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ULNA

Work worth returning for

The Quest Board

Find work by road and settlement, learn who needs it, and see the reward before you shoulder the risk. Sealed objectives remain for the party that reaches them.

The quest covenant

A Road, Not a Ledger

Ulna’s authored roads ask for more than a ledger of kills. Read landmarks and boards, carry proofs between people who disagree, and put tools, doors, and levers to use. A plain hunt remains an honest way to grow; the story road is meant to keep pace.

Take the First Road

Landmarks and words

Read What Was Left

A named road, readable book, or notice board gives the next purpose without naming every turn beyond it.

Proofs and workings

Put Hand to the World

Tools meet marked targets; proofs change hands; doors, levers, and return conversations remember what you did.

Hunt or authored road

Choose the Pace

Stay with the hunt while the cave holds you, or follow a road for experience, coin, items, access, and a name the realm remembers.

Outpost patrols link road pressure, working services, and the Old Mine branch.

North Road and Northwatch

Northwatch Road Patrol

Repeatable

Use Northwatch bank, depot, and quartermaster supplies before patrolling back toward the old orc camp. Clear one scout, return to Ranger Ada, and prepare for the Wolf Den, Orc Camp Cave, and Old Mine loops.

Northwatch treats every patrol as road work: prepare at the outpost, keep the return visible, and bring useful evidence home.

Northwatch Road Watch

Repeatable

Patrol the Stonebrook to Northwatch road between the old wolf fields and the outpost. Keep the rest shrine as your homeward mark, draw bandits away from boars, and return to Northwatch before pushing into the caves.

Northwatch treats every patrol as road work: prepare at the outpost, keep the return visible, and bring useful evidence home.

Ore Under Northwatch

Repeatable

Enter the Old Mine from the Northwatch approach, keep the return stairs behind you, clear rotworms before the dwarf delver, then collect ore nodes and sell the ore at the quartermaster.

Northwatch treats every patrol as road work: prepare at the outpost, keep the return visible, and bring useful evidence home.

First civic duties, training fights, forest hunts, and the camp beyond the farms.

Stonebrook and East Road

A Road May Be Late

Story

Olwen will not evict a missing road worker's household merely because rent is late. Check Ansel's arrival book for a witnessed absence, then return to the deed table.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

Clean Fire, Ordinary Iron

Story

Hadrik has enough iron but too little clean charcoal after Maelin put ward clasps first. Ask Sella which repairs can safely wait, then return to the public forge tally.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

Empty Chairs, Named Boats

Story

Hesta hears captains discuss hazard pay beside empty chairs. Ask Aron which delayed boat owns those absences, then return to the Rowan Hearth with names instead of rumors.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

Scout at the Old Camp

Repeatable

Defeat one orc scout only after you have tested the wolf-den route and know the farm retreat.

The old camp marks the first organized mainland threat beyond simple wildlife pressure.

The Honest Locked Map

Story

Perrin refuses to publish a cracked Near Rift branch as a promised route. Ask Hadrik whether the rejected fastenings can hold, then return the smith's answer to the locked survey cabinet.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

The Stonebrook Oath

Story

At level 20, King Edric offers a permanent River-Crown oath to Stonebrook. Maelin witnesses the role's duty before the king records whom the bearer serves.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

Tracks at the Drainage Break

Story

Bess needs to know whether the east-bound wolves merely crossed a drainage break or doubled back toward the pens. Ask Elara to read the hunting-bound report, then return to the field gate.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

Training Cellar Drill

Repeatable

Trainer Calia opens the cellar under the yard for first combat practice. Keep the return stairs visible, strike the dummy room first, then clear one rat and one beetle before leaving town.

Trainer Calia uses the cellar to make separation, telegraph reading, and a visible retreat stair part of a first fight.

Twelve Before Trade

Story

Mara must keep the River Oath's first twelve loaves while Iva protects a month of relief grain. Compare the reserve tally, then bring the hard number back to the oven.

Task boards connect local danger to the people, supplies, and return routes that make a settlement useful.

Wolf Den Pack

Repeatable

After the first road wolves, enter the Wolf Den, keep the return stairs marked, draw the two wolf packs apart, and heed the dire wolf's bleeding bite before pushing farther toward the orcs.

Forest-road wolves teach supply discipline and farm retreat planning.

Wolves on the Forest Road

Repeatable

Cull the near-trail wolf past the north farm bend, then use the deeper forest-road den only after the retreat route is clear.

Objectives

Forest-road wolves teach supply discipline and farm retreat planning.

Camp boards, scarab hunts, and material hand-ins around the desert approaches.

Sunpier Camp

Chitin for the Awning

Repeatable

Bring scarab chitin back to the Sunpier Task Board after hunting East Scarab Dunes. The board takes the material, pays realm coin, and keeps the repeatable local economy tied to scarab routes.

Objectives

Sunpier asks new travelers to prove they can handle desert wildlife before deeper ruin routes.

Knots Beneath the Red Awning

Story

Samira needs an outsider to witness Sunpier's cord ledger, caravan stores, and council authority before another sand route closes.

Sunpier asks new travelers to prove they can handle desert wildlife before deeper ruin routes.

Shells for Sahir

Repeatable

Start from Sunpier Camp, clear scarabs in East Scarab Dunes, then return chitin to Sahir before spending supplies on the ruin island.

Objectives

Sunpier asks new travelers to prove they can handle desert wildlife before deeper ruin routes.

Sun Gems for Nadia

Repeatable

Bring rare Sunpier sun gems from scarab nests and deep ruin shells back to the Sunpier Task Board. The payout is higher, but the board warns hunters not to chase gems past their return route.

Objectives

Sunpier asks new travelers to prove they can handle desert wildlife before deeper ruin routes.

Council stores, antidote gathering, and the jungle paths beyond the boardwalks.

Riverwatch

Seeds Above the Flood

Story

Omari asks you to trace Riverwatch's shared stores from boardwalk depot to the Canopy Council, where trade is balanced against the living forest.

Riverwatch ties gathering, antidote supplies, and council work to the living pressure along its jungle paths.

Silverleaf for Antidotes

Repeatable

Bring silverleaf herbs from the poison path to the Riverwatch Task Board. The leaves replenish Riverwatch's antidotes before the south branch, Web Hollows, and Overgrown Temple road.

Objectives

Riverwatch ties gathering, antidote supplies, and council work to the living pressure along its jungle paths.

Venom Sacs for Lyra

Repeatable

Bring jungle venom sacs to the Riverwatch Task Board after hunting the Poison Snake Path or Web Hollows. The board pays realm coin and antidote supplies, so every hunter knows where the venom was drawn.

Objectives

Riverwatch ties gathering, antidote supplies, and council work to the living pressure along its jungle paths.