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Class Quests

Every calling has its own story, and a mentor to tell it.

Every calling has its own story, and a mentor to tell it.

EIGHT CHAPTERS, one every five levels from 5 to 40, chained in order: your class's own canon, told by the one person in the world who lives it. Chapter VI carries a gate the class's history demands (crown standing with any banner, or mastery of the craft at 75 proficiency), and the finale at forty lands the deepest revelation, braided lightly into the larger arc. Quest book titles read as numbered chapters (Thief III: …), and story gathers your chapters together with everything else you have lived.

THE MENTORS stand where each class's story lives, at the town's plaza:

  Fighter      Sergeant Brakka          Highreach
  Paladin      Justiciar Ombre          Thornhold
  Ranger       Ashfoot                  Aldenmoor
  Monk         Standing-Water           Caer Vaneth
  Thief        Vex of the Wharf         Karan Wharf
  Bard         Marrol the Stringer      Sunhaven
  Cleric       Circuit-Warden Hale      Sunhaven
  Druid        Iva of the Hedgerows     Westmarch
  Mage         Magistra Sabine          Caer Vaneth
  Assassin     Grey Ferrand             Greyhythe
  Barbarian    Skalla of the Watch      Hafgrim
  Necromancer  Morche the Grey-Speaker  Ashfall

THE CANON IN A LINE. The Fighter's free companies, disbanded unpaid by the treaty and still drilling. The Paladin's riding law under a warrant older than the crown that countersigns it. The Ranger's old guard of the wild, paying the debt of shade. The Monk's still orders keeping breath beside something that breathes once a season. The Thief's guild gone lawful sideways with one commission prepaid and unnamed. The Bard's stringers of the Chronicle and the put-away songs. The Cleric's eight-altar circuit and the ninth, warm socket. The Druid's unwritten treaty between plough and old growth. The Mage's veiled leases over a geometry older than maps. The Assassin's refused ledger that holds the treaty up. The Barbarian's unsworn, keeping the border the kingdoms forgot. The Necromancer's plague-blamed wall that the rot has not crossed. Each mentor's own help topic (help fighter and so on) tells it longer.

The Vampire and the Werewolf keep no mentor and no chapters. They are curses, not callings: help bloodlines.

See also: help classes, help multiclass.

Syntax

quest
quest accept 
quest turnin
story

Examples

quest
story

Generated from the game, 15 August 2026.