the surface or a little under it, never in a town, held ground, a dungeon or the sky. The exact tile is not on the map. One map can be open at a time: the Journal's map card has Fold it up, which puts the map back in your bag, blank (read again, it shows somewhere new).
- Find the spot. Walk into the circle. The tracker says how near you are: cold, warmer, hot, and at last it is right here: dig down.
- Dig it up. Dig the tile (or one beside it). The cache pays gold and loot for the land's level, scattered at your feet: farther out pays more.


A great map: put four map scraps together in the crafting grid (any 2 × 2). Its cache lies deep, in the Deep's first stratum under the old floor of the world, and pays about three times as much, with a Jewel of Ascent.
Mosk's riddles
Where: Mosk, a sage of no fixed town, on Aldhearth's Grand Plaza (east of the Great Flame). A ! over him means today's riddle is waiting.

- One riddle a day for each character (it changes at midnight).
- The answer is either a word: say the answer alone in the chat, near him, while he listens ("An echo?" will do for an echo; "is it an echo?" will not: he takes the whole line), or a thing: hold it in your hand and choose Show him what you hold. Three wrong answers a day, said or shown, and he says tomorrow.
- Each answer pays a little gold and experience; the tenth gives the title the Riddle-wise.