Storyquests - Chapter 1

Chapter I - Quest 1: The Beginning

Having now seized the throne and the fortress for yourself in an orgy of violence, you must now dedicate yourself to your fortress's buildings to produce the basic materials. These are required for all manners of production and building construction. The problem: you're lacking in laborers, since most of the fortress residents either died or fled upon your 'visit'. After an inspection of the fortress, you discover little goblin creatures in the vaults – the imps. After a bit of experimentation that visibly improved your mood, you determine that they are perfect for use as laborers.


Put the imps to work in your quarry and product 30 stones!

Reward: 50 Points, 250 Gold


Chapter I - Quest 2: Excursion into the countryside

Very good – your first production run has now been successfully completed! Now you need someone to buy the stones. The handful of survivors that you used to find out more about this world divulged after a bit of 'persuasion' that a troll market is held regularly in the nearby Darkmoor Forest. It's a good place to market goods of all types, and become more familiar with the extremely odd creatures on this planet. Having gleaned the way to the market, your fingers are itching to have a look around there for yourself.


Sell 30 stones at the troll market.

Reward: 75 Points, 300 Gold


Chapter I - Quest 3: The greeting

Now that you've returned from the troll market and gained a few interesting contacts, it's time for the inhabitants of your estate to come to learn about their new master – and his fury.<br><br>Your army could stand quite a bit of expanding – but your mech is sufficient for now to put some fear and awe into these bumpkins. You must also urgently fill up your war chest!


Send out your army on a raid for 1 hour!

Reward: 150 Points, 500 Gold

 


Chapter I - Quest 4: Growing pains

The foray brought in more than you expected. While the supplemental income is appreciated and the spread of terror and submissiveness brings a certain pleasure, you need to be consistent in expanding your economy.<br><br>Especially since you've found plenty of fools on the troll market to buy your goods. The most important base materials are stone, water, wood and fish. These base materials can always be sold on the troll market. The imps are conducting their work to your satisfaction, allowing you to count on their servitude.


Produce 100 stones, 100 water, 100 wood, 100 fish!


Reward: 300 Points, 1.000 Gold

 


Chapter I - Quest 5: Bread and games

The time travel is still affecting you and rebuilding the fortress also cost you energy – you're longing for a bit of distraction! You learn from your grunts that the city of Myrimar is close by. There is a giant arena at its heart built to provide battles to amuse the population.<br><br>Since your army is currently whiling away at the fortress without a mission, you decide to send it to Myrimar – partially to make your presence know to the population, and partially to amuse yourself while your army fights for its life in the arena.

Win 5 battles in the arena!

Reward: 500 Points, 1.500 Gold


Chapter I - Quest 6: An experiment

Your excursion was a total success! It's more than just the terrified glances cast at you by the city inhabitants, exhilarating as they are. No, your army also performed bravely in the arena, which is a good vehicle for building admiration for you. There was also some gold for the victory.<br><br>On your return trip you noticed a travelling merchant at your marketplace. You learned that it's possible to entrust him with goods that he will then sell on commission in other cities. You should try it out sometime. If he proves a cheat, you can always make an example of him.


Produce 10 beers in your distillery and sell it to the travelling merchant!

Reward: 750 Points, 2.500 Gold

 


Chapter I - Quest 7: The wolf in sheep's clothing

You are slowly becoming firmly established and your reputation is growing – the first presents and invitations from other nobles are arriving at your fortress. And so it is time to engage in intrigue and carefully crafted schemes.<br><br>Naturally you must first put on a respectable face and gain the favor of powerful families. This is hardly your natural preference and your very gorge rises at the idiocy of the whole endeavor, but ultimately your reason prevails. So you play the white knight and help the nobles deal with their problems.


Fulfill 3 daily tasks (dailies)!

Reward: Crystal of Power, 25 Steel, 1.000 Points

 


Chapter I - Quest 8: From stone to stone...

Now that you've ingratiated your way into the finest of circles and gained their trust, you can refocus your efforts back on your fortress. You're already in a position to create the base materials – now you should find ways to further process these and create products that will sell for more gold.<br><br>The travelling merchant can also sell statues, jugs and stone plaques to the public. These 3 goods can be produced by a stonemason. To achieve even more gold, you should ensure that this kind of talented artisan is on hand in your fortress.

 

Build a stonemason building!


Reward: 1.500 Points, 3.000 Gold

 


Chapter I - Quest 9: A necessary acquisition

Humanity and sympathy are not really among your virtues. That said, it's clear that the imps in your servitude have been pushed to the limits of their endurance. You were able to tickle a little bit more performance through punishment and torture, but one way or the other you're going to need a supply of fresh imps.<br><br>Fortunately imps are constantly being sold on the market. Word quickly got around that they are perfectly suited for menial tasks and a lucrative business quickly sprung up. It's clear that you've already made a mark on this new world.


Buy 1 imp from the imp dealer!

Reward: 3.500 Gold, 5.000 Stone, 1.750 Points 

 


Chapter I - Quest 10: This jug won't break

You've bought yourself a fine specimen – wiry and tough. You push aside your initial question of whether the imp is edible. There are more important matters in play right now.Your work on the stonemason building is now completed and it is ready to operate. So take hold of your panting, starving imps and have them serve the needs of the stonemason.


Have the stonemason make 100 statues!

Reward: 2.250 Points, 150 Fuel

 

 

Chapter I - Quest 11: An encounter of serious consequence

Now that you only need to sell your jugs with the travelling merchant, it's time to work on building up your reputation – and your army. What would be better than travelling back to Myrimar and enjoying some relaxation in the arena while your units fight for their lives and your wallet.<br><br>You've already taken your seat and are lost in your own thoughts as your eyes sweep through the masses and settle on one man in the audience. Based on his garments and followers, he appears to have power and influence in abundance. But that's not what disturbs you. It's his penetrating gaze, which is permanently focused on you. But first you must take care of the matter that brought you to the city in the first place.


Win 10 battles in the arena!

Reward: 500 Honor, 2.750 Points, 5.000 Gold

 

 

Chapter I - Quest 12: The seed of a thought

You can't stop thinking about the man with the smug smirk who was constantly staring at you in the arena. Might you have drawn more attention to yourself than was wise? The rest of the people in the arena appear to fear you.<br><br>You have the sneaking suspicion that you should beef up your own security. Your mech is a significant advantage, but you need more units to guard your fortress. Each entrance must be guarded by at least one sentinel.

Train a serf into an army unit!

Reward: 1 Iron hammer, 6.000 Gold, 3.000 Points

 


Chapter I - Quest 13: The decision

Even the beefing up of your security gives you no peace. You'd had enough of playing mouse to some imagined cat, and decided to take the offensive. Your scouts inform you that the man is Khan Persoi – a duke from the southern part of the continent. He formed a base here some years ago and is feared by all for his brutal and inhuman manner. A pity you can't be friends – he certainly seems to be a chip off the same block as you. But the fact remains that he must be destroyed. Because his reputation is not the best, no one will complain if you dispatch him. Quite the contrary, your reputation will rise and you'll eliminate a potential problem at the same time.


Destroy Khan Persoi's residence!

Reward: 7.500 Gold, 4.000 Points, 1 Starburst

 


Chapter I - Quest 14: Ashes to ashes

You are frantic with rage! You have in fact razed the residence together with its guards and servants to the ground. But Khan Persoi is nowhere to be found! Even the view of the fallen victims and the burning ruins of the estate brings you no peace.<br><br>As you inspect the rubble looking for something useful, you discover a trap door in the floor of the Khan's private chambers. You know immediately who awaits you below. He may be the one caught in the trap, but he's almost certain to have a surprise or two in store for you. You gather your troops and begin the descent slowly.


Conquer Khan Persoi!

Reward: 8.750 Gold, 5.000 Points, Agonybow, Stormwing


Chapter I - Quest 15: Soothing ruffled feathers

Your euphoric high quickly devolves into overflowing panic. Not just that word of your march has spread quickly and that many nobles seem not at all pleased that you have sent the Khan on to the hereafter. No, the situation is much more dire than you suspected.<br><br>The Khan had documents on his person that indicate that he was hired to bring you down. They were signed with the initials "I.P.", which at least gives you something to work with. Nevertheless – something unholy is coalescing around you! You must draw together your powers and smooth the waves with the noble houses by helping them with their needs.


Fulfill 5 daily tasks (dailies)!

Reward: 10.000 Gold, 6.000 Points, 750 Honor

 

 

Chapter I - Quest 16: A shrewd investment

Your diplomacy and support with their local problems helped restore the nobility to a milder temper. That would be the end of that problem, if only you were able to determine who was behind the initials "I.P." But it does nothing to change the fact that blood will soon be flowing. And not yours! You are well underway with preparations for an impending conflict. And no battle is complete without weapons. You should procure yourself the services of a talented smith sooner rather than later to forge deadly accessories for your troops.


Build an weapons workshop!

Reward: 5.000 Gold, 12.500 Points, Beast skull

 


Chapter I - Quest 17: Gifts for guests

Today is a special day – the armorer's workshop is complete and can launch into weapon production. Not only that, you've received news about the figure behind the intrigue. The initials stand for Ionar Peserdur, an old, mostly forgotten archdruid who has withdrawn into his tower in the northeastern offshoots of the Darkmoor Forest. He is known as someone who abstains from the affairs of the rich and powerful.<br><br>All of which leaves you puzzled about the aggression he has shown toward you. Be that as it may, at least now you know who needs to be eliminated to pursue your schemes in peace. That said, it won't be as easy as it was with the Khan. You'll need to provide your army with better weapons.


Produce 5 iron hammers in your armorer's workshop!

Reward: 12.500 Gold, 15.000 Points, Sissel's Hope

 


Chapter I - Quest 18: The dress rehearsal

The weapons for the impending hostilities set you into a certain state of anticipation. Yet it's also eating strongly into your gold reserves. A bit of raiding during this quiet time seems just the thing. It'll also ensure that your army isn't rusty heading into the grand fight.<br><br>You've also receive a bit of confirmation that Ionar Peserdur won't be an easy prey while holed up in his tower. The man is already quite aged, but he appears to be the master of mystical powers that allow him to bend plants and animals to his whims. The tower itself seems to hold many surprises in store for unwelcome guests as well. A fresh influx of gold would be quite welcome right now.


Send your army out on an 8 hour raid!

Reward: 17.500 Points, 10.000 Gold, 250 Steel, 250 Bronze, 250 Leather

 

Chapter I - Quest 19: A difficult path

The archdruid appears to be aware of your coming. As you move through the Darkmoor forest, you cannot shake the feeling that the plants are reaching their tentacles out to grasp at the ankles of you and your units. Your suspicions harden into certainty when a pack of wolves and bears sets upon you as you near the tower.<br><br>You suffer no losses in the melee and now find yourself standing before the entrance to the mighty tower, which rises above the countryside like an extended finger. High above on the peak of the tower you believe you spot the druid on a balcony. It's clear to you that you'll need to fight your way to the top and that Peserdur is precisely the type of host who will have prepared a few 'gifts' in advance of visitors.


Fight your way up the tower!

Reward: 22.500 Points, 15.000 Gold, Darkrod

 


Chapter I - Quest 20: The fight against nature

Your worst expectations have been outdone. It's not just that you have to fight through a seemingly endless army of men/animal hybrids that serve the archmage. No – the tower itself seems to be fighting you with all of its might. Every few steps bring pitfalls and deadly projectile traps in the walls. And while you're handling those, the tower continues to spit out more battle-ready warriors for the archmage.<br><br>Yet finally you've fought your way to the tower's uppermost doors. Your muscles burn like dragonfire and your mech can't engage its full power in these narrow passageways. Yet this last step must be made.

Defeat Ionar Peserdur!

Reward: 20.000 Gold, 25.000 Points, 1.500 Honor, Swampmoor mushroom, Deathspark

What a tough old bull that one was. First he shot a wall of flames from the floor as you entered his chamber, and then while you were busy with that he changed himself into a mix of lion and bear, one that towered over even your mech when it stood on its hind legs. At first it appeared that you'd lose this battle quickly and bitterly. Yet as always it's the small details that can make the difference between victory and defeat – and in this case the druid's monstrous pelt caught fire from the mech's ammunition. His face twisted in pain, the mage tried to quell the flames, making it easy for us to finish him off.<br><br>His abrupt death prevented you from forcing more information out of him about why he wanted you out of the way. Your only option is to search his chamber. And in fact you do stumble across a majestically adorned book that you find under a pile of notes. The fates appear to have foul things in store for yet, as your units cannot help but notice the horror that crosses your face the moment you open the book.