QUEST LOG AND MONTHLY EVENTS →

![]() | THE LOST MOON Despite her recent arrival, summoned to the caverns by whispering "Riddles in the Dark", Merida found herself face to face with the very moon itself. Expected to guard it, Merida instead began devising a way to return it to the sky, or at the very least to the Seelie who would know what to do with it. >> it's not every day you meet your heroes >> what the hell is a pirate >> moon chase BOONS: Angus |
![]() | THE UPRISING DEAD Hearing the Black Shuck's decree from a passing imp, Merida took it upon herself to return the bones of the dead to their respective crypts. Traveling around the territories of the Unseelie, she was hard at work digging up bones of the fallen to return to their proper place, humming Gaelic hymns as she waent. first half >> making friends and reburying the dead >> taking advantage of hospitality >> it's always better with friends second half >> terror grips even those strong of heart >> take flight good dragon >> a reunion of sorts BOONS: a black sword that will cover her in armor when she draws it |
![]() | THIS BAND OF BROTHERS Upon her return to Caer Scima after helping Hiccup watched over Jack for little under a week, Merida is approached by three vampires begging for help. Their dayguards disappeared, attacked en route to Caer Scima. Merida, unable to deny them their request, saddled up Angus and went out searching... >> the dark forest swallows you up QUEST BOONS: 50 gold and the mark of the white serpent |
![]() | THE WHITE HUNT At the beginning of December with the first fall of snow, the White Hart has been spotted and the White Hunt begins for another year! Merida, having heard about the hunt during her travels, decided to take up the challenge after a week or so in Caer Scima. >> a knight should accompany a lady >> to the victor the spoils BOONS: Merida will find Angus surrounded by the dead carcasses of a hundred fairies, their wings smashed and smeared in intricate spellcasting designs around her horse in the morning. Her imp will inform her that they have been used by the imps of Caer Scima in the night to invoke a powerful spell, granting Angus with two powerful black-feathered wings. The fairies in Glaschu swear they will never forgive her for the murder of their comrades but the imps will reassure her that there are more fairies in the world than grains of sand on a beach, and not to worry: fairies have short memories. |
![]() | THE WRATH OF THE JABBERWHELP With the Jabberwock released, Merida takes it upon herself to take care of two children uprooted by its deathly aura. And that's just the beginning of her problems... >> howling ghosts they reappear >> werewolves of Glaschu >> of monsters and men >> even warriors need to recover |
![]() | THE WINGS OF WINTER With spring just around the corner it makes little sense that the weather would get colder right? Merida goes on a mini quest with Grainne to look for her crow Moryn, as well as defrost people that aren't granted warm walls like DunDealgan. Along the way she meets a certain Jesus Lion, discovers that Hiccup has left the Drabwurld, and beats up some bandits. >> keeping warm with the bae >> burb watching >> come on baby light my fire >> little lion far from home RELEVANT WORD COUNT: 1520 |
![]() | THE SONG OF THE HARP A sudden mood strikes the soul. Whether it's anger, joy, sadness, fear, disgust, those are all running rampant this month as a spell strikes the Drabwurld at the heart of the shardbearer's minds. Merida herself, though prone to mood swings, experiences annoyance and anger mainly, though also finds great joy and laughter. An experience is to be had, possibly bad timing as she revels under the plucking of the harp strings she can hear... >> I don't need any calming tea >> we interrupt your program (nsfw) >> even Servants have birthdays >> scratched music RELEVANT WORD COUNT: 1182 BOONS: She will be given a bright red fox pelt; when she makes to cast it on like a half-cloak, she will transform! Getting drenched in water will separate her from the pelt, undoing the transformation. |
![]() | OFF WITH THEIR HEADS Set during March 2,702. With skeletons on the rise, Merida sets out with a small band of Runic Knights to protect a town caught in the middle of it...and loses someone for the first time. >> cause this is thriller, thriller night BOONS: 50 gold pieces from Waver, plus the gratitude of anyone they save from these zombie-like creatures. |
![]() | THE DULLAHAN RIDE With the word that Dullahan and Unseelie approaching the Citadel, Merida heads back from Leathann. She has no loyalty to the Seelie, but her family and the friends she made in this world are enough to spur her into battle. >> let's see how far we've come >> protect what's yours >> we all danced in fire >> LOOKING THROUGH A SCREEN >> DON'T KNOW HOW LONG WE'VE WAITED RELEVANT WORD COUNT: 12,353 |
![]() | THE SILVER SICKNESS A sickness begins to spread, turning skin silver, flesh becoming solid, first among those of higher rank. Concerned, Merida seeks out to cure those she cares for and loves, only to soon catch the disease herself starting in her bow hand... >> big girls cry when their hearts are breaking >> a voice through the dark >> following rumors >> you'll be the prince and I'll be the princess |
![]() | THE AWAKENING The Banshee's scream is a herald. Her cry is a warning of death. Those who hear it in the night are filled with terror, for they know: the Shuck will not be far behind. But there is a greater terror in this silence that sweeps across the land. No one is hearing the cry of the banshee, no one is heralding. The garments of the bean nighe are left along the riverbeds, the clothes of the slain left blood-stained and seeping into rocks and grass. The caoineag makes eye contact and opens her mouth, but no scream ushers forth from her lips. Death comes silent. >> in the rolling mist >> of the darkest night >> there's a light RELEVANT WORD COUNT: 4,156 |
![]() | ANGEL ISLAND Though the existence of levitation magic is fairly well-known in the Drabwurld, its intricacies have been studied by precious few. Hit the books and see what you can discover on the nature of said magic, its execution, and whether or not it may be of use in saving Leathann. >> act 1 WORD COUNT: 2,264 BOONS: 50 gold pieces; a blood necklace, enchanted for defense; favor with Leathann |
![]() | THE TURNING TIDE After two months of relative peace and with rumours of old things awakening, the monarchs are taking no chances. Both sides are preparing for a clash to come, and call on their Shardbearers for assistance. Neither Morla nor Solais knows with certainty what the future holds... >> everything you say >> sometimes isn't enough >> no it isn't enough >> come into this world >> we are all the same RELEVANT WORD COUNT: 4,341 BOONS: wisp transformation that lets her teleport to places she's already been |
![]() | NAN BARAD With war on the horizon and dangerous lurking throughout the Drabwurld, Hermione wants someone to make sure that all the runes and defences at both the Citadel and Caer Glaem proper are secure and in place. >> and if you close your eyes WORD COUNT: 1,554 BOONS: a portkey to one location in the Drabwurld that can be used once a day |














