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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
| Tale | Who tells it | Where | From level |
|---|---|---|---|
| The Lost Week | Tamsin, an ember-runner, age nine | Aldhearth, on Gate Street | 1 |
| Turnip Is Out | Hayenny, Turnip's person | Aldhearth, on the Grand Plaza | 1 |
| The First Stone | Oswin, the Warden-clerk | Aldhearth, the Warden House | 3 |
| Sewn Wings | Linnet, a would-be Skywarden | Aldhearth, under the Keep's wall | 4 |
| The Grey Woman | Ansa, a trapper | The Burrows camp, on the Wild Road | 6 |
| The Five-water Stew | Nessa Brine, the cook | Port Tidewrack, the Harbour Inn | 10 |
| The Lanterns of the Marsh | Old Wim, a lamplighter with no lamps | The Lantern Marsh camp, on the Wild Road | 16 |
| Biscuit's Hats | Pim, age seven | Pellan, by the river | 20 |
| Relieved of Post | Sabe, a beachcomber | Port Brackwater, the plaza | 32 |
| The Old Name | Ysra, the Warden-archivist | Coldhaven, the market street | 45 |

- A gold ! over somebody means they have a tale you can begin. Click them (or walk up and press F): the tale is in their menu by name. A tale for a higher level is in the menu too, marked (from level 20) or so, and says what it is about if you ask.
- The Journal's Tales section lists the tales you can start now or soon, with who tells them and where; the ones further off are on this page.
- The Wild Road's camps are a road gate away: the gate on Port Tidewrack's street (east of its waystone) goes out to the Burrows camp, Pellan's to the Lantern Marsh camp, and the world map (M) travels to either camp as well. See The Wild Road.
- Tales wait for you. Nothing in one runs out, you can be on several at once, and the tracker follows the one you began last (the Journal's Track picks another). A question you put off (Not yet, or Esc) is asked again when you come back to whoever asked it.
- Each tale pays gold and experience when it ends, more for a higher level (counted up to twelve levels over the tale's own, so an old hand still gets something for the early ones), and something nobody else gives: a trinket, a piece of gear, a wing dye, a codex page or a title. What you get depends on how it ends. A finished tale never pays twice, and an answer cannot be taken back. The early tales (under level 25) pay a little less experience than they used to, and the tales of level 60 and up pay three times as much while you are still climbing to 150.
- What a tale gives you on the way belongs to the tale: it stays in your bag (it cannot be dropped, sold, traded or mailed) until the tale is done. Pages are read in the bag and stay in your codex.
- Some steps want the dark: night on Aldhearth's clock, 19:00 to 05:00 Stockholm time (the clock the events keep), or the weather the step names. The weather icon by the minimap says what is coming over the land you stand in, and when: see Weather and cooking.
- Some tales have a fight in them: a named Grown a couple of levels over the land's own, that comes for you and nobody else (your group may help): it is your quarry, and nobody else can hurt it (nor anything it calls up, which goes with it when it falls). If it kills you, it comes again, whole, once you are back in its place.
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.
- The chronicles: Orla Underhill, Keeper of the Lodge's maps, at the Delvers' Lodge in Aldhearth (by Bram's corner, west of the Keep). One for each band of the Twenty, each after the one above: the Ember Sea's from level 15, the deepest from 150. Each ends with a page of the Lodge's maps in your codex.
- The hunts: Captain Rusk, at the Lodge. One for each band's great one, after its chronicle. Better with friends.
- The expeditions: Edda, Clerk of the Lodge board, at the Lodge. Fifteen across the bands, better with friends; the last, the Lodge's Banner, after five others.
- The town tales: somebody in every small town and port of the world, thirty in all, each with a keepsake of its own at the end. Some of them send you down into the Twenty.
| Tale | Who tells it | Where | From level |
|---|---|---|---|
| A Light for Saltreach | Old Tamas, Keeper of the Saltreach light | Port Saltreach | 10 |
| The Lucky Float | Wren, Net-mender, Port Tidewrack | Port Tidewrack | 13 |
| The Chapel Bell | Brother Ivo, Keeper of Pellan’s chapel | Pellan | 19 |
| The Dry Well | Hesk, Dowser, Oldmere | Oldmere | 24 |
| Dune Fever | Skipper Odd, Of the Gull, Port Brackwater | Port Brackwater | 31 |
| Mags’s Last Stash | Mags, Dock hand, once a smuggler | Port Serewin | 36 |
| The Message-kite | Scribe Odelia, Quillreach’s message office | Quillreach | 44 |
| Under the Ice | Kalle, Ice-fisher, Coldhaven | Coldhaven | 49 |
| The Drake’s Tooth | Jory, Bone-carver, Port Marrow | Port Marrow | 58 |
| The Harbour Fire | Marra, Fire-warden of Port Mistral | Port Mistral | 65 |
| The Old Seam | Gerd, Smith of Ironvale | Ironvale | 76 |
| The Ravens’ Hoard | Old Rook, Raven-keeper, Ravenhearth | Ravenhearth | 83 |
| The Thing Under the Harbour | Haakon, Sailor, Port Orrin | Port Orrin | 95 |
| The Quay Lanterns | Tilly Wick, Lamplighter, Port Lanternquay | Port Lanternquay | 103 |
| The Sinking Ford | Ford-warden Brann, Stoneford | Stoneford | 115 |
| The Cinder That Will Not Go Out | Linna, Sunmarch, age nine | Sunmarch | 123 |
| The Crate Bound for the Deep | Meg, Cat-keeper of Port Callow | Port Callow | 137 |
| A Letter from the Silent Sea | Ines, Beachcomber, Port Wendmouth | Port Wendmouth | 146 |
| The Grey on the Wall | Harbour-mason Ulla, Port Greyharbour | Port Greyharbour | 150 |
| What the Mere Gives Back | Grandmother Wil, Gallowmere | Gallowmere | 150 |
| Gnawer Pegs | Nils, Shipwright, Port Oarsby | Port Oarsby | 150 |
| The Missing Hounds | Ebba, Houndkeeper, Brindlemoor | Brindlemoor | 150 |
| The Whale on the Beach | Hild Saltby, Of the Saltbys, Port Nareth | Port Nareth | 150 |
| The Horn at Dusk | Captain Sorrel, The Dusk Watch | Duskwatch | 150 |
| The Glowing Fen | Aldo Reedman, Fen-warden, Mirefen | Mirefen | 150 |
| The Knife in the Black Water | Moira, Kelp-cutter, Port Kelphaven | Port Kelphaven | 150 |
| A Veil of Hush Silk | Ysolt, Weaver, Thistlewick | Thistlewick | 150 |
| A Reed That Rings True | Ferrin, Bellwright, Port Selby | Port Selby | 150 |
| The Forge Fire | Asger, Forge-master of Emberfold | Emberfold | 150 |
| The Gulls Have Gone | Petra, Gull-keeper, Port Gullhaven | Port Gullhaven | 150 |
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.
- Three pages are out there: one under the meadow just east of the walls (the X on your map, a tile under the grass: everybody's X is their own), one in the pond in Aldhearth's park (south-west of the Grand Plaza), and one inside a grazer in the meadows, that comes to you once you are out past the walls.
- Take something to dig with. She lends you a rod if you have none.
- The pages are worth reading: select one in your bag.
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.
- He talks a lot, a line at a time: Next (or Enter) reads on. Skip does not save you much: he says “Let's skip to the end.” and tells you his life instead, ten lines of it, before he tells you what to do.
- Catch a fish in the pond in Aldhearth's park (south-west of the Grand Plaza). He lends you a rod if you have none.
- Take it east out of the gate into the meadow, to the long grass past the first rise (the X on your map). Do not chase her.
- Carry Turnip home to him. It pays gold, experience and Turnip's spare bell, an amulet that pulls the loot round you to you a little sooner.
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.
- Walk up to the Market Hall's sign on the north side of Market Street. The town map (M, in town) marks it.
- Give a first gift to any of Aldhearth's projects: gold or materials worth 100 gold or more in all (F at a lot's sign). The tracker counts it.
- Tell Tobias the crier on the Grand Plaza.
- It pays gold, experience and the title the First Stone.
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.
- Twelve feathers: anything that flies sheds one when it dies, and the fliers keep to the outer meadows, past about 210 paces from the walls, east or west. Grown your group kills near you count.
- Sew them at a Workbench: the crafting book (C) has them under Special orders (12 Wane feathers, 3 sticks and 2 wheat). Bring the sticks and the wheat along.
- Then somewhere high, with the wings in your bag: at least 12 rows over the ground, out of a town. A tall tree will do, or a pillar of blocks you put up yourself.
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 graves are about 220 paces east of the camp, past the second rise: the X on your map.
- Go in the dark: by night, or while rain, a storm or fog is down over the Burrows (it is wet there often enough). By day under a clear sky there is nothing to see.
- Take three Sunpetals with you: the yellow flowers of the open land (the meadows have plenty).
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.
- Four fish from four waters: a Meadow perch (the Meadows), a Greenwood bream (the Greenwood), a Crag char (the Stonecrags) and a Harbour herring (any port's harbour). Only what you catch after she asks counts. Fishing tells what bites where.
- Cook them at any Cauldron: the crafting book (C) has the stew under Cooking.
- Take it to her. What she asks of you after that needs nothing but you (the emotes come in handy).
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.

- He gives you the lamplighter's taper. It will not light by day: go out in the dark, by night or in the fog (the marsh is foggy about a quarter of the time).
- Five old posts stand along the marsh going east, the first about 80 paces from the camp and then one every 70 to 80 paces; they are on your map. Stand by each, hold the taper and right click (or press F). The minimap marks the ones still dark.
- Take a light of your own as well: the taper lights posts, not the way.
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.
- Follow where Biscuit goes: west of Pellan, out into the Mirelands, about 150 paces past the town (the X on your map).
- Take six Sunpetals and two Old bones with you (skeletons drop the bones): you will be asked for them out there.
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 beacon is about 130 paces west of the town, past the gate: the X on your map. Manners count out there (see Chat and emotes for
/wave). - Then the Iron Legion walking that stretch of the Glass Dunes, west of Port Brackwater: eight of them.
- How it ends depends on what you say. One way, you will have something to deliver, a long way off: the tracker says where.
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.
- The name comes in three pieces. Ysra has the beginning from the ledger. The middle is cut on the old Warden's stone, out in the Rimefields about 160 paces east of Coldhaven: dig at the X, two tiles under the snow. The end was on a collar tag that went into a river, and the river into a salmon: catch a Rime salmon in the Rimefields.
- Read the pieces (in your bag; they stay in your codex), put the name together, climb to the roost on the high ridge about 300 paces east of Coldhaven (the X), and say it in the chat.
- Go up the ridge ready for anything.
Treasure maps

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):
| Where | An old map | A map scrap |
|---|---|---|
| Digging natural ground (not in a town, and not ground that grew back in the last half hour) | 1 in 2,200 | 1 in 700 |
| A catch, fish or junk | 1 in 67 | 1 in 25 |
| A world chest in the caves, the first time anybody opens it | 1 in 17 | 1 in 8 |
| A Grown you slay | 1 in 1,250 | 1 in 400 |
| An elite (the ones with a star) | 1 in 83 | 1 in 33 |
| A boss | 1 in 20 | 1 in 8 |
Following one:
- 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.
- 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.
- 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.

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.
- One map is open at a time. The Journal's map card has Fold it up: the map goes back in your bag, blank, and read again it shows somewhere new.
- The spot is made when the map is read, for whoever reads it. Trade maps, give them away, sell them at the Market Board: whoever reads one gets a cache of their own, and nobody can work out where another's lies.
Mosk's riddles

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.
- One riddle a day for each character, new at midnight (Stockholm time). Two characters may have different riddles on the same day.
- Some answers are a word: say it in the chat, near him, while he listens (for three minutes after he asks; talk to him again to hear it again). He takes the whole line as your answer, so say the answer alone: An echo? answers an echo (capitals, marks and a first a, an or the do not matter), but is it an echo? does not. A longer line is only talk and costs nothing.
- Some answers are a thing: hold it in your hand, talk to him and choose Show him what you hold.
- Three wrong answers a day, said or shown, and the riddle waits for tomorrow.
- Each answer pays 20 gold and 4 for each of your levels (up to level 60) and about an eighth of a level of experience. The tenth gives the title the Riddle-wise.
- His riddles are old ones and Nyrath's own: some answers are in every bag, some you will have to fetch.