Side Quest Central

From HollowWiki
This page serves as the hub for all guild quests! Each section should be self-explanatory. Once the available quests are depleted, or in the process of such, more will be added to the lists. Each guild's respective leaders set rules for the quests. These quests are mainly there for guild members only, as it aids in their ranking up, but should one of the guild members want to bring along "outsiders," then that's perfectly doable as well!

A minor note to guild leaders: please make sure to follow the bullet-point format!

Adventurer's Guild

Please hmail both Meri and Magik with your adventuring ideas!

Available

  • Choose Your Own Adventure
  • Location: Lithrydel
  • Pay: 2000g – 10000g
    • Depending on the number of RPs and the complexity of the RPs.
  • Difficulty: 2 or more players; 1 or more RPs
    • Do you have an adventurous RP idea that you would like to RP out? Well, I would like to reward you for contributing to the guild! “Adventure” is a very broad category, so there should be plenty of things that count.
    • You must include at least one other RPer in this adventure, preferably a fellow Adventurer’s in these RPs, but it is not mandatory. If non-guild members do participate in adventures, then they will also be rewarded for their efforts.
    • Be sure to upload your RPs to the wiki and share the link with me! If you need help uploading? Happy to help, just hmail them to Meri.
    • The only limitation is NO DOUBLE DIPPING. If another guild has put it up on the Side Quest Central, then it will not count as a “Choose Your Own Adventure” quest.


Bard's Guild

Available

  • All I Do is Win
    • Location: Bard's Guild HQ
    • Pay: 500 gold for each player's entry
    • Difficulty: 1 player 1 board post
    • A friendly competition for every member, leave their best adventure story on the board in the guild HQ.
  • Queen of the Knight
    • Location: Frostmaw
    • Pay: 1,000 gold
    • Difficulty: 1 player at the Titans of Winter Tournament
    • The queen of Larket has commissioned the bard's guild to write and recite an epic focused on her dutiful Knight, Roald, during his first match of the tournament.
  • I Heard it From a Friend Who Heard it From a Friend...
    • Location: At the player's will
    • Pay: 1,000 gold
    • Difficulty: 2 players and at minimum at least 1 RP
    • A rumor is going around that Kailani, a known hermit and druid, is that she is actually a shape-shifter. Her chosen form to get away from it all? A frog who spends their days sunbathing on a large lily pad. Do you think she eats flies while chilling as a frog? Well, I don't know about that, but if you see an oddly quiet frog with a blue spot on it's head... just pretend you didn't see anything at all.
  • Can't Stand Losing You
    • Location: At the player's will
    • Pay: 1,000 gold
    • Difficulty: 2 players and 1 RP
    • A fellow poor bard member as lost their song book and is requesting their fellow guild mates assistance in the matter. Were they in the tavern when they lost it? Hanging out at the bard's college? Roaming the royal gardens? Or is it simply lost in the bard's guild HQ somewhere?
  • Love the Way You Lyre
    • Location: Cenril shore side
    • Pay: 2,000 gold
    • Difficulty: 2 or more players to complete 1-2 RP(s)
    • There are tales of a deceased famous bard’s instrument lost along the shores of Cenril and it is unclear if the lyre has been spotted near a cliff side, buried in the sands or obscured behind a pile of rocks in a cove. Whoever the lucky guild member is to find the lyre will then do a RP scene with a guild member/leader at the Headquarters.
  • The Red
    • Location: A tavern/bar
    • Pay: 5,000 gold
    • Difficulty: 4 players at least (probably a mix of NPC work as well) 1 event RP
    • There is a competition at a local tavern where all the patrons are given a red ribbon upon entry and the bard who uses their charm to gain the most ribbons from them by the end of the night will win.
  • The Ballad of Don Quikquirky
    • Location: Any Venturil tile
    • Pay: 2,000 gold
    • Difficulty: 2 or more players to complete at least 1 RP
    • A denizen of the byrgs of Venturil has commissioned the Bard's Guild with his family's life savings in hopes that you can turn his life around. After an embarrassing stint where a drunken Don attempted to fight a windmill he mistook for a flailing giant, he has become the laughing stock of his garrison! Find a way to spin the tale to make Don Quikquirky the valiant hero of this story to the cold-hearted Venturilian Guard!

Devout's Guild

Rules

  • Notification that a quest has been accepted must be given to the guild leaders so that this page can be kept properly up to date. Solo quest RPs are accepted within reason. For example: if a chosen quest is to fight a fully grown dragon, it is not something that can be completed alone and at least one partner must be found. More guidelines, as well as payment bonuses, will be added to each quest in the future.

Available

  • Sciophobia
    • Location: The Enchantment
    • Pay: 2000g
    • Difficulty: 1-2 players; 1-2 RPs
    • Deity/Ascendi: Coreliant
    • Soon after looking into an enchanted mirror, shadow copies of the noble that gazed into it are being made and has started terrorizing the businesses in the area. The problem? The mirror was broken and subsequently the spell should have been broken as well, but… that does not appear to be the case. Something else curious is that it seems that they do not care for the light and disappear when morning comes, only to return when night falls. If this is some sort of trick, there’s very few races in Lithrydel that detest sunlight--and even fewer that follow a certain Ascendi with a penchant for shadows and illusions.
  • Don’t Count Your Chickens Before They’re Dead
    • Location: The Halfling Burrows, Xalious
    • Pay: 2000g
    • Difficulty: 1-2 players; 1-2 RPs
    • Deity/Ascendi: Vakmathras
    • A small army of house cats has been making their way around the Halfling Burrows. While this isn’t usually too much of a problem, halflings are turning into chickens left and right and the cats are tearing them to bits! Take care of the cats so that the halflings can return to their normal lives.
    • Bonus: What will you do with the cats once you get there? Kill them? Or find something useful for them to do?
    • Bonus Pay: 1000g


  • The Blue Olric Cult
    • Location: Cenril
    • Pay: 2000g
    • Difficulty: 1-2 players; 1-2 RPs
    • Deity/Ascendi: Olric
    • In the wake of the Ascendi being sealed away from this plane of existence, a cult of Olric seems to have strayed from the path. Driven mad by the banishment of their patron, the cult has shifted from goodness to something more sinister. They still believe in striving for peace in Lithrydel however (somehow). Their solution? Painting everything blue. Literally everything. Even you.
    • Bonus: Take care of the paint in whatever way you see fit.
    • Bonus Pay: 1000g
  • This Is Just A Tribute
    • Location: Xalious
    • Pay: 2000g
    • Difficulty: 2 or more players; 2-3 RPs
    • Deity/Ascendi: Daedria
    • A letter has been sent to bards of all kinds throughout Lithrydel! An ancient copper dragon and self-called lover of the fine arts has announced that he is about to host the greatest musical competition of all time: Whoever writes Kaaygee the most beautiful song and performs it in front of him and the assembled crowd, shall receive a great, legendary artifact in the dragon’s possession: the Lyre Pick Of Destiny.

In Progress

  • Note: All quests currently in progress that did not have a reward listed now has one: 2000g for the quest itself, with 200g per extra RP directly associated with it.
  • They Who Hunger
    • Location: Rynvale Island
    • Pay: 2000g
    • Difficulty: 2 or more players; 1-3 RPs
    • Deity/Ascendi: Gerthaog (He Who Hungers)
    • A tribe of kobolds has taken up residence underground in Rynvale, beneath the Fog Forest, close to Gamorg. Ever the impressionable eavesdroppers, the small reptilians have been listening nightly to the chanting crowds of the followers of Gerthaog. Unfortunately for the residents of Rynvale Island, the kobolds have taken it upon themselves to worship Gerthaog and have taken his title literally! Meaning that they have been hunting family pets and small children as food, not caring where they get it from, be it from Rynvale itself, or Vhys, or Gamorg. A situation of this sort could either be dealt with in their extermination, or perhaps someone would like to corrupt them further and use them for their own personal gain.

Completed

A list can be found here.

Healer's Guild

Available

  • A Bright Future Ahead of You
    • Location: At player’s discretion
    • Pay: 2,000 gold
    • Difficulty: 2 players, 1 RP
    • The only way to get better is to practice different forms of clinical practice, whether that is a lesson on botany or a beginning lesson on restoration magic. Find a buddy and get to practicing, so you can expand your knowledge!
  • The Labyrinth
    • Location: Gaping Cave Mouth (Xalious)
    • Pay: 5,000 gold per member
    • Difficulty: 3 or more players (as Guild leader is needed in this RP to set up environment), 2 RPs
    • Retrieve a powerful healing crystal hidden deep within a labyrinthine cave system. Within this cavern, there is word of needing to navigate traps, solve puzzles, and fend off monsters to reach the crystal. Return it to Finn Fennigan at the Healer's Guild when inherited.
    • Currently Claimed By: Joan, Zahrani, and Daisy
  • The Tribal Healing Ritual
    • Location: At player's discretion
    • Pay: 5,000 gold per member
    • Difficulty: 2 or more players, 2 RPs
    • Seek out a reclusive tribe known for their healing rituals and earn their trust to learn their secrets. Guild members must immerse themselves in the tribe's culture, participate in rituals, and perhaps even undergo trials to prove their sincerity to learn this new secret to healing.

Completed

The list of completed Healer's Quests can be found here!

Mage's Guild

Available

  • Through the Meowing Glass
    • Location: Backstage Alcove
    • Pay: 2000
    • Difficulty: 2+ players; 1-2 RPs
    • School of Magic: Spatiomancy
    • The entirety of the Cenrilian School of Dance has gone missing! They were last spotted backstage before a scheduled performance of Felines, crowding around a new floor-to-ceiling mirror gifted by a fan. The floor manager insists that the dancers were pulled into the mirror, but investigations to see where the dancers went has proved unfruitful. Your task is to investigate the mirror, bring it back to the Mage's Guild and/or rescue the poor dancers. What lies on the other side of the mirror may be quite fur-raising, though.
  • Masquerade!
    • Location: Rynvale (Grandiose Courtyard)
    • Pay: 2000g
    • Difficulty: 2+ players; 1 RP
    • School of Magic: Transmutation
    • A Rynvalian mage has thrown a masquerade ball in the town’s lovely courtyard! The problem? Turns out the mage isn’t the greatest person in the world and completely hates his fellow nobles. The whole ball’s gimmick was supposed to be that people would get polymorph temporarily after entering the courtyard… but that doesn’t seem to be the case. The spell is much more permanent and to make things worse, there’s a bugbear polymorphed amongst them who’s spell is actually the temporary one! Find the bugbear’s polymorphed form before it returns to normal and massacres everyone on the guest list.
    • Bonus: Return the guests to their normal selves and apprehend the masquerade ball’s host!
    • Bonus Pay: 1000g
  • The Mambo Number Five
    • Location: Venturil (Aedrebyrg)
    • Pay: 2000g
    • Difficulty: 2-3 players; 1-2 RPs
    • School of Magic: Divination and Evocation
    • The sibling of a long lost sailor wants to have the ship found and anything that might pertain to their sibling recovered and returned! Over two decades ago, the Bega Battalion was stationed in Aedrebyrg, with the galleon Mambo Number Five as its flagship, accompanied by the smaller ships Monica, Erica, Rita, Tina, Sandra, Mary, and Jessica. During a patrol along the south side of Lithrydel late at night an attack broke out on each ship. While it seemed like ghosts at first, it turned out to be a spell gone wrong! Weapons that had been enchanted improperly came to life and slayed the crew on every ship! (PSA: Always check your written spellwork -before- you cast them and before you copy them several times.) The ships went down, of course, but they could never be found. After gathering the necessary materials to do so, use scrying to find the ship’s hidden location. The catch? All those murdery enchanted weapons are still active and need to be defeated finally. Maybe, just maybe, you can even take one home as a souvenir.
    • Bonus: Find the person’s sibling and bring them home! They had been serving as the Mambo Number Five’s first mate.
    • Bonus Pay: 1000g
  • Under Pressure
    • Location: Craughmoyle
    • Pay: 2000g
    • Difficulty: 2-3 players; 1 RP
    • School of Magic: Conjuration/Abjuration
    • The fire and earth elementals that work in the Runesmith’s Forge have become unruly! Wrangle them up and get them back to work! Installing some minor shield spells here and there around the temple in the case of future attacks.
    • Bonus: Maybe you should ask them what’s wrong? Elementals have feelings too, you know.
    • Bonus Pay: 1000g

In Progress

  • Heirloom of Looming Doom
    • Location: The Ever Clever Home of Gerius Took
    • Pay: 2000
    • Difficulty: 2+ players; 1-2 RPs
    • School of Magic: Enchanting
    • The splendid glowing sword that sits mounted above the fireplace of respected tinker Gerius Took, the halfling often remarks, was made by the elves. Given to the elderly halfling’s grandfather for some gracious favour that has been consigned to the vagaries of time, the sword was enchanted in such a way that in the event of impending misfortune, the sword’s glow would turn a vibrant bloody red. Never once has the sword glowed such, til the eve of Midsummer, when the elderly Took found himself most startled to be greeted into his home by light of this crimson omen. Understandably distraught, he has reached out for help averting the terrible calamity that such an omen must portent.
    • Claimed by Lanlan and Iintahquohae and Enelys
  • Bursting the Bubbles
    • Location: Public Gardens
    • Pay: 2000g
    • Difficulty: 1-2 players; 1-2 RPs
    • School of Magic: Aeromancy
    • A Chartsendian elf comes to the Mage's Guild with a tearful request. The beloved pet that his grandmother gifted him upon his coming of age ceremony fled out into the night after a misplaced potholder on a warming kettle started a small fire that scared the poor creature. Revalor insists that the local authorities told him that they did not have the magical capabilities needed to bring poor Bubbles back to his home. Bubbles, as the elf describes, is a curious creature resembling a blowfish with an elephant's head that floats in the air, propelling itself by blowing bubbles from the trunk of its nose. It seems very agitated and will blow surprisingly durable bubbles at those who try to approach it. If outside and unleashed, Bubbles may just float all the way up into the sky and disappear. The creature was last spotted being blown westward into the trees of the public gardens of Chartsend. Hurry and catch the strange creature before the westward winds push it out into the sea!
    • Claimed by Caltarok

Under Pressure Location: Craughmoyle Pay: 2000g Difficulty: 2-3 players; 1 RP School of Magic: Conjuration/Abjuration The fire and earth elementals that work in the Runesmith’s Forge have become unruly! Wrangle them up and get them back to work! Installing some minor shield spells here and there around the temple in the case of future attacks. Bonus: Maybe you should ask them what’s wrong? Elementals have feelings too, you know. Bonus Pay: 1000g

    • Claimed by Demeter and Karasu

Completed

Merchant's Guild

Available Client List

  • Fit for a Lord
    • Trade: Blacksmithing
    • Pay: 2,000 - 5,000 gold
    • Difficulty: 2 or more players to complete 2 RP(s)
    • Description:Tiberon Belferus, the son of a self-proclaimed Lord in Taylebeck, is in the market for a new and enchanted weapon for his father's birthday. His father is very picky and under the delusion that he is vastly superior to everyone else in every possibly way, on par with the gods themselves, so Tiberon requires a weapon that'll meet his father's lofty expectations.


  • More than a Ghostwriter Wanted
    • Location: Cenril's Theatre
    • Trade: Bards/Songwriters/Clothing
    • Pay: 2,000 gold
    • Difficulty: 2 or more players to complete 1-2 RP(s)
    • Description:Cenril's Theatre has the pleasure of hosting renowned playwright, Henrietta Delphinu, to showcase her new musical which is currently unnamed. The problem is, this playwright's ghostwriter has fallen ill and cannot produce the works that she claims under her name. Under a shoddy disguise and a false name, simply called Molly, the playwright has turned to the Merchant's Guild for help. She's in search of bards, costumers, actors, and writers of any sort to come up with a musical that will bring crowds and coin coming during her stay during the performance's run time. The show must go on


  • An Inky Situation
    • Location: Larket
    • Trade: Artists
    • Pay: 3,000 gold
    • Difficulty: 2 or more players to complete 1-2 RP(s)
    • Description:Finneas and Herbert's on and off relationship has finally come to an end, and both are keen on removing the tattoos they got for each other after a drunken night on the town in Larket. Finneas chose a complex, detailed forearm piece of twined knots and threads of fate, while Herbert simply had his ex-lover's nickname tattooed on his upper arm, flanked by roses. Finny. Both would like their tattoos removed, or covered up. Hopefully both don't schedule their sessions at the same time, at the same shop to stamp out this part of their lives...


  • Dance Night!
    • Location:Northern Sage
    • Trade: Music/Cosmetics/Clothing/Hair styling/Jewelry/Food and Drink
    • Pay: 2,000 gold
    • Difficulty: 2 or more players to complete 1-2 RP(s)
    • Description:A school in Northern Sage is hosting a dance for their students and the party planning committee isn't quite sure what to do. The theme is Beach Bash, but in the forest? How can they possibly make this work? They've turned to the Merchant's Guild for help, along with a few students who are on the hunt for something to wear to attend.


  • A Gift Fit for a Squire
    • Location: Larket
    • Trade: Blacksmiths/Equpiment Enchanters/Armsdealers
    • Pay: 2,000 - 4,000 gold
    • Difficulty: 2 or more players to complete 1-2 RP(s)
    • Description:Tomas has achieved his dream, acceptance to becoming a squire for one of Larket's knights, his first step to knighthood. His parents are so proud and want to send him off with a parting gift before he begins his training. They're in the market for a suit of armor befitting the lad, a sword (though they know little about blades and aren't terribly specific on what they want for Tomas), and a shield.


  • Last Minute Catering
    • Location: Larket
    • Trade: Food/Drink/Musicians
    • Pay: 1,000 - 1,500 gold
    • Difficulty: 2 or more players to complete 1 RP(s)
    • Description:A band of orcs and humans in Gualon are hosting an event in the gardens for flower viewing to span over a weekend, but the head planners, Olgrak and Geraldine, dragged their feet until the last minute on sorting out catering and entertainment. They're a bit low on funds as well to pay for a decent spread of food for festival-goers, as well as entertainment, but they've made the controversial suggestion that they can pay in exposure. Can a deal be made here? Will the festival go off without a hitch or be a disaster?


  • A Spectacular Wedding
    • Location: Xalious
    • Trade: Blacksmiths/Clothing/Jewelry/Bards/Entertainment/Food/Musicians/Cosmetics/Armsdealers/Blacksmiths – EVERYONE.
    • Pay: 3,000 - 7,000 gold
    • Difficulty: 3 or more players to complete 2 RP(s)
    • Description:Childhood sweethearts, Ser Vivianne Elderbee and Christa Townsend, an elf knight of Sage and a gorgeous feline sorceress from Venturil, have finally made plans to tie the knot. Christa intends to propose during a private dinner she wants to make arrangements for at a place they both grew to love over the years – Xalious' Scenic View, but she hasn't acquired an engagement ring just yet. After the proposal (which we all know Ser Vivianne will accept), wedding plans are under way! Money is no object for either of the betrothed, so they are pulling all the stops for this massive, extravagant wedding. Lavish decorations fit for royalty, hundreds of guests, unending barrels of drink, mountains of delicious food, the finest clothing and jewels that Lithrydel has ever seen, music and dancing from only the greatest musicians money can buy, and even a jousting match with specially made weapons as prizes! All hands on deck are needed for this pair of clients.

Necromancer's Guild

These quests are repeatable. Meaning it is either repeatable per person or repeatable in the sense that more than one person can do it. If you complete one quest, that is repeatable per person, do not choose that quest again immediately.

While the focus should be on the arts required to reach your chosen advanced art or the advanced art itself (when you're high enough in rank to reach it), you are allowed to do other quests. For example, someone intends on going into Phobomancy requires experience in Necromantic Spellcrafting And Magical Literacy, Alchemy and Botany, and the Black Tides. This means they should focus on those arts' quests specifically. But! They can also do the quests for Revivification as well. Keep in mind, however, that if your character does not have any, or has barely any, skill in a certain art, then they will likely not succeed in their quest. BUT! This does not mean that you can't turn in the RP for it. This would be a learning experience for your character and you'd receive one-third pay for the effort.

Only those in the advanced ranks may start a quest in that category. Lower ranking members may also assist a higher ranking one in the advanced art quests. However, please keep in mind that things may go more wrong than normal, should untrained members get their hands on things. Advanced members may also help other advanced members, even if the former has already completed that specific quest. This tips things in favor of the quest being completed successfully. Advanced members may also do Basic level quests as well, as it provides practice.

All quests must be uploaded to the wiki for credit. No solo RPs! Do not pick the same quest each time. Do not do the exact same thing every single time you do a quest. This translates to: no picking the same herbs every time at the same garden, or digging the same bones in the same region. Mix things up and get creative! If something seems like it should be more than one RP, then do it!

Pay for a completed quest: 2000g per person.
Pay for a failed quest: 666g per person.
Extra pay may be considered depending on the amount of work done, but is not guaranteed.

The Basic Arts

Necromantic Spellcrafting And Magical Literacy

  • Quest 1: Both headquarters for Necromancer's Guild have runes etched or marked in some fashion all over the buildings. Choose 2 areas to reapply the runes. If they are not applied correctly, you are expected to clean up your own mess should an incident occur. If you want to be extra, you can get descriptive with the types of runes being used!
    • Areas with runes and their uses: Outside of the buildings/Wards against attacks; Classrooms and magical training rooms/Resists magic to keep the rooms from being damaged; Laboratories/Helps with containment, in case an experiment goes awry; The magical item vault/Keeps curses contained and non-cursed items from misfiring or fizzling out over time; Kitchens/Fire containment; Portal rooms/Keeps non-members from crossing through the portals between headquarters; Money vaults/Keeps track of magical signatures of those that enter and leave, in case of theft.
  • Quest 2: Many of the scrolls in the guild's storage are centuries old and decaying somewhat. Typically, to refresh them, they need to be rewritten on new parchment. Choose 3 of the scrolls listed. After they've been rewritten, test them to make sure that they work properly. If they do not work properly, then find the issue in the scroll's writing and remedy it.
    • List of scrolls: Summon Skeleton; Summon Zombie; Summon Ghost; Summon Armored Undead; Summon Weaponed Undead; Shadowbolt; Shadowfire; Shadow-ice; Drain Health; Drain Magic; Drain Stamina; Detect Undead; Shadowmeld; Shadowstep; Darkvision; Spell Reflection; Minor Resist Poison; Minor Restore Health; Minor Restore Magic; Minor Restore Stamina.

Alchemy And Botany

  • Quest 1: With the constant usage of potions, elixirs, and poisons amongst the guild, the storage rooms almost always require replenishment. Choose 3 types of potions, elixirs, or poisons, follow the recipes for each, and brew enough to make 3 of each, then bottle them and put them in the storage room in their proper spot.
    • Potion/Elixir/Poison Types: Minor Cure Poison; Minor Potion of Magic Absorption (your pick on the magic type!); Minor Dark Magic Boost; Minor Regenerate Health; Minor Regenerate Magic; Minor Regenerate Stamina; Minor Invisibility; Waterbreathing; Milk of the Poppy; Essence of Nightshade; Tangleroot Paste; Violet Venom; Blood Leaf Residue; Black Lotus Extract; Mindrust.
      • Note: Some of the poisons listed can be found here, for their intended uses.
  • Quest 2: Gather botanical ingredients from either the mushroom farm in the Black Spire's basement, the Garden of the Dead in Vailkrin, or the Goth Garden in Cenril. Certain insects may be found in these gardens as well. Choose 5 types of ingredients and gather enough to make a small bundle, without harming the plant it comes from.
    • Types of Ingredients: Ink Caps; Black Morels; Death Caps; Fly Agaric; Jack-O'lantern mushroom; Ghost mushroom; Stinkhorn; Weeping Bolete; Bleeding Tooth mushroom; Psilocybe; Nightshade; Hemlock; Hellebore; Lobelia; Yew; Wisteria; Moonflower; Wolfsbane; Snakeroot; Crocus; Larkspur; Poppies; Nettles; Oleander.
      • Note: You may get extra pay if extremely rare plant or fungi ingredients are found elsewhere. But beware of nature and the dangers within! Examples: Black lotus, Corpse flowers (Titan arum or Rafflesia arnoldii), Ghost orchid.

The Black Tides

  • Quest 1: Occasionally, the spirits in the House of Frozen Souls may turn malicious, whether it's due to how long they've persisted in our realm or perhaps someone just really pissed them off. Find 3 of them and fight them using the Black Tides. This will not destroy them fully. It will merely make them disappear for an extended amount of time to recharge and return to their former neutral or mischievous selves.
    • Alternate Locations: The Ruined City in Frostmaw, The Misty Cairn and Hazy Barrows in Venturil, and the cemetery in Vailkrin.
  • Quest 2: After the basics of the Black Tides are grasped, one can use them along with physical or ranged weapons. With a partner (or a small group), take up your chosen type of weapon, and duel with your partner. During the fight, manifest shadows, shadowfire, or shadow-ice on the weapon itself. These can work in ways similar to using enchanted weapons or spell blades with arcane magic. For example, an arrow engulfed in shadow-ice will explode into ice shards on contact or freeze a person's foot to the ground. Choose one type of the Black Tides per duel. This is not something that will be easily mastered immediately as the necromancer's focus must be split between their weapon, to fuel their magic, and their opponent.
    • Note: This does not have to be an actual duel. It's just an IC fight to practice their magic. If the quest-taker and their partner want it to be a duel, however, then they may.


Revivification

  • Quest 1: Spare parts and new sets of bones are always in need within the guild. Help restock the spare parts ice box and skeleton closet by venturing out into the world to find the rare and exciting ones. Choose to find either 10 spare parts (needs to come from at least 2 bodies) or the 5 skeleton sets to find. For the spare parts, you're going to need to know where and when there might be freshly dead bodies. If the skeletons are chosen, ancient burial spots and certain graveyards will be needed. Be warned, however, as graverobbery, body stealing, and poaching are a dangerous undertaking, as many races are very particular about their dead. Do so at your own risk.
    • Rare Spare Parts Locations: Places where healers frequently tend to the sick and dying, morgues, or places where murders are most likely to happen, or perhaps a guild member might be the one doing the murder themselves. The guild will not accept bodies from funeral homes, as they are embalmed and the embalming process can hinder the ritual to bring the dead back to life. Semi-rotted parts are accepted, as they can be useful in Carnology. Rare non-humanoid creatures are also wanted, and may in fact be more difficult to obtain. Should a member acquire them, they may get extra pay.
    • Rare Skeleton Locations: Well visited cemeteries, like Vailkrin's, won't do for this quest, unfortunately. You'll want to look in places like The Misty Cairn and Hazy Barrows in Venturil or The Ruined City and the graveyard outside of The House of Frozen Souls in Frostmaw. As there are not many graveyard/cemetery rooms in the game, you are allowed to make some up. Just make sure it makes sense. Rare non-humanoid creatures are also wanted, and may in fact be more difficult to obtain. Should a member acquire them, they may get extra pay.
    • Rarity Level: Common parts and bones from Humans, Elves, Dwarves, Orcs, etc will not be accepted due to the fact that the guild storage has an overabundance of them. The guild is looking for creatures like Seaborn, Giants, Jersher, Fae, Naga, and Shadow Gnome. Non-humanoids like unicorns, frost/nightmares, olyphonts, dinosaurs, hippocampus, and hippogryphs are also accepted. This is not an all-comprehensive list. Members are free to find other things than what's listed here, so long as they're not something considered common.
  • Quest 2: The spare parts ice box and the skeleton closet are almost always in disarray. Pick either one, then choose 3 creature types to organize.
    • Alternative Locations: Choose either the Black Spire in Vailkrin or the House of Frozen Souls in Frostmaw.
    • Creature Types: The type of creatures chosen are up to the quest-taker. But do keep in mind that some bones or parts may be larger or heavier, or more delicate, than others. If your character is a pixie, and they try to lift dragon bones, they will likely be injured. Likewise, if someone is moving pixie bones haphazardly, they will more than likely break, due to the fact that they are extremely delicate.

Advanced Arts

Phobomancy

  • Quest 1: To master fear magic, one must have very little fear themselves, if any at all. To do so, each phobomancer must face their fears. To do this, create the character's fear in a way that makes the most sense for that character. It can be in the form of a hallucination, illusions, or perhaps shadow magic. This may be done in either a group, where each person takes turns using a person's fear against them, or more as a demonstration, where one person at a time fights their own fear by themself.
    • Locations: This can take place anywhere, but do remember that there are training rooms in both headquarters that keeps magic contained.
    • Extra Info: This quest can only be done as many times as the number of fears a person has. If they only have 2, it can only be done twice. But, phobomancers that have completely fought their fears may assist others with their own fear creation.
  • Quest 2: In order to be more skilled at using fear magic on more than one person at a time, secret experiments must be conducted. To do this, find an extremely public area or event and use your fear magic to summon creatures and make it look like they're attacking. Places like plays, operas, and concerts are not necessarily advised for experiment locations as they sometimes use magic similarly for their shows and might not faze the audience at all. In addition to this, you must do it without getting caught. If you are caught, then there will likely be consequences.

Augury

  • Quest 1: Most augurs use a physical tool to use for their divination work. For some it may be a spirit board. For others, it may be knuckle bones. Whatever tool is chosen, the guildmember must create it, then attune it to themselves via a ritual.
    • List of Suggested Divination Tools: Spirit boards, knuckle bones, tarot cards, rune stones, a journal for automatic writing, stone/crystal pendulums, crystal balls, mirrors, tea leaves, dowsing rods, or a haruspex knife. Some may be easier to make than others, but all of them are very important to each individual user. This is also not an all-comprehensive list. If a tool a character would use is not listed, then feel free to make it anyway, and attune it to the character.
  • Quest 2: To hone their skills as an augur, one must get out into the world and try their hand at reading for other people. Choose a place with in Lithrydel or Rynvale Island and set up a booth/tent! The type of readings that are done is either up to the augur themselves or their customer, if the augur has no preference.
    • Location: The augur may choose anywhere on the map. But it is important to keep in mind that certain regions may be more adverse to this sort of magic than others. For example, frost giants typically do not care for dark magic, but some might, and there's more than just frost giants living in Frostmaw. Choose wisely!

Carnology

  • Quest 1: Creating flesh golems is an integral part of Carnology. It allows the necromancer to become more aware of the different parts of different creatures and how they might fit together to create something new. For this quest, choose the necessary parts needed from the spare parts ice box to create a fully-functioning golem. Should it prove successful, they will be allowed to keep the golem for themselves. Those that are allowed to keep the golem may not accept the quest again, but they are allowed to assist others with it. The spare parts used must be from separate creatures, not the same one.
  • Quest 2: Most undead need a bit of refreshing at times, in the sense that their body is constantly rotting (unless they managed to control it magically somehow) and are always in need of a new arm, leg, etc. As a carnologist, a necromancer can heal flesh, even the dead kind, but not always so when it's in a state of extreme decay. Find and assist 5 undead that require it, remove the decayed pieces, replace them with "newer" ones from the spare parts ice box, and ensure that they work properly.

Soulbinding

  • Quest 1: Soulbinding is an intricate art that requires focus and muscle memory. To practice this, choose between either removing lesser souls from items in the guild's item vault (there are both cursed and regular magical objects there!) and storing them in the proper magical containment jars in the soul storage room or take non-magical weapons, armor, or unenchanted implements, combine them with lesser souls from storage, and use the item to make sure it works. Do this 5 times. This process is akin to someone taking apart a crossbow and putting it back together again over and over, usually in a timed environment (though timing yourself is not required for this quest).
    • Note: Typically souls used for soulbinding are ones that are magical in nature. For example: an elemental mage's soul is used, and the armor it's fused to gives the wearer elemental resistance. There are plenty of types of magic out there, so get creative! It can also be from a non-humanoid creature as well!
  • Quest 2: When a soulbinder wants a more powerful soul than what's in the soul storage, they'll have to go out "into the wild" to find it. Typically, this means the soulbinder either needs to kill a creature or acquire is in some other manner (example: the black market/soultraders). It does not have to be a humanoid, but still needs to be magical. Find a mighty spirit that most calls to you and fuse them together with a weapon, piece of armor, or unenchanted implement of your choice. After they are combined, test it to make sure it works. Once proven to work, the soulbinder is allowed to keep the object.
    • Note: While these items can be powerful, they may not be so powerful as to be considered a lore item. If a soulbinder wants to create a lore item, they must send their idea to the admin to get permission.

Rogue's Guild

(WIP)

Signups

  • To schedule an Open Job, please contact Leoxander.

Available

    • Type:
    • Quick Details:
    • Client:
    • Success:
    • Failure:
    • Participants:

Warrior's Guild

Available

  • It's Always Sunny in Hell
    • Suggested Complexity: Two to three challenging RP sessions (one dedicated to the investigation); partner(s) mandatory
    • Location: ? (Possibly starting at the Lazy Eel in order to figure out -where- to go from there)
    • Reward: 7500 gold.
    • Description
      • Initial reports in Cenril told strange tales of a local group, the LazyEel Congregation of Saints and Fur-Covered Sinner. Despite the seemingly harmless name, there was a number of disappearances', and even a murder associated with them. While the details are hazy at this point, as to who was truly at fault- there are indications that there was something otherworldly in play. Unfortunately, their place of worship seems to have changed- because both the secret passageway now lay vacant, and the pool has since been drained. And yet, some small clues remain. Dry 'Mucus' still adheres to the walls of the pit, alongside anomalous tissue shed by what had once lurked there. With that, and a little luck in finding a patron who may have recognized, or even known one a member of the congregation, and to figure out where they've since gone, and whether they remain (or ever were) a threat.
    • (ooc: And maybe bap them, if they keep summoning mucus-y portals to malign outerdimensional slimes)


  • I’m A-Froad Not
    • Suggested Complexity: Several challenging RP sessions, with at least one per Froad; partners mandatory
    • Locations: Frostmaw, Gualon, Dragonlands (Rynvale Island)
    • Reward: 5000 gold per Froad.
    • Previously On I'm A-Froad Not
      • A hulking beast known only as a “froad” has blocked a pathway into the Eternal Forest, making returns home for forest-dwelling nobles and elves an impossibility. At thirty meters tall and slimier than a Cenril salesman, you’ll not find this easy prey. Find this foul creature and fell it posthaste. When all else fails, use fire.
    • The Quest Continues!
      • After the initial contract was made, two strike teams were deployed to deal with the issue, with only one supposedly succeeding. In addition to that, there had somehow also been brief sightings of it in Xalious, but it is no longer there. Now, reports are being made that it's been spied in the Dragonlands of Rynvale, Frostmaw, and the swamps of Gualon. There's no possible way it can be in all of these places at once... can it?


  • Uncharted: Drake's Consumption
    • Suggested Complexity: Two to three RP sessions (at least one RP dedicated to the initial investigation); partners mandatory
    • Location: Venturil
    • Reward: 7500 gold
    • Previously On Uncharted: Drake's Consumption
      • Rumor has it there's easy money to be made navigating a recently-discovered cave up in the mountains near Venturil. The cave is said to be filled with treasures from a bygone civilization, but covered in traps to protect those treasures from adventurers abroad. The problem that local Venturilite alchemist Elena now faces is that six of her seven children have entered the cave in search of success and... died instead. Elena will do anything to stop her final child, Sully, from traipsing away to his demise. Unfortunately, Sully's already gone ahead as planned. Meet with Elena and she'll give you potions and poultices to help you navigate the dark caverns and identify their traps. Then, save Sully from his damned fool ambitions. Beware: for all the gauntlets and puzzles in the cave, the greatest threat are a family of blood-thirsty drakes.
    • The Action Continues!
      • The rescue effort that had been asked for by the Warrior's Guild never happened, thanks to the disappearing leadership and change in command, and to make matters not good, the final child of the family has not been sighted since, leaving the guild to assume he's dead. To add to the problems, the initial contractor, the child's mother, has also gone missing. Now undead have been spotted near the very cave the child went missing in, and while the guild could just ignore it, it has been decided that there must be an investigation into the source of the undead.


  • Lizards. Why Did It Have To Be Lizards?
    • Suggested Complexity: Two to three RPs; partners mandatory
    • Location: Venturil
    • Reward: 7500 gold
    • Description
      • A lot of people have been going missing in Venturil's jungles, leaving the Venturili government to seek assistance, after realizing this wasn't just due to the wildlife in the area. Recent information has now put the blame on those of the Preklek which still remain in this realm, who have taken to preying upon and enslaving the citizens of Venturil and its byrgs. Find them, disrupt their operations, free the slaves, and burn their operation to the ground, and the Preklek with it.

In Progress

Completed

A list can be found here.

Cross-Guild Quests

  • Note: The guild listed first is most likely the guild that will give out the reward, ie: the guild that this quest would have been listed under in the guild sections above. When the quest is complete, please link them in the appropriate guild channel on Discord so that rewards can be handed out.
  • Them Rats
    • Location: Lower Craughmoyle
    • Pay: 2500g
    • Difficulty: 2 or more PCs; 2 or more RPs
    • Guilds: Necromancer’s, Devout’s, Mage’s
    • Magic Type(s): Curses, Enchantments
    • Deity: Cire
    • It's been some time since the plague haunted all corners of Lithrydel. Still, people are fearful of it returning and to make matters worse, it seems the rats have returned. This time, however, the swarms of the rodents seemingly match the times that certain valuable objects all over Craughmoyle has started to go missing. An undead child has been spotted, stuffing various objects into what seemed to be an ordinary bag with a strange symbol: an ever-swirling vortex, only for them to then turn and dump the contents out. The problem? That's where the rats are coming from...