Quests

## Main Quests

 *Reach Sunken Grotto level 15*
 Aftermath
The Prince of Thieves is no more, his rule ended in the same fashion it begun-in blood - his underground abode plundered and remains of his followers dispersed...with his death the roads leading south are safe once more, and the way to the Glacial mountains is open for curious adventurers.
You return to Ashborne carrying the prince's head in a bag strapped around your waist - the city council will require proof of his demise before loosening their purses. As you climb the steps leading to the upper city you ponder the effect your actions will have on Ashborne and its inhabitants - perhaps, with time, the bandit raids will abate and stop altogether? Perhaps a new prince will rise in the wake of this one's passing and nothing will change at all? After moments consideration you decide it's none of your business - you're here for the money, after all. A dead man's head bouncing in a bloody bag around your waist, you continue upwards, towards the chambers of the city council, to claim the just reward for the first target on your list.

 Aftermath
The Orc Chieftain has been disposed of, his camp overrun by the creatures of the Dark who lashed out at the Horde at the first sign of weakness...with orc army in disarray, the way through the Glacial Pass is laid open and the expanse of the Withering Woods lays within your grasp.
This time the word of your arrival precedes you - the city opens its gates wide to welcome its unwitting hero, and the crowd cheers for you as you pass along the main avenue leading to the city council's chambers. You wonder, thoughts led astray by the tumult of the gathered mass, if your actions will be considered heroic in the retrospect - orcs and people of Ashborne share a common enemy after all, one far more dangerous and unpredictable than anything both sides could muster in their long lasting feud. And, as the old saying goes, the enemy of your enemy is your friend? Or is it? It's too late for that now - you decide, and, pushing aside dark thoughts, you go on to claim your prize.
Council members welcome you in their richly adorned chamber, with lavish words of praise and smiles that don't reach their eyes. They have a proposal for you - as a champion of the city, you are to take place of honor on the council itself, allowing you to influence certain decisions and take part in projects of importance to the city itself. Grudgingly, you accept, hoping against hope that this is not yet another scheme in the game of political power...

 *Reach Sunken Grotto level 30*
 Aftermath
The Baron of Bones is defeated, his own bones added to the already vast collection adorning his grisly chambers...
You return to Ashborne dead tired on your feet, the long trek from the depths of the Grotto leaving its mark on your battered physique. You almost go straight to your room in the tavern, but in the last moment you change your mind and decide to go and claim your hard earned reward. The city council is very pleased with your work, as always - they sing empty praises and make false promises and you nod your head in stoic agreement-in reality, you just want this charade to be over with as soon as possible, so you can take the gold and go to bed for the day. Your wish is soon granted as you are dismissed from the council's presence and left to your own devices, just another sword for hire in Ashborne's ever growing army of disposable mercenaries...

 *Reach Withering Woods level 15*
 Aftermath
Chosen of the Mua-Ta was not immortal after all...he fell before your sword like the rest of his unfortunate race. After his demise his followers fled to the far reaches of the swamp, where no human set foot in centuries, to plot their revenge no doubt...
When you return to Ashborne you find your way to the Dancing Dragon and order a drink. Lulled by the comfortable glow of the crackling fireplace and familiar taste of strong liquor, you think about all the things you've learned about the Dark and its effect on reality - you know now, with uncanny certainty, that every single monster that came out of the Tear is a by-product of the human mind - all the aggression, ugliness and horror that lies beneath the surface of everyday composure. The Dark itself is just a tool, a mindless force of nature, albeit an alien one, which gives shape to our own dark side - and the form these dark manifestations take speaks volumes about ourselves, whether we like the fact or not. You question whether you should share your conclusions with the city council, but quickly decide to withhold it for now - you suspect they are not equipped to deal with the facts just yet...

 *Reach Glacial Pass level 30*
 Aftermath
The Elder Troll is slain, his mangled body left for his pack to devour in their cannibalistic frenzy.
You return to Ashborne in the late hours, the night sky starless and dark like your mood. You find the city council still in session and quibbling over some petty personal issue, while the people die of starvation in the slums of the lower city - they remind you of the pack of trolls you just dealt with in the Glacial Pass - silently you pray that some of them meet the same end as you wait the end of debate. It is almost dawn when you finally return to your room at the Dancing Dragon, and find solace in the comforting embrace of dreams...

 *Reach Withering Woods level 30*
 Aftermath
Slaying the dragon has left you scared in more ways than you dare to admit-a lingering feeling of melancholy upon seeing such a majestic creature reduced to little more than enraged monstrosity fills you with a sadness that's hard to define or explain...
Tomorrow you will cross beyond the Withering Woods and head out farther south - rumors about the desolate wasteland that formed around the Capital in the aftermath of the tearing do not bode well. A few people ever set foot there, and fewer still returned safe and sound to tell the tale. If those scant stories are to be believed, it is a terrible place, where boundary of reality and nightmare shifts and blurs with each passing moment.
You are set on your course, however, and there is no turning back now, the city council and their cries for caution be damned. Earlier today you decided to share your discoveries and conclusions with them, but the fools only laughed and offered you more gold to keep your mouth shut - we don't need more reasons to spread unrest and fear in these troubling times, they said - and you conceded their point, however grudgingly. It seems you are alone in this, as you feared all along...but it didn't stop you before, did it?

 *Reach The Tear level 15*
 Aftermath
The grotesque monstrosity - you're not sure how else to call it-guarding the inner sanctum of the Sun Court is no more. It was not an easy fight, but you prevailed in the end, wounded and on the edge of sanity, but still alive.
After the fight you return to Ashborne in a drunken stupor, and go straight to your bed at the Dancing Dragon. The sleep eludes you, however, your mind racing with excitement, confusion and dread in equal measure - after all this time you have reached your set goal and found...nothing...and what was it that you expected to find? Material riches beyond measure? Philosophical insight into the nature of reality? Moral absolution for past transgressions? Lying in your bed, battered and wounded, you realize you don't have an answer...only more questions arise with every passing hour...
Just before dawn the realization strikes you, and just like that, you know what you have to do next - the only thing left to do - you will cross beyond the Tear, into the heart of the Dark itself, and find much overdo answers...or find your doom along the way.

 *Reach The Tear level 30*
 Aftermath
Darkness - all around you - an infinite pool of black void engulfing your mind, and a feeling of peace permeating your whole being...then a speck of light, a burning star of consciousness penetrating the black horizon and gradually expanding, until...
You wake up with a headache, nothing but ragged and bloody outfit and remains of gore covering your entire body. You guess someone must have hit you on the head and mugged you, or worse. After a few moments you rise up and take a look at your surroundings - by the lush canopy of trees that stretches in every direction you should be somewhere in the Northern groves, woodland area in the vicinity of the Free City of Ashborne. You try to remember how you got here to no avail- your mind is completely blank - with bone-chilling horror, you realize you don't even remember your own name. One of the few things you do remember is that Ashborne is in a dire need of mercenaries and pays good coin to anyone willing to risk his life in the defences of the city - in fact, you are almost certain you were headed that way before this unfortunate turn of events...
Having nothing to lose, you decide to go to Ashborne and try your luck as a mercenary - you vaguely remember hearing rumors about monsters threatening the city and the approaching Dark, a mysterious force that conjures horrors from the deepest reaches of human mind...after a moment’s thought, you put them aside as idle chatter of superstitious fools...to Ashborne, riches and glory await!

## Epic Quests

 *Reach Sunken Grotto level 45*
*Reach character level 28*

 *Reach Glacial Pass level 45*
*Reach character level 28*

 *Reach Withering Woods level 45*
*Reach character level 28*

 *Reach Burning Caldera level 24*
*Reach character level 30*

 *Reach Imperial Mausoleum level 24*
*Reach character level 35*

 *Reach Blasted Wastes level 24*
*Reach character level 40*