ELDEVAR ONLINEWIKI

Quests

130 quests in Eldevar Online.

NameLevelDescription
A Child's Keepsake9A faded shop stamp reads Milevich. Examine the bird and ask Quartermaster Irena who might recognize it.
A Hunter's Harvest5Hunter Yoma wants spider meat harvested from the deep forest spiders - and in return he'll teach you to cook it.
A Hunter's Request1Hunter Aldric needs worn pelts from the wolves near the eastern forests.
A Letter Never Sent8This letter belongs to the relief column. Examine it, then bring it to Watch Captain Rusk.
A Map Folded Small9This small survey map marks shared cistern access along the old southern road. Bring it to Waterwright Doran in Shatterpass.
A Masterwork Commission20Master Smith Ironheart needs a skilled blacksmith to forge a special weapon for the guard outpost's defense.
A Price on Water9Rivetclaw collectors claim every wagon owes an old debt. Their patrols carry the receipts.
A Stamp in the Dust8This caravan stamp carries a western receiving mark. Nessa in Shatterpass can identify the load.
A Town on Rations9I can divide a loaf six ways. I cannot divide an empty shelf. The eastern village kept emergency stores in waxed packs; some should still b…
A Warrior's Challenge10Guard Captain Ironside has a special challenge for warriors who wish to prove their mettle.
A Word with the Cook1Before your first real contract, Quartermaster Harken wants you to see Camp Cook Mara by the river to the west and learn a trick that keeps…
Apex Predators6The most dangerous predators in the forest need to be hunted. Dire wolves and elder bears threaten anyone who ventures deep into the woods.
Beyond the Field Camp11Voss's ledger names a sealed place farther north. Survey the trail beyond the camp and bring Merkle a route report.
Bloodied Note1A bloodied note may hold clues. Deliver it to Captain Marcus.
Bodies Without Rest10The big ones pull the loads. The armored dead keep the road open. Break both and the next shipment stops here.
Bounty: Bandit Patches1The Blackfang crew has a price on their heads. Bring the Bounty Hunter the patches cut from their colors for the richest standing bounty in…
Bounty: Goblin Ears1The town posts a standing bounty on the goblin warbands. Bring the Bounty Hunter goblin ears as proof of the kill and collect your reward.
Bounty: Rotted Ears1The dead don't stay down out past the fields. Bring the Bounty Hunter rotted ears as proof the shambling corpses have been put to rest.
Bounty: Skeleton Fingers1Something keeps raising the old bones. Bring the Bounty Hunter skeleton fingers as proof of every rattling warrior you shatter.
Break the Ambush Line6Fire Anderson's signal flare at the ambush road and hold the rally point while the bandits counterattack.
Break the Haul10The Ashen Caravan and Chain Quarry are Redjaw's supply road. Haulers move the tribute while maulers keep the route open.
Break the Outer Ring10Redjaw keeps his strongest escorts inside the southeastern hold. Clear the outer ring so the charter team has somewhere to retreat.
Breaker on the Ridge10Korr the Quarry Keeper controls the far eastern end of the northern shelf. He is tougher than a hauling crew and twice as stubborn.
Bring Down the Camp6Private Anderson wants timed powder charges planted on four occupied tents in the bandit stronghold.
Burn Their Armaments2The goblins are arming for a real raid. Put their weapon racks to the torch before they can equip another warband.
Casks for Copper9Those casks are marked for Shatterpass. We already paid for them in copper and labor.
Catch and Cook1Mara wants you to catch a sunfish and cook it with raw meat so you learn how fishing can prepare you for a difficult fight.
Cave Mushrooms6Jarolt the Forest Hermit wants pale cave mushrooms from the Whispering Hollow for his stew. They grow wild on the quarry floor — pick six g…
Corrupted Blooms5Alchemist Mirella has noticed strange corruption spreading through the wildflowers in the plagued wilds. She needs samples to study the sou…
Crystals in the Dark6The miners of the Whispering Hollow carry raw cave crystals chipped from the deep veins. Prospector Wynn needs specimens of both colors — s…
Cull the Camp2With the foragers thinned, the goblin militia is mobilizing. Jessiah wants their militiamen put down and the villagers feeding them broken…
Culling the Forest2Captain Marcus wants the forest wolves thinned before they grow bold. Cull the half-grown pack drifting in from the treeline.
Cut the Leash10The acolytes direct the occupation. Their bound skeletons keep anyone from reaching them. We need both lines broken.
Dangerous Predators5Hunter Aldric needs the alpha wolves thinned out of the deep western forest before they push the rest of the pack toward the roads.
Dark Magic Afoot6Private Anderson has reports that the bandit evokers are dabbling in dark magic. Collect the arcane stones from their ritual sites as evide…
Dead Priest6A priest lies dead in bandit territory, his holy pendant the only thing left to identify him. Brother John should be told.
Dustfang Pressure9The displaced dustfangs are circling the last open trails. Thin them while I map a route the caravans can use.
Escort the Camp Supplies6Escort the supply wagon waiting north of Captain Marcus to the forward camp. Speak with Marcus again to gather another escort if the previo…
Eyes on the Road4Scout Elena needs the bandits' eastern watch posts mapped before the guard can plan its approach.
Follow the Corpse Carts9Marta's records show where the missing went. Follow the cart tracks through the eastern village and up to Corpse Road, then return to Tovin…
Follow the Water Debt10The ledger names two ogre transfer points: a northern hunting shelf and a southeastern haul road. Compare their marks before we strike at t…
Forgotten Supplies6Brother John needs the medicine and rations the townsfolk left behind recovered from the ruined village.
Goblin Battle Plans4A set of goblin battle plans was recovered from the warband. Captain Marcus needs to see them.
Goblin Raiders1Farmer Jessiah needs help dealing with the goblins raiding her farm. Cull the foragers prowling the fields before they tear apart what's le…
Gravebinder Voss11His supplies are wrecked, his handlers are scattered, and we know what he has been doing to our water. This is our chance.
Help Defend the Camp6Gather at the forward camp and help repel the undead. Speak with Brother John to prepare another defense if the last attempt ended.
Herbalist's Request8Alchemist Mirella needs a skilled herbalist to gather rare reagents from dangerous areas.
Hold Milevich9Our stores are inside and the advance is broken. Now they are gathering for a real push. Raise this banner at the rally point in the square…
Hold the Cistern9We have the stores and the papers. We still need time to get a wagon loaded. Rally on the dry apron at the Stolen Cistern and hold the coll…
Hold the Graveyard6Plant the sanctified banner in the village graveyard and hold the line against the undead horde it draws out.
Killing the Tormented7Gather allies and break five of the Tormented who guard the deepest Goldvein workings.
King of Dust11We have taken the stores, broken the haul road, and recovered the charter. Redjaw is the force that makes the cartel's threats real.
Leave Them No Ammunition10The hold has siege engines, but engines need bolts, fittings, and spare arms. Clear the supply racks around its outer courts.
Ledger of Thirst9Broker Flintlock keeps the contracts in the northern command yard at Rivetclaw Works. His own guards cannot read them, which is probably wh…
Lost Bow5A hunter's bow was left abandoned deep in the forest. Hunter Yoma may know who it belongs to.
Lost Fishing Pole2A fishing pole was left behind out in the forest. Hunter Aldric at the camp may know whose it is.
Lost Lunch4Forester Pierce had his lunch stolen by goblins. Recover it from the goblins prowling the forest.
Missing Pitchfork1A weathered pitchfork lies forgotten in the starter fields. It might belong to someone at the nearby farm.
Names Washed Away9The grove stones once carried the names of those the ferry could not save. Floods broke them, roots scattered them, and the living stopped…
Names in the Ruins9The survivors disagree about who escaped. I need names, not guesses. Look for household records in the ruined streets east of Milevich.
No More Bait10The hunters left enough bait to keep drawing the herds into their yards. Dismantle four bait stores around the northern camps.
Not the Same Dead9The spirits gather where the ferry families once waited. They lash out at anyone who approaches the old names. They are memories of people…
Orders in Black Wax10Those escorts carry dispatch tubes sealed in black wax. Someone still expects the dead to follow written orders.
Otto's Family Recipe6With the town purged, Otto wants to teach you the family stew recipe - if you can catch the fish and cook it yourself.
Pristine Specimens5Hunter Yoma studies the forest spiders infesting the deep woods and wants intact legs to examine.
Prove Your Worth1Quartermaster Harken wants you to clear out the young wolves in the forest east of town, then report back to him.
Purge the Town6Fisherman Otto gives you a twelve-charge holy sigil to help put down the undead infesting the ruined village.
Read the Wash8Dry ground tells a story if you know where to look. Our wagons are disappearing west of town, along the old wash.
Recover the Stolen Supplies6Recover Forest Guard supply crates scattered through the bandit stronghold.
Release the Watch10The old guardians answer the keeper's endless watch. We have his seal and the lost names; now we can end the watch that has trapped them.
Relief for Milevich8The western relief column has stopped reporting. Its destination was Milevich, a town beyond the drowned forest.
Remember Their Names10Carry these copied names to the three memorial stones: one at the ferry landing, one in the grove, and one beside the shrine. Read each lis…
Report to Jessiah1Mara has your first real contract: head southwest and report to Farmer Jessiah in the southern part of town. Her farm has been under attack.
Report to the Captain4With Groktar dead, Farmer Jessiah wants you to report the victory to Captain Marcus.
Report to the Captain5With the scouts blinded and the bandits' plans recovered, Scout Elena wants everything carried to Captain Marcus so he can order the assaul…
Scattered Livelihoods8A caravan is more than its cargo. Wheels, harness, spare axles: lose those and even a full cask goes nowhere. Dustfangs scattered our last…
Silk from the Boughs5Hunter Yoma wants raw spider silk gathered from the webs strung through the deep forest.
Skinner's Bounty5Master Tanner Gregor needs a skilled skinner to collect pristine hides from the forest wildlife.
Slaying Their Leader6Lead an optional five-player expedition into Goblin Warren and slay Warlord Gribnak.
Smoke Out the Chieftain5Groktar has barricaded himself inside the largest hut in the goblin camp. Find a way to draw the chieftain out, then defeat him when he eme…
Something in the Water8Before you reach Milevich, gather samples from the blackened reeds around Sickwater. Healer Marta asked for something better than a runner'…
Starve the Circles10The bindings need prepared stores. Voss cannot replace those as quickly as he replaces a skeleton.
Stolen Harvest1The goblins didn't just trample crops - they hauled off whole bundles of wheat to their camp. Recover what you can while you're out there c…
Stolen Salt Blocks9The northern crews cut the mineral lick into blocks and carted it to their huts. That is why the herds cannot settle.
Stop the Hunt9The crews will replace every bait pile while their hunters still control the shelf. Push them back from the northern route.
Strike the Leaders6Private Anderson needs you to eliminate the bandit evokers and lieutenants who command their forces.
Surveying the Hollow6With the miners thinned and the crystals assayed, Prospector Wynn needs eyes deeper in the Whispering Hollow. Visit the Forgotten Pools, th…
Taming the Frontier1Wolves have been encroaching on the outskirts of town, harassing local livestock. Villager Verona needs someone to thin their numbers befor…
Teeth in the Reeds8The animals beyond the post are blistered and starving. They keep coming back to the same foul pools. Our scouts can dodge one wolf; they c…
Teeth on the Red Road8The northern herds have moved and the dustfangs have followed them straight onto our supply road. Clear the predators around Dustwind and H…
The Alpha Threat4Collect pristine wolf pelts from the aggressive packs in the western woods.
The Ancient Icon5A rune-carved stone icon, old beyond reckoning, recovered from the wilds. Someone in town may know its worth.
The Bandit Plans4Private Anderson wants you to recover the bandits' attack plans from their forward strategy table before they can act on them.
The Binding Orders10Voss is occupying the open ground at the north end of the swamp. This is a field operation, supplied by the ruined village and protected by…
The Black Ledger10Orders tell us what Voss requested. His ledger will tell us what he actually used. Find the study beside the northern command shelters and…
The Captain's Orders4Captain Marcus wants you to ride your new Pack Donkey to Scout Elena, who has been tracking the bandits along the eastern treeline.
The Dead at Our Gates9The dead come from the eastern village and down the north road. Some still wear our neighbors' coats. We cannot afford to recognize every f…
The Den Mother6Hunter Aldric needs you to track down and slay Ursara, the Den Mother, deep in the western forest.
The Deserter's Pay9The paybook lists water vouchers, followed by pages of rejected claims. Vek Copperthumb in Shatterpass may know the worker.
The Fallen Chieftain3Bring proof of Grimjaw's defeat to Captain Marcus in town.
The Forester's Commission6With the ruined village reclaimed, Brother John sends you to claim the first piece of a Forest set commission.
The Goblin Menace1Private Anderson wants proof the goblin raiders are being thinned. Collect goblin noses as trophies of the creatures terrorizing the outlyi…
The Holy Symbol6With the town thinned out, Brother John asks you to recover the chapel's holy symbol from the ruined church.
The Idol's Call6Find the dwarven idol focusing the crystal song, examine it, and bring the relic back to Foreman Bromm.
The Last Ferryman9Examine the token and show it to Warden Elska at Milevich's western gate.
The Last Open Road8We have a load worth carrying and enough room to move it. Follow the winding relief road past the regroup clearing, then keep north until y…
The Lost Medicine Bag8The satchel bears Milevich's infirmary mark. Examine it and take it to Healer Marta.
The Lost Satchel6A traveler's satchel was abandoned near the dwarven diggings. Bounty Hunter Rhess in town tracks missing people — she may know who it belon…
The Ogre's Share10Haulers scratch their totals onto boards so the king cannot accuse them of taking his share. Bring four tally boards to Doran.
The Old Promise9The ferry keeper maintained a shrine northeast of the grove. His seal should still be there, near the ruined foundation.
The Red Road Contract8The south road leads into the Badlands. Shatterpass used to send us copper and salt; lately it sends requests for drinking water.
The Siphon Crews9The western crews have turned simple road tolls into armed seizure. Clear their Toll Road squads and the approaches to Rivetclaw Works.
The Stolen Charter10That charter predates every one of Redjaw's claims. It names the wells, the delivery shares, and the people responsible for them.
The Stolen Pouch1A goblin forager made off with the General Merchant's traveling pouch. Hunt the foragers east of town until one of them is carrying it.
The Stone Whistle8A weathered whistle lies beside old grazing marks. Tracker Bram at Dustwind Watch may recognize it.
Thin Their Ranks4Break the goblin warband's warrior and shaman lines at their camp southwest of the farm.
Thin the Bandit Scouts4Private Anderson wants twelve bandit scouts defeated along the eastern treeline. Take care of them while you seek out Scout Elena, then rep…
Thinning the Miners6Prospector Wynn's survey of the Whispering Hollow keeps getting interrupted by gold-mad dwarf miners. Cull their numbers so the survey team…
Thinning the Timber2Hunter Aldric wants wolf pelts from the more dangerous timber wolves in the deeper forest.
Timberwolf Threat3Captain Marcus has had reports of timber wolves prowling the southern farms. They're bolder than the young wolves and need to be dealt with.
Trails Worth Keeping10Walk the two surviving herd routes one last time: the western grazing trail and the eastern shelf below Broken Tooth. Mark what we can safe…
Urgent Delivery1A sealed letter contains urgent orders that must be delivered.
Warlord's End6Enter the forest bandit camp, kill its chieftain, and break the organized bandit threat.
Water for Shatterpass11Doran has the charter, and the king's field command is broken. Take him the news so he can send the next contract.
What We Can Carry8The roofs were gone before we arrived. Then the axle broke, the team bolted, and the reeds swallowed half our load. Nobody has risen from a…
What the Vein Consumed6Foreman Bromm believes the violet crystals were bait. Put down the miners whose bodies now radiate the crystal song.
Wheels of the Monopoly10Redjaw cannot move those casks on threats alone. His yards are full of spare harness, hauling chain, and wheel fittings.
Where the Herds Went8The goats used to range all along the north. Now the lick is empty and the dustfangs are hunting our wagons. Follow the grazing shelf, the…
Whispers on the Old Water8People blame the necromancers for every strange light now. The western waters were troubled when my grandmother was young. Leave the easter…
Word from the Forward Camp4Private Anderson says the forward camp upriver has its own troubles. Find Fisherman Otto and hear him out.