Every settlement has its own troubles, and somebody at the plaza who will pay you to look into them.
Nineteen towns, nineteen questgivers, standing at each town's plaza (or its one open room, where a camp has no plaza): quest in their presence lists what they offer, quest accept <number> takes it, quest turnin brings it home. Two registers in every town. STANDALONE lines are the town's own stories, characters and ground, needing no history lesson: a road that died, gates that stay shut, a lamp-law kept in the dark. The CANON ARC is one smaller thread per town that opens its HISTORY, echoing the settlement's own canon (the paragraph the Hall of Lore keeps for the place) and never contradicting it: the canon is the truth the arc lets you touch.
WHO TO ASK: Maren of the Landing (Greyhythe), Alderman Pell (Westmarch), Captain Sarn of the Gates (Cinderwatch), Harbourmaster Ove (Kelda), Lampwright Sera (Deepfall), Pilot-Elder Tamsin (Sereth Landing), Understeward Bramm (Caer Vaneth), Mason-Reeve Olwen (Thornhold), Quaymistress Brey (Sunhaven), Guildmother Sarrow (Ashfall), Muster-Captain Dane (Highreach), Portreeve Callis (Eastwatch), Archivist Maude (Aldenmoor), Wharfmistress Oduna (Karan Wharf), Factor Hollen (Karan Reach), Hallkeeper Signy (Hafgrim), Springwarden Toft (Scaldwell), Grovekeeper Mureen (Gloamgrove), Post-Warden Ive (Spindlepost).
Town quests are built for exploration and expedition: they send you into the country around the town and, in the arc, into its past. Objectives advance as you play; when a quest reads COMPLETE, walk back to whoever gave it.
See also: help settlements, help kingdom missions, help craft quests.
Syntax
quest quest accept quest turnin quest abandon
Examples
quest quest accept 1
Generated from the game, 17 August 2026.

