The Return of the Wyrms

This page relates the questline "The Return of the Wyrms", which is closely entertwined with Eylani's character quest.

# Chapter One

Deliver raw materials and personnel to Tectum Carvos so that the town's inhabitants can bolster their defenses.

*Reach 400 Preparedness. You can track your progress under the* Tectum Carvos: preparedness *quality in the journal.*

The town needs:

* Supplies (by 200)
* Ivory
* Obsidian
* Obsidian blades
* Medical supplies (max 20)
* Mining equipment (max 5)
* Taskmasters or slavemasters (max 2)
* Overseers (max 3)
* Fighters (by 5)

*If no number is specified, the you need to provide a hole stack.*

The town will purchase the supplies at slightly-lower-than-market price, and you will need several deliveries to reach the 400 preparedness. For example, a full cargo (~25 stacks) of ivory and obsidian, plus 20 medical supplies and 30 soldiers will gain you about 100 preparedness.

Beware: each time you enter the city, you will be faced with a large comitatus fight against wyrms (300 to 450 in strength). Typically, you will need to recruit every scout, fighter and mount from Avernum, Larnak and the Sadirar villages to make it through safely and still have spare soldiers to gift to the defenders.

# Chapter Two

Go to the meeting of the defender's leaders at the command center of Tectum Carvos.

# Chapter Three

Contact potential allies for a decisive battle against the Wyrms and win them over to the cause.
Gain the Prefectus of Avernum as an ally to the cause
Gain the Dark Elf Prince Laekor as an ally to the cause
Gain the Magistrate of Crystal as an ally to the cause
Gain the elusive Yskorri from Larnak as allies to the cause
Gain the great shamans of Sadirar as allies to the cause
Gain the Shalimi mage Dhuzani as an ally to the cause
Gain the Dread Reavers as allies to the cause
*There may be other allies to unlock depending on which other quests and relationships you have already accomplished.*
This includes the Oghres at the forsaken colony if you have high enough trust with them.
Returns to the leaders of Tectum Carvos in their war room when you have gained all the allies
Gaining the support of each of these allies is the subject of a specific side quest or series of rendered services. Thus it is way easier to undertake when you have finished most of the other questlines.

# Chapter Four

Take part in the preparations for the decisive battle against the Wyrms in Tectum Carvos' war room.

*Committing to this path leads to a huge battle, so prepare wisely.*

# Chapter Five

Win the battle against the Sand Wyrm horde.

*There will be several days of waiting/healing between each skirmish against the wyrms, leading after about 10 days to the huge final battle (about 1500-strength crew fight, with multiple allies on your side). Make sure to have stockpiled enough supplies, but know that you may take some from the town's pantry from time to time.*

# Chapter Six

Convene with the victorious leaders of Tectum Carvos in the war room.

# Chapter Seven

Fetch the seed the shamans need in the Writhing Oasis. The shaman Denekar will help you get it once you travel there.

# Chapter Eight

Report back to the leaders of Tectum Carvos in the war room.

# Chapter Nine

When you are ready, pick up the escort of elite wariors in Tectum Carvos' War Room. *You will have to set out to the Lost City of Vratluk with them*

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Beware! Taking on the dialogue in Tectum Carvos will force you to welcome a large passenger group in your comitatus (about 80 passengers IIRC), and the only way to get rid of them is to bring them to their destination *and* accomplish the dungeon/fights there. Make sure you are ready for Chapter Ten before closing Chapter Nine, for there is no way out.

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# Chapter Ten

This is allegedly the hardest companion fight in the game.

You will have to choose four of your companions, who will face several waves of Wyrms while fighting alongside Sadirar and Tarkian allies.

Make sure to select leveled-up (preferably maxed-out) companions, with the best possible gear (emphasis upon armor, vitality, regeneration, poison and bleed resistance is recommended due to the several successive fights).

Take the time to examine your allies' special attacks, as some may prove crucial to your survival.

After the first fight, you are presented with 3 options :

Take a look around this great cavern first

+13 valuable treasure

+21 simple jewelry

+12 rare jewelry

+9 rare jewel

+2 exquisite weapon

+6 bronze statues

Follow the stench

+2000 Chitin *(make sure to have a lot of inventory space if you want to haul it back to town!)*
Follow the rhythmic sound

*To the rest of the dungeon*
Then there will come two fights, first with four Tarkian allies (max 1 additionnal companion) and then with 3 Sadirar shamans (2 possible companions), and a third one with a single water shaman ally and your four companions.

Upon victory, you will finally discover the origin of the Wyrms, and learn a lot about the creatures through dialogue, before the two last fights comprising of your four companions and one ally against four Wyrms and a shaman *with a deliriously overpowered earthquake AOE attack (1-3 dmg + immobilise all 6 places on you side).*(totally unbiased opinion)

If you manage to survive the fights, the Tarkian and Shadirar will come into an argument about what to do with the Chthonian, which they will ask you to arbitrate.

Whatever you choose, the reward is the same.

The Chthonian should be destroyed to eliminate the immense threat that it represents.
*+12 insight*
*-3 movement*
The Chthonian should be kept in stasis, studied, and guarded, but its existence should be kept a secret.
+12 insight
-3 movement
Leaving the Lost City of Vratluk means doing so for the last time : only the Sadirar know the desert well enough to path to the ancient city, and they let you know that they will no longer lead you here. *(Upon reaching the third node from Vratluk, the first one in the outer rim, you will see an event telling you that you no longer know the way to Vratluk, and the path will be lost.)*