Difference between revisions of "Syggax tasks"

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Completing task gives experience, money and favors.
 
Completing task gives experience, money and favors.
*Easy work: 10k exp, 2500 gold coins and 50 favor.
+
*Easy work: 10k exp, 2500 gold coins and 25 favor.
 
*Medium work: 40k exp, 1000 platinum coins and 50 favor. (2000 max)
 
*Medium work: 40k exp, 1000 platinum coins and 50 favor. (2000 max)
 
*Hard work: 90k exp, 225 batium coins and 100 favor.(3000 max)
 
*Hard work: 90k exp, 225 batium coins and 100 favor.(3000 max)
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=Easy work=
 
=Easy work=
 +
 +
==Kill the Red Daemon in Kath'vael Forest==
 +
It's no secret the Syggax pay homage to demons. Despite the similar name, a
 +
daemon is not the same at all. One such has formed a dangerous cult, and we
 +
don't want that lying around. Killing the Red Daemon will probably disperse
 +
the cult and make us feel a lot better.
 +
 +
==Bring tribute to the demon racial shrine==
 +
A lot of the Syggax are working men, paid labourers and guards like anyone
 +
else. The higher-ups, however, tend to be the religious type. Well,
 +
sacreligious type. Fine. Demon worshippers. And they want to make good with
 +
the local demons. We've got some skulls to offer, but you'll get the blood.
 +
Four different sentient local races and then take it to the demon shrine in
 +
Furnachia.
 +
 +
==Complete the field surgery kit==
 +
The Syggax don't have a lot of healers on staff. Our priests and acolytes get
 +
their power from, uh, 'other' sources that don't typically provide recovery
 +
magic. Plus, most of our raiders aren't spellcsters at all. Serious injuries
 +
happen, and take special skills and tools to fix. We'll work on the skills,
 +
you get the tools.
 +
 +
==Get dragonbone from the Old Copper Mine==
 +
The Syggax kobolds handle most of our arcane magic, and they claim their power
 +
derives from their draconic heritage. Naturally, I call bullshit. But that's
 +
what they _claim_ so whatever. The best way for them to attune to local
 +
sources would be samples of dragon blood -- such as, the marrow inside a bone.
 +
The older, the better, but I'm not sending you to your death. There's an Old
 +
Copper Mine, rumored to have dragons in it. Find a dead one.
 +
 +
==Kill animals around Stonehenge==
 +
We've reached out to some of the local lizardmen to bolster our numbers. Some
 +
have taken shelter in a place called 'Stonehenge' but have no real reason to
 +
move here. If you wipe out their food supply -- the frogs, rabbits, foxes,
 +
deer and alligators -- they'd be more likely to join us. Oh, and if you see
 +
that annoying goblin, kill him too.
 +
 +
==Find the Totem in the Old Indian Reservation==
 +
As we continue to adjust to the magic here, the more items of mystic focus we
 +
have, the better, and the older, the better. And we've got a lead to chase
 +
down. Specificly, some kind of herbalist, shaman or druid who used a totem for
 +
their rituals. Problem is, they're in a place called the 'Old Indian
 +
Reservation' and we have NO idea what an Indian is.
 +
 +
==Kill 3 cute animals near King Eowyn's Castle==
 +
You know what the Efiilas and their faeries like? Cute things. You know what
 +
sucks? Getting your tail kicked by a bunny or duckie. The Knights and Dragons
 +
nearby is home to _enchanted cute animals_ and no way are we going to let that
 +
slide. Kill the cute stuff: goldfish, goats, foxes, maybe some baby dragons if
 +
you catch one alone.
 +
 +
==Get the Witch's Brew from Stonehenge==
 +
This world uses magic we're not too familiar with -- runes and alchemy varies
 +
drastically from place to place. Lucky for us, we heard of a mix of both.
 +
There's a witch living near Stonehenge, and her magic would be an ideal mix of
 +
what we need. Grab a sample and get back here. And don't let the witch catch
 +
you.
 +
 +
==Collect 12 squerga fish oil==
 +
There's a special kind of fish, native to our homeland but not here, whose oil
 +
has nutrition and flavouring that the reptilian Syggax prefer. We stocked a
 +
swamp, between Castle Severus and Mushroom Hill, with squerga eggs. There
 +
should be a fair number ready for harvesting by now. Just grab them and
 +
squeeze them. Or, hire a fisherman to do it for you. I don't care.
 +
You can read this note for the general location.
 +
 +
==Kill 5 Tiaga Village children, sick, and elderly==
 +
We're here for the long haul, and we're going to need supplies. But we're not
 +
here to make friends. There's a village in the nearby Tiaga, and they have
 +
food, shelter, and supplies they're not willing to part with. You will
 +
'encourage' them to leave. Start with the children, the sick, and the old --
 +
should get the point across.
 +
 +
''Note: misspelled Taiga''
 +
 +
==Kill 5 Unnamed Beings in the Caves beneath the Abandoned Study==
 +
We're trying to pick up some of the new magic that these lands offer, but
 +
obstacles continue to confront us. We've located an Abandoned Study, clearly
 +
an arcane research site, but the caves underneath are lousy with 'unnamed
 +
beings' that harass our researchers. Thin their numbers so the caves are
 +
easier to explore.
 +
 +
==Herd a giant lizard==
 +
The Syggax have been using reptiles as pack animals for generations. Lizards
 +
are sturdy...but stupid. Like, REALLY stupid. Training them can take a little
 +
work. There are lizards that live on this continent, better with the cold than
 +
most, that we have our eyes on. Find one and poke it until it's receptive to
 +
taming. There's a series of lakes in the center of the continent, surrounded
 +
by player cities, north of the Old Forest. Start your search there. I hope
 +
you're good with animals.
 +
 +
==Kill the Nuncio in the Unholy Cathedral==
 +
A human prisoner told us about a nearby mind flayer before we killed him. We
 +
should probably check that out. The prisoner was captured near the Unholy
 +
Cathedral, which we were hoping to set up shop in. A mind flayer isn't the
 +
worst opponent out there, but it should still be handled. Permanently.
 +
 +
==Find the Source of Fear in the Dark Forest==
 +
Few things can end a fight faster than raw terror. If standard, nonmagical
 +
threats work, fine, but we're not above using the supernatural as a weapon.
 +
Our mystics claim there's a strong source of fear in the Dark Forest, oddly
 +
enough, in full view in the middle of a public street.
  
 
==Commit Snootlingcide==
 
==Commit Snootlingcide==
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==Get dragonbone from the Old Copper Mine==
 
==Get dragonbone from the Old Copper Mine==
 
The Syggax kobolds handle most of our arcane magic, and they claim their power derives from their draconic heritage. Naturally, I call bullshit. But that's what they _claim_ so whatever. The best way for them to attune to local sources would be samples of dragon blood -- such as, the marrow inside a bone. The older, the better, but I'm not sending you to your death. There's an Old Copper Mine, rumored to have dragons in it. Find a dead one.
 
The Syggax kobolds handle most of our arcane magic, and they claim their power derives from their draconic heritage. Naturally, I call bullshit. But that's what they _claim_ so whatever. The best way for them to attune to local sources would be samples of dragon blood -- such as, the marrow inside a bone. The older, the better, but I'm not sending you to your death. There's an Old Copper Mine, rumored to have dragons in it. Find a dead one.
 +
 +
==Get a rune from the Norse Village==
 +
Our spellcasters are still trying to attune themselves to this world and its new magic. They keep saying that runes would be a useful key. There's a Norse Village, a human village, and the inhabitants are said to come from heritage that uses runes. Search the village, see if you can find one.
 +
 +
==Hell's Dojo: ROUND ONE FIGHT!==
 +
A name like Hell's Dojo sounded promising. Turns out, it was just a bunch of
 +
humans in pajamas. Time to put them in their place. Your targets are anyone
 +
with a WHITE belt.
 +
 +
==Complete the fiery crab chowder kit==
 +
You know what's good for long-term nutrition? Lean protein. You know what's
 +
good for a quick burst of energy? Spice. There's a kind of comfort food our
 +
scouts and warriors miss, a spicy crab dish, and our galley is pretty close to
 +
replicating it with local ingredients. But, their supplies are low, and
 +
experimentation takes its toll. Find what they want, and maybe they'll share
 +
the recipe.
 +
 +
==Kill Owldar and her guards==
 +
Faeries are annoying. Worse, they're likely to join the elves and sprites in
 +
the Efiilas. There's a fairy Old War going on, one...wait, I read that wrong.
 +
There's a fairy Owldar nearby, one who commands some natural magic power. We
 +
can't have it used against us. Eliminate her.
  
 
=Medium work=
 
=Medium work=
 +
 +
==Get 100 basalt sling bullets==
 +
A lot of our most dedicated warriors use specialized weapons, including custom
 +
war slingshots. Problem is, we came here by boat, and sling ammunition is
 +
heavy. We need a resupply, and that's your job. One hundred bullets made from
 +
basalt will set our guards and hunters up for a few days.
 +
 +
==Get 100 iron sling bullets==
 +
A lot of our most dedicated warriors use specialized weapons, including custom
 +
war slingshots. Problem is, we came here by boat, and sling ammunition is
 +
heavy. We need a resupply, and that's your job. One hundred bullets made from
 +
iron will set our guards and hunters up for a few days.
  
 
==Get the Lost Relic from the Mirkhold Catacombs==
 
==Get the Lost Relic from the Mirkhold Catacombs==
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the local demons. We've got some skulls to offer, but you'll get a few other
 
the local demons. We've got some skulls to offer, but you'll get a few other
 
things to make the tribute complete, including the blood of six of the locals.
 
things to make the tribute complete, including the blood of six of the locals.
 +
 +
==Kill five Kathvael priests==
 +
Very little is a threat to a demon worshipper than someone who worships OTHER
 +
demons. Demons do not get along with each other very well at all, and less so
 +
when sharing devotees. There is a village nearby we heard is called Kathvael,
 +
and in and near that village are some priests we want dead. Make it happen.
 +
 +
==Obtain polar bear furs from the Snow Peaked Mountain==
 +
This continent isn't what we're used to. In fact, the cold is just stupid
 +
freezing, and we hate it. What might help would be fur from the animals that
 +
resist the cold best...such as polar bears. See what you can scrape up where
 +
they live on the cliffs of the Snowy Peaked Mountain.
 +
 +
==Kill Nin'zhal the Shaman of Aldors Village==
 +
Aldors Village might seem peaceful, but they have a lot of guards that could
 +
give us problems. They also have a powerful healer, one Nin'zhal, who would
 +
make these guards an even worse nuisance. He's not a problem yet, but it's a
 +
matter of time. Raid the village and kill him.
 +
 +
==Kill five midlevel Hack monsters==
 +
There's a cavern on this continent, a big one, seemingly Hacked out of solid
 +
rock over the centuries, that's a potential source of supplies or even a new
 +
base. But, it's also loaded with monsters. We don't need the whole thing
 +
cleared, but the top two levels should let us form a foothold. Clear out some
 +
of the mid-level threats, but watch out. Death might be lurking behind the
 +
next corner.
 +
 +
==Lead a large tamed animal to the Syggax camp==
 +
A lot of the Syggax are reptilian, and we're kind of picky how much our meat
 +
is cooked. A lot of us prefer raw, actually, but raw meat doesn't store well.
 +
The easiest solution? Keep it alive. There's a lot of us, however, so think
 +
big. Think bull size or larger.
 +
 +
==Find the Amberley family history==
 +
The nearby inhabitants of Castle Amberley are likely to oppose us, which means
 +
the Feldspar can pick them up as allies quickly. They're too well fortified to
 +
assault, but we can find alternative methods. Perhaps a dark secret in their
 +
past will reveal a clue.
 +
 +
==Pick 12 fresh bearberrys==
 +
We have mystics and herbalists ready to go, but they need materials to use for
 +
research. As everyone knows, fresher is better, and that means we need what's
 +
in season. That seems to be bearberry for now, 12 will be a good start. Or, if
 +
you can find buttercup instead, bring those.
 +
 +
==Get a quality protection potion==
 +
We're still working on the local plans, animals, and metals needed for
 +
alchemy. While that's going on, however, we're down the ability to brew
 +
potions. Protection is the most needed in the short term, but we need the good
 +
stuff to have any faith in it. Blue colour or better, and not watered down.
 +
 +
==Kill 4 Skeep Prisoners on their Walk==
 +
Shadowkeep has a vast prison, filled with our kinds of people. How do you get
 +
on the good side of prisoners? By making a show of fource. Find some prisoners
 +
in public view, say, some going for a walk, and shank them. That should earn
 +
us some goodwill from the others.
 +
 +
==Get the Prisoner Manifest from Shadowkeep Prison==
 +
You won't have to go far for this one. We're looking for a list of names of
 +
inmates in Shadowkeep Prison. From that, hopefully we can find a few people
 +
that will aid our cause, either for freedom, for gold, or revenge. Bribe,
 +
steal, or kill if you need to.
 +
 +
==Get the spellbook from the Hack chest==
 +
These lands contain all sorts of magic that is new to us. We've heard that
 +
random chests can contain spellbooks, capable of teaching us about local magic
 +
quickly. It's hard to get more random than the Hack area. Find an apppropriate
 +
spellbook for us.
 +
 +
==Get six articles of leather clothing==
 +
A lot of the Syggax are reptilian, with thicker skin than most mammals. Most
 +
of us are hard workers and need durable clothing. Since we're talking about
 +
clothing for _under_ armour, colour doesn't matter, but they need to be made
 +
from leather to hold up to the abuse they'll suffer.
 +
 +
==Kill five Mirkhold guards==
 +
We want to send a message to the nearby village of Mirkhold. The message is
 +
'die'. We know, left alone, they'll be bought by the Feldspar, and we'd rather
 +
have that problem behind us than in front of us. Anyone in town with a weapon
 +
dies.
 +
 +
==Collect 20 squerga fish oil==
 +
There's a special kind of fish, native to our homeland but not here, whose oil
 +
has nutrition and flavouring that the reptilian Syggax prefer. We stocked a
 +
lake, far to the south on the path to the Lighthouse, that seemed to have
 +
plenty of fresh water. Problem is, the nearby forests have bears that like to
 +
eat the squerga fish. You can go yourself, or send a hunter/fisher, up to you.
 +
 +
==Pick 8 fresh crystallines==
 +
We have mystics and herbalists ready to go, but they need materials to use for
 +
research. As everyone knows, fresher is better, and that means we need what's
 +
in season. That seems to be crystalline for now, 8 will be a good start. Or,
 +
if you can find chickweed instead, bring those.
 +
 +
==Go Bear hunting inside Rothikgen Areas==
 +
Bears can be a threat in normal times, but here, it's worse. See, a lot of the
 +
Syggax scouts and warriors are reptilian, and this continent is f*#$ing cold.
 +
Meanwhile, bears have fur and fat insulating them. This isn't a fair fight.
 +
Find one of the large, dangerous bears hiding inside one of the areas on this
 +
continent, and kill it.
 +
 +
==Get a half-done or better runestone==
 +
As we attune ourself to local magical sources, our mystics keep telling us
 +
about runes being important. I think they need to see a local take on rune
 +
magic. A completed runestone would be nice, but we can learn something from an
 +
incomplete effort as well, so we'll take half-done or better.
 +
 +
==Kill the Warrior Chief of the Perilous Forest==
 +
We're not interested in a group of aggressive, armed humans nearby. That's a
 +
pile of whiskey-soaked straw begging for a match, and the Feldspar are quick
 +
to offer a light. If you take out the Warrior Chief, it should slow down any
 +
attempt the Feldspar make to bribe them into attacking us.
 +
 +
==Get Haunted Timber from the Rotting Copse==
 +
As we build weapons and equipment for our troops and casters, enchanted
 +
materials would be ideal. Cursed wood, for example, makes some good ritual
 +
rods and staves, and spears capable of breaching holy wards. We heard of a
 +
Rotting Copse of trees nere Severus Castle that might have what we're looking
 +
for.
  
 
=Hard work=
 
=Hard work=
 +
 +
==Complete the vacation kit==
 +
This place is freezing and I'm busy all the time. Soon as I can, I'm sneaking
 +
out the back and taking half a day to myself. I don't care. But I will bribe
 +
you to find a few things to help me relax. Get moving already!
 +
 +
==Disperse 3 Demons of Lear Rotth's Legion==
 +
A lot of the Syggax are demon worshippers. We'd like to ally with other
 +
demons, but it seems they're not all available. Seems a demon by the name Lear
 +
Rotth is more interested in forming his own army than joining ours. But armies
 +
need soldiers. Remove them. Find some of his Legion in the Caverns of Chaos
 +
and destroy them.
 +
 +
==Kill the Liches in the Tower of Horn-Durath==
 +
We're trying to get some research done into the local magical effects, but
 +
there always seems to be obstacles. In particular, there's a cauldron our
 +
scouts have eyes on, but a cadre of liches is always there. Take them out so
 +
our research team can claim the prize.
  
 
==Complete the duergar priest kit==
 
==Complete the duergar priest kit==
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despeately require, but it's our job to get them the supplies they need for
 
despeately require, but it's our job to get them the supplies they need for
 
their dark rituals. I'm making that your problem.
 
their dark rituals. I'm making that your problem.
 +
 +
==Find a Hill Giant Totem==
 +
The Syggax work with giantkin, but the local frost giants are being obstinate.
 +
The hill giants, that's another matter. But to get in their big, smelly stupid
 +
graces, we're going to need a starting point. Head to their lair, see if you
 +
can find a totem or the like that acts as a kind of family giant emblem.
  
 
==Find the Convict's List in the Shadowkeep Prison Pit==
 
==Find the Convict's List in the Shadowkeep Prison Pit==
Line 101: Line 380:
 
Just drown them in strawberry, 60 or whatever. Or, if you can find mugwort
 
Just drown them in strawberry, 60 or whatever. Or, if you can find mugwort
 
instead, bring those.
 
instead, bring those.
 +
 +
==Mix up experimental fertilizer==
 +
At the (urgh) _repeated_ requests of our herbalists, we brought some seeds
 +
with us from our homeland. Big surprise, tropical plants don't grow very well
 +
in this permafrost-soaked ground. But rather than give up like any sensible
 +
creature, they're suggesting some new fertilizer they think will help. Either
 +
it will and we get plants they can use, or it won't and they'll shut up about
 +
it. Either way, I win.
 +
 +
==Bring a large tamed reptile to the Syggax camp==
 +
We're not going to get around this frozen hellscape without mounts and beasts
 +
of burden. We have trainers, but they're far more experienced with the animals
 +
of our lands, and they're almost all reptiles. Bring us something we can work
 +
with.
 +
 +
==Get twelve cups of butter==
 +
After arriving on this continent, we discovered an absolutely outstanding new
 +
grease for leather and steel. It's called 'butter', and near as I can tell you
 +
get it from throttling the organs of large hairy beasts. Why mammals waste
 +
such a valuable resource by smearing it on bread is beyond me. Get a bunch of
 +
the stuff and bring it here.
 +
 +
==Get Lear Rotth's transformation notes==
 +
Our demonologists have heard of one Lear Rotth. Apparently, he was once human,
 +
but turned himself into a more demonic form. Obviously, such a transformation
 +
interests us greatly. We need info on how such a thing takes place. We don't
 +
know where such information might be stored, but one would assume Lear Rotth
 +
would keep it close by and guarded.
 +
 +
==Protect the squerga fish eggs==
 +
There's a special kind of fish, native to our homeland but not here, whose oil
 +
has nutrition and flavouring that the reptilian Syggax prefer. We stocked a
 +
lake, far to the south on the path to the Lighthouse, that seemed to have
 +
plenty of fresh water. And that's going great. So great, they're spawning.
 +
But, some of the local wildlife really seems to like squerga fish eggs. Find
 +
an egg site, and see to it they hatch safely.
 +
 +
==Kill three draconians in Snow Devils==
 +
Not everyone gets it, but lizardmen and draconians aren't even close to the
 +
same thing. Draconians tend to put their purpose in their race, rather than a
 +
more tangible motivation like money or power. We offered some of the locals a
 +
place in our ranks. They refused. Express our dissatisfaction in their
 +
priorities until the screaming stops. You'll find them on the wall of the
 +
Citadel near the Snow Devils.
 +
 +
==Kill 3 Frost Giants in the Ice Castle==
 +
We're having some trouble with the local frost giants. They refuse to work
 +
with our fire giants. This makes me cranky. Help me have a better day by
 +
killing the Jarl and a couple other adults -- leave the children orphans.
 +
That'll make me smile.
 +
 +
==Kill 3 Frost Giants on the Snowy Peak==
 +
The Syggax partner with giants all the time...fire giants. Naturally, the
 +
local giants are...not. And we're not waiting around till the Feldspar hire
 +
them to counter us. Head to the Snowy Peak and take out the whole family.
 +
 +
==Complete the forced extinction kit==
 +
It was a long journey, and we're low on food. A lot of us are carnivores, and
 +
a heaping serving of meat works best. But beyond that, there are animals in
 +
the nearby frozen wastes that, edible or not, really don't need to be sniffing
 +
around. We're looking to wipe the lot of them out, and eat the bodies. We're
 +
going to need traps, snares, tripwires, the works. Here's a list of materials.
 +
 +
==Get the Signed Orc Treaty from Pauper's Castle==
 +
Orcs and trolls are everywhere in these lands. They're not our favourite
 +
choice in allies, but we're low on options. No offense, but if we take you,
 +
we'll take anyone. One of our emissaries went to get a treaty signed by the
 +
orc king of Pauper's Castle, but he's late, so there must be a holdup in
 +
negotiations. Go resolve the dispute and get that treaty signed.
 +
 +
==Get the Green Heart of Grandfather Willow==
 +
Our shamen have finally found something they think they can use to aid us
 +
against the hostile trees in the area. They've discovered a spell that can
 +
wrack them, but it requires a special component that links them together.
 +
Namely, a sample of the heart of an elder in their family -- the Grandfather
 +
Willow. Supposedly, it's in a place called the Rotting Copse.
 +
 +
==Complete the Syggax sapper kit==
 +
We're lucky to have some of these kobolds on our side. Not only are they eager
 +
to please their superiors, they're clever and fit in small places. We're
 +
training the most reckless of them to tunnel under buildings and destroy them
 +
from below, but of course, they'll need the tools for the job. Bring them
 +
some.
 +
 +
==Clear nonhumanoids out of Shadowkeep Prison==
 +
It's no secret that we wouldn't mind getting some of the cutthroats and
 +
murderers of Shadowkeep Prison on our side. We've made a few outreaches, and
 +
seem to have made progress. Bribing the guards seems like an option, but
 +
nonhumanoid monsters are tougher to work with. Snakes, misty elementals,
 +
mutants and that guardian beholder all need to be removed if we want to spring
 +
our new allies.
 +
 +
==Clear undead and spiders from Rendburg==
 +
The Frozen City of Rendburg is no threat to us: the citizens are scared, and
 +
the guards are old and useless. Thing is, as much as we'd like to just storm
 +
the place and claim it, there's an obstacle. The place is beset with spiders
 +
and undead, and not friends of ours. Take them out, and we can start the next
 +
phase.
 +
 +
==Kill a large Hack monster==
 +
We've heard rumours of a strange nest of twisting dungeons called Hack.
 +
Somewhere in there is a potential powerful ally, a fire giant. Problem is,
 +
strong as he is, there's monsters in the way even he can't get past without
 +
serious risk. You're going to clear a path for him. Get there, kill some of
 +
the stronger enemies -- wraiths, liches, 8-headed hydras, or jabberwockies. He
 +
can handle the small stuff on his own.
 +
 +
==Pick 48 fresh hollys==
 +
We have mystics and herbalists ready to go, but they need materials to use for
 +
research. As everyone knows, fresher is better, and that means we need what's
 +
in season. But BOY are they going through the damn things quickly! And they
 +
won't shut up about it! 'Bla bla bla need more fresh herbs' over and over!
 +
Just drown them in holly, 48 or whatever. Or, if you can find chickweed
 +
instead, bring those.
 +
 +
==Kill Lariane, queen of the sprites==
 +
The Efiilas have some strong allies. Their cromagnons are strong, and their
 +
ents have great power, but worst are the sprites. They're powerful
 +
spellcasters in too many fields to deal with. We know they're trying to woo
 +
one of their own, Lariane, and by proxy her forces. We don't have a lot of
 +
information on her location, it appears magically warded, but start at
 +
Horsehead Mountain.
 +
 +
==Kill Akreste==
 +
The Syggax are no strangers to war -- we're fighting one right now. But we
 +
have no real interest in entering a second. There's a Battlefield nearby,
 +
between Junkyard and Atlantis, between two human forces. We need that resolved
 +
so we don't have to fight them both. The smart money says the rebels are
 +
weaker, so, kill Akreste, commander of the rebel army. That should end things.
 +
 +
==Kill the Norse warriors at Stonetrolls==
 +
The Syggax are trying to ally ourself with the local giants, but we might have
 +
other options. There's a cave, on the east side of this continent, filled with
 +
Stone Trolls. But we can't make contact, because there's some Norse warriors
 +
guarding the way in. Clear them out so our diplomats can make contact.
 +
 +
==Kill 3 named treants in Severus Castle==
 +
Ents are common allies of the Efiilas. It's a matter of time before they learn
 +
how many of them somehow manage to live in this cold, bleak rock of a
 +
continent. We can't allow that to be a problem. Severus Castle seems to be
 +
where a lot of respected elder ents reside. If you kill enough of them, the
 +
rest will be too concerned to join up.
 +
 +
==Hell's Dojo: ROUND THREE, FIGHT!==
 +
We're hearing more and more reports of our patrols and scouts being spied on,
 +
or ambushed. The most likely culprits are the ninjas of Hell's Dojo. They must
 +
be sending their best, so it's time we sent ours. Take out their black ninjas
 +
to make a statement.
  
 
=Ultra hard work=
 
=Ultra hard work=

Latest revision as of 18:02, 8 April 2021

List of different daily tasks you can get from Kortax, Emissary of the Syggax Offensive. Only task and 'assemble kit/pack' info, no guides on how to do them.

ask kortax about easy work / medium work / hard word / ultra hard work

ask kortax about aborting (can do after 1 hour of starting task, but gives -favor)

ask kortax about completed


Completing task gives experience, money and favors.

  • Easy work: 10k exp, 2500 gold coins and 25 favor.
  • Medium work: 40k exp, 1000 platinum coins and 50 favor. (2000 max)
  • Hard work: 90k exp, 225 batium coins and 100 favor.(3000 max)
  • Ultra work: 150k exp, 50 mithril and 100 favor. (4000 max)

Favors can be spent at the Syggax offensive.

Contents

Easy work

Kill the Red Daemon in Kath'vael Forest

It's no secret the Syggax pay homage to demons. Despite the similar name, a daemon is not the same at all. One such has formed a dangerous cult, and we don't want that lying around. Killing the Red Daemon will probably disperse the cult and make us feel a lot better.

Bring tribute to the demon racial shrine

A lot of the Syggax are working men, paid labourers and guards like anyone else. The higher-ups, however, tend to be the religious type. Well, sacreligious type. Fine. Demon worshippers. And they want to make good with the local demons. We've got some skulls to offer, but you'll get the blood. Four different sentient local races and then take it to the demon shrine in Furnachia.

Complete the field surgery kit

The Syggax don't have a lot of healers on staff. Our priests and acolytes get their power from, uh, 'other' sources that don't typically provide recovery magic. Plus, most of our raiders aren't spellcsters at all. Serious injuries happen, and take special skills and tools to fix. We'll work on the skills, you get the tools.

Get dragonbone from the Old Copper Mine

The Syggax kobolds handle most of our arcane magic, and they claim their power derives from their draconic heritage. Naturally, I call bullshit. But that's what they _claim_ so whatever. The best way for them to attune to local sources would be samples of dragon blood -- such as, the marrow inside a bone. The older, the better, but I'm not sending you to your death. There's an Old Copper Mine, rumored to have dragons in it. Find a dead one.

Kill animals around Stonehenge

We've reached out to some of the local lizardmen to bolster our numbers. Some have taken shelter in a place called 'Stonehenge' but have no real reason to move here. If you wipe out their food supply -- the frogs, rabbits, foxes, deer and alligators -- they'd be more likely to join us. Oh, and if you see that annoying goblin, kill him too.

Find the Totem in the Old Indian Reservation

As we continue to adjust to the magic here, the more items of mystic focus we have, the better, and the older, the better. And we've got a lead to chase down. Specificly, some kind of herbalist, shaman or druid who used a totem for their rituals. Problem is, they're in a place called the 'Old Indian Reservation' and we have NO idea what an Indian is.

Kill 3 cute animals near King Eowyn's Castle

You know what the Efiilas and their faeries like? Cute things. You know what sucks? Getting your tail kicked by a bunny or duckie. The Knights and Dragons nearby is home to _enchanted cute animals_ and no way are we going to let that slide. Kill the cute stuff: goldfish, goats, foxes, maybe some baby dragons if you catch one alone.

Get the Witch's Brew from Stonehenge

This world uses magic we're not too familiar with -- runes and alchemy varies drastically from place to place. Lucky for us, we heard of a mix of both. There's a witch living near Stonehenge, and her magic would be an ideal mix of what we need. Grab a sample and get back here. And don't let the witch catch you.

Collect 12 squerga fish oil

There's a special kind of fish, native to our homeland but not here, whose oil has nutrition and flavouring that the reptilian Syggax prefer. We stocked a swamp, between Castle Severus and Mushroom Hill, with squerga eggs. There should be a fair number ready for harvesting by now. Just grab them and squeeze them. Or, hire a fisherman to do it for you. I don't care. You can read this note for the general location.

Kill 5 Tiaga Village children, sick, and elderly

We're here for the long haul, and we're going to need supplies. But we're not here to make friends. There's a village in the nearby Tiaga, and they have food, shelter, and supplies they're not willing to part with. You will 'encourage' them to leave. Start with the children, the sick, and the old -- should get the point across.

Note: misspelled Taiga

Kill 5 Unnamed Beings in the Caves beneath the Abandoned Study

We're trying to pick up some of the new magic that these lands offer, but obstacles continue to confront us. We've located an Abandoned Study, clearly an arcane research site, but the caves underneath are lousy with 'unnamed beings' that harass our researchers. Thin their numbers so the caves are easier to explore.

Herd a giant lizard

The Syggax have been using reptiles as pack animals for generations. Lizards are sturdy...but stupid. Like, REALLY stupid. Training them can take a little work. There are lizards that live on this continent, better with the cold than most, that we have our eyes on. Find one and poke it until it's receptive to taming. There's a series of lakes in the center of the continent, surrounded by player cities, north of the Old Forest. Start your search there. I hope you're good with animals.

Kill the Nuncio in the Unholy Cathedral

A human prisoner told us about a nearby mind flayer before we killed him. We should probably check that out. The prisoner was captured near the Unholy Cathedral, which we were hoping to set up shop in. A mind flayer isn't the worst opponent out there, but it should still be handled. Permanently.

Find the Source of Fear in the Dark Forest

Few things can end a fight faster than raw terror. If standard, nonmagical threats work, fine, but we're not above using the supernatural as a weapon. Our mystics claim there's a strong source of fear in the Dark Forest, oddly enough, in full view in the middle of a public street.

Commit Snootlingcide

Our scouts tell of a snow-covered forest inside a cave. The forest could provide substantial resources, especially lumber, but it needs to be cleared out first. One spot in particular is home to a group of annoying snootlings -- not a major threat, but en masse they could pose some risk. Take them all out.

Kill Hazelbrag Stone, Mayor of Mirkhold

The town of Mirkhold has lots of things we'd like -- food, shelter, water, the works. What it _doesn't_ have is empty space. Send a message to the mayor that we want the place for ourselves. The message will be killing him.

Complete the preservative kit

A lot of the Syggax are reptilian, and a lot of reptiles like raw meat. Not usually a problem, unless you want to store it. This continent is STUPID cold, but it's not enough. Our apothecary and galley have given me a list of things that should help. Go get them.

Kill 5 Norse Village tradecrafters

When I say 'we need security' I mean 'wipe out anyone nearby that's more likely a threat then a food source'. There is a Norse Village in particular, loaded with humans and therefore at risk to join the Feldspar. That is not 'security'. I have a list of names for you: Alton, Ashfor, Bettie, Felcar, Gevies, Gudruk, and Reswald. They take care of many of the food, beverages and services of the village. Their loss will weaken their resolve.

Get 50 iron sling bullets

A lot of our most dedicated warriors use specialized weapons, including custom war slingshots. Problem is, we came here by boat, and sling ammunition is heavy. We need a resupply, and that's your job. Fifty bullets made from iron will hold us for a few days.

Get dragonbone from the Old Copper Mine

The Syggax kobolds handle most of our arcane magic, and they claim their power derives from their draconic heritage. Naturally, I call bullshit. But that's what they _claim_ so whatever. The best way for them to attune to local sources would be samples of dragon blood -- such as, the marrow inside a bone. The older, the better, but I'm not sending you to your death. There's an Old Copper Mine, rumored to have dragons in it. Find a dead one.

Get a rune from the Norse Village

Our spellcasters are still trying to attune themselves to this world and its new magic. They keep saying that runes would be a useful key. There's a Norse Village, a human village, and the inhabitants are said to come from heritage that uses runes. Search the village, see if you can find one.

Hell's Dojo: ROUND ONE FIGHT!

A name like Hell's Dojo sounded promising. Turns out, it was just a bunch of humans in pajamas. Time to put them in their place. Your targets are anyone with a WHITE belt.

Complete the fiery crab chowder kit

You know what's good for long-term nutrition? Lean protein. You know what's good for a quick burst of energy? Spice. There's a kind of comfort food our scouts and warriors miss, a spicy crab dish, and our galley is pretty close to replicating it with local ingredients. But, their supplies are low, and experimentation takes its toll. Find what they want, and maybe they'll share the recipe.

Kill Owldar and her guards

Faeries are annoying. Worse, they're likely to join the elves and sprites in the Efiilas. There's a fairy Old War going on, one...wait, I read that wrong. There's a fairy Owldar nearby, one who commands some natural magic power. We can't have it used against us. Eliminate her.

Medium work

Get 100 basalt sling bullets

A lot of our most dedicated warriors use specialized weapons, including custom war slingshots. Problem is, we came here by boat, and sling ammunition is heavy. We need a resupply, and that's your job. One hundred bullets made from basalt will set our guards and hunters up for a few days.

Get 100 iron sling bullets

A lot of our most dedicated warriors use specialized weapons, including custom war slingshots. Problem is, we came here by boat, and sling ammunition is heavy. We need a resupply, and that's your job. One hundred bullets made from iron will set our guards and hunters up for a few days.

Get the Lost Relic from the Mirkhold Catacombs

We're still trying to get our religious spellcasters attuned to the demons and gods in this new land. Our research has told us of Azathoth, God of Horror, who sounds right up our alley. But, Azathoth priests aren't exactly holding up signs for us to find. Secrets are often buried with the dead. Check the catacombs under Mirkhold temple for a relic we can use.

Kill 3 Dwarf Guards in Moongate

Allowing the Feldspar to gather allies on this continent is unacceptable. There is a dwarf community here, behind a Moongate, and they have armed guards we cannot let the Feldspar acquire. Kill them.

Bring tribute to the demon racial shrine

A lot of the Syggax are working men, paid labourers and guards like anyone else. The higher-ups, however, tend to be the religious type. Well, sacreligious type. Fine. Demon worshippers. And they want to make good with the local demons. We've got some skulls to offer, but you'll get a few other things to make the tribute complete, including the blood of six of the locals.

Kill five Kathvael priests

Very little is a threat to a demon worshipper than someone who worships OTHER demons. Demons do not get along with each other very well at all, and less so when sharing devotees. There is a village nearby we heard is called Kathvael, and in and near that village are some priests we want dead. Make it happen.

Obtain polar bear furs from the Snow Peaked Mountain

This continent isn't what we're used to. In fact, the cold is just stupid freezing, and we hate it. What might help would be fur from the animals that resist the cold best...such as polar bears. See what you can scrape up where they live on the cliffs of the Snowy Peaked Mountain.

Kill Nin'zhal the Shaman of Aldors Village

Aldors Village might seem peaceful, but they have a lot of guards that could give us problems. They also have a powerful healer, one Nin'zhal, who would make these guards an even worse nuisance. He's not a problem yet, but it's a matter of time. Raid the village and kill him.

Kill five midlevel Hack monsters

There's a cavern on this continent, a big one, seemingly Hacked out of solid rock over the centuries, that's a potential source of supplies or even a new base. But, it's also loaded with monsters. We don't need the whole thing cleared, but the top two levels should let us form a foothold. Clear out some of the mid-level threats, but watch out. Death might be lurking behind the next corner.

Lead a large tamed animal to the Syggax camp

A lot of the Syggax are reptilian, and we're kind of picky how much our meat is cooked. A lot of us prefer raw, actually, but raw meat doesn't store well. The easiest solution? Keep it alive. There's a lot of us, however, so think big. Think bull size or larger.

Find the Amberley family history

The nearby inhabitants of Castle Amberley are likely to oppose us, which means the Feldspar can pick them up as allies quickly. They're too well fortified to assault, but we can find alternative methods. Perhaps a dark secret in their past will reveal a clue.

Pick 12 fresh bearberrys

We have mystics and herbalists ready to go, but they need materials to use for research. As everyone knows, fresher is better, and that means we need what's in season. That seems to be bearberry for now, 12 will be a good start. Or, if you can find buttercup instead, bring those.

Get a quality protection potion

We're still working on the local plans, animals, and metals needed for alchemy. While that's going on, however, we're down the ability to brew potions. Protection is the most needed in the short term, but we need the good stuff to have any faith in it. Blue colour or better, and not watered down.

Kill 4 Skeep Prisoners on their Walk

Shadowkeep has a vast prison, filled with our kinds of people. How do you get on the good side of prisoners? By making a show of fource. Find some prisoners in public view, say, some going for a walk, and shank them. That should earn us some goodwill from the others.

Get the Prisoner Manifest from Shadowkeep Prison

You won't have to go far for this one. We're looking for a list of names of inmates in Shadowkeep Prison. From that, hopefully we can find a few people that will aid our cause, either for freedom, for gold, or revenge. Bribe, steal, or kill if you need to.

Get the spellbook from the Hack chest

These lands contain all sorts of magic that is new to us. We've heard that random chests can contain spellbooks, capable of teaching us about local magic quickly. It's hard to get more random than the Hack area. Find an apppropriate spellbook for us.

Get six articles of leather clothing

A lot of the Syggax are reptilian, with thicker skin than most mammals. Most of us are hard workers and need durable clothing. Since we're talking about clothing for _under_ armour, colour doesn't matter, but they need to be made from leather to hold up to the abuse they'll suffer.

Kill five Mirkhold guards

We want to send a message to the nearby village of Mirkhold. The message is 'die'. We know, left alone, they'll be bought by the Feldspar, and we'd rather have that problem behind us than in front of us. Anyone in town with a weapon dies.

Collect 20 squerga fish oil

There's a special kind of fish, native to our homeland but not here, whose oil has nutrition and flavouring that the reptilian Syggax prefer. We stocked a lake, far to the south on the path to the Lighthouse, that seemed to have plenty of fresh water. Problem is, the nearby forests have bears that like to eat the squerga fish. You can go yourself, or send a hunter/fisher, up to you.

Pick 8 fresh crystallines

We have mystics and herbalists ready to go, but they need materials to use for research. As everyone knows, fresher is better, and that means we need what's in season. That seems to be crystalline for now, 8 will be a good start. Or, if you can find chickweed instead, bring those.

Go Bear hunting inside Rothikgen Areas

Bears can be a threat in normal times, but here, it's worse. See, a lot of the Syggax scouts and warriors are reptilian, and this continent is f*#$ing cold. Meanwhile, bears have fur and fat insulating them. This isn't a fair fight. Find one of the large, dangerous bears hiding inside one of the areas on this continent, and kill it.

Get a half-done or better runestone

As we attune ourself to local magical sources, our mystics keep telling us about runes being important. I think they need to see a local take on rune magic. A completed runestone would be nice, but we can learn something from an incomplete effort as well, so we'll take half-done or better.

Kill the Warrior Chief of the Perilous Forest

We're not interested in a group of aggressive, armed humans nearby. That's a pile of whiskey-soaked straw begging for a match, and the Feldspar are quick to offer a light. If you take out the Warrior Chief, it should slow down any attempt the Feldspar make to bribe them into attacking us.

Get Haunted Timber from the Rotting Copse

As we build weapons and equipment for our troops and casters, enchanted materials would be ideal. Cursed wood, for example, makes some good ritual rods and staves, and spears capable of breaching holy wards. We heard of a Rotting Copse of trees nere Severus Castle that might have what we're looking for.

Hard work

Complete the vacation kit

This place is freezing and I'm busy all the time. Soon as I can, I'm sneaking out the back and taking half a day to myself. I don't care. But I will bribe you to find a few things to help me relax. Get moving already!

Disperse 3 Demons of Lear Rotth's Legion

A lot of the Syggax are demon worshippers. We'd like to ally with other demons, but it seems they're not all available. Seems a demon by the name Lear Rotth is more interested in forming his own army than joining ours. But armies need soldiers. Remove them. Find some of his Legion in the Caverns of Chaos and destroy them.

Kill the Liches in the Tower of Horn-Durath

We're trying to get some research done into the local magical effects, but there always seems to be obstacles. In particular, there's a cauldron our scouts have eyes on, but a cadre of liches is always there. Take them out so our research team can claim the prize.

Complete the duergar priest kit

We found allies with the local duergar, eager to take up arms against the Feldspar dwarves. They're willing to lend relgious aid, something we despeately require, but it's our job to get them the supplies they need for their dark rituals. I'm making that your problem.

Find a Hill Giant Totem

The Syggax work with giantkin, but the local frost giants are being obstinate. The hill giants, that's another matter. But to get in their big, smelly stupid graces, we're going to need a starting point. Head to their lair, see if you can find a totem or the like that acts as a kind of family giant emblem.

Find the Convict's List in the Shadowkeep Prison Pit

Our attempts to reach out to the violent inmates of Shadowkeep Prison are coming along nicely. We did hear about one in particular whose name has a lot of weight. Sadly, he's dead. But he may have some information we can use hidden in where the guards would never search. See what you can find.

Get arcane research from the Orcs of Horsehead Mountain

A pair of our scouts in the Horsehead Mountain range brought back tales of horned, mutant orcs -- twisted by magic and made tougher and stronger. Orcs can crawl off and die for all we care, but the augmentation magic could be highly useful. Find some information we can use.

Retrieve a Draconian Emblem from Snow Devils

We in the Syggax are no strangers to dragons, or even draconians, but we're not used to working with them in general and here in particular. We're willing to overlook minor things like 'who is descended from dragon blood and who is not' and they, typically, aren't. If we want to work with them, we're going to need a kind of invitation. Head for the draconians on the wall near the Snow Devils, find some kind of sigil or symbol we can use, and bring it back.

Pick 60 fresh strawberrys

We have mystics and herbalists ready to go, but they need materials to use for research. As everyone knows, fresher is better, and that means we need what's in season. But BOY are they going through the damn things quickly! And they won't shut up about it! 'Bla bla bla need more fresh herbs' over and over! Just drown them in strawberry, 60 or whatever. Or, if you can find mugwort instead, bring those.

Mix up experimental fertilizer

At the (urgh) _repeated_ requests of our herbalists, we brought some seeds with us from our homeland. Big surprise, tropical plants don't grow very well in this permafrost-soaked ground. But rather than give up like any sensible creature, they're suggesting some new fertilizer they think will help. Either it will and we get plants they can use, or it won't and they'll shut up about it. Either way, I win.

Bring a large tamed reptile to the Syggax camp

We're not going to get around this frozen hellscape without mounts and beasts of burden. We have trainers, but they're far more experienced with the animals of our lands, and they're almost all reptiles. Bring us something we can work with.

Get twelve cups of butter

After arriving on this continent, we discovered an absolutely outstanding new grease for leather and steel. It's called 'butter', and near as I can tell you get it from throttling the organs of large hairy beasts. Why mammals waste such a valuable resource by smearing it on bread is beyond me. Get a bunch of the stuff and bring it here.

Get Lear Rotth's transformation notes

Our demonologists have heard of one Lear Rotth. Apparently, he was once human, but turned himself into a more demonic form. Obviously, such a transformation interests us greatly. We need info on how such a thing takes place. We don't know where such information might be stored, but one would assume Lear Rotth would keep it close by and guarded.

Protect the squerga fish eggs

There's a special kind of fish, native to our homeland but not here, whose oil has nutrition and flavouring that the reptilian Syggax prefer. We stocked a lake, far to the south on the path to the Lighthouse, that seemed to have plenty of fresh water. And that's going great. So great, they're spawning. But, some of the local wildlife really seems to like squerga fish eggs. Find an egg site, and see to it they hatch safely.

Kill three draconians in Snow Devils

Not everyone gets it, but lizardmen and draconians aren't even close to the same thing. Draconians tend to put their purpose in their race, rather than a more tangible motivation like money or power. We offered some of the locals a place in our ranks. They refused. Express our dissatisfaction in their priorities until the screaming stops. You'll find them on the wall of the Citadel near the Snow Devils.

Kill 3 Frost Giants in the Ice Castle

We're having some trouble with the local frost giants. They refuse to work with our fire giants. This makes me cranky. Help me have a better day by killing the Jarl and a couple other adults -- leave the children orphans. That'll make me smile.

Kill 3 Frost Giants on the Snowy Peak

The Syggax partner with giants all the time...fire giants. Naturally, the local giants are...not. And we're not waiting around till the Feldspar hire them to counter us. Head to the Snowy Peak and take out the whole family.

Complete the forced extinction kit

It was a long journey, and we're low on food. A lot of us are carnivores, and a heaping serving of meat works best. But beyond that, there are animals in the nearby frozen wastes that, edible or not, really don't need to be sniffing around. We're looking to wipe the lot of them out, and eat the bodies. We're going to need traps, snares, tripwires, the works. Here's a list of materials.

Get the Signed Orc Treaty from Pauper's Castle

Orcs and trolls are everywhere in these lands. They're not our favourite choice in allies, but we're low on options. No offense, but if we take you, we'll take anyone. One of our emissaries went to get a treaty signed by the orc king of Pauper's Castle, but he's late, so there must be a holdup in negotiations. Go resolve the dispute and get that treaty signed.

Get the Green Heart of Grandfather Willow

Our shamen have finally found something they think they can use to aid us against the hostile trees in the area. They've discovered a spell that can wrack them, but it requires a special component that links them together. Namely, a sample of the heart of an elder in their family -- the Grandfather Willow. Supposedly, it's in a place called the Rotting Copse.

Complete the Syggax sapper kit

We're lucky to have some of these kobolds on our side. Not only are they eager to please their superiors, they're clever and fit in small places. We're training the most reckless of them to tunnel under buildings and destroy them from below, but of course, they'll need the tools for the job. Bring them some.

Clear nonhumanoids out of Shadowkeep Prison

It's no secret that we wouldn't mind getting some of the cutthroats and murderers of Shadowkeep Prison on our side. We've made a few outreaches, and seem to have made progress. Bribing the guards seems like an option, but nonhumanoid monsters are tougher to work with. Snakes, misty elementals, mutants and that guardian beholder all need to be removed if we want to spring our new allies.

Clear undead and spiders from Rendburg

The Frozen City of Rendburg is no threat to us: the citizens are scared, and the guards are old and useless. Thing is, as much as we'd like to just storm the place and claim it, there's an obstacle. The place is beset with spiders and undead, and not friends of ours. Take them out, and we can start the next phase.

Kill a large Hack monster

We've heard rumours of a strange nest of twisting dungeons called Hack. Somewhere in there is a potential powerful ally, a fire giant. Problem is, strong as he is, there's monsters in the way even he can't get past without serious risk. You're going to clear a path for him. Get there, kill some of the stronger enemies -- wraiths, liches, 8-headed hydras, or jabberwockies. He can handle the small stuff on his own.

Pick 48 fresh hollys

We have mystics and herbalists ready to go, but they need materials to use for research. As everyone knows, fresher is better, and that means we need what's in season. But BOY are they going through the damn things quickly! And they won't shut up about it! 'Bla bla bla need more fresh herbs' over and over! Just drown them in holly, 48 or whatever. Or, if you can find chickweed instead, bring those.

Kill Lariane, queen of the sprites

The Efiilas have some strong allies. Their cromagnons are strong, and their ents have great power, but worst are the sprites. They're powerful spellcasters in too many fields to deal with. We know they're trying to woo one of their own, Lariane, and by proxy her forces. We don't have a lot of information on her location, it appears magically warded, but start at Horsehead Mountain.

Kill Akreste

The Syggax are no strangers to war -- we're fighting one right now. But we have no real interest in entering a second. There's a Battlefield nearby, between Junkyard and Atlantis, between two human forces. We need that resolved so we don't have to fight them both. The smart money says the rebels are weaker, so, kill Akreste, commander of the rebel army. That should end things.

Kill the Norse warriors at Stonetrolls

The Syggax are trying to ally ourself with the local giants, but we might have other options. There's a cave, on the east side of this continent, filled with Stone Trolls. But we can't make contact, because there's some Norse warriors guarding the way in. Clear them out so our diplomats can make contact.

Kill 3 named treants in Severus Castle

Ents are common allies of the Efiilas. It's a matter of time before they learn how many of them somehow manage to live in this cold, bleak rock of a continent. We can't allow that to be a problem. Severus Castle seems to be where a lot of respected elder ents reside. If you kill enough of them, the rest will be too concerned to join up.

Hell's Dojo: ROUND THREE, FIGHT!

We're hearing more and more reports of our patrols and scouts being spied on, or ambushed. The most likely culprits are the ninjas of Hell's Dojo. They must be sending their best, so it's time we sent ours. Take out their black ninjas to make a statement.

Ultra hard work