Our Mark on this World

### Finishing requirements

Combat skills decent enough to survive the regions in which the quest takes place.

## Rewards

### Achievements

* What we deserve (At the Morning Dew wreck)
* Rememberance (at the lighthouse

### Reward first ending

Finishing the quest with enough trust of Esme:* 3500 experience points
* Kas'Tharazeal
* Rememberance achievement

### Reward second ending

Finishing the quest without Esme trusting you:* Nothing?

**Our Mark on this World** is a long sidequest in which Esme looks for the whereabouts of her old lover Tara on Enderal. The quest can be started when entering the Frostcliff Tavern. Esme will be talking to some mercenary who is she has hired to find something, but she is not pleased with the effort and result performed by him. She will pay the mercenary before you can talk to her.

You can then offer your help, but she insists on playing a few rounds of Battle of Treomar (minigame) before trusting you with the information on what she seeks. Where you win or lose all rounds without cheating, she will then invite you to talk about her mission near her caravan, stationed near the roads, close to the tavern.

She will talk about Tara and that she came to Enderal by ship, but due to the fact that world is in chaos, the only ship still going to Enderal is the Morning Dew. That ship has recently run aground on the western shore of Enderal.

## Morning Dew wreck

In case you need items stored in the Secure chest, there is one outside of the tavern's entrance. In order to reach the wreck of the Morning Dew, you have to travel quite some distance before reaching this cold shoreline, with plenty of foes along the road, such as Young Snow Wolves, Ice Elementals, Crystal Specters, Ice Bears (can be avoided) and a few undead. As such you probably need a combat level of 20 at least to deal with the potential threats in battle.

From the Frostcliff tavern, go northwest towards the Crystal Forest, then head westwards to the shoreline. Near the wooden watch tower, you can find a two polar bears, which can be avoided if taking enough distance. Then head north-south-north and descend down from the mountains, past the Avalanche-Prone house. You can find plently of wolves here blocking your path and a few Crystal Spectres as well. At the base of the descending path, you can find large number of undead with all forms of combat amongst their rank, avoid them if other enemies along the road were powerful foes.

From the beaches, you have to swim to a small isle with a shipwreck, which is northwest from the coast. You can find the corpse of Captain Rocio near the steering wheel, the captain who killed Sirius and nearly you as well. You can find hear logbook near the corpse as well. When this is collected travel back on foot to the tavern or use Teleport Frostcliff Tavern scroll to return to Esme and report that Tara came to Enderal on invitation of Dal'Mercer, a nobleman of Enderal. Talk to Esme and she will conclude that finding clues about Dal'Mercer in Ark is the next step. She will pay 250 gold for finding this information. She will suggest meeting in either the Dancing Nomad or The Fat Leoran inn.

## Ark

After a day or two has passed, try to find Esme in one of the two inns. You won't find her, as she already has started the investigation. You will find a note instead lying on the bar. Then head towards the Noble Quarters. The estate of Dal'Mercer is at the back off the quarters, near the bathing house. You will find Esme nearby.

When finding the estate, you will discover that a burglar is trying to break into the estate, but without success. Esme suggest finding the key in the area. You will receive a vision of Tara visiting the estate and Dal'Mercer. In the meantime, Esme finds the key. The burglar wants to get inside as well, which can only be prevented with a 50 Rhetoric speech check.

When inside, Esme asks about your gift of seeing visions. Then head towards the western room in the estate, where you can find a locked room, which will be lockpicked by Esme. Then proceed towards the basement. In the western you can find a two large barrels, along with a Mystical symbol. To the east, you can find a shrine, but this guarded by a powerful apparation, created by Dal'Mercer. At the shrine, you will get another vision, but apart from that, there aren't any clues about the whereabouts of Dal'Mercer and Tara. So the investigation goes on.

Head towards the eastern room and head upstairs. In the bedroom, there is a lever, which open a wall, leading to a hidden room. There you will find the burglar again, who is unwilling to share the items in the room. With 60 Rhetoric, you can convince the man that you and Esme want to investigate the room and only take the items needed for the investigation. Else you are forced to fight him.

On the table in the corner with a lot of coin and jewelry, there is a small statuette, the same as at the shrine. Inspecting that will lead to another clue and a vision. Esme, not recognising the writing. suggests that visiting the Ark Museum might reveal the language and where the statuette origins, giving a lead to where the Dal'Mercer and Tara might be.

### Museum

The next day, she will be waiting near the pond in the Southern Quarter, which is close to the museum. After speaking to her, head towards the museum and talk with the curator. Let him inspect the statue and will say that he vaguely known the language of the inscription that he has seen it in the museum, but doesn't know which exhibit it is. The exhibit you are looking for is the large exhibit on the first floor. He says that the exhibit came from Castle Bleakstar, a castle located deep in the Dark Valley. Like the last time, you have to wait a day or two for the next part to start.

## Bleakstar Castle

From the Dark Valley Myrad tower, you must travel towards Castle Bleakstar, which is located on top of a hill in the valley. When talking to Esme at the Dark Valley tower, there is dialogue available which will earn you knownlegde for Strange Horizons. From the tower, head southwest and take the road westward. You must travel past the castle west before the road becomes steeper. Then head south, east and follow the road towards Castle Bleakstar.

## Old Ishmartep

Like the last time in Ark, Esme is too eager to find Tara and has started the investigation before you arrive. Esme has left Duneville headed towards the abandoned port outside of Duneville, where she is being harassed by bandits. Either intimidate the bandits with a high Rhetoric level or kill them to get her out of this situation.

Then head towards Old Ishmartep, which is located north of Duneville. From the abandoned port, head northwest up the steps and stick close to the mountain range north. That way you can't miss Ishmartep. The ritual site can be found not that deep inside the dungeon. Interact with the last statue of the Veiled Woman for the final vision.

## Old Lighthouse

In case you have gained enough trust of Esme during the whole quest, she will send a courier in Duneville after a day to you with the message of meeting her at the Old Lighthouse in the Powder Desert. From the top of the lighthouse, she will talk about what happened and how she feels about Tara's fate. She will give you the amulet Kas'Tharazeal and you will gain 3500 experience points as a reward.

Notes:

* After a day, the quest log still says "Give Esme some time". It does not advance until you go to Duneville.
* There is no quest marker on the map. The Old Lighthouse can be found on the coast southwest of Duneville.

## Gaining Esme's sympathy

To gain Esme's sympathy, you have to be thoughtful and sensitive regarding her feelings and when speaking about Tara, be optimistic that she is alive in general to gain her trust. Also, don't act as an individual out for material wealth/personal gain.

When in dialogue, the following sentences have to be picked to gain her sympathy: