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Tales and treasure

Not all the work in Nyrath comes from an innkeeper. Some people have a story of their own and could do with a hand at the end of it: these are the tales: eight of them, from level 1 to level 45, told across the first four regions, and eighty-five more that came with the Twenty. Out on the land, now and then, an old map turns up with a cache under it. And on Aldhearth's Grand Plaza a sage keeps a riddle a day for anybody who stops.

This page says who tells each tale, where to find them, from which level, and what to take along. It never says how a tale ends: finding out is the point. How a tale's steps work (the Journal, the tracker, the marks over people's heads, every kind of step) is on Quests: how to finish them.

Who has a tale, and where

TaleWho tells itWhereFrom level
The Lost WeekTamsin, an ember-runner, age nineAldhearth, on Gate Street1
Turnip Is OutHayenny, Turnip's personAldhearth, on the Grand Plaza1
The First StoneOswin, the Warden-clerkAldhearth, the Warden House3
Sewn WingsLinnet, a would-be SkywardenAldhearth, under the Keep's wall4
The Grey WomanAnsa, a trapperThe Burrows camp, on the Wild Road6
The Five-water StewNessa Brine, the cookPort Tidewrack, the Harbour Inn10
The Lanterns of the MarshOld Wim, a lamplighter with no lampsThe Lantern Marsh camp, on the Wild Road16
Biscuit's HatsPim, age sevenPellan, by the river20
Relieved of PostSabe, a beachcomberPort Brackwater, the plaza32
The Old NameYsra, the Warden-archivistColdhaven, the market street45
Tamsin on Aldhearth's Gate Street, with a ! over her: she has a tale for you
Tamsin on Aldhearth's Gate Street, with a ! over her: she has a tale for you

After a rebirth

A tale is told once: a rebirth does not tell it again. The story goes on instead: four chapters are told only to the reborn, two of them from your first rebirth. See Chapters for the reborn.

The tales of the Twenty

Eighty-five more tales came with the Twenty, in four kinds. Where to begin each, and from which level, is here; how they end is for you to find out.

TaleWho tells itWhereFrom level
A Light for SaltreachOld Tamas, Keeper of the Saltreach lightPort Saltreach10
The Lucky FloatWren, Net-mender, Port TidewrackPort Tidewrack13
The Chapel BellBrother Ivo, Keeper of Pellan’s chapelPellan19
The Dry WellHesk, Dowser, OldmereOldmere24
Dune FeverSkipper Odd, Of the Gull, Port BrackwaterPort Brackwater31
Mags’s Last StashMags, Dock hand, once a smugglerPort Serewin36
The Message-kiteScribe Odelia, Quillreach’s message officeQuillreach44
Under the IceKalle, Ice-fisher, ColdhavenColdhaven49
The Drake’s ToothJory, Bone-carver, Port MarrowPort Marrow58
The Harbour FireMarra, Fire-warden of Port MistralPort Mistral65
The Old SeamGerd, Smith of IronvaleIronvale76
The Ravens’ HoardOld Rook, Raven-keeper, RavenhearthRavenhearth83
The Thing Under the HarbourHaakon, Sailor, Port OrrinPort Orrin95
The Quay LanternsTilly Wick, Lamplighter, Port LanternquayPort Lanternquay103
The Sinking FordFord-warden Brann, StonefordStoneford115
The Cinder That Will Not Go OutLinna, Sunmarch, age nineSunmarch123
The Crate Bound for the DeepMeg, Cat-keeper of Port CallowPort Callow137
A Letter from the Silent SeaInes, Beachcomber, Port WendmouthPort Wendmouth146
The Grey on the WallHarbour-mason Ulla, Port GreyharbourPort Greyharbour150
What the Mere Gives BackGrandmother Wil, GallowmereGallowmere150
Gnawer PegsNils, Shipwright, Port OarsbyPort Oarsby150
The Missing HoundsEbba, Houndkeeper, BrindlemoorBrindlemoor150
The Whale on the BeachHild Saltby, Of the Saltbys, Port NarethPort Nareth150
The Horn at DuskCaptain Sorrel, The Dusk WatchDuskwatch150
The Glowing FenAldo Reedman, Fen-warden, MirefenMirefen150
The Knife in the Black WaterMoira, Kelp-cutter, Port KelphavenPort Kelphaven150
A Veil of Hush SilkYsolt, Weaver, ThistlewickThistlewick150
A Reed That Rings TrueFerrin, Bellwright, Port SelbyPort Selby150
The Forge FireAsger, Forge-master of EmberfoldEmberfold150
The Gulls Have GonePetra, Gull-keeper, Port GullhavenPort Gullhaven150

The Journal never lists them all: of the tales you have not begun, only those offered to you now (up to ten levels above your own, and their earlier tale finished). Every chronicle and expedition of the Lodge is on The Twenty.

The Lost Week

Tamsin found a lost page that said Tuesday, and then it caught fire. Pages come in weeks, she says.

Tamsin runs embers for Aldhearth and hangs about on Gate Street, between the south gate and the Grand Plaza. From level 1: for most people it is the first tale they meet.

Turnip Is Out

Hayenny's cat Turnip has had her saucer by the Great Flame at nine every morning for six years. This morning she did not come.

Hayenny sits at the south-west edge of Aldhearth's Grand Plaza with an empty saucer. From level 1.

The First Stone

Oswin keeps the town's books, and the books say Aldhearth is building again.

Oswin at the Warden House in Aldhearth, from level 3. It is a short one, about the town projects.

Sewn Wings

Linnet has read that Skywardens sew their own wings. She has the stubbornness. She needs feathers.

Linnet is fourteen and stands under the Keep's wall in Aldhearth, north-west of the Warden House, looking up at the towers. From level 4.

The Grey Woman

Somebody tends the old graves east of the Burrows camp, in the dark and the wet. Somebody grey.

Ansa traps in the Burrows and sleeps at its camp, under the shelter at its west end. From level 6.

The Five-water Stew

Everything tastes of grey to Nessa Brine since the spring. Her mother's stew cut through anything.

Nessa Brine has cooked at Port Tidewrack's Harbour Inn for thirty years; she stands by the harbour clerk, near the well. From level 10.

The Lanterns of the Marsh

The Lantern Marsh had lanterns once. The lamplighter stopped lighting them one year, and nobody has since.

Old Wim carries a lamplighter's pole and has no lamps to light. He stands under the Lantern Marsh camp's shelter, at its west end. From level 16.

Old Wim at the Lantern Marsh camp, with a ! over him: the Wild Road's camps have people with tales too
Old Wim at the Lantern Marsh camp, with a ! over him: the Wild Road's camps have people with tales too

Biscuit's Hats

The goblins keep taking Pim's dog, and the dog keeps coming back in hats.

Pim is seven and three quarters (the three quarters is important) and plays by the river in Pellan. From level 20.

Relieved of Post

There is a skeleton on the dunes west of Port Brackwater that does not shoot. It waves.

Sabe combs the beach for a living, and the dunes when the beach runs out, and stands on Port Brackwater's plaza, by the fountain. From level 32.

The Old Name

Coldhaven's Warden was a dragon, the old way. She still answers to her name, if anybody has the whole of it.

Ysra keeps Coldhaven's ledgers, on its market street, and has not been warm in forty years. From level 45.

Treasure maps

An old map, read: its circle on the world map
An old map, read: its circle on the world map

An old map is blank until somebody reads it. Read, it remembers a place near the reader, and somewhere in that place a cache is buried. Four map scraps make a great map, which remembers somewhere deep.

Where they turn up (the named Grown of tales and chains never drop one):

WhereAn old mapA map scrap
Digging natural ground (not in a town, and not ground that grew back in the last half hour)1 in 2,2001 in 700
A catch, fish or junk1 in 671 in 25
A world chest in the caves, the first time anybody opens it1 in 171 in 8
A Grown you slay1 in 1,2501 in 400
An elite (the ones with a star)1 in 831 in 33
A boss1 in 201 in 8

Following one:

  1. 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, within 600 paces of where you stand (past the land your map has drawn, an arrow at its edge points the way). Read in a hunting ground, it stays in that ground; read in a town, it lies out on the land near the town. The cache is never in a town's ground, held ground, a kept place, a dungeon or the sky.
  2. Walk into the circle. The cache is somewhere inside it, not at its middle. The tracker follows the map at once: cold in the circle, then warmer, hot, and at last it is right here: dig down.
  3. Dig it up. An old map's cache lies a little under the surface (one to eight tiles down). Dig the tile, or one beside it. It pays gold (30, and 8 for each level of the land it lies in) and loot rolled for that land, scattered at your feet, and now and then a map scrap. Farther out, deeper and more dangerous ground pays more.
Standing on the cache: the tracker says to dig
Standing on the cache: the tracker says to dig

A great map: put four map scraps together in the crafting grid (any four squares). Read, its circle lies over the Deep's first stratum, under the old floor of the world (see The Deep), and its cache pays three times what an old map's would there, with a Jewel of Ascent.

Mosk's riddles

Mosk on Aldhearth's Grand Plaza, and today's riddle
Mosk on Aldhearth's Grand Plaza, and today's riddle

Mosk, a sage of no fixed town, has been to every town in Nyrath and found all of them poor conversationalists. He stands on Aldhearth's Grand Plaza, east of the Great Flame, near Tobias the crier. A ! over him means today's riddle is waiting.