calderaevents (
calderaevents) wrote2025-08-16 03:53 pm
[SEPTEMBER-NOVEMBER 2025] QUESTS
ACTIVE QUESTS
DRYAD QUESTS
★☆☆☆☆ KOBOLD POTLUCK
The kobolds in the Mines wish to prepare a special dish for an upcoming holiday: Stone Soup. They have almost all of the ingredients–meat, vegetables, herbs, cooking sherry–but to begin the laborious cooking process, they need the Perfect Rock. Don’t question it, it’s their tradition. Enter the mines and search around until you find the rock that fits their description: round like a potato, smooth, very dark, with a few little silvery inclusions, and about the size of one of their heads.When you bring it back, they will laugh and laugh because of course this was a prank, but they will also pay you your Bones and give you a big jar of their unstoned soup, which will never spoil and upon consumption will taste delicious and heal minor injuries.
REWARDS: 100 Bones | NON-DRYAD BONUS: 25 Bones | Soup.
★☆☆☆☆ THE GREAT VINE FEUD
A strange sort of missive nailed to the quest board reads as follows:Am I wrong for insisting the Moonvine in my orchard belongs to me and not my neighbor?
So. I (Elder Mosswick, 137M) own a respectable orchard here in Berry Burrow. For generations, my family has tended these trees, and everyone agrees I take excellent care of them.
My neighbor, Petalby (54M), is a grower who plants every oddball seed he gets his hands on. Six months ago, he planted this strange sprout he called a Moonvine. He claimed it would stay in his garden, climbing nicely up his trellises. But of course, the blasted thing wandered. Moonvines grow at night, and by the third full moon, its roots had spread under my fence and coiled themselves lovingly around my apple trees.
Now, half the vine lives in my orchard, producing those rare silver blossoms that alchemists pay good coin for. I told him, “Clearly, if it grows on my land, it’s mine.” But Petalby insists since he planted the original seed, he owns the whole vine.
He’s been sneaking into my orchard at night to cut blossoms, and I even caught him climbing my trees, knocking off the fruit to get to the blossoms! He says I’m being greedy. I say he’s being entitled. The village council has offered to get involved, but there's too many members who'll be biased. So we agreed to bring in outside arbiters (that’s you, visitors). AITA for claiming the Moonvine as mine just because it grew into my orchard?
A second note has been tacked onto the bottom of the missive that reads:
Look, OP conveniently leaves out the part where he encouraged it. He complimented my Moonvine when it was young and said, “Wouldn’t it be nice if it brightened up the orchard?” Well, now it has. He’s getting all the benefits of my hard work, and I just want a fair share of the blossoms. I’m not sneaking—I’m harvesting what’s rightfully mine!
Visitors taking up the quest may:
-Speak to Elder Mosswick and Grover Petalby to get their sides of the story (they’ll dramatically exaggerate grievances like a pair of bitter old rivals)
-Examine the Moonvine - those with an affinity for plants can discern that the vine feeds on gossip, rumors, and conflict, hence why the plant has been thriving
-Make one of the following judgements:
YTA - Elder Mosswick has no rights to any of the blossoms, and they all belong to Petalby as the one who planted the vine.
NTA - All the blossoms on his property belong to Elder Mosswick, and Grover Petalby must stop trespassing and stealing them.
ESH - You are two grown men fighting about flowers. Grow up and split the harvest fairly.
Or, a secret fourth option, which is to uproot the vine and teach them a lesson - sacrificing the reward, but keeping the Moonvine blossoms for yourself.
REWARDS: 200 Bones | NON-DRYAD BONUS: 25 Bones
★★★★★ THE WELL IS THE WORLD
PARTS 1&2The tragedy of Hardersfield was supposed to end when the cursed hamlet burned itself out. Its villagers dead, its animals scattered, and the well filled to the brim with rubble — that should have been the end.
It wasn't.
In the months since, something has begun to stir across the land. The wells of Berry Burrow, Gourdmill, even Grey Ward itself have begun to run strange: water turning first bitter, then red with algae, and finally sinking into silence as if the depths beneath have been swallowed whole. Farmers whisper that sometimes the water does not ripple with stones tossed in, but instead with a faint laugh. Others claim their sheep and goats vanish into puddles that open in the middle of their fields, the earth slick with red algea where there had been none the day before.
Now, a missive finds its way to the quest board: the well in Hardersfield has reopened. The rubble is gone. The pit yawns wide once more, black and patient. What’s worse, similar wells have begun to appear across the land, in places they do not belong. Whatever malignancy first showed itself in Hardersfield is spreading. Terra herself has put out the call, and asks for one thing: descend again. Find the source, and end it if you can.
The descent feels almost familiar: the ropes bite against your hands, the fairystone lanterns strain to hold back the dark. You land once more upon stone slick with refuse, and a trickle of red water glints in the half-light. The cavern narrows, lined with ferns and thorny branches, and then widens again — into the same chamber you remember, the well yawning at its center.
But something is different. The walls pulse faintly, like the breath of some sleeping beast. The stones sweat. And when you lean near the well to listen, you hear not the sobs of a frightened child, but a chorus of voices: hundreds of voices, whispering over one another in a ceaseless, breathless hush.
Descending deeper, the pattern repeats. Cavern to well, cavern to well. Only now each loop is wrong. In one, you find the broken remains of Hardersfield homes, their timbers jutting like splinters from the rock. In another, you pass beneath the withered branches of Berry Burrow’s orchards, shriveled fruit rotting in their boughs. In yet another, you swear you see a fragment of Grey Ward’s stone streets, half-sunk in the rock as if being swallowed whole.
And always, always, there is Tymothee. Sometimes a boy, sometimes a babe in swaddling clothes, sometimes a man grown tall and thin. Sometimes there are a dozen of him at once, all sobbing, all begging to be carried home. Their faces are wrong. Too smooth, too stretched. And when you look too long, they smile.
Pressing deeper still, the path becomes less stone and more…something else. The walls are no longer rock, but the pale, glistening surface of flesh. The wells themselves quiver, as though each is a mouth opening wider to swallow you down. And at last you come to it: a cavern vast and terrible, its walls studded with faces pressed against the surface, eyes rolling beneath thin membranes of skin. In its center beats a great, glistening heart, and every whisper you’ve ever heard in the wells hisses from it in unison:
"Drink. Descend. Become."
You realize then the truth. The well was never just a hole in Hardersfield. It is a parasite, a mirror-world that feeds upon the Land. Each new well that opens is not new at all, but another mouth of the same endless body. Tymothee was never saved. The boy that climbed out was only the first vessel, the Well’s first mimic, and there will be more.
Find the heart of the parasite--a pulsing wad of flesh, refuse, animal parts, broken beans, remnants of stone. Destroy it. Then flee, before the caverns collapse in on you, and your broken body becomes apart of the heart forevermore.
REWARDS: 400 Bones | NON-DRYAD BONUS: 100 Bones
★★☆☆☆ MISS HARVEST IS MISSING
Every autumn, Maple Crest indulges in a small celebration, draping long tables in gold and crimson, piling them high with roasted gourds, baked apples, and sugared nuts, while fiddlers and flutists play until their arms ache. At the height of it all, the Harvest Queen or King--a young autumnborn resident voted by the town--is crowned with a circlet woven from golden maple leaves, reeds cut from the nearby stream, and the last berries of summer. Tradition says the crown is more than a symbol — it is a promise, a blessing of plenty for all who endure the coming frost.This year, however, the crown has gone missing.
It vanished on the eve of the festival, plucked from the pavilion where it was being kept safe. The village of Maple Crest is in uproar. The Wessels, keepers of the apple orchards, accuse the Berriwells, who farm the berry patches. The Berriwells fire back, insisting they saw a traveling minstrel lurking near the pavilion. Meanwhile, the Oldwoods mutter of “the green folk,” sprites and tricksters who dwell in the surrounding forest and who, every year, are slighted by being left out of the festival.
Children whisper that they saw a glowing figure slip into the trees, something small and quick, carrying something bright. At the edge of the woods, berry juice stains the grass, and tiny handprints can be found on low branches. The minstrel, when questioned, swears innocence — though his satchel does contain golden leaves, trimmed not from the crown but gathered for the making of a new instrument.
If one follows the signs into the woods, they find wreaths of twigs scattered like breadcrumbs, and laughter that seems to dart from tree to tree. Deeper still, in a clearing strung with wildflowers and mushrooms, a circle of sprites is found. They are not malicious, though their eyes gleam with mischief. They took the crown, they say, not to destroy it, but to punish the villagers for never inviting them to share in the feast.
The visitors must decide: negotiate, trick, or take by force. The sprites are not unwilling to return the crown — provided they are promised a place at the tables, honey and cream set aside for them, and a seat near the music.
If the crown is restored with peace, the festival is brighter than ever before. When the Harvest Queen is crowned, wild magic dances through the lantern flames, and the crops in the following season grow taller and sweeter than any in living memory.
But if the sprites are tricked, the festival continues under a strained silence, and though the crown sits upon the Queen’s head, the night air seems colder than it should be. And if the crown is taken by violence, the festival is grim indeed. The Queen is crowned, but the maple leaves seem to wither and darken even as she wears them. The villagers whisper of empty granaries, of spoiled cider, of roots that rot in the earth before they can be pulled.
For now, the people of Maple Crest feast, laugh, and sing. But the woods are watching.
REWARDS: 200 Bones | NON-DRYAD BONUS: 50 Bones
★★★★☆ THE WOLF BRIDE
Oak Run is a village that clings to the edge of the great greenwood, where the trees grow tall and close together, and wolves roam at dusk. Its folk are hardy, stubborn, and deeply superstitious. For generations, they have told the tale of the Wolf Bride, a spirit said to haunt their woods. Some say she was once a maiden of Oak Run, stolen away on her wedding night and cursed to wander forever in the form of a wolf. Others say she is a goddess of the hunt, ancient and wild, who takes a bride from among the villagers every few decades as her tribute.Every year at midsummer, Oak Run holds a rite to appease her. A maiden in a white gown is crowned with heather and led to the forest’s edge. She must walk three times around the old standing stone there, and leave a basket of bread, meat, and honey wine. In return, the wolves stay their hunger, and Oak Run’s herds thrive.
This year, the rite went awry.
The chosen maiden, a girl named Liora, never returned from the standing stone. Her basket was found overturned, the bread torn apart, the meat gone, the wine licked clean. Her gown was discovered days later at the edge of the wood — ripped, muddied, and smeared with pawprints far too large for any wolf. Since then, Oak Run has been restless. The wolves no longer keep to the treeline but prowl boldly into the pastures. At night, villagers hear singing in the forest, a woman’s voice twined with the howls of the pack.
The elders of Oak Run are divided. Some say Liora is lost, and the Wolf Bride has claimed her at last. Others say she may yet be saved, if brave souls will venture into the greenwood and break the curse.
If visitors take up the task, the path leads them to the deep forest, where moonlight barely pierces the canopy. Strange markings scratch the bark of trees: runes of protection, or perhaps of binding. They hear laughter and sobs in the same breath, and once or twice glimpse a pale figure among the wolves, eyes glowing with an unnatural light.
To reach her, one must face trials: the pack of wolves that guards her fiercely, the forest itself that twists and confuses the path, and the old standing stone, now pulsing faintly with power. Liora is there, but changed — her skin mottled with silvery fur, her teeth sharp, her voice shifting between human words and wolfish growls. She begs to be freed, but also warns that to kill her would be a mercy.
The visitors must choose:
Break the curse by spilling their own blood upon the standing stone, binding the Wolf Bride’s spirit at last — though at the cost of a piece of their own life-force.
Embrace the curse, allowing Liora to remain wolf-bride but teaching Oak Run that she must be honored as something more than a monster, reshaping the village’s rites forever.
Kill her, ending her suffering but rousing the wrath of the wolves, who will never forgive Oak Run nor those who aided it.
Whatever the choice, Oak Run will remember it. Songs will be sung of the Wolf Bride — whether as maiden rescued, goddess appeased, or tragic huntress slain. And under the next full moon, the villagers will listen for howls in the night, and wonder if the tale is truly finished.
REWARDS: 300 Bones | NON-DRYAD BONUS: 100 Bones
UNDINE QUESTS
★★★☆☆ ROYAL COURIER REQUEST
By command of Queen CordeliaA sealed letter must be delivered swiftly and without delay to Nymion, Keeper of the Storm, aboard Heaven's Bow. The contents are of diplomatic importance and for Nymion's eyes only.
Visitors are requested to Retrieve the sealed letter from the Royal Office in Salt Spire, travel to Heaven's Bow and deliver it directly to Nymion, and return with proof of receipt.
Visitors are expected to respect the privacy of the delivery. Reading the letter may result in reduced payment or loss of future work.
Should anyone inquire, Visitors may say the letter contains a routine request for collaboration on upcoming trade regulations between Salt Spire and Heaven's Bow. This explanation is authorized by the Queen herself.
If Read: The letter is penned in Cordelia's precise script, formally requesting Nymion grant her temporary access to Aella's personal effects "for the purpose of safeguarding Heaven's Bow's legacy and ensuring its resources remain secure." It bears Cordelia's private seal, the wax faintly perfumed with salt and lavender.
Nymion's Potential Responses:
Letter Unopened:
Nymion smirks as he takes the letter, pale blue light flickering in his eyes. He glances over the seal with a raised brow, then flicks it open. "Cordelia, always playing it so safe," he mutters, eyes glinting. "Thanks for the message — I'll see what I can whip up for her." He signs the receipt with a flourish, clearly enjoying the little power play.
Letter Read but Not Admitted:
If the seal's disturbed or he suspects a peek, Nymion will lean in with a sly grin. "Curious type, huh? Hope you didn't find the juiciest parts." His tone drips with amusement and a hint of challenge, as if daring the Visitors to tell him more. "Well, keep your secrets. But remember — the storms see all."
Letter Read and Admitted:
He chuckles darkly, folding his arms. "So, Cordelia wants my permission to rifle through Aella's stuff? Bold move." His gaze sharpens. "You've got to wonder what she's really after. Secrets don't stay buried for long around here." He pauses, then smirks wider. "If you're playing spy, might as well play it well. Keep an eye on the Queen, yeah? The storm's watching — and so am I."
REWARDS: 300 Bones | NON-UNDINE BONUS: 100 Bones
★★☆☆☆ THE BLOOP
Calyn, an Undine cartographer who spent weeks mapping the seas has returned to Salt Spire visibly shaken. While charting the far trenches near the city they heard a sound so loud it rattled the coral beneath their feet and set their fins trembling. Using a shell resonator — a large spiral shell that absorbs vibrations and can replay them when held to the ear — Calyn recorded the noise. The Keepers brought this eerie, drawn out rumble to Queen Cordelia.Cordelia believes the sound is coming from a damaged hydrothermal vent in the deep waters near Salt Spire, where undersea magma channels run dangerously close to the city’s foundations. Rockfalls have sealed the vent's mouth, trapping superheated water and volatile gases inside. If the pressure continues to build, it could trigger an undersea eruption that would devastate the city.
Cordelia asks Visitors to accompany Calyn into the lower canyons to locate the blocked vent. To relieve the pressure, they must:
- Clear the debris using controlled explosions or magic to break apart the rock without collapsing the vent entirely.
- Redirect the current by opening smaller fissures nearby so the trapped steam and gases can escape gradually.
- Stabilize the vent walls by reinforcing with coral growth or magically hardened stone to prevent another collapse.
The deeper they travel, the stranger it feels — the currents seem to push them off course, and bioluminescent fish dart away as if in fear. When the vent finally bursts open, the noise fades into silence... but Calyn swears they feel something still listening from below.
REWARDS: 200 Bones | NON-UNDINE BONUS: 50 Bones
★☆☆☆☆ STARS BENEATH THE WAVES
A young Undine who tends the underwater shrine near Salt Spire asks the Visitors for help after a recent shift in the currents scattered several bright starfish from the reef. Though not magical, the starfish help keep the area clean and are part of the shrine's natural balance. She asks the Visitors to find and gently return a few before the next tide stirs up the seabed.The missing starfish can be found nearby: tucked into crevices, riding the backs of turtles, or half-buried in the sand. Visitors will need steady hands and patience to gather them without disturbing the reef.
REWARDS: 100 Bones | NON-UNDINE BONUS: 25 Bones
★★★★★ NORMAL CORAL
The original quest text has been scratched out and replaced with:
DO NOT GO
IT IS A TRICK
If visitors investigate anyway:
The water near the reef is unnervingly still, no fish swim, no waves ripple. A cold silvery light filters down, casting strange shadows. Soft whispers drift through the water. The coral shifts subtly when unobserved, and an uneasy pressure settles over the chest. The Keepers warn all to stay away, fearing the coral’s corruption could infect the minds of those who touch it.
If visitors collect coral, it feels unnaturally cold and pulses faintly with silvery light. Soon after, they begin hearing whispers that sound like someone they once knew — an old friend, a lost family member, or someone they regret leaving behind. These voices call them deeper into the reef with promises of reunion, of forgiveness. Sometimes they beg for help, sometimes they warn of danger — but their true aim is to confuse and lure the listener deeper into the coral’s dark influence. The more the visitor listens, the harder it becomes to tell if the voices are real or twisted illusions.
If visitors ignore the warning and get too close, the coral lashes out with tentacle-like branches twisting around limbs and body, cold and unyielding. Slowly, they become part of the reef itself, their flesh fusing with the coral and life draining away. Visitors caught this way cannot be pulled free. But, mercifully, they are not trapped eternally like the other poor souls caught in the coral — they will revive as normal after they inevitably perish.
You will be rewarded, dead or otherwise.
REWARDS: 300 Bones | NON-UNDINE BONUS: 100 Bones
★★★★☆ SHELL GAMES
Undine couriers who ride giant sea turtles between undersea outposts have begun to vanish without a trace, disrupting communication and trade beneath the waves. The Keepers of Salt Spire are worried — these turtles are more than just mounts; they're sacred companions bonded to their riders. Clues point to an elusive group of deep sea pirates known as the Brine Blades, who have been netting the turtles using enchanted fishing gear and smuggling them to a hidden reef where they're forced to compete in illegal, high-stakes turtle races.To rescue the missing couriers and their steeds, the Visitors must dive into the depths and infiltrate the criminal racing circuit. Disguised as flamboyant racers, eccentric turtle trainers, shady betting officials, or any other disguise they might like to don, they'll have to navigate a wild undersea carnival of rival crews, scheming spectators, and suspicious race wardens.
Whether Visitors stealth their way through or run in with metaphorical guns blazing, the fate of the couriers — and the honor of Undine mail service — rests on their ability to outswim, outcheat, and outwit the Brine Blades.
REWARDS: 400 Bones | NON-UNDINE BONUS: 50 Bones
SYLPH QUESTS
★★☆☆☆ WEDDING ON THE WIND
During the last days of autumn, a rare weather pattern sweeps the mountains: a sunshower carried on warm winds. The Sylph whisper that this marks the beginning of the Wedding on the Wind, an ancient and private ceremony between two of their kind. Mortal eyes are not meant to witness it — those who intrude risk becoming hopelessly lost in a swirl of fog and music, only to awaken miles away with no memory of the path taken.This year, the Sylph are worried. The winds have been strange, and the route of the wedding procession crosses dangerously close to mortal trails. They ask for help placing protective wards along the path to divert travelers away, while also keeping opportunists from deliberately seeking the wedding to steal from the guests.
The work must be done quickly: the wedding will pass through at sundown, and the winds will be at their strongest. The party may hear laughter and faint music in the distance, or glimpse veiled figures dancing in the mist. If they succeed, the Sylph say the couple will be blessed with long harmony — and those who helped will be quietly favored by the wind for years to come.
REWARDS: 200 Bones | NON-SYLPH BONUS: 50 Bones
★★☆☆☆ NOT IN VANE
High above the mountains, a weather vane that helps the Sylph chart seasonal winds has been torn from its perch in a storm and now rests precariously in the upper branches of an ancient tree. Climbing to retrieve it is risky — the winds make the branches sway violently, and the vane’s metal edges could cut anyone who tries to grab it without care. Once recovered, the vane must be repaired and reinstalled on its mount before the next scheduled wind reading. The Sylph warn that without it, they can’t predict storm patterns for the coming month, which could endanger the entire region.REWARDS: 200 Bones | NON-SYLPH BONUS: 25 Bones
★★★☆☆ FIRE IN THE SKY
A freak lightning storm has been racing along the mountain ridges near Dusklight for several days without touching the ground, arcing from peak to peak in bright, crackling leaps. The Sylph believe it’s a rogue fragment of Nymion’s power — what they call skyfire — that broke loose during one of his more showy displays. Normally harmless, the skyfire has now begun drawing storms toward it, risking flash floods in the valleys below.The Sylph ask for help tracking the storm and luring the skyfire into a lightning rod spire high above the cliffs, where it can be safely grounded. This means chasing the phenomenon through high winds, slippery rock paths, and bursts of blinding light. Worse, the closer you get, the more the skyfire seems to notice you — arcing dangerously low as if daring you to keep up.
If successful, the Sylph will thank you with a charm woven from stormglass, said to keep the wearer safe in even the fiercest weather. If you fail... well, Nymion will probably find the whole thing hilarious.
REWARDS: 300 Bones | NON-SYLPH BONUS: 50 Bones | A stormglass charm that will keep you on your feet even in the wildest windstorms.
★★★☆☆ CRIES FOR JUSTICE
Things are heating up in the Gold Reach area of Sylph lands. You hear from rumors and town criers that the poor districts outside the walls, who do the hard work to supply the delicious sugar the rich profit off of to fund their lavish lifestyles, are causing disturbances. Some call them protests, others call them riots. The poor say they were pushed out of the city, neighbourhoods rightfully theirs ticking up in price until they couldn't afford to stay, and poor treatment from the rich making them wonder why they'd even want to stay. The rich say that this is their home, has always been their home, and that these unruly citizens are making it unsafe for them. Poor old miss Cynthia is too afraid to leave her house, these days!The Visitors have made a name for themselves, and both rich and poor in this area view the Visitors as powerful. They fought a star god, after all! So, pick a side, if you will:
1. The rich want the Visitors' help with security and talking down the riots. Volunteer to be a bodyguard for poor old miss Cynthia, and make some kind of impassioned speech or pen a heartfelt letter to try to quell the riots.
2. The poor want the Visitors to join the rebellion. Use your firepower to help them break down the walls to the city and march straight to city hall. But what starts off as an impassioned protest soon begins to feel like a violent coup, and you realize that when they say they want the city back- they mean all the way. Will you try to talk them down at this point, attempt a peaceful negotiation (if that's even possible) or help them with the violent takeover of city government?
REWARDS: 300 Bones | NON-SYLPH BONUS: 100 Bones
★★☆☆☆ RAGE IN HEAVEN'S BOW (PART 1)
Dear VisitorsEspecially those who investigated Admiral Aella’s heinous murder:
There are rumors of assassins from the moon that remain in Heaven’s Bow and threaten the lives and property of honest Sylph citizens. Please help us find these otherworldly assassins, as the city watch has failed to turn up any sign of them!
Is it even possible that Aella’s killers remain in Sylph territory? It seems unlikely, but the people surely must be afraid of something. Visitors who enter the city and ask around will find reports of threats concentrated in the Warrens, especially around lucrative drinking and gambling establishments. There are a handful of unsolved disappearances, and one definite double-murder. The survivors of the latter are two half-elven brothers, Theryl and Faroe Calder. Their parents, Lark and Kestral ‘Kes’ Calder, were the owners of a high-end gambling establishment in the Warrens, which was recently destroyed by fire. Visitors may investigate the building, and will find signs of accelerant placed in strategic places, as well as the signs of a small explosion in the Calders’ living quarters.
Theryl and Faroe are possible suspects, but they seem genuinely shaken up by the whole thing. They admit they are both somewhat estranged. Theryl is a shipbuilder and repairman, Faroe is the quartermaster of an airship and hoping to own his own vessel some day. Neither had an interest in continuing the family casino business, and while they weren’t close to their parents there seems to be no real ill will. If asked about their paents’ enemies they will be able to name several business rivals, and a few of those rivals are among the unsolved missing persons cases. It could be that there are no moon assassins at all, just other Sylphs running amok.
Asking about the bodies of the deceased will reveal that both have been cremated and cannot be further autopsied, but you may find the mortician who worked on them. She has evidence that poison, rather than flame or smoke inhalation, is what killed them. Perhaps the small explosion in their living quarters was a gas bomb? The mortician believes the poison was a distillation of sting-ray venom, aerosolized for quick inhalation and rapid unconsciousness and death.
Cross-reference Undine fishing vessels that make frequent deliveries to Heaven’s Bow,and Visitors will one particular fisher that did business at the casino often. The boys know his name: he was a gambler who owed their parents a lot more money than he was earning from selling his catch to them.
The fisher states he was hired, for a huge sum, but insists he doesn’t know the name of his employer. They contacted him anonymously, as the representative of an up and coming syndicate within Heaven’s Bow, who seem to have been behind the rumors of Moon Assassins. It seems as though this was nothing less than protection racket: payments demanded from businesses in order to ensure the mysterious moon assassins didn’t murder them or destroy their livelihoods, and the Calders were simply a high-profile couple they could make examples of.
Take the fisher-assassin to the boys or to the authorities, preferably alive so he can be questioned further. If there’s an organized crime ring in Sylph, it’s not going away anytime soon.
REWARDS: 200 Bones | NON-SYLPH BONUS: 50 Bones
NSFW QUESTS
SIREN SONGS CW: cannibalism, dubcon, hypnosis
Sirens are a common occurrence above and below the seas, causing mischief and mayhem for sailors and even those that fly down too close to their nests. A particularly powerful group of sirens has been causing shipwrecks and even kidnapping travelers for their various nefarious purposes - it is your job to rescue anyone they have captured and bring them to safety. The obvious problem is the sirens is their song is nearly impossible to ignore, and it takes a lot of willpower (and ear plugs) to endure it. Failing to avoid the call could result in capture and potentially death (sirens do enjoy eating mortals). The other, problem with these particular sirens, is that even their touch is dangerous. If you can't hear their song, they will do their best to brush up against you and force you to endure a curse for hours after the encounter. A curse that sees you turning into one of them - where everything you say sounds alluring and makes people want to give themselves up to you in any way they can.
People affected by the player character's voice can resist, of course, but may find it increasingly difficult to do so while they are speaking. Maybe shut them up somehow?
REWARD: 100 Bones
KNEEL BEFORE THE GODS
The Velvet Mirage has unveiled a new themed wing: The Pantheon of Desire. Behind velvet curtains, chambers are styled after the great leaders themselves, each room steeped in divine imagery corresponding to the chosen faction ruler.At the entrance, guests must choose their role by donning a token:
A luminous crown — to play the god or goddess.
A delicate ribbon collar — to kneel as a supplicant.
Each token glows in a distinct hue, tied to one of the faction leaders:
- Red for Ignacia
- Green for Terra
- Black for Vesper
- Pale gold for Triton
- Deep blue for Cordelia
- Electric blue for Nymion
With your role chosen, you step into the corresponding chamber — whether it be Cordelia's undersea grotto, Ignacia's firelit altar, or Nymion's stormy court. Inside, the game begins: make an erotic confession or offer a sexy sacrifice to prove your devotion.
And cross your fingers that the real gods never learn what is being done here in their name.
REWARDS: 50 Bones
SHE LIKES TO WATCH
A witch in Oak Run is offering big bucks to Visitor couples (or triads, or polycules) who will complete her trial. It's simple. You each drink one of her potions, and then you have sex while under their influence. The potions have a random effect which can be chosen by the player. The following are examples of effects they can have, but have fun with it. Insert your kink here.
- The potion makes you feel extremely drunk (or has the effect of another type of drug).
- The potion gives you animalistic features.
- The potion makes you completely subservient, wanting to do absolutely anything your partner asks.
- The potion makes you feel as confident as a God, ready to order your partner around.
- The potion gives you so much energy that you can go for 8 hours straight. Afterward, you will crash and sleep for three days.
- The potion makes you sleepy, and makes your body feel as heavy as lead, any movement taking herculean effort.
Be sure to re-confirm your partner's consent once the potions have taken effect.
To receive your Bones, you must report back to her and tell her some details about how it went. To get EXTRA Bones, you can let her watch from her cuck throne. She WILL interject with cackling and commentary.
REWARDS: 100 | Bonus Cuck Bones: 50
GENERAL QUESTS
★☆☆☆☆ SMILING FRIENDS
Old Mister Harrow has been carving jack-o-lanterns for the neighborhood kids for decades, but his hands aren’t as steady as they used to be. This year, he’s short on fresh pumpkins and asks for help. The task is simple: gather a few good pumpkins from the nearby patch or market, then help him scoop them out and carve friendly faces for the children. Once the lanterns are ready, the final step is to carry them around town, setting each one on a doorstep so the children will find them waiting when they return home.REWARDS: 100 Bones
★★☆☆☆ HAUNTED DOLL WATCH
Visitors are asked to investigate a small village unsettled by a porcelain doll that washed ashore after a storm. Its glass eyes seem alive, following anyone who moves, and children whisper that it talks to them at night. Livestock vanish, shadows shift in empty rooms, and soft knocks echo where no one stands. The villagers are terrified and beg the visitors to stop the strange events.Investigating the doll reveals its uncanny behavior: it moves when unobserved, tilts its head as if listening, and sometimes leaves faint scratches or small objects slightly shifted. To end the haunting, the visitors can either destroy the doll outright, smashing it to pieces, or seal it in an iron box and deliver it to a local witch known to handle such things.
Whichever path they choose, the doll's presence is unnerving until it is gone. Success brings relief to the villagers and a grim story to tell, while hesitation or failure risks further eerie incidents, and the lingering feeling that its glassy eyes are still watching.
REWARDS: 200 Bones
★★☆☆☆ A BOY'S BEST FRIEND
Caretakers at the old orphanage have begun turning up dead. Their bodies are drained of blood, left ice cold as though something unnatural claimed them. When questioned, the children give nothing away, unless you win their trust. Playing with them, showing kindness, or slipping them treats may get one of the bolder kids to whisper a single name: Georgie.Georgie is the oldest child in the orphanage, a protective "older brother" to the others. He won't take bribes, and he won't open up unless another child speaks for you. When he finally does, he only shrugs: "The ones who died were awful. Who cares? They'll just get new caretakers. Better ones."
But pressed further, Georgie hints at the truth: those who are cruel talk to his friend... and then they sleep forever.
This "friend" is no imaginary companion. It is a demon bound to Georgie through his dreams, a creature only he can truly see. To others, its presence is betrayed by the warped shape of Georgie's shadow — and to those with spiritual sensitivity, the immense form looming just behind him. The demon feeds on blood to anchor itself in the waking world, but spares Georgie. After all, he is its only friend.
What happens next is up to you. Will you drive the creature out in an exorcism, risking Georgie's wrath and loneliness? Bargain with it to leave? Or find another way to unravel the bond between boy and beast?
REWARDS: 300 Bones
★★★★☆ WINE AND DINE
This quest board request is simple: "Got an invite to a party I can't attend. Go in my stead so it doesn't go to waste, bring a date! Or several, if that's what you're into."You're sent the rolled parchment invitation via magic upon acceptance, listing a location, date and time, and you and your date(s) are welcomed warmly at the door before being let in.
The party is like something out of a storybook, lavishly decorated, a band playing orchestral music as dancers dressed to the nines pair off and waltz. Dance, drink and make merry! Passed along amid the refreshments is a deep red wine that swirls thick and syrupy, and tastes a little odd. To some, that is the first red flag. The next comes from how much the other guests seem thrilled to see the Visitor guests, whispering and pointing them out joyfully. Someone will be awfully pleased to see that the VIPs have come...
The clock strikes midnight and the hosts appear, two of the most beautiful individuals one has ever seen, standing at the balcony overlooking the ballroom. They bid the guests welcome, but their eyes are fixed on the Visitors now, too. The mansion grows darker and colder as some of the other guests turn and begin to lock and bar the doors. Any attempt to escape is barred by the other guests, who push Visitors to the center of the ballroom. They cry that they live to serve their masters and insist that the Visitors stay.
The hosts' eyes glow, and they descend like great shadows, features twisting into grotesque monstrocity. The hosts will NOT be denied their well-earned treat. They say the blood of Visitors- tastes from worlds beyond their own- makes for a most exotic vintage...
Your quest objective is to survive.
REWARDS: 400 Bones
★★☆☆☆ MOONS OVER CALDERA
There are talks of a beautiful stretch of woods flourishing beneath the light of the low-hanging moon. Local druids gush of the beauty of flowers and herbs they'd never seen before beneath its silver light, and many are willing to pay exorbitant prices for any of the flora one can bring back. With these plants, potion-crafters have entered a craze, brewing draughts that add spring back to one's step, enhancing the senses of countless hunters, and strengthening a druid's connection to their natural world. Visitors low on Bones are invited- nay, encouraged- to strike while this iron is hot!Visitors are given a map to the woods, and are all struck by the otherworldly beauty of it. The air is fragrant with the damp soil, grass and the perfume of flowers. It is always night here in these woods with no name, this slice of the world bathed in silver light. It makes a Visitor's heart race. It makes them itch. It makes them wish to look just a little closer at the moon and practically embrace it. The longer they linger in these woods, the more they find themselves with an urge to run on all fours, to find another hapless fool to fight, or perhaps to sing their heart out to the moon in one long, liberating howl.
Visitors who come to the woods eventually change into something that blends man and wolf. They can resist it, collect what plants they can and flee, or they can simply give in and run, fight, howl and be a creature of instinct.
Over time, Visitors encounter a stranger... or, perhaps a friend: Todd, the werewolf you've aided (or ratted out), will find and take you out of the woods if you're too far gone, and fight you if he must. He will wait with you until dawn, and bid you never set foot in these woods again when you come back to your senses. It's all fun and games until you wind up eating the neighbor's sheep, y'know? Take your plants and herbs back to sell in town, and report your discoveries.
REWARDS: 300 Bones
★★☆☆☆ BONDS UNBROKEN
A tinkerer is seeking volunteers to test a new creation: paired bracelets that keep two wearers connected. Each bracelet pulls faintly toward its partner, allowing the wearer to always know the other's direction. The bracelets also react to emotions - calm brings a steady warmth, fear turns the metal icy cold, joy makes the bracelet vibrate faintly, and anger makes the band grow hot. If one wearer is in danger, the bracelet flashes with a bright light to alert the one it's paired with, and if the wearer dies, the band shatters (replacements will be available).The tinkerer requests three trials. First, the pair must split up and navigate back to each other, confirming the bracelets work through barriers and distractions. Second, they must move far apart to test the limits of the bond. When stretched thin, the tether appears as a silver thread between them and will begin to unravel if strained too far. Finally, the bracelets must be worn in a dangerous situation to prove that the bond reacts properly under stress. It is the Visitor's choice of how perilous they wish this situation to be, but the more dangerous the better to truly test the bracelets abilities.
Completion of the trials will be rewarded with a finished set of bracelets.
REWARDS: 200 Bones | A pair of Kin-Touched Bracelets.
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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.

RAGE IN HEAVENS BOW
Dear Visitors
Especially those who investigated Admiral Aella’s heinous murder:
There are rumors of assassins from the moon that remain in Heaven’s Bow and threaten the lives and property of honest Sylph citizens. Please help us find these otherworldly assassins, as the city watch has failed to turn up any sign of them!
Is it even possible that Aella’s killers remain in Sylph territory? It seems unlikely, but the people surely must be afraid of something. Visitors who enter the city and ask around will find reports of threats concentrated in the Warrens, especially around lucrative drinking and gambling establishments. There are a handful of unsolved disappearances, and one definite double-murder. The survivors of the latter are two half-elven brothers, Theryl and Faroe Calder. Their parents, Lark and Kestral ‘Kes’ Calder, were the owners of a high-end gambling establishment in the Warrens, which was recently destroyed by fire. Visitors may investigate the building, and will find signs of accelerant placed in strategic places, as well as the signs of a small explosion in the Calders’ living quarters.
Theryl and Faroe are possible suspects, but they seem genuinely shaken up by the whole thing. They admit they are both somewhat estranged. Theryl is a shipbuilder and repairman, Faroe is the quartermaster of an airship and hoping to own his own vessel some day. Neither had an interest in continuing the family casino business, and while they weren’t close to their parents there seems to be no real ill will. If asked about their paents’ enemies they will be able to name several business rivals, and a few of those rivals are among the unsolved missing persons cases. It could be that there are no moon assassins at all, just other Sylphs running amok.
Asking about the bodies of the deceased will reveal that both have been cremated and cannot be further autopsied, but you may find the mortician who worked on them. She has evidence that poison, rather than flame or smoke inhalation, is what killed them. Perhaps the small explosion in their living quarters was a gas bomb? The mortician believes the poison was a distillation of sting-ray venom, aerosolized for quick inhalation and rapid unconsciousness and death.
Cross-reference Undine fishing vessels that make frequent deliveries to Heaven’s Bow,and Visitors will one particular fisher that did business at the casino often. The boys know his name: he was a gambler who owed their parents a lot more money than he was earning from selling his catch to them.
The fisher states he was hired, for a huge sum, but insists he doesn’t know the name of his employer. They contacted him anonymously, as the representative of an up and coming syndicate within Heaven’s Bow, who seem to have been behind the rumors of Moon Assassins. It seems as though this was nothing less than protection racket: payments demanded from businesses in order to ensure the mysterious moon assassins didn’t murder them or destroy their livelihoods, and the Calders were simply a high-profile couple they could make examples of.
Take the fisher-assassin to the boys or to the authorities, preferably alive so he can be questioned further. If there’s an organized crime ring in Sylph, it’s not going away anytime soon.