ERRANDS AND THE THREAD

Quests

54 errands and threads. The main thread builds toward one choice at the Last Page: renew the Deed, tear it, or find the third way.

THE DEED OFFICETHE LAMPLIGHTERSERRANDSTHE UNSIGNEDTHIRDTHE SALT WARDENSTHE FOUNDRY

THE DEED OFFICE

The Deed Comes Due
FROM REGISTRAR QUILL · TALK: INKWELL · 25 GEMS · 40 EXPLORATION XP

The Deed is due this season. It always is. First: let the Records Hall see your face. Talk to Inkwell upstairs.

Inkwell has you on file now. Do not be alarmed. Everyone is on file.

Ten Shrines, Ten Regions
FROM INKWELL · SHRINE: HOMESTEAD SHRINE · 40 GEMS · 70 EXPLORATION XP · ITEM: Waypoint Scroll · AFTER: The Deed Comes Due

To renew the Deed, the Deed Office needs a witness in every region. Start close: touch the Homestead shrine.

Witnessed. The Marches know your name now.

Renew The Deed
FROM THE OPERATOR · BRING: SOULSTONE · 800 GEMS · 900 EXPLORATION XP · AFTER: Ten Shrines, Ten Regions

The Clerks' way: the city stands, the names are collateral, nothing changes. Bring me a Soulstone to seal it. Witnesses: you.

Renewed. The city exhales. Somewhere a name is filed, safe and owed.

Mr. Latch Has A Problem
FROM MR. LATCH · KILL: HOUND x2 · 45 GEMS · 70 HUNTING XP

Two hounds nose about the lanes after dark. I am not afraid. I have simply moved my bed to the cellar. Deal with them, and I will sign anything Quill likes.

Two fewer. I signed. In pencil. Pencil counts here.

An Honest Ledger
FROM EXCHANGER TALLOW · BRING: CURSED SILVER x3 · 80 GEMS · 140 TRADING XP

A ledger needs three cursed silver to balance. I will not explain why. The Exchange never explains.

Balanced. To the gem, and one gem over, which we report.

Clauses On The Walls
FROM SEXTON VELL · KILL: ZOMBIE x4 · 90 GEMS · 140 HUNTING XP

Something in the Undercroft keeps writing clauses on the walls. Go down and thin it out: four of the dead, please.

Four. The walls are quiet. The ink is drying.

THE LAMPLIGHTERS

Above The Line
FROM WIDOW MARROW · SHRINE: ROOST SHRINE · 60 GEMS · 90 EXPLORATION XP · AFTER: The Deed Comes Due

Before you choose anything, see the one free place in Endsville. Ride the Bell Lift to the Roost. Touch its shrine.

You stood above the line. Nothing up there owed anyone. Remember how it felt.

Look Up
FROM ELDER BOUGH · SHRINE: CANOPY SHRINE · 90 GEMS · 150 EXPLORATION XP

Ride the Rope Lift to the top deck and touch the Canopy shrine. Everyone forgets to look up. Do not be everyone.

You looked up. The tree noticed. Trees like that.

ERRANDS

The Long Drop
FROM PORTER NOD · SHRINE: THE FILING LANDING (ENDSVILLE CITY) · 60 GEMS · 90 EXPLORATION XP · AFTER: The Deed Comes Due

The Undercroft landing on the Long Drop. Ride down, touch the shrine at the Filing stop, ride back. Mind the gap.

You went down and came back. Most people only do one of those.

Bats In The Beans
FROM OLD THATCH · KILL: BAT x3 · 30 GEMS · 40 HUNTING XP

Something with wings eats the beans and leaves the dignity. Punch three of them. Gently, they are fragile.

Three fewer. The beans are suspicious of the quiet.

Kindling
FROM GOODWIFE HEARTH · BRING: TWIG BUNDLE x4 · 25 GEMS · 40 WOODCUTTING XP

Four twig bundles for the ovens. The Marches share, and so will you.

Four. The ovens hum. They do that when fed.

Something For The Tea
FROM MOTHER NETTLE · BRING: GRAVE MINNOW x3 · 30 GEMS · 50 FISHING XP

Three grave minnows from the river, for the tea. Do not ask. Mr. Latch asked and now he drinks it.

Lovely. It will taste of nothing, which is the point.

Grist For The Mill
FROM MILLER GRIST · BRING: GRAVEL CHIPS x5 · 25 GEMS · 40 MINING XP

The mill eats gravel when the grain runs short. Five gravel chips. Do not look at the stones while they grind.

Five. The mill burped. It is content.

The Postie's Round
FROM PIM THE POST · SHRINE: TOLLGATE SHRINE · 35 GEMS · 60 EXPLORATION XP · ITEM: Waypoint Scroll

A parcel for the Tollgate, unaddressed. Touch the Tollgate shrine and it is delivered. Do not open it.

Delivered. It was a small humming thing. It hums elsewhere now.

The Root Cellars
FROM OLD THATCH · SHRINE: THE ROOT CELLARS SHRINE · 60 GEMS · 90 EXPLORATION XP

The turnips moved out of the Root Cellars. Find out why. Touch the shrine down there.

You went down. The roots noticed. The turnips are grateful.

The Porter's Weight
FROM PORTER NOD · BRING: RUSTY IRON SCRAP x5 · 35 GEMS · 60 MINING XP

Five pieces of rusty iron scrap, for the gate hinges. The gate has opinions about hinges.

Hinged. The gate sighed and stopped creaking at you.

Warm Bread Needs Warm Wood
FROM CRUMB · BRING: TWIG BUNDLE x6 · 30 GEMS · 50 WOODCUTTING XP

Six twig bundles for the oven. It has never been cold and I will not start now.

Six. The window glows. It will glow at you if you pass.

Tallow Runs
FROM CASK · BRING: RAT HAUNCH x3 · 35 GEMS · 60 COOKING XP

Three rat haunches for the kitchen. Do not flinch. The stew is worth it and the stew is proud.

Three. The tavern smells like a hug with an edge.

The East Road
FROM SERGEANT KEEL · SHRINE: SOOT END SHRINE · 50 GEMS · 80 EXPLORATION XP · ITEM: Waypoint Scroll

Walk the road to Soot End and touch its shrine. The Watch likes to know the road is still a road.

Still a road. Good. Roads have a habit of becoming rumours out here.

Relieve The Harbourmaster
FROM HARBOURMASTER BILGE · SHRINE: THE DROWNED VAULTS SHRINE · 160 GEMS · 240 EXPLORATION XP

My predecessor is still at his post in the Drowned Vaults. Touch the shrine down there so he knows somebody came.

He knows. He is waiting for you now. That is a kindness, mostly.

Nets Need Carp
FROM NET-MENDER WREN · BRING: GHOST CARP x3 · 120 GEMS · 200 FISHING XP

Three ghost carp to teach the net how to hold. It never learns. It tries.

Three. The net held. For a moment. It was proud.

Do Not Let It Ring
FROM SISTER CINDER · SHRINE: THE BELL CELLARS SHRINE · 90 GEMS · 150 EXPLORATION XP

The bell under Soot End is ringing again. Touch the shrine in the Bell Cellars. Whatever you do, do not let it finish.

You went down while it rang. It stopped when you arrived. It is waiting to see what you do.

The Herding
FROM OLD BONES · KILL: HOUND x4 · 90 GEMS · 150 HUNTING XP

The hounds are herding people toward something. Punch four of them and see what they were herding you away from.

Four. Behind them: nothing. Which is worse, somehow.

The Black Rail Timetable
FROM SIGNALMAN DROSS · SHRINE: GIBBET HILL SHRINE · 70 GEMS · 120 EXPLORATION XP · ITEM: Waypoint Scroll

No train has run in years and I still need the timetable. Touch the Gibbet Hill shrine: the hill can see where the rails went.

Gibbet Hill says the rails go east, into the smoke. That is the timetable, more or less.

The Weeping Seam
FROM TALLY THE PEDLAR · BRING: CURSED SILVER x3 · 120 GEMS · 190 MINING XP

Three cursed silver. The seam weeps them. I collect the tears. I am not well.

Three. The seam wept and I wept and it evened out.

Introductions
FROM GATEWARDEN SEDGE · SHRINE: WHISPER GATE SHRINE · 70 GEMS · 120 EXPLORATION XP · ITEM: Waypoint Scroll

Touch the shrine at the Whisper Gate. The wood does not admit strangers. It will admit a person with a shrine.

It knows you now. It pretends not to.

The Standing Order
FROM WARDEN FERN · KILL: HOUND x5 · 130 GEMS · 210 HUNTING XP

Five hounds, the big-toothed kind. The Lodge stands the order every season and I am tired of eating the same sandwich.

Five. The Lodge is quieter. The sandwich remains.

Willow For The Wounded
FROM HERMIT THISTLE · BRING: WEEPING WILLOW x4 · 100 GEMS · 170 WOODCUTTING XP

Four weeping willow logs. They soak up sorrow from a wound. I soak up the rest.

Four. The wound is shy about it. It will mend.

The Tunnel Of Rooks
FROM OLD CAW · KILL: BAT x6 · 120 GEMS · 200 HUNTING XP

Six bats in the tunnels under the roots. They are not rooks. The rooks are offended by the confusion.

Six. The rooks resumed their opinion of you.

Push Them Back
FROM SERGEANT OMBER · KILL: SKELETON x5 · 200 GEMS · 300 HUNTING XP

Skeletons climb out of the Chasm at night. Five of them, back where they belong.

Five. They took it personally. Good.

Bars For The Fence
FROM FERRIC THE FENCE · BRING: IRON BAR x4 · 160 GEMS · 240 SMITHING XP

Four iron bars. I fence them to the Foundry. The Foundry fences them to the city. Everybody is fenced.

Four. The economy turned over in its sleep.

Names Of The Giants
FROM OSSEL · SHRINE: SPINE BRIDGE SHRINE · 220 GEMS · 320 EXPLORATION XP

Touch the shrine at the Spine Bridge. The giants' names are carved under it. Read them back to the Hold.

You read them. Two sides of one war. Both columns headed 'us'.

Looking For Their Names
FROM TUSK · KILL: SKELETON x6 · 260 GEMS · 380 HUNTING XP

Skeletons walk the Bonefields looking for their names. Six of them. Send them to the Deed Office the quick way.

Six. Quill will have paperwork. Quill always has paperwork.

The Marrow Pits
FROM MOTHER MARROW · SHRINE: THE MARROW PITS SHRINE · 260 GEMS · 380 EXPLORATION XP

Touch the shrine in the Marrow Pits. The giant buried standing is not finished standing. See for yourself.

You saw. It saw you. Both of you are still standing.

Waders
FROM HERON · KILL: BRUTE x3 · 360 GEMS · 500 HUNTING XP

Three brutes wade the deep pools at dusk. Stay on the boards. Then get off the boards and deal with them.

Three. The pools are only violet again.

What Is Under The Lilies
FROM ELDER LILY · BRING: GHOST CARP x4 · 300 GEMS · 420 FISHING XP

Four ghost carp from the mire. Do not fish for what is under the lilies. Fish next to it.

Four. Something under the lilies sighed.

Up The Pass
FROM GUIDE CRAG · SHRINE: HIGHWATCH SHRINE · 340 GEMS · 480 EXPLORATION XP · ITEM: Waypoint Scroll

Touch the Highwatch shrine. Hold the rope with both hands. Talk with neither.

You made the pass. Most people make it. The rest make the glacier.

The Abbot's Prayer
FROM BROTHER RIME · SHRINE: THE HOLLOW GLACIER SHRINE · 380 GEMS · 520 EXPLORATION XP

Our abbot walked into the Hollow Glacier. Touch the shrine inside and see if he is still praying.

He is. He prayed at you. It was a very cold prayer.

Issue A Correction
FROM CORRIGAN · BRING: HELLFIRE RUBY · 500 GEMS · 650 TRADING XP

Bring me a hellfire ruby. I need red ink that cannot be erased for the correction of the century.

Corrected. For 'end' read 'begin'. We will see if it takes.

[REDACTED]
FROM THE REDACTOR · SHRINE: THE FINAL DRAFT SHRINE · 600 GEMS · 800 EXPLORATION XP

Touch the shrine in the Final Draft. What you see there is [REDACTED]. Come back and do not tell me.

Thank you for not telling me. It was [REDACTED], was it not. I knew it.

The Edge Of The Paper
FROM THE LAST CARTOGRAPHER · SHRINE: SPIRE PLAZA SHRINE · 450 GEMS · 600 EXPLORATION XP · ITEM: Waypoint Scroll

Touch the Spire Plaza shrine, then walk on to the edge and look at the blank page. The map grows an inch every time someone does.

An inch. Exactly an inch. Thank you. The map is very grateful.

THE UNSIGNED

Meet The Unsigned
FROM NIL · TALK: REGISTRAR QUILL · 120 GEMS · 160 EXPLORATION XP

You have walked a long way with your name on a form. Sit. Hear the other side. Then go and talk to Registrar Quill and tell him you have.

He went pale. Good. Pale people listen.

Tear The Deed
FROM THE OPERATOR · BRING: VEIN HEART · 800 GEMS · 900 EXPLORATION XP · AFTER: Meet The Unsigned

The Unsigned way: no collateral, no debts, no floor. Bring me a Vein Heart: it takes something that strong to rip paper this old.

Torn. The city falls a little. Then it floats. Nil was right about the floating.

Leave Them Be
FROM MR. LATCH · TALK: MOTHER NETTLE · 40 GEMS · 60 EXPLORATION XP

...Or do not. The Unsigned say the hounds belong to nobody, like them. Go and tell Mother Nettle I have decided to be brave instead.

She laughed. Then she lent me a stick. I am braver with a stick.

Not My Bill
FROM CLINKER · SHRINE: SMOKESTACK RIDGE SHRINE · 140 GEMS · 220 EXPLORATION XP

Brand wants you on the drill. I want you on the ridge, guarding nothing, which is safer. Touch the Smokestack Ridge shrine and tell nobody.

You guarded nothing. Nothing was grateful. Brand was not.

Unfile Yourself
FROM NIL · SHRINE: UNSIGNED CAMP SHRINE · 200 GEMS · 300 EXPLORATION XP · AFTER: Meet The Unsigned

Join us. Not with a signature: with an absence. Touch the Unsigned camp shrine and do not tell the Deed Office.

There. For one day, nobody in Endsville has you on file. Breathe.

THIRD

Rewrite The Deed
FROM THE OPERATOR · FRAGS: ALL x24 · 1500 GEMS · 1500 EXPLORATION XP · AFTER: Above The Line

The third way. Not renewed, not torn: rewritten, in the margins, by someone who remembers everything. Find all twenty-four fragments.

Rewritten. The new last line reads: 'for as long as somebody remembers why.' It is in your handwriting.

The Paper Horizon
FROM THE CLIFF HERMIT · SHRINE: WHITE CLIFFS SHRINE · 110 GEMS · 180 EXPLORATION XP

Touch the shrine on the White Cliffs. From there the sea stops being water and starts being paper. You should see it once.

You saw it. Now you cannot stop seeing it. Welcome.

Chapter Ten
FROM THE LAST DRY READER · SHRINE: THE SUNKEN CHAPTERHOUSE SHRINE · 320 GEMS · 460 EXPLORATION XP

Do not let it read ahead. Go down into the Sunken Chapterhouse and touch the shrine before it finishes the chapter.

You made it in time. The page has not turned. Yet.

The Highest Name
FROM SISTER FLINT · SHRINE: SUMMIT SHRINE · 360 GEMS · 500 EXPLORATION XP

Touch the Summit shrine. Then read the Deed's last line, written along the sky. Do not read it aloud.

You read it. You did not say it. The sky was relieved.

THE SALT WARDENS

Oil For The Lamp
FROM KEEPER GULL · BRING: BONE BASS x4 · 130 GEMS · 210 FISHING XP

Four bone bass for the lamp. The light runs on fish, and on hope, and on fish.

Four. The beam leaned out over the sea and looked pleased.

Ring The Bell Reef
FROM DROWNED TOM · SHRINE: BELL REEF SHRINE · 140 GEMS · 230 EXPLORATION XP · ITEM: Waypoint Scroll

Touch the shrine at Bell Reef. It rings for the drowned city. Tonight the drowned city is shy.

It rang. The water answered. The water lied about the answering.

THE FOUNDRY

Pit Cage Duties
FROM FOREMAN COKE · BRING: RUSTY IRON SCRAP x6 · 55 GEMS · 100 MINING XP

Six scraps of iron for the cage. The mine eats iron. The mine is never full.

Six. The cage swallowed it with a sound like a cough.

The Invoice
FROM SMELTER BRAND · BRING: SOULSTONE x2 · 180 GEMS · 280 MINING XP

The Foundry means to dig down to the Underwriter and hand it a bill. Two soulstones for the drill. Then you are Foundry, whether you like it or not.

Two. The drill bit in. Somewhere far below, something read the invoice.