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Work worth returning for

The Quest Board

Read canon work by road and settlement, learn who needs it, and see the intended reward before you shoulder the risk. The current selected build—not this full board— decides which commissions can be taken now.

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

Marks for the Pilewright

Story

Ada's mine report needs more than a mark on a board. Carry the measured waterline to Pilewright Keld at Aldermeet's Wet Pile Bank so the next load of Northwatch drain piles is cut to the right length. The free stable road returns through Stonebrook; Aldermeet lies beyond the eastern forest road.

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 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.

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

Stonebrook and East Road

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

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

Stonebrook’s institutions are one chain: crown, bank, depot, market, farms, guild rolls, and harbor all answer to the roads.

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

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

Scout at the Old Camp

Story

Defeat one orc scout only after you have tested the wolf-den route and know the farm retreat. Return to Trainer Calia in Stonebrook to report the cleared approach and collect the posting's reward.

The Measure Comes Home

Story

Brinna has bound the Orc Cave fitting into Aldermeet's public cutting measure. Return by the safe road and give Trainer Calia Brinna's exact answer before Stonebrook records what comes next.

Objectives
Trainer Calia

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.

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.

NPCs

Wolves on the Forest Road

Story

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
Stonebrook Copse Wolf
NPCs

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

Sunpier Camp

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

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
Desert Chitin

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 Sun Gem

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

Riverwatch

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

Jungle Ward Stone

Story

After the vine-mark lesson, Shaman Kaya sends you through the level-40 Overgrown Temple, with the ambusher posting as recommended surface practice. Break the Vine Shaman's roots, cross the level-55 web-seal, defeat the Spider Matriarch, and keep the Jungle Ward Stone as Riverwatch's proof. It remains whole as one of the four anchors Kael later reads for Infernal Gate Attunement; upper-basin, rootway, and river-cave routes remain closed.

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
Silverleaf Herb

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
Venom Sac

Other tasks waiting beyond the mainland road guides.

Wider Realm Board

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

Chalk for the Returning Hulls

Story

Anja's tide marks tell the carriers when to load; Tessa needs dry chalk to keep their repaired seams sound. At level 41, first gather the northern and eastern wrapped samples in the Lime Vault. With both samples in your pack, compare the western kiln, northern draft and southern return vents, then bring both samples home. Leave the original clear-the-vault warrant and Salt Sink for their own expeditions.

Keep the Cargo Dry

Story

Riverwatch can save its planting seed only if Whitebar keeps the returning hulls and dry stores sound. Read the three tide gauges around the Low Tideway's ropewalk, northern cargo court and southern salt bay; clear two low-tide scorpions and bring the marked heights back to Anja. The Lime Vault and Sounder warrant remain separate work.

Six Hearths, One Common

Story

Vara asks you to test all six new Boughside thresholds without treating the wells or drying green as private ground. Read each controller, keep the shared lane clear, and return to the steward's common table.

The Lamps We Leave

Story

Shipwright Tessa remembers the last lime-burning crew. Read the western kiln's draw vent in the Lime Vault, quiet two Cold-Brine Wisps and recover two Brineglass Slivers. Some wisps leave no glass; keep hunting until you have both slivers. Return them to Tessa for the ring she kept for the crew. Leave each wisp's outer warning ring before it breaks.

The Mark Below the Salt

Story

Dry hulls are no help if bitter salt enters the clean sacks. At level 51, follow the Salt Sink's haulways: first recover the northern archive's public-scale impression, then inspect the western sluice and compare the eastern packing ledger and clear two sink ghouls. Bring the original impression to Olin before any recovered batch reaches the public scale. The Brinebound Sounder and its sounding weight remain a separate expedition.