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calderamods ([personal profile] calderamods) wrote2024-03-28 08:21 pm
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QUESTS

ACTIVE QUESTS

DRYAD QUESTS
★★★☆☆ TINY TROUBLES

A rather urgent call to action has been sent out by none other than Duke Hubert Alister Montague III, summoning only those Vistiors who can be the MOST discreet to his manor in Grey Ward. Upon arriving, the Visitors are greeted not by the stuffy, snobbish noble they may have expected...but by a squeaky voice emanating from a velvet cushion on the nobleman's throne. "Down here! Down HERE, are you blind??" Looking closer, one will see that the nobleman in question is dressed in impeccable silks and finery...and is twelve inches tall. Duke Montague, it would seem, has been cursed by an enchantress that he claims to have "very politely" rebuffed the advances of after a whirlwind romance. "You simply must find her and make her undo this wretched curse!" The enchantress in question is Esmerelda, a middle-aged woman who keeps a shop in the Glass Market, selling charms and beaded jewelry. Pay her a visit to her little tower, and you'll find a lovely lass with long, pointed ears and curling ram's horns, who takes one look at you and clocks your purpose in visiting, heaves a sigh and rolls her eyes. "The Duke of Disappointments sent his lackeys, did he? You tell that small, sour little man he will stay just as he is until he learns some humility." Reasoning with her does nothing, she merely tells you to get out, but the Duke has asked that you break into her shop once it's closed and find the ruby-tipped wand she used to curse him with. Upon doing so, you discover that Esmeralda is well prepared for this eventuality with several traps and alarms:

-the furniture will come alive and attack
-in the sitting room, an enchanted harp will begin to play and magically compel any who hear the song to dance until exhaustion unless they find some way to stop the music
-stepping on a pressure plate causes a puff of neon dust to adhere to one's skin, turning them a vibrant color for a week
-one of the area rugs is actually a type of cloaker that will try to suffocate anyone who walks over it

Eventually one can find the wand in a display case, easy enough to grab and make off with (perhaps too easy?). Bring it back to the Duke, and he will attempt to use it to reverse the curse...only it will turn him into a giant bunny rabbit instead. Esmeralda's voice can be heard laughing as the puff of pink magic fades to reveal him in this new form. "Humility, sweetheart," she coos before the phantom voice fades with another peal of laughter. Though chagrined, the Duke will pay what is owed, and send the Visitors off, muttering that he has a few dozen letters to write to other past flings before one of them turns him into something even worse.

REWARDS: 150 Bones | Non-Dryad Bonus: 20 Bones

★★★☆☆ CLEANSE THE INFECTION (PART 2)
PART 1

It's taken some time, but with thorough study of the specimens brought to them by the Visitors, the scholars of the Soot Spire believe they know what is causing the Rot: a great forest spirit that has become corrupted. Why this corruption has seized the usually benevolent creature, they're unsure, but they are offering a reward to any who can track it down, slay it, and bring it to them so they can finish curing and cleansing the forest.

Upon venturing into the rotted forest, one must find the trail of the forest spirit while either slaying or avoiding the animals it has infected with its corruption. Deep, deep within the trees, the spirit is revealed: a massive bear, black ichor spilling from its eyes and mouth, and pouring from its side. Though aggressive and angry, the creature can be reasoned with by any who can communicate with animals: it will roar and howl of the pain it feels, the poison it cannot rid itself of, of "the thorn in my side." Inspecting the creature will reveal some sort of harpoon lodged in its hide, and if one is strong enough to pull it free, the spirit will collapse, the ichor sluggishly beginning to cease pouring from it. The party must decide whether to let the spirit heal on its own, trusting it to cleanse the Rot from its domain, or to haul it back to Grey Ward and let the alchemists have it in exchange for payment. Should you allow the forest spirit to heal itself, it will offer up the gift of a magic acorn, which, when consumed, will permanently grant a single magical ability.

NOTE: The acorn will grant one a single Dryad power worth 250 bones, even to those not aligned with the Dryad faction. Simply claim it with your rewards request when you turn the thread in. You may also turn the broken harpoon over to the alchemists of the Soot Spire for an additional 50 bones, regardless of what you choose to do with the forest spirit, so they may investigate why the object affected the spirit so.

REWARDS: 250 Bones OR a Dryad ability worth 250 Bones | HARPOON BONUS: 50 Bones | Non-Dryad Bonus: 50 Bones

★★★★☆ THE WITCH OF HOLLOWFEN
In the village of Oak Run, a crumbling stone pits lies just beyond the outskirts. A popular local legend that children enjoy scaring one another with tells of a terrible witch that was sealed away there, long, long ago. During the most recent harvest, farmers noticed that any of the crops planted within sight of the pit were blackened, withered. This was initial dismissed as a small outbreak of mold, but as fall turned to winter, many began to admit to hearing strange whispers seemingly drifting up from the pit, and some even say they could've sworn they saw something misty and ethereal drifting back and forth across the edge--almost like a figure, pacing back and forth.

Once word of this reached the village elders, they reached out to the Visitors in a panic; it turns out the legend has more than a grain of truth to it. They offer any willing to help them a journal, written by a wizard known as Aldarion the Kindly. A wise and clever man, the mage took careful notes of his deeds, the most pertinent being his defeat of the Witch of the Hollowfen, who he sealed away in a stone pit, bound with powerful wards. Aldarion passed on at the end of summer, and the elders fear that with his death, the strength of his wards are weakening. "Follow his guidance on how to reinforce them," the plead, "Or destroy the witch once and for all; you must understand how evil she is, it's all there in Aldarion's journal!" Indeed the exploits of the witch as detailed by the mage were horrid indeed, and thankfully, the journal also contains very clear instructions on how the wards were set.

There are three of them, and to boost the magic will require a small blood sacrifice, using the lifeforce and vitality to bind the powerful living essence to magic. Unfortunately, one cannot descend into the pit without hearing the voice of the witch herself; she insists that Aldarion lied, that the good deeds he detailed in his journal were hers, that he was nothing but a thief, and a cheat. What do you do? Do you believe the wizard, and offer up your very blood to reinforce the wards? Do you break the seals and slay the wretched witch? Or do you let her sway you, and set her free?

NOTE: The amount of blood is relatively small, just enough to use to trace over the runes before reciting a short incantation; a shallow cut to the palm or forearm should yield enough. The witch is not difficult to slay; years of captivity have weakened her greatly, but she will still likely seriously injure at least one party member and inflict some minor harm on the rest. Also, if you believe your character is particularly insightful, you may ask the mods for a chance to discern who is telling the truth: the witch, or Aldarion's journal.

REWARDS: 350 bones | Non-Dryad Bonus: 50 bones

★★★☆☆ THE MOUTH OF THE SPRING
A few of your own fellow visitors have expressed an interest in the Ember Veil waters and the unusual properties therein, and would like to find the source of the spring so that they may run tests on the waters, observe their nature and find various and sundry applications for it. As the locals seem not to know, or really care to find it themselves, it's up to you adventurous spirits to uncover the origins of these magical waters. Exploring Ignacia's Cradle will be challenging, due to the unforgiving temperatures, the existence of unexpected heat vents and possible geysers (seismic sense and earth golem forms would be quite useful here!), but with careful diligence, the source can found without a somewhat treacherous cave. Not only is the cave extremely hot, even more than the rest of Ignacia's Cradle, but the air quality is quite poor, and there are more than a few tight spaces that must be navigated: proceed with caution or utilize your various faction powers to find creative ways through. Collect samples and map out the location of the source, to be turned into Barcus Wroot, and claim your well earned reward.

REWARDS: 250 bones | Non-Dryad Bonus: 50 bones (sponsored by [personal profile] lost_and_foundry)

★★☆☆☆ THE MYSTERY OF BLACKWOOD MANOR
Lord Reginald Blackwood has recently purchased a sprawling manor in the most wealthy part of Grey Ward with the intensions of remodeling it turning it into his personal retirement home. However, upon moving in, he was promptly beset by ghostly apparitions, eerie wails in the night, and furniture moving on its own. Terrified and cowardly, he has temporarily relocated to Tan upscale inn and is offering a generous reward to anyone who can rid the mansion of the supernatural menace.

When asked for details, Lord Blackwood--an elderly gnomish man wracked with nerves and jumping at every small noise--rambles about cold spots, glowing figures in the halls, rattling chains, eerie whispers, blood-curdling shrieks, things flying off the walls at his head. He remarks that he was warned by the old groundskeeper that there was indeed a curse upon the grounds, that to disturb the grounds was to unleash it upon himself. Lord Blackwood dismissed it, of course, but is convinced he is cursed and begs for help.

The Manor itself is in a state of disrepair, save for the sections that Lord Blackwood as already remodeled. The investigative parties will encounter the hauntings as described, and also must contend with trap doors, secret passages, bookshelves that spin around and deposit one into another section of the manor, all of which may scatter and separate the party. While frightening, clever and observant Visitors may begin to pick up on many clues that indicate all is not what it seems, including but not limited to:

-hidden tripwires--someone is staging and faking poltergiest activities??
-footprints in the dust in hallways where a "ghost" supposedly wandered
-a stash of props hidden in a closet (chains, glowing dust, pulleys and wires, crystals that, when held in a certain light, project a ghostly image on the wall)
-grenades and potions made from various winter blooms
-a hidden journal belonging to a man named Grimsby, who rants that Lord Blackwood has "stolen his home"

Eventually the party will encounter the shrieking apparition...only for it to do something very unlike a ghost, such as coughing because of a plume of dust or tripping over a wrinkle in the carpet. When the disguise is pulled off, the "ghost" is revealed to be none other than Old Man Grimsby, who declares that he would've gotten away with it too, if it weren't for you meddling adventurers!

What is done with Grimsby is up to the party: they can turn him over to the local authorities and merely take their handsome reward for cleansing the manor of its ghosts, or they can take pity on him and convince Lord Blackwood not to uproot him from his home and rehire him as Groundskeeper.

REWARDS: 100 bones | Non-Dryad Bonus: 30 bones


UNDINE QUESTS
★★★★☆ RISE OF THE CULT OF TRITON
Part 1 & 2

Despite halting the Cult of Triton, the Violet Drop has grown increasingly unstable. The once-gentle glow of its crystals now pulses with ominous energy, and the waters churn as if alive. Whispers from the depths draw divers closer to the heart of the Drop, where darkness writhes along the seafloor. The crystalized undead, once victims of the cult’s sacrifices, now roam the depths, their glowing forms spreading the same corruption claiming the Drop. The cult’s rituals seemed to have successfully awakened a force aligned with the ancient legends of Triton—a twisted entity, not a savior, but a being of betrayal and dark magic. As its power grows, the seafloor quakes, and corruption spreads.

However, a strange shadow within the depths seems to oppose this growing force, creating pockets of stillness and providing brief respite from the corruption. Its origin remains unclear, but it offers a chance to delay the coming darkness.

Your task is to descend into the Drop and uncover the source of this shadow. To do so, you must first locate ancient writings in the cult’s hidden lair on an abandoned island near the Drop. Within the ruins, cryptic texts reveal clues about an obsidian shard needed to resist the Drop’s corruption. After finding the shard in nearby wrecks, descend to the Abyssal Gate within the Drop, where the artifact must be used in a simple ritual: place the shard in a pool of dark water, recite an incantation found in the writings, and release the shard’s power. If successful, the ritual will weaken the corruption, temporarily calm the Drop, and delay Triton’s rise, buying valuable time for Caldera.
The incantation, once found, goes as follows:

"By the shadow's call and the shard’s grace,
I command the darkness to find its place.
Calm the storm, still the deep,
Let the waters quiet, let the shadows sleep."


REWARDS: 300 Bones | Non-Undine Bonus: 50 Bones

★☆☆☆☆ SUNLIT ANGELS
Marla, an Undine scholar, is deeply concerned about the sudden disappearance of a rare species of glowing angel fish known as the "Sunlit Angels." These fish, vital to the region’s delicate marine ecosystem, were last seen near Blueshore Post following recent volcanic activity in the underwater vents. Marla fears that the fish may have been scattered or, worse, trapped by poachers eager to harvest their luminous scales. She tasks Visitors with locating the missing shoal and ensuring their safe return to their natural habitat.

Sunlit Angels leave iridescent trails behind them as they swim that can only be seen under certain conditions: in low light and when illuminated by bioluminescent plankton. Their trails shimmer in hues of gold, teal, and soft violet, making them a breathtaking sight for those who venture into the depths. However, the trails dissipate quickly, lasting only a few hours before fading into the surrounding waters.

Marla provides the Visitors with enchanted lenses that allow them to see the faint remnants of older trails. She also warns them about the potential dangers near the underwater vents, including unstable terrain and the presence of deep-sea predators. The lenses are powered by rare crystals that lose their charge over time, so the group must act swiftly.

In addition, Marla mentions rumors of a hidden poacher’s hideout near the coral caverns, where illicit trade often occurs. She encourages the Visitors to investigate the area discreetly and to use diplomacy or force if necessary to rescue any captured Sunlit Angels.

REWARDS: 100 Bones | Non-Undine Bonus: 20 Bones

★★☆☆☆ KELP ME! (part 2)
Part 1

Months after rescuing Elthund, Calliope calls you back, her voice trembling with fear. “He’s gone again,” she says, handing you a damp scrap of paper.

"The kelp... it whispers. Calls to me in my dreams. I have to go back."

Following his trail, you return to the kelp forest. The water feels colder, heavier, and the strands of kelp sway as if alive. Deeper within, you find Elthund suspended in the writhing mass, tendrils of kelp weaving around his body like a cocoon. He doesn’t move.

“It’s… building us,” he whispers, his voice distant. “Servants for something… older. It doesn’t just trap you. It changes you.”

The kelp lashes out as you approach, pulling at your limbs, trying to draw you into its grasp. You notice the kelp responds to sound and vibration, pulsing in time with the faint, otherworldly hum that fills the water. The only way to break the spell is to disrupt this rhythm.

Shouting, clanging metal, or creating loud noise causes the kelp to recoil, loosening its hold on Elthund. As you make as much noise as possible, the eerie hum falters, and the kelp thrashes violently before withering and falling still. The water becomes unnervingly silent.

Elthund collapses into your arms, weak but alive. “It wasn’t just the kelp,” he murmurs. “Something deeper... still watching.”

You escort him back to Salt Spire, but the weight of what he said lingers. The kelp may be gone, but whatever commanded it is still out there, waiting for another chance.

REWARDS: 200 Bones | Non-Undine Bonus: 50 Bones

★★☆☆☆ THE LOST LOVE OF INFINITY COVE
Infinity Cove is both a legend and a danger. Couples seeking to prove their love—or adventurers chasing myths—often enter the maze-like underwater caverns, but many never return. Recently, a young couple ventured in and has gone missing, leaving their desperate families pleading for help. The Undine all urge caution, warning that the caverns are perilous and unforgiving.

Within the twisting tunnels, dangers lurk in every shadow. Cave eels coil in narrow crevices, their sharp teeth ready to strike at anyone who ventures too close. Rainbow jellyfish drift sparingly through the waters, their ever-shifting, colorful tentacles mesmerizing any who stare too long. Those caught in their hypnotic spell are driven into a panicked frenzy, making it nearly impossible to focus on escape. They’re dangerously beautiful, and their allure is hard to resist. The glowing seaweed and mushrooms, while stunning, add to the disorientation, casting flickering light that distorts the cavern’s already confusing structure. To survive, you must rely on glowstone markers to map your way and avoid becoming lost like so many others.

If you find the couple, their fate depends on where they are. If their love is true, they will be together in the heart of Infinity Cove, an air pocket illuminated by the bioluminescent glow of the seaweed and mushrooms. If their love has failed, you may find them separated, wandering the tunnels alone, disoriented and on the verge of succumbing to the cavern’s dangers. Their lives—and the truth of their love—rest in your hands.

REWARDS: 150 Bones | Non-Undine Bonus: 50 Bones


SYLPH QUESTS
★★★★★AN ANCIENT SECRET (PART 3)
PART 1 & 2

Months have passed since you first set foot on the floating island, and in that time, it has become something else. The storms that now swirl endlessly around it are not of wind and rain but of twisting, violet fractures in the sky itself—rents in reality, throbbing like open wounds. The airships that dare come near report their compasses spinning wildly, their hulls groaning as if the very heavens resist their approach. The island calls to them, whispering in voices they do not recognize, voices that linger long after they flee.

Leofard has changed. He was once merely afraid—now he is broken. His eyes, bloodshot and sunken, dart wildly as he raves about the things he has seen in his dreams. He clutches his head, muttering half-formed syllables that scrape against your mind like rusted metal. He no longer speaks of stopping whatever is beneath the mountain; he only begs you to listen. To understand. To worship.

Those Claderans who touched the black stones from the volcano have not been so fortunate either. At first, the warmth beneath their skin was harmless, the pulsing beneath their fingertips easy to dismiss. Then came the dreams—strange, fragmented visions of vast landscapes and shifting skies. The more they tried to recall them, the more those dreams looked back. Now, those people are still here, still alive, but they are different. Their veins are darkened, branching like cracked glass beneath their skin. Their hands tremble when they write. They murmur strange phrases in languages they do not remember learning. Some flinch at unseen horrors. Others, at times, simply stop—mid-sentence, mid-step, staring at nothing, as if listening to something only they can hear.

Then, one night, they all spoke at once.

"The Eye is opening."

And yet, they are still here. Changed, but present. Touched by something vast and incomprehensible, but not yet taken. The whispers pull at them, but they do not fall.

Visitors remain unaffected. The island does not reach for them, does not whisper to them, does not press against their thoughts the way it does to others (unless you want them to!). They alone are untouched, outsiders in the truest sense. Whatever force grips this place has no hold on them.

The ground ripples beneath their feet as if something massive shifts just below the surface. The air is thick, wet, pulsing—it feels like breathing. The black mountain is no longer dormant; its fissures have split wide, revealing not molten rock but something far, far worse. A vast wound of slithering void, pulsing with unnatural light, gapes at the center of the island.

And then it moves.

A shape unfurls from the chasm—indescribable, wrong, its angles shifting in ways the mind refuses to grasp. It sees them. Not with eyes, but with awareness, a vast and limitless mind pressing against reality itself, bending it, stretching it, consuming it. Leofard drops to his knees, weeping, laughing, tearing at his own flesh as he whispers prayers in a tongue that should not exist.

The island is falling. The sky is breaking.

And the visitors are the only ones left who can stop it.

To close the rift, the black stones must be returned to the heart of the fissure. Their pulse, once felt by the visitors, will act as a key to draw the force back into the void. The stones must be placed at the edge of the rift, each positioned to amplify the unnatural energy that powers the tear in reality. But the stones alone will not be enough—they require a catalyst, something to bind the power and force it to close.

Leofard, broken by the island's influence, is the key. His mind has already begun to unravel, touched by the darkness and the whispers from beyond. He is connected to the island in a way that no one else is, his madness a link between this world and the rift’s terrible force.

To close the rift, Leofard must be sacrificed. His blood, his essence, must be poured into the rift, fueling the stones’ power. His connection to the island will act as the anchor, pulling the rift’s energy back into its prison. His life—sacrificed willingly, or unwittingly—will seal the tear.

However, if you refuse to sacrifice him, you can attempt to force the rift shut by simply placing the stones without the catalyst. The rift will resist, and the strain will be unbearable. It is a desperate gamble, as the island itself may fight back with its full fury, but it offers a chance that does not require the loss of another life.

In either case, the cost will be high. The island's shaking intensifies, and the rift grows wider with every passing moment. The decision must be made—Leofard’s life or your last attempt to close the tear without it.

REWARDS: 400 Bones | Non-Sylph Bonus: 100 Bones

★★☆☆☆ CATCH THE WIND

Captain Zephyr Stormrake has an interesting challenge for anyone willing to partake. He would like you to go to the Whispering Meadow to capture the Spring Wind for him. If you are willing, he will give you a blue bottle and wish you luck.

When you reach the Whispering Meadow, you will find yourself standing in the heart of spring’s return. The air smells of fresh rain and wildflowers, a whisper of warmth in the lingering chill. The gray will be swaying in waves though there is no storm - only the restless breath of the season itself. Somewhere in this place, the Spring Wind danced unseen, laughing through the trees, tugging at your clothes daring you to try.

When you hold the blue bottle open in your hand, its glass mouth is waiting to trap the wind but how does one capture something that does not wish to be caught? A gust brushes past, playful yet fleeting.

“Wind is not a thing to seize,” a voice whispers in the rustling leaves. “It must come willingly.”

You might remember a conversation you had with the mysterious Captain then about the ways to Capture the Spring Wind:
Sing to It – The wind loves music. A soft melody, a tune of renewal, might lure it close.
Offer a Gift – A handful of petals, a feather caught in the breeze—something light enough for the wind to carry.
Chase It Wisely – Follow the pattern of its dance, moving with it instead of against it.
Wait in Stillness – Let the wind come to you, feeling your presence as part of the earth’s cycle.

When you try one of the ways suggested, you will feel the wind dancing around you. With a soft woosh, the jar fills—not with air, but a faint swirling shimmer that pulses with life. You seal the lid, and the wind laughs one last time before settling inside, waiting to be released when the world needs it most.

REWARDS: 200 Bones | Non-Sylph Bonus: 20 Bones

★★★☆☆ INTO THE HARPIES NEST

The Howling Peaks are a cluster of floating islands drifting far from Heaven’s Bow, held aloft by ancient magic and twisting vines. Their jagged edges crumble into the sky, vanishing into the abyss below. The air here is thin, crackling with latent energy, and every step feels weightless. Sent by Lenora Ryder, a servant of Aella, you are tasked with collecting harpy feathers to aid young Sylphs preparing for their first flight.

Upon arrival, gusts of wind coil around the islands, sending loose stones spiraling into the void. Clouds swirl below, obscuring the world beneath. Somewhere beyond the mist, the rhythmic beating of wings echoes through the sky. Then, a song slithers through the air—soft, sweet, inhuman—wrapping around your senses like silk and beckoning you toward the island’s edge.

Shadows move in the twilight above. Then another. A chorus of shrill cries erupts as harpies descend from the floating spires, their wings shimmering with magic as they catch the golden light of the dying sun. Some hover effortlessly on the wind, while others perch upon the vine-choked ruins of an ancient structure, its purpose long forgotten. At the heart of them stands Zephra the Windborne, Matron of the Skies, her talons gripping a crumbling archway like a queen atop a throne of stone and air. Her storm-touched feathers flicker with silver streaks of raw energy, and her piercing eyes gleam with amusement… and hunger.

"Two-legs who dare to tread the sky?" Zephra’s voice is a melody of wind and thunder, her smile both predatory and knowing. "Do you come to fall… or to make an offering?" The harpies laugh, their tones musical and mocking. One flicks a feather toward you, letting it spiral downward before the wind carries it away. Another perches nearby, her talons tapping against the stone. She leans forward, inhaling deeply before murmuring, "You smell of magic and greed… do you seek our wings for your own?" The winds shift, and the floating island trembles slightly, sensing the tension. The harpies are waiting.

Fighting them will be treacherous. The islands are unstable, some breaking apart as they drift, and powerful wind currents make ranged attacks risky. A single misstep could send the unprepared into a fatal freefall. The harpies themselves are formidable, their mastery over the wind allowing them to evade attacks and push foes toward the edge. Worse still is their siren song, amplified by the magic-laced air, pulling weak-willed adventurers to their doom. Attempting to steal feathers unnoticed requires exceptional stealth—failure will send the harpies into a deadly frenzy.

But harpies can be bargained with. They covet riddles, secrets, and stolen treasures, and an offering of something rare may convince them to part with their feathers willingly. Then there is Zephra, who may offer her own feathers freely—but at a cost. She will demand a favor, one to be repaid at a time of her choosing. A promise that may hold consequences beyond your understanding.

Succeed, whether by battle or bargain, and you may leave with up to ten feathers to bring back to Lenora. Fail, and the winds will carry your screams into the void.

REWARDS: 300 Bones | Non-Sylph Bonus: 50 Bones

★★★☆☆ WINGS OF THE AETHERBLOOM
Selina Leafwind, an old botanist in Heaven's Bow, speaks of a rare flower called Aetherbloom. She will tell whoever wants to take the quest that the Aetherbloom hasn’t been seen in years but she has a description written down on a piece of paper.

The Aetherbloom is a radiant, ethereal flower that seems to glow with a soft, inner light, even in the darkest of environments. Its petals are translucent and shimmer with a faint iridescence, reflecting hues of pale blue, silver, and lavender as they catch the light. The flower's center is a luminous core that pulses gently, resembling a star in the night sky. Its long, slender stem is wrapped in delicate silver tendrils that seem to sway with an unseen breeze, and the surrounding leaves have a faint metallic sheen, giving the plant an almost otherworldly appearance. As it blooms, a gentle mist rises from its petals, carrying a calming fragrance of fresh air and wildflowers, giving the sense of being in the presence of something ancient and powerful. It is believed that this flower purifies the land and helps other plants to grow, potentially helping in farming or crafting scenarios.

Selina believes the plant’s seeds are held by a group of giant eagles living atop the Misty Mountain. She has offered bones and potentially a single Aetherbloom seed to anyone willing to brave the eagle’s territory to find the seeds or even a couple of the blossoms.

This quest will require a bit of stealth though. Killing the giant eagles is heavily frowned upon by Aella and the rest of the Sylph community. If the Eagles catch anyone, they just might scoop them up and toss them over cliffside. But if successful, Selina will be eternally grateful.

REWARDS: 250 Bones (+1 Aetherbloom seed if asked for) | Non-Sylph Bonus: 20 Bones

★☆☆☆☆ WHY DOES IT HAVE TO BE BATS?
Old Man Harvin, a grizzled farmer with a limp and a deep hatred for "winged vermin," has been struggling with a growing problem on his farm. His land has come under attack—not by ordinary bats, but by “little demons” that screech so loudly his animals go mad. Livestock have been driven off cliffs, broken their legs in frenzied panic, and some have vanished without a trace. Desperate and furious, Harvin begs for anyone capable to travel to his farm and put an end to the menace.

The bats only attack at night, making it the best time to defend the animals and fend off the swarms. However, a keen eye might notice that the smaller animals haven’t just been killed—they’ve disappeared entirely. Strange tracks lead away from the farm, disappearing into the nearby woods. Following these tracks deeper into the forest reveals a cave entrance, its interior emanating a foul, unnatural stench.

Venturing inside reveals the true horror—countless bats, swarming in numbers far beyond what a lone traveler could handle. Only a well-prepared group stands a chance of pushing deeper, where they will come face to face with the source of the attacks: a massive Queen Bat. She looms over a grotesque pile of carcasses, most belonging to farm animals, though among the remains, a human body or two may be found.

The choice is clear—slay the Queen and end the nightmare, or retreat and report the grim discovery to the town guards. Either way, Berry Burrow has a far bigger problem than a few screeching bats.

REWARDS: 100 Bones | Non-Sylph Bonus: 20 Bones


NSFW QUESTS
MODELS WANTED... AGAIN
Tara is at it again! Thanks to the success of the last show, the owner of Tara's Tastefuls has decided to expand her lingerie line, and she wants you, her most alluring visitors, to help show it off!

Return to the shop to slip into her latest designs, strut your stuff on the stage before eager onlookers, or indulge in a private showing in the newly furnished changing rooms--perfect for a more intimate display. Tara doesn’t mind one bit!

You may keep up to five (5) outfits you try on, but be warned, this time Tara has been experimenting. The fabric of these special lingerie pieces is coated with a potent pheromone-infused perfume, designed to heighten attraction, embolden desires, and leave those who come into contact with it utterly captivated. Whether it’s an innocent brush against the fabric or a full embrace, the effect lingers, drawing you and those around you into a heated haze of longing and temptation.

Are you daring enough to try them on?

REWARDS: 50 Bones and up to five outfits.

ESSENCE OF EUPHORIA
Daliah, a brilliant and ambitious scholar of ancient alchemy, who has long been studying the floating island. Her obsession with the island’s rain began years ago when she came across a forgotten manuscript that hinted at its power—described as the "Essence of Euphoria," a rare and elusive substance that could enhance alchemical potions beyond anything ever dreamed of.

"Essence of Euphoria" - restoring youth, healing ailments, enhancing physical and mental prowess.

The unexplored floating island is a place of surreal beauty, its edges gently curved as if shaped by an artist’s hand, yet the rocky terrain is wild, untamed. Towering cliffs stretch up from the landscape, their stone faces weathered and smooth, dotted with patches of strange, luminous moss that flicker in the gloom like tiny stars. Beneath the cliffs, lush forests sprawl far—thick, twisted trees with translucent leaves that catch the rain and shimmer softly with every drop. Their bark is a deep shade of violet, veins of gold running through them, pulsing softly as though they are alive, breathing with the rhythm of the storm.

The ground itself seems to shift, with delicate grasses and ferns that appeared to grow at an accelerated rate in the rain, their soft fronds curling and unfolding with the same intoxicating slow grace that defines the island. The earth hums beneath every step you take, and the air is thick with moisture, heavy, almost tangible—a kind of warmth that clings to the skin, like a lover’s touch.

If the aphrodisiac rain touches someone, the effects are immediate and undeniable. The moment a drop lands on the skin, a surge of warmth spreads through their body, as though the rain is feeding directly into their senses. The warmth seeps into their veins, slowly igniting every nerve, making their skin feel alive with an almost unbearable electricity.

At first, the sensation is subtle—a gentle, tingling pressure on the skin, like the softest brush of a lover’s hand. But it quickly deepens, sending ripples of heat that surge through their chest, abdomen, and limbs, stirring the blood in a way that is intoxicating. The body becomes acutely aware of itself—every breath feels deeper, every heartbeat louder, the pulse of life thrumming in sync with the falling rain.

The only way to shake off the effects is pleasure, either solely given or shared with a lover. Only when your release is given, can you use the bottles to catch the rain and make your escape. At least for an hour before the effects will start to take over you again…
Just a warning: many who have tried before have been lured into madness or intoxication by the rain’s aphrodisiac effects. Others simply disappear, lost to the island’s seductive charms.

REWARDS: 50 Bones

A GROWING GARDEN
The Garden of Earthly Delights is off to a good start - but you can help it really get off the ground. Inventors, apothecaries, and yes even you are invited to contribute to what the shop has to offer. With lots to try, and live and private demonstrations, The Garden of Earthly Delights welcomes all. (Who are of age.)

• Curious as to how a certain sex toy works? There’s at least one of everything on display. Plugs, dildos, handcuffs - ask around, and maybe someone will give you a hands-on lesson.
• Dildo molds! Cast a mold of your dick!
• Various oils and lubes are available to look at as well. Taste test flavored lubes. Try a massage with warming oils. Discuss the finer points of water-based vs oil-based lubes. The world is your oil-ster.
• Lead or be a part of a demonstration. Shibari workshop? The Do’s and Don’ts of Incorporating Pain During Sex? Cunnilingus 101? Anything’s a Dildo if You’re Not a Coward? Let’s hear it. (Well, maybe not that last one.)
• Just to make it clear: yes, consenting parties may fuck in the shop and back rooms.

REWARDS: 50 Bones (sponsored by [personal profile] wildwarden)

VELVET MIRAGE
A new love hotel has opened in Caldera, with locations in each of the three major cities. The Velvet Mirage is a haven of wonder and indulgence, offering exquisitely themed rooms tailored to every taste and desire. To celebrate its grand opening, the hotel is inviting Visitors to enjoy one free night in any room of their choosing!

• The Moonlit Oasis – A tranquil desert retreat with soft golden sands, a ceiling enchanted to mimic a starlit sky, and a gently bubbling oasis pool. Perfect for quiet, romantic nights.
• The Deep’s Lament – An underwater fantasy chamber with bioluminescent corals, a floating bed encased in a shimmering bubble, and the haunting melodies of distant siren songs.
• The Infernal Bond – A devilishly sultry chamber inspired by the fiery depths, with black velvet walls, smoldering red lighting, and furniture carved from obsidian.
• Sylvan Enchantment – A lush forest haven where vines curl around the bedposts, fireflies flicker in the air, and an enchanted spring flows with sweet nectar.
• The Gilded Palace – A room fit for royalty, with silken drapes, gold-trimmed furniture, and a bed so large it could host a noble feast.
• The Phantom Masquerade – A gothic ballroom setting with a grand chandelier, shadowy corners, and masks provided for couples who wish to play mysterious roles.
• The Celestial Dream – A cosmic escape with swirling nebulae on the walls, a floating bed of stardust, and constellations that glow softly overhead.

REWARDS: 50 Bones (+50 for a (handwaved) review of the room you stayed in)


GENERAL QUESTS
★☆☆☆☆ ON THE CATWALK
Seamstress Felicity Felin of Salt Spire needs models to show off her latest creations. She speaks of her work with high regard. It’s not just fashion, you know, it’s art. And that really, you should all be grateful for the chance to wear her clothes. But don’t you dare get them wet or so help her!

For starters, all of her clothes are cat-themed, and gaudy. Some of the clothes are even abstract, like having multiple tails sewn onto a pair of pants. The worst of them makes you wonder if Felicity has ever actually seen a cat. Oh well, there are worse ways to earn some Bones, right?

But those wearing the clothes suddenly begin to act like a cat. Perhaps they begin to purr when happy, or they have the sudden urge to drink milk - like a cat does. Such animal behavior begins seeping into their behavior without them even noticing. Felicity seems happy with this. Her art isn’t meant to just be worn, it’s meant to become - whatever that means.

A splash of water undoes the effects. Felicity will be furious, but her weary assistant will pay you, anyway.

REWARDS: 100 Bones

★☆☆☆☆ TOO HOT TO HANDLE
A devastating fire has consumed the Berry Burrow mill for two days, resisting even the best efforts of an efficient bucket brigade. Despite the townsfolk’s determination, the flames refuse to die out, and many have begun pointing fingers at Embarra, an ashfolk woman from Ignacia’s Cradle. With her orange skin and eyes that glow like hot coals, she stands out among the people of Berry Burrow, making her an easy target for suspicion. Though her naturally simmering disposition does little to help her case, Embarra insists she had nothing to do with the fire. She came to Berry Burrow only to explore, and on the night the blaze started, she wasn’t anywhere near the mill. Instead, she was sharing an inn room with Darah Darte, a well-known local woman—who happens to be married.

Darah, however, vehemently denies any such affair, desperate to protect her reputation. The innkeeper refuses to confirm or deny anything, citing discretion as his policy, but a barmaid with a penchant for gossip may be persuaded to tell the truth: Embarra and Darah did, in fact, spend the night together. Even if this information clears Embarra’s name, it creates a new scandal in the process, shifting tensions within the town. Meanwhile, the mystery of how the fire started remains. The flames’ unusual persistence suggests magical or alchemical interference, and investigating the ruins of the mill may reveal signs of an accelerant, strange burn patterns, or even an abandoned fire-starting device. Witnesses might recall seeing an unknown figure lurking before the blaze, offering clues to the true culprit.

After careful investigation, the Visitors uncover the true cause of the fire: a rare fungus known as Embermold. Growing deep within the mill’s wooden beams, Embermold is harmless when dry but releases an intense, slow-burning fire when exposed to heat or moisture. Further inquiries lead them to Oren Wicklow, the mill's owner, who knew about the mold but chose to ignore it rather than spend the coin to remove it. On the night of the fire, a spark from the mill’s lanterns or forge likely ignited the mold, creating a blaze that could not be easily extinguished. Instead of admitting his negligence, Oren allowed suspicion to fall on Embarra, knowing the townsfolk would readily blame an outsider.

With this evidence in hand, the Visitors must decide how to proceed. Confronting Oren publicly will exonerate Embarra, but it may turn the town against him and reveal how many others ignored the growing problem. If the Visitors strike a deal, they could use the truth as leverage to ensure Embarra’s safety while keeping the scandal contained. Alternatively, if they let the matter go, the town may never know the truth, and Embarra might still face lingering distrust despite being cleared of direct involvement. No matter their choice, the fire has already left its mark on Berry Burrow, exposing not just the flames that consumed the mill, but the deeper tensions smoldering beneath the surface.

REWARDS: 100 Bones

★☆☆☆☆ GOAT ANY LEADS?
A small, quiet village has been dealing with a rather unusual problem: animals are disappearing, pets are acting like they have seen a ghost, and even the local watchdog, a grizzled old mutt named Bramble, has been too spooked to chase the mailman. The villagers are stumped, but Granny Myra, the local witch, insists the animals know exactly what is going on. The problem? Nobody speaks "goat" or "chicken." Luckily, Granny has a solution: temporary animal-speaking potions brewed from enchanted herbs, moonlight, and what she suspiciously calls "a personal touch" (best not to ask).

With only a short window to communicate before the potion wears off, players must choose their conversations wisely. A jittery barn cat might whisper about "the big, hairy menace" that stalks the night. A dramatic goose (because all geese are dramatic) honks about how it bravely fought off the beast, then immediately admits it played dead. Bramble, the old watchdog, grumbles about "a big stinkin' dog with no manners" before nodding off mid-sentence. And then there is the town parrot, who loudly mimics a deep, gruff voice muttering "Oh no, not again..."

Following the clues leads the players to an abandoned orchard at the edge of the village, where they discover tracks too big for any wolf but too wolfish for any man. If they press on into the woods, they finally come face to snout with the culprit: a very apologetic, very tired, very naked werewolf named Todd. Todd did not mean to cause trouble; he was just passing through when he had another "full moon mishap." He swears he tried to keep to himself, but his werewolf instincts kicked in and one thing led to another, resulting in half the village's livestock missing. Also, he may have stolen someone's laundry to use as pants.

The players now have a choice: help Todd get control of his transformations (Granny might have a potion for that, although it may involve turnips), convince him to move along before he causes more chaos, or turn him in to the villagers, who may not take kindly to a werewolf roaming their countryside. Either way, one thing is certain: the animals of the village will have plenty to gossip about for weeks.

REWARDS: 100 Bones

source


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 bestiary for further details on listed creatures 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.
lightundying: i love him your honor (hand thing)

[personal profile] lightundying 2024-07-09 01:43 am (UTC)(link)
are bone rewards per character, or a total split between participants~?

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dreamflowers: (Default)

Re: QUESTIONS

[personal profile] dreamflowers 2024-07-22 11:03 pm (UTC)(link)
For quests that can be done solo, does that still require a thread with another person anyway, or would we be able to just write it into a thread? Like a drabble or, for example, write how they were collecting wool by themselves before questing with a buddy to collect historical artifacts?

Re: QUESTIONS

[personal profile] dreamflowers - 2024-07-22 23:20 (UTC) - Expand
dragondisguised: (001)

[personal profile] dragondisguised 2024-08-30 04:41 am (UTC)(link)
If we're still working on quests from June-August can we still turn those in for bones once new quests are up? Just double-checking here.
badnewsandshitlist: spaceconfessional (Tinkering)

Re: QUESTIONS

[personal profile] badnewsandshitlist 2024-09-19 12:23 pm (UTC)(link)
What happens if you get stung by the quest bees? What's the pain level and is there any special effects?
piperofdeath: (intrigued)

Scarecrow is Carecrow question

[personal profile] piperofdeath 2024-10-06 02:31 am (UTC)(link)
Is it possible to talk to the poltergeist and asked what happened to them?

If they asked Farmer Clyde McLeod would they get anything useful out of him?

(no subject)

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badnewsandshitlist: [personal profile] spaceconfessional (Default)

Re: QUESTIONS

[personal profile] badnewsandshitlist 2024-11-29 04:29 pm (UTC)(link)
.....



What happens if one ....


samples the mysterious, dark purple elixir? In the mine quest.
spellblade: (Default)

[personal profile] spellblade 2024-11-30 08:08 pm (UTC)(link)
Are any of the artifacts in the museum quest giving the vibes of being magical in any way? Say if someone from a faction whose whole career was finding dangerous rogue artifacts, would they get any kind of ping from anything in the museum?
lonelysmiles: (Hmmm)

[personal profile] lonelysmiles 2024-12-03 02:46 pm (UTC)(link)
For the "Into the Mirrorverse" quest, I'm guessing the mirror copy possesses the same current Visitor abilities of the Visitor. For example, if that mirror copy had wings but the original Visitor doesn't or doesn't have the Flight reward, they'd be lacking them, correct?

Also, are the bones paid as an apology or was that for signing up to have yourself cloned for a simulacrum?
lonelysmiles: (Hmmm)

[personal profile] lonelysmiles 2024-12-12 04:48 pm (UTC)(link)
Are there any shadow creatures An Ancient Secret Part 2? In the last event, the mods allowed Alastor to sense the emotions of the shadows due to his connection back in Hell but he can't talk to or command them until he gets his powers back. Just wondering if there's something he might be able to pick up.

(no subject)

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lonelysmiles: (Just a simple deal!)

[personal profile] lonelysmiles 2024-12-14 02:31 am (UTC)(link)
Hi, me again.

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?
Edited 2024-12-14 02:36 (UTC)

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fundamentalchaos: (23)

[personal profile] fundamentalchaos 2024-12-17 07:07 am (UTC)(link)
So about the gemstones you have to get for the baby dragons hoards....

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?
lightundying: (doubtful)

[personal profile] lightundying 2025-01-06 04:09 am (UTC)(link)
s o. regarding the Cleanse the Infection quest from the first quest rotation, if characters were to follow up on the Rot and the progress of the alchemists and healers studying and trying to cure it, would there be any change/updates?

(no subject)

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likeiron: Mellon Collie and the Infinite Sadness (Default)

Re: QUESTIONS

[personal profile] likeiron 2025-01-06 11:20 pm (UTC)(link)
Hi in You'll Never Leave Hardersfield Alive, if someone punched through to the bottom of the well, would they find anything? Is that series of tunnels still there? A child corpse? Thank you!!!

Re: QUESTIONS

[personal profile] likeiron - 2025-01-06 23:52 (UTC) - Expand
kusuriuris: (Default)

Re: QUESTIONS

[personal profile] kusuriuris 2025-01-10 12:14 am (UTC)(link)
In regards to the Bone?! quest, is the Medicine Seller and co more likely to encounter ghosts or a grave robber?

And piggybacking on that last one, how detailed of a description will any spirits give of the strange man skulking about?

Re: QUESTIONS

[personal profile] kusuriuris - 2025-01-25 18:37 (UTC) - Expand

Re: QUESTIONS

[personal profile] kusuriuris - 2025-01-25 21:09 (UTC) - Expand

(no subject)

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lightundying: (h o w  d a r e)

Re: QUESTIONS

[personal profile] lightundying 2025-01-11 10:01 pm (UTC)(link)
what iff someone stabbed/smashed a boulder from Ancient Secret Part 2 for the sin of feeling dark and dangerous

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wildwarden: (Default)

Re: QUESTIONS

[personal profile] wildwarden 2025-01-21 09:10 pm (UTC)(link)
Regarding Into the Mirrorverse: if you die in the game do you die in real life?

As in, if the mirror copy dies, does your character die too/does it count as a character death? Thanks!

(no subject)

[personal profile] wildwarden - 2025-01-21 21:22 (UTC) - Expand
odare: (Default)

[personal profile] odare 2025-01-27 01:38 am (UTC)(link)
For cult of triton part 2, with violet crystals spreading across skin, how does one "deal with" them? Will undine-style healing magic eliminate them, or does it require some special kind of magic? Thank you!

(no subject)

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wrathstrikes: (Default)

Re: QUESTIONS

[personal profile] wrathstrikes 2025-02-18 06:34 pm (UTC)(link)
For "it belongs in a museum," if two characters have planned to guard the artifacts until the night before they're moved into the vault, then steal them at that point to give to the dwarves, can they receive bones for both sides of the quest?

Thanks!
odare: (Default)

Re: QUESTIONS

[personal profile] odare 2025-03-02 02:50 am (UTC)(link)
Hi mods! I am wondering the size of the dragons are from the oops all dragons quest- how big are they when they hatch, and how big will they grow to be?

Thanks!
lonelysmiles: I solemnly swear it. (I'm Up To No Good)

[personal profile] lonelysmiles 2025-03-02 08:21 pm (UTC)(link)
In "Tiny Troubles", is it possible to do something ridiculous like out-dance the magic harp? Like keeping pace until its strings break? Or maybe countering with other music?

I have a Rule of Funny idea but wanted to make sure it was kosher with the modsquad.
channelmyemotions: (SMILE_sly as a fox)

Re: QUESTIONS

[personal profile] channelmyemotions 2025-03-04 09:20 pm (UTC)(link)
Regarding the NSFW quests: is double dipping allowed? Specifically, Cinna is considering a demonstration at the sex shop with a little sponsorship from Tara's Tastefuls. Basically a mini seminar on styling your intimate wear to flatter your form, improve self confidence, and better your sex life with a partner or even solo? Instructors would model selections from Tara's for the event, and include prescient topics like clothing bondage. Perhaps coordinating your lingerie with the color of your fuzzy handcuffs or the style of your chosen dildo? XD He'll either do it solo or attempt to recruit his business partner, Lydia Martin, to help out, with bonus points for the pheremone laden lingerie getting him laid in the store. :P
lonelysmiles: (Hmmm)

[personal profile] lonelysmiles 2025-03-09 02:52 pm (UTC)(link)
For Ancient Secret Part 3, is there anything Alastor could get off of the shadows other than the usual justified anger? He has his shadow powers back but I don't want to overstep my boundaries.

(no subject)

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Re: QUESTIONS

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Re: QUESTIONS

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