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calderamods) wrote2024-03-28 08:21 pm
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QUESTS
ACTIVE QUESTS
DRYAD QUESTS
★★★★★ THE CHILDREN YEARN FOR THE MINES (FINAL)
PARTS 1-3Though the evidence was scant, the investigations have been rigorous, and the perpetrator, known as The Mad Mage of the Mines (the press love a snappy title) has been found: Dr. Vaelren Morthrix, once a highly respected alchemist, now, it would seemed, obsessed with something he calls "ascension," if the scraps of notes retrieved from the mines have been translated and interpreted correctly. Travel to his spire high in the Skyward Mountain Range, and put an end to his madness and the suffering it has wrought, once and for all.
Enemies found within the spire:
The Chrysalis Thrall - Mostly humanoid creatures, with bladed, mantis-like arms. These creaturs scream in pain and sob while they attack viciously, and may even murmur names and cry that they want to go home.
The Swarm - constructed from the heads of a small humanoid creatures, combined with giant mosquitos, they hunger only for blood.
The Broodweld - what appears to be a number of failed experiments sewn into one: a poisonous stinger, a hardened carapice, and a sack in the stomach that expels wriggling larvae. Slow and shambling and disgusting.
Bits of writing found within logbooks, scattered about the spire:
"The worker beetle endures the crushing weight of stone. The mantis strikes without fear. The ant lives only for purpose. What is man compared to these perfected forms? Flesh is weak. I will stitch purpose into bone."
"Subject: human, female, age 10.
Attempted fusion with blood wasp thorax. Initial success—synaptic uptake strong.
Day 3: Subject began whispering in reverse tongues.
Day 5: Subject begged to ‘stop seeing through the thousand eyes.'
Day 7: Self-terminated via stinger internalization.
Notes: promising direction. Increase dosage of numbing mutagen."
"The Queen speaks to me in clicks and pulses.
She says I have molted well.
Soon, I will no longer need to speak through this sagging mouth of meat.
Soon, I will emerge.
Not as a man.
Not as a thing.
But as the pattern. The rhythm.
The next skin."
Dr. Vaelren Morthrix, the Exarch of the Chrysalis
You find the good doctor, unsurprisingly, at the top of the spire, and as expected by the various scraps of information garnered from his research, having achieved his grand "ascension." A much more perfect specimen than the failures below, but no less grotesque: a hard, chitinous exoskeleton, a pair of enormous, translucent, membranous wings, and a stinger, dripping with poisonous venom. He is fast, unnaturally strong, his exoskeleton difficult to penetrate, and the poison paralyzes while immediately beginning to digest a victim stung, slowly burning through their veins, muscle, and tissue.
Good luck. You'll need it.
The Aftermath
Now one must decide what to do with the various experiments within the spire: destroy them, turn them over to the Soot Spire to see if the experiments can be reversed, or let them have the spire for themselves, now that their mad master has been destroyed
REWARDS: 400 Bones | NON-DRYAD BONUS: 100 Bones
★☆☆☆☆ A WITHERED BRANCH
While exploring the forests, a curious Visitor may come upon what appears to be a long abandoned treehouse. Should they enter it, they will find the skeletal remains of two bodies, a chest of once fine clothing now decaying and moth eaten, a few scattered trinkets displaying a noble family's crest, and several journals, just barely legible and in a delicate state. If handled with care, one can read of the lives--and tragic downfall--of the couple that are laid to rest here. Lady Kaelan and Elira Halden, duchesses of Veilmar, accused by Duke Marven Lorac of performing unnatural magicks, and exiled. They claim they are innocent, and even have proof of it tucked away inside one of the journals, but Lorac threatened the lives of their children if they should ever try to reclaim their duchy and clear their names. Thus, they died in exile, labeled as traitors. Should you investigate further, you would find that the duchy of Veilmar no longer exists and was absorbed into the sprawl of Grey Ward as the city expanded; however, the descendants of the Ladies Halden still live in the Downs, while those of Lorac enjoy a comfortable life in the Hearthstill. You could clear the name of the Halden family, which would no doubt result in restitutions being made--or, you could extort the Lorac family. The choice is yours.REWARDS: 100 Bones | NON-DRYAD BONUS: 20 Bones
★★☆☆☆ THE ROOTS REMEMBER
A curious notification posted to the quest board pleas for a pair of Visitors to come to the outskirts of the Great Shroud near Oak Run. A cluster of wood nymphs wait there to lead the brave and willing through the dangerous forest to a glade, where more of them wait in what seems to be their home, nestled within the branches of ancient oak trees. This grove, they explain, are the Memory Trees, trees said to be as old as Caldera itself, trees that carry within their branches and roots the histories of generations. Recently, however, the trees have began to sicken, and they fear if quick action is not taken, the trees and all the memories they hold will die, as will the nymphs bound to them. They lead the pair to the entrance of an underground tunnel, dug out by some helpful giant badgers, which leads to the source of the sickness. Sadly, the nymphs have learned the hard way that they cannot seek out and touch the disease, as the nature of their species and their connection to the trees has lead to the deaths of those that have attempted to cleanse it. They offer two things: a tincture that will send one of the Visitors into a waking dream, separating their spirit from their body and allowing them to connect to the Memory Trees, and a blessed sickle that the other Visitor can use to clear away the diseased roots. They will need to work in tandem, the spirit self walking side by side with the physical self, the spirit to lead the way guided by the Tree, and the other to physically remove and seal the damaged roots.
REWARDS: 200 Bones | NON-DRYAD BONUS: 50 Bones
★★☆☆☆ THE MOONFALL BLOOM
The Gloamwood, a shadowy thicket just outside of Berry Burrow, has long been a rich source of Mandrake roots, a vital component in sleeping draught given to those afflicted with terrible night terrors. These roots only awaken and sing their strange song beneath the light of what the local druid coven refer to as the Moonfall Bloom--a time when the fullest moon shines just so through the trees of the thicket. According to Rootspeaker Velli's calculations, the Moonfall Bloom is coming soon, and requests aid in gathering as many Mandrakes as possible, as the Bloom is not a common occurrence. He advises plugging one's ears with beeswax during the harvesting, as the eerie songs of the Madrakes quickly become terrible wails as they are harvested, and can cause severe pain, hallucinations, and paralysis if not muffled. The thicket itself can be tricky to navigate, the ethereal fog and bright moonlight making it easy to get lost, and more lives there than whispering roots. The Rootbound also awaken during the Moonfall Bloom, spirits bound to the drooping trees that enjoy causing mischief, stealing belongings and even pulling off any protections that those harvesting the Mandrakes may be using to cover their ears. Gather at least 5 Mandrake roots, and Rootspeaker Velli will offer one of the sleeping draughts in exchange, as well as access to some of his oldest recipes for herbal tinctures.Velli's Recipes:
1) Dreamroot draught - the very draught made with the Mandrake roots harvested
2) Verdant poultice - a paste that will greatly speed the healing of nearly any wound
3) Gloamwood ink - a paint only visible in moonlight, usually for inscribing warding glyphs to keep the druid's campsites hidden and safe
4) Rootspeaker's elixir - a potion that allows one to briefly communicate with plants, often used by non druidically talented Dryad for the purposes of tracking.
REWARDS: 200 Bones | NON-DRYAD BONUS: 50 Bones
★★★☆☆ THE HAND THAT ROCKS THE CRADLE
A cluster of volcanic vents in Ignacia's Cradle has begun to release mysterious toxic fumes. Local geologists believe that a group of smugglers, a fanatically Sylph loyalist faction calling themselves the Hands of the Reach, have began to use a network of underground tunnels to harvest and steal rare and valuable lava infused crystals. Since discovery, these crystals have been in high demand by skyship pilots, as they are incredibly useful both in powering both the engines of the ships and the defensive canons to protect them from flying creatures and piracy. Naturally, high demand means higher prices, and Ignacia's Cradle is still a young, developing city--these actions are not only undermining their already fragile economy, but the use of their unsanctioned mining equipment is causing ecological harm. They request a group of adventuring Visitors to travel beneath the tunnels, chase off the smugglers, and confiscate the tools and equipment causing the damage. They offer a single Obsidian golem to accompany the group, both to aid in the apprehension of any smugglers, and to carry the offending equipment back to the surface for proper disposal.REWARDS: 300 Bones | NON-DRYAD BONUS: 50 Bones
UNDINE QUESTS
★★★★★ CULLING THE CULT OF TRITON
THE CULT OF TRITON QUESTSThough Triton has been redeemed and now seeks to heal Caldera, the remnants of his old cult refuse to believe in his change. Declaring the new Triton a false spirit, they have bound themselves to the corruption of the Violet Drop, performing dark rituals in a final, desperate attempt to raise the tyrant-king they once worshiped. Their magic spreads faster now, poisoning the seas and threatening the nearby settlements.
At Triton's request, you are called to action. He grants you a blessing of protection and tasks you with destroying three corrupted altars fueling the cult's magic. Each altar, guarded by monstrous Voidspawn Leviathans—serpentine beasts with crystalline fangs and skin like shattered glass—must be shattered to weaken the Drop's hold. With the altars destroyed, the surviving cultists retreat into hidden caverns beneath the Drop, rallying around their leader, the Herald of the True Tide. There, after battling through waves of crystalized undead, you face their ultimate weapon: the Drowned Saint—a horrific, half-living effigy made from the fused bodies of the sacrificed victims. Twisting and reshaping itself with every blow, the Drowned Saint attacks with tendrils of violet crystal and unleashes shrieking storms that erode flesh and stone alike. Only by destroying it can the cult's madness be ended.
With the cult broken, Triton leads a Sealing Ritual at the heart of the Violet Drop. As the waters churn and the shadows lash out one final time, you must defend him until the ritual is complete. When at last the Drop's sickly glow fades to silver-blue, peace begins to return to the waters. But Triton warns: the scars left by the cult's hatred will take far longer to heal.
REWARDS: 400 Bones | NON-UNDINE BONUS: 100 Bones
★★★☆☆ THE LIFEDRINKER
In the waters beyond Salt Spire, the Lifedrinker—a massive, scarred shark warped by the lingering shadows of Triton's former corruption—prowls the depths with terrifying precision. Though Triton has been redeemed, fragments of his old darkness still haunt Caldera, and this predator is one such echo. It lurks in the crevices and ruins east of Cordelia's shrine, drawn to blood with unnatural hunger. To face it, one must bleed into the sea, willingly becoming bait to draw the beast out of hiding.When the Lifedrinker strikes, it does so with speed and cunning, retreating into shadow after each attack. Light-based magic—illuminating spells, glowing barriers, or searing bursts—can confuse or agitate the creature, making it hesitate or misjudge its charge. But even without magic, there are ways to kill it. Divers can bait the Lifedrinker into tight coral passages or shipwreck remains, where its size becomes a hindrance. Barbed spears, netting lines anchored to the sea floor, and clever teamwork can wear it down. Deep cuts near the gills, damage to the eyes, and strikes to the underbelly are especially effective. It's a brutal, slow battle, one that tests endurance and precision—but ending the Lifedrinker's reign will finally bring peace to Salt Spire's waters and allow Triton's redemption to truly take hold.
REWARDS: 200 Bones | NON-UNDINE BONUS: 100 Bones
★☆☆☆☆ CAPTAIN TINK'S TRINKETS
In the bustling Bluetide market of Salt Spire, a peculiar merchant has set up shop in a quiet corner stall, smelling faintly of peppermint and pickled squid. Dressed in a patched-up diving suit and wearing mismatched gloves, he calls himself "Captain Tink," claiming to have journeyed through underwater whirlpools and enchanted shipwrecks to collect his rare and "mildly enchanted" wares. His items include things like singing barnacles, jellyfish jam that makes your voice echo, a shell that insists it's royalty when pressed to your ear, and goggles that only work when you're not looking at anything useful.The locals find him baffling, but tourists can't resist buying his bizarre trinkets. Soon enough, mishaps begin: boots that won't stop floating, hair turning to sea foam, and hiccuping bubbles that smell like garlic. The Keepers of Cordelia's shrine grow concerned and ask a group of reliable visitors to investigate. The task is simple: buy a few of Captain Tink's items, test them out, and figure out how they work. Some effects are harmlessly quirky, but others are causing just enough trouble to irritate the market's patrons. The items must be tested and cataloged, and their effects understood—so the merchant can be convinced to pack up and leave.
The resolution is a bit unorthodox: while Captain Tink isn't malicious, he's deeply enthusiastic and unaware of the chaos his wares cause. The best solution is to strike a deal with him—offer a "local licensing agreement" or even a "merchant permit," forged with just the right amount of official-sounding, brightly colored paperwork. The Keepers, amused and slightly exasperated, are happy to help. Once Captain Tink is convinced to move his business to the surface, where his enchanted items will be much safer (and possibly become the next big trend), the situation will be resolved—and Salt Spire's markets will return to its usual, slightly less bizarre routine.
REWARDS: 100 Bones | NON-UNDINE BONUS: 20 Bones
★★☆☆☆ THE LITTLE MERMAID (PT2)
PART 1Months have passed since Ariella left her life beneath the waves to be with Erikka on land. Their love has weathered judgment, distance, and deep cultural divides, and now their wedding is finally approaching. But with their union symbolizing a fragile peace between land and sea, the ceremony must honor both worlds. The couple has asked the Visitors to help gather a few simple, meaningful items from across Caldera to complete the preparations.
The first item is Pearlglass Sand found only on the islands near Blueshore Post, where the tides leave behind sparkling grains that shimmer like both ocean pearl and crystal. This sand will be used in a unity ritual symbolizing the blending of their worlds. Next, they need a bundle of Starblossom Fern, a delicate white plant that glows faintly in moonlight. It grows along the edges of the shores outside Grey Ward, and will be woven into Ariella's hair to represent her journey from sea to land. Lastly, they seek a simple Seasilk Ribbon, traditionally gifted by the bride's family, but Ariella's family has refused to send one. A rare merchant in Grey Ward is rumored to have a spare bolt—if he can be convinced to part with it.
REWARDS: 100 Bones | NON-UNDINE REWARD: 50 Bones
SYLPH QUESTS
★★☆☆☆ THE TEENIEST TEMPEST
Elarin Galeleaf, a whimsical air genasi herbalist, seeks help capturing a Zephyrling—tiny, skittish air elementals that resemble a cross between a hummingbird and a flying rabbit. She believes a flock has taken refuge near a storm-blasted peak and asks adventurers to climb or fly to the location and bring one back, either for study or to help her restore her connection to the winds that guide her magic. Zephyrlings are curious but easily startled, often distracted by shiny objects, soft sounds, and gentle motion. They respond well to flute music, kindness, and wind-based magic, and may be coaxed with empathy and a patient approach. Sudden noise or aggression, however, will send them scattering. If Visitors earn a Zephyrling's trust, they may form an empathic bond and choose whether to return it to Elarin or keep it as a companion.REWARDS: 200 Bones | NON-SYLPH BONUS: 20 Bones | A Zephyrling, should you choose to adopt one.
★☆☆☆☆ CLOUD SYPHONING
Mistress Anaba, a cheerful but scatterbrained weather alchemist living in a perpetually damp tower thanks to rogue indoor rainclouds, needs help stabilizing her latest project: a magical artifact called the Tempest Core. To do so, she requires three clouds' worth of raw sky-energy, which can be collected using her Cloud-Sipping Potion—a bubbly concoction that lets the drinker inhale magical clouds and store their essence in their lungs (or something similar). The potion lasts one hour and allows the user to safely inhale and store up to three clouds at a time, exhaling each into a crystal jar for collection. Cloud clusters drift near mountaintops, tall trees, and enchanted spires. If someone holds more than three clouds at once, strange effects may occur: floating a few inches off the ground, frizzing hair, booming thunder-voice, sparks leaping from fingers, uncontrollable levitation, or even rain leaking from eyes and ears. Anaba warns against pushing your luck—last time, she sneezed lightning and accidentally turned her cat into mist.REWARDS: 100 Bones | NON-SYLPH BONUS: 20 Bones
★★☆☆☆ SKYWARPING
Out in Dusklight, something has gone wrong with the very laws of gravity. The winds that once flowed steady and true now twist and bend unexpectedly, tilting streets, market stalls, and even entire buildings sideways. Travelers stumble walking up walls, gliders crash from sideways gusts, and the air feels unpredictable and dangerous. This strange disturbance, called the Skywarp, has unsettled the Sylphs and all who rely on the sky's natural order.The source of the problem lies in ancient gravity wells hidden in the cliffs—ingenious air-magic devices created centuries ago to keep the winds steady and gravity balanced. Over time, some of these wells have shifted out of place or suffered damage, causing the natural forces they once controlled to falter and warp. To restore balance, these wells need to be found, inspected, and physically realigned or repaired. This means climbing precarious cliffs, deciphering old Sylph engineering markings, and using both skill and ingenuity to adjust massive stone anchors and redirect air currents. The gravity's unpredictability causes tools to float away or slam unexpectedly, anchors to slip loose, and air currents to shift suddenly—making any repair work dangerous and tricky.
REWARDS: 200 Bones | NON-SYLPH BONUS: 50 Bones
★★★★☆ ET TU ARIVELLE?
Arivelle Moir, a charming and well-dressed merchant, offers the adventurers generous pay to protect a "sensitive shipment" bound for a remote outpost. She claims the cargo contains rare alchemical medicine needed to treat a dangerous outbreak—possibly the beginnings of a plague. The job seems straightforward, but during the voyage, subtle oddities begin to surface. The sealed cargo emits no magical aura whatsoever. The crew avoids eye contact, speaking only in hushed tones, and the skies around them grow strangely empty, with no other airships or travelers in sight.When the skyship nears a remote floating islet or a turbulent storm channel, Arivelle drops the act. She reveals herself as Captain Blackgale, a notorious sky pirate, and the "delivery" is a setup. She never intended to deliver medicine—her real goal is to capture the party alive, hoping to ransom them off or convince them to join her crew.
At that moment, the ambush begins. Three to five sleek pirate skiffs burst from the cloud cover, harpoon guns blazing as their crews swing aboard in a coordinated attack. The Visitors have several options: they can fight their way through a cinematic mid-air battle across the rigging and decks to retake the ship; leap onto one of the attacking skiffs to seize it for themselves; or turn the tide using the ship's cargo bay, triggering magical mechanisms like levitating crates or unstable elemental engines to create chaos. For added danger, a storm rolls in mid-fight, scattering the ships through thunderclouds and splitting the battle across drifting platforms and arcs of lightning.
Victory could mean capturing Blackgale and claiming her bounty—or even her ship. Failure might see the party shackled in the brig of a sky pirate fleet. And for those bold enough to flip the tables, there may even be a chance to take the helm themselves.
REWARDS: 300 Bones | NON-SYLPH BONUS: 100 Bones
★★★☆☆ GOING WHALING
Captain Elias Vorn, a grizzled sky-hunter turned salvager, has a rare and risky job for adventurers willing to brave thunder and rot. A massive storm whale has died and crashed into one of the floating isles, its titanic body now lodged in a thundering storm-field pulsing with volatile sky currents. The corpse is a treasure trove of rare resources—bone-marble, stormglands, aether-veins, and more—but the clock is ticking. The longer it lies exposed, the more dangerous it becomes. Wild beasts, rival scavenger crews, and stranger things have already begun to gather.The adventurers must reach the carcass, navigate its shifting mass, harvest what they can, and escape before it slips fully into the cloud-sea—or worse, reanimates. Glassy skyshard wyrms may lash out to defend their feeding grounds. Other scavenger crews might not take kindly to competition, and are just as desperate to claim the whale's wealth. A residual storm cloud soul—an echo of the beast's once-colossal mind—could linger as a psychic mist, triggering hallucinations or even defending the body from perceived intruders. And if the party lingers too long or disturbs the unstable heart-core, necromantic spasms may ripple through the colossal corpse, twitching dead muscle and dragging them into a storm-fueled nightmare.
REWARDS: 200 Bones | NON-SYLPH BONUS: 100 Bones
NSFW QUESTS
THE THRILL OF THE CHASE (PT2)
Wilhelm Woodleaf, a wealthy trader and owner of many sky ships, has not been seen or heard from in weeks, since he left his Gold Reach manor for a private vacation home on a far flung floating island. Any that have been sent to investigate his disappearance have not returned...until now, when a single city guard returned babbling incoherently about "naked, everyone, naked!" After some doses of a calming tincture, some sense was finally made of the situation the guard saw: Master Woodleaf's manor has apparently become the site of an impressively sized orgy. The rotten log, it would seem, has bobbed to the surface again.The guards of the Reach have acquired a handful of talismans that should negate the effects of the incubus's powers for long enough to find them in the manor, subdue them, and place a collar on their neck that will nullify their nature. The hitch, of course, is that even with the talismans worn, anyone sent to the manor will have to blend in. With great discomfort, the captain of the watch conveys that the small group sent in should be...comfortable with one another, enough to at least play act at certain activities. Travel to the island, navigate the writhing bodies, and keep your cover until you find the incubus and arrest him.
At the manor, you will find exactly what you would expect to find; people of various ages and gender identities, engaging in nearly every sexual act one could imagine. How you find the incubus is up to you, but when you do, you find them sitting alone somewhere they can survey their domain, looking...rather bored and disgusted, to be honest. The confrontation you expect quickly resolves, as the incubus heaves a sigh and rolls their eyes. "Oh, finally." It would appear the incubus doesn't enjoy the fruits of their nature, and simply knows of no other way they can navigate the world save to do what's expected of them; at this point, prison is almost a relief. They go quietly, and you imagine that some interesting conversations are happening in the manor, once the incubus's influence wears off.
REWARDS: 100 Bones
BODY PAINTING
A piece of parchment with a simple map leads to a wandering painter that has set up a quiet little space just off the beaten path, laying out jars of glowing pigment, soft brushes, and a few worn blankets beneath the open sky. He invites travelers to join in a simple activity: take off your clothes, sit awhile, and paint on one another. There's no grand purpose—just the feel of warm skin, shared quiet, and the slow, gentle rhythm of brushstrokes passed between strangers or friends. The paint glows faintly in low light and fades by morning.REWARDS: 50 Bones and a set of body paint!
PLEASURE MAPPING
A mysterious and cheeky note appears on the quest board, penned in curling ink and sealed with a kiss: *"Many lands are mapped, but few have dared chart the sacred geography of a lover's skin. This is your task — to explore, to learn, and to mark what brings pleasure. The one who maps with the greatest care shall be richly rewarded…"* Signed only by the enigmatic Sensual Sage, also known as the Cartographer of Desire, this quest is clearly not for the faint of heart—or those lacking curiosity.Partners are invited to take on the roles of Explorer and Map. A coin flip decides who begins the journey. With a timer set for 5 to 10 minutes, the Explorer's mission is to discover five hidden pleasure spots—places that make their partner sigh, squirm, moan, or smile without a single word. At first, only light and teasing contact is allowed: hands, lips, breath, or something playful like a feather. Explicit touch is saved for after all five zones are discovered.
Each pleasure point can be "marked" in any way that delights you both—perhaps a kiss, a sticker, or a silly like "Goosbump Glade" or "Moan Marsh." Once five areas have been found, partners switch roles, letting the Map become the Explorer in turn.
For the Bonus Round, each partner selects one discovered spot to revisit—this time with full indulgence, using any form of touch, mouth, toy, or technique that both consent to. It's a quest not only of sensation, but of trust, attention, and playful intimacy. Who knew cartography could be so satisfying?
REWARDS: 50 Bones
A FAVOR OF THE FLAMEKEEPER
Visitors find themselves summoned for a game of intrigue and possible debauchery at the Velvet Mirage hotels. Upon check-in, they are given a note:The sacred Flame of Connection flickers, and it needs fuel — not of wood or oil, but of touch, teasing, and shared breath.
I task you, willing adventurer, with the rekindling of passion. Your partner awaits — whether old flame or curious stranger — and together, you must complete the rite.
Complete the three trials, and you may claim your reward. Refuse, and the Flame dims... until another night.
— The Flamekeeper
The Three Trials:
Trial of Temptation
Seduce your partner using only your voice and body language. No touching for 3 minutes.
If they touch you first, you earn a pleasure coin — a special token representing a moment of connection and intimacy.
Trial of Worship
Choose a part of your partner's body and give it full attention for 2 minutes — slow, teasing, intentional.
Can be feet, neck, thighs, back, etc.
Trial of Trust
Your partner is blindfolded. You get to explore their body for 5 minutes — but you must keep them guessing where your next touch will land.
Or reverse roles.
Pleasure Coins are earned during the trials by acts that deepen connection, like being touched first in the Trial of Temptation or surprising your partner with care. These coins can be spent to unlock rewards between partners such as sensual massages, makeout sessions, playful favors, or whatever else you wish to use them for. They encourage attentiveness and playfulness, enriching the shared experience.
Once all three trials are complete, the Flamekeeper "appears" one final time (via voice, text, or whisper) and grants you the Flamekeeper's Boon: A bonus coin/token you can cash in anytime for a makeout session, sensual massage, or surprise favor.
REWARDS: 50 bones
GENERAL QUESTS
★★★☆☆ BONE?! (PT2)
Thanks to clues gathered by vigilant Visitors—through interviews with restless ghosts, recovered counterfeit Bones, and mapped grave robbery sites—the city guards have uncovered the culprit behind the fake Bones. Thessel, a disgraced bone-mage banned from necromantic arts, has been hiding under an alias, quietly building a dark empire beneath Caldera's streets.Bonita is furious. She insists her Bones are crafted from alchemically pressed coral, salt, and crystallized sea glass—never real remains. With the economy shaky and the spirits growing restless, she begs you to put an end to Thessel's operation permanently.
Your mission: find the Shadowvault, a secret lair hidden beneath one of the disturbed cemeteries. The entrance is protected by spiritual wards and mourning spirits who will not allow the living to pass without proper respect. To cross safely, you'll need a sigil of mourning—a sacred charm honoring the dead and shielding you from their wrath. This sigil can be obtained from Bonita or crafted using obsidian, bone ash, and a drop of your own tears.
Inside the Shadowvault, expect to face skeletal guardians and cursed traps. Defeat Thessel to reclaim the last counterfeit mold, which Bonita will destroy in a saltfire ritual.
REWARDS: Bonita's eternal favor, a pouch of official sealed Bones (200), and a Whisper Coin—an enchanted token that lets you speak with the dead once per day.
★★★☆☆ SURPRISE DELIVERY
Courier wanted for a delivery to Oak Run. Light travel, minimal difficulty. See Lord Haldran at Elmspire Estate for details. Payment upon completion.Seems simple—until the merchant in Oak Run reads the letter aloud:
"I have sent some of my servants to procure a shroudstone for you, as payment for my usual order."
Apparently you are the servants.
A shroudstone is the heart of a Leshyn—a massive, territorial forest creature dwelling in the Great Shroud. Covered in thorns, extremely aggressive, and very much not interested in giving up its heart.
Slay the Leshyn, bring back the shroudstone, and the merchant will hand over the noble's "usual order": a crate of fine mead.
You can deliver it… or keep it. After all, Lord Haldran conveniently forgot to mention the monster-hunting part.
REWARDS: 300 Bones
★☆☆☆☆ EW, TURNIPS
Ever since the werewolf incident, Granny Myra has taken Todd under her wing—or possibly just decided she's too stubborn to let a magical mess go un-fixed. She claims she can brew a potion to help him manage his transformations, but of course it requires ingredients that are, as she puts it, "a bit fiddly."Visitors are tasked to gather a few key components: duskgloom petals from the village graveyard (but only at midnight, and only if they help a weepy ghost finish his love letter); laughing mushrooms harvested from troll dung piles in the forest (watch out for spores); and one sacred turnip, which can only be retrieved from a hermit's enchanted garden after answering a series of bizarre riddles. Also, the potion requires "the sincere forgiveness of a sheep," which means Todd needs to personally apologize to the local flock. One sheep demands a rainbow knit sweater first.
If the Visitors succeed, Granny brews a potion that might stabilize Todd's full moon episodes—or at least make them more manageable. If they fail, Todd may have to leave the village before the next transformation, and Granny will be Very Displeased™. Either way, the parrot has already started mimicking wolf howls, and the goose is telling everyone it personally saved the day. Again.
REWARDS: 100 Bones
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Quest Difficulty Key:
★☆☆☆☆ - Easy, could likely be done solo and without any special abilities.
★★☆☆☆ - A little difficult. Wouldn't hurt to have a friend or two along just in case. Special abilities probably not necessary, but useful.
★★★☆☆ - Moderate difficulty. Bring 1-2 friends at least. Some abilities would likely be needed to accomplish this quest.
★★★★☆ - Difficult. Bring plenty of friends and special abilities.
★★★★★ - Nightmare. Rare and usually requiring a large group of companions. Special abilities mandatory.
◾Quests can only be done once per character unless stated otherwise.
◾Consult the flora and fauna page for further details on listed creatures/plants in quests!
◾ Archived quests can be found here for reference to quests with numerous parts.
◾Have a suggestion for a quest? See this thread and let us know.
ARCHIVED QUESTS
◾SEPTEMBER-NOVEMBER ROTATION
◾DECEMBER-FEBRUARY ROTATION
◾MARCH-MAY ROTATION
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Scarecrow is Carecrow question
If they asked Farmer Clyde McLeod would they get anything useful out of him?
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What happens if one ....
samples the mysterious, dark purple elixir? In the mine quest.
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Also, are the bones paid as an apology or was that for signing up to have yourself cloned for a simulacrum?
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So Lior, Lucifer, and Alastor are doing An Ancient Secret Part 2 and we wanted to know how big the "boulders" were.
On a somewhat related note, how big are the eggs from Oops All Dragons? Have an ongoing thread with Alastor and Maribelle where they bumped into each other at the nest.
EDIT: Additional question for the "boulders" and confirmed eggs from Ami, Lucifer's mun. What happens if you sing to them?
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If Ashton were to have someone give him a 'haircut' so to speak...would his own amethysts work? Like if he asked someone to knock some of his head gems off would those work for what he would need for the dragon's hoard later?
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And piggybacking on that last one, how detailed of a description will any spirits give of the strange man skulking about?
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As in, if the mirror copy dies, does your character die too/does it count as a character death? Thanks!
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Thanks!
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Thanks!
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I have a Rule of Funny idea but wanted to make sure it was kosher with the modsquad.
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QUEST SUGGESTIONS