Last updated: Mon Apr 22 05:00:31 2024

Quests for Shar Vahl

5th Anniversary Scavenger Hunt (Normal): Anniversary events tend to run from mid-March to mid-April (sometimes to mid-May) each year. They are not available during the "off season".

For an overview and list of EverQuest Anniversary events, see this quest entry.



This quest starts outside each home city.

Known cities - quest-givers:


Ak'Anon - Lilly Putnam
Crescent Reach - Vilnak Klavri (-1322, -1568, -86 On the ground floor at the elevator.)
East Cabilis - Shyvtia Cragiss (380, -465, 3)
Erudin - Silos Dumont (-1235, -170, 50)
Kelethin (Greater Faydark) - Sayrine Hiram (-91, -158, 77)
Halas - Angie Mack
Mountains of Rathe - Freebo Gloob
Neriak Foreign Quarter - Nalissi K`Ten (/loc -110, -8, 5)
Northern Felwithe - Rinys Konjin (/loc 32, -190, 3)
Oggok - Kulver
Paineel - Toryn Roltaire (1038, 641)
Plane of Knowledge - Skrasa Ka`rok (in a tent due west of the Cabilis portal stone)
Rivervale - Samuel Peltzgum (-36, -87)
Shar Vahl - Omtia Sami (61, -200, across from the arena)
South Kaladim - Tingar Kaller (268, -251)
South Qeynos - George Steeplechase (200, -134, outside the Lion's Mane Inn)
West Freeport - Phineas Taylor

Here's the Vah Shir version:

Omtia Sami says 'Hail to you! Step right up! Step right up! You look like you could use one of the new fireworks we just got in stock! Oh, wait a minute. Are you an [adventurer]?'

You say, 'I am an adventurer.'

Omtia Sami looks you up and down. 'I knew it! I can spot an adventurer from a mile away! How would you like to win this shiny staff I'm holding? It only requires a small undertaking, you know, gathering a few trinkets for me. Nothing could be simpler and you'll soon have your very own Staff of Endless Adventures! Are you [interested]?'

You say, 'I am interested.'

Omtia Sami says 'Excellent, you seemed like a person who would enjoy a good game. Here is a bag to combine some items and a cheat-sheet to give you some hints on where to find these trinkets. Don't ask me for any more hints though. This is all you get! Once you are done, bring back the bag and you'll be rewarded nicely!'

You receive A Collector's Cheat Sheet and a 10-slot Collection Bag. The text of the cheat sheet is as follow:

1) An orb that aids humans on their dark journey through the land of Gix.
2) The framework of grotesque guardians.
3) The cause of the vilest stench on Odus.
4) To bathe safely in the flames of Ro, you'd be lucky to have this natural protection.
5) Once amphibians begin to rot, they have no need of this blithering tool.
6) The undead guard against the portal of terror with this sharp weapon.
7) A liquid hoop from the masters of the kitchen.
8) This stuffed toy will likely smell of rodent.
9) The diseased mongrel will really miss this well-kept orb.
10) A close look at this pointy object and you'll understand how the weeping began.

The ten items are as follows:

1) A Collector's Lightstone, dropped by wisps in Commonlands.
2) A Collector's Mistmoore Granite, dropped by gargoyles in Castle Mistmoore.
3) A Collector's Skunk Scent Gland, dropped by skunks in Toxxulia Forest.
4) A Collector's Fire Goblin Skin, dropped by goblins in Solusek's Eye (Sol A).
5) A Collector's Undead Froglok Tongue, dropped by undead frogloks in Lower Guk.
6) A Collector's Scythe, dropped by spectres near the entrance to the Plane of Fear in the Feerrott.
7) A Collector's Water Ring, dropped by aqua goblins in Dagnor's Cauldron.
8) A Collector's Kerran Doll, dropped by kerran villagers on Kerra Isle in Toxxulia Forest.
9) A Collector's Preserved Split Paw Eye, dropped by gnolls in South Karana.
10) A Collector's Shark Tooth, dropped by sharks in the Ocean of Tears.

Combine the ten items in your Collection Bag to craft a Sealed Collection Bag. Hand this in to the quest-giver in your hometown for one of five varieties of Staff of Endless Adventure dependent on your character's creation date (e.g., March 2000 and before yields the Nagafen version), with each year casting a different fireworks display to celebrate EverQuest's fifth anniversary!
Reward: Staff of Endless Adventure
Reward: Staff of Endless Adventure
Reward: Staff of Endless Adventure
Reward: Staff of Endless Adventure
Reward: Staff of Endless Adventure

Art of Vah Shir Brewing (Normal): This is a multi-part quest.

Merchant Ahlam may be found at -220, -175.

You say, 'Hail, Merchant Ahlam'

Merchant Ahlam says 'Hello, would you care for a drink? Or perhaps you're the one they sent to help me? If you've come to help please show me your acrylia slate.'

Trade him your Acrylia Slate of Shar Vahl.

Merchant Ahlam says 'Ah good I was hoping you'd be along soon. I need you to collect some Gravel tea leaves from below the city. I need these leaves to make some tea for the guards under the arena. I need 10 of these leaves to brew enough tea for the guards. Take this pouch and fill it with leaves and return it to me.'

He gives you An Empty Pouch (identifies as "Ahlam's Pouch") in which to put the 10 x Gravel pit leaves. The leaves are a fairly rare drop off "a young rockhopper" in the pit surrounding Shar Vahl.

You have fashioned the items together to create something new!

You create a Pouch of Gravel tea leaves, which you should give to Merchant Ahlam. (Recipe)

Merchant Ahlam says 'Many thanks ______, I'll be going to brew this tea up for the guards now. Take this seal as proof of your helping me. You wouldn't happen to know anyone who would be [interested] in learning the art of Vah Shir Brewing would you? I could really use the help in these hard times, I can barely keep up with all the demand.'

You receive 1 x Ahlam's Seal.

You gain experience!!

You say, 'I am interested in helping.'

Merchant Ahlam says 'Is that so? I suppose I would be willing to teach you a few things about brewing, but you'll have to show me one of my seals before I begin your instruction.'

Hand him the seal and he gives you 1 x Acrylia Sand Purifier.

Merchant Ahlam says 'Well done, it is now time to start down the path of learning the art of Vah Shir brewing. You'll need a steady hand if you are to master the brew barrel. The first thing you'll need to learn is how to purify the water we use for all our finest brews. Take this Acrylia filter and use it to [purify water]. Bring me 4 flasks of crystal clear water and I'll teach you how to make the tea from the gravel tea leaves.'

You say, 'How do you purify water?'

Merchant Ahlam says 'Take a bottle to Gamali in Hollowshade Moor. You'll find her somewhere around the Grimling fishing huts if I had to guess. She'll fill the bottle with water for you. Take this water and combine it with the Acrylia Sand Purifier. That will yield the purest water you ever did drink.'

Gamali may be found at -1100, +2500. Bring 4 x Bottle.

You say, 'Hail, Gamali'

Gamali Glances up at you for a moment and then grunts and turns back toward the water.

For each bottle you give her, you receive 1 x Bottle of fresh water.

Gamali leans over and fills the bottle with cool clear liquid. Gamali says, 'So Merchant Ahlam has you doing his errands now does he? Well, here's your water. I can assure you it's of good quality.' She turns away and begins staring out into the distance.

Combine the Bottle of fresh water with your Acrylia Sand Purifier in a brew barrel to craft 1 x Crystal clear water (trivial 36). You also get your purifier back. (Recipe)

Give Merchant Ahlam 4 x Crystal clear water.

Merchant Ahlam says 'Very good ______, this water is perfect for making Gravel leaf tea. I've just received a message from Guard Jabbar under the arena needs a shipment of [Gravel leaf tea] to help sedate the prisoners. Fill a crate with bottles of Gravel leaf tea and take it to Guard Jabbar.'

You say, 'What is Gravel leaf tea?'

Merchant Ahlam says 'To make the tea you'll need a flask of Crystal clear water and some gravel pet leaves. Boil the water in a brew barrel and add the leaves when it's hot. That makes for the strongest dose of the sedative qualities of the tea.'

You receive a Empty Crate, an 8-slot SMALL container.

Combine 1 x Crystal clear water and 1 x Gravel pit leaves in a brew barrel to craft Gravel Leaf Tea. (trivial 108). (Recipe)

Combine 8 x Gravel leaf tea in the crate to craft a Crate of Tea - Recipe. Give this to Guard Jabbar at +160, -665, -235.


You say, 'Hail, Guard Jabbar'

Guard Jabbar studies your frame for a moment and then addresses you. 'What can I do for you Hazan?

Hand over Crate of Tea.

Guard Jabbar says 'Ah the tea! I've been anxiously awaiting your arrival ______, we'd almost run out of that wonderful Gravel leaf tea. Take this seal back to Ahlam, and give him my thanks.'

You gain experience!

((As a side note, if you are curious what happens with the tea, follow Guard Jabbar through the cells as he hands it out.))

You receive Jabbar's seal. Bring it back to Merchant Ahlam.

Merchant Ahlam says 'Very good ______, the guards had been waiting for that tea all day. I think you're ready to move on to something a bit more challenging now. Take this strainer, it will allow you to create some very potent brews from some of the more rare herbs to be found near the city. You'll want to start by making some [Hollow palm tea] to get used to how the strainer works.'

You gain experience!

You receive a Metal Strainer.

You say, 'What Hollow palm tea?'

Merchant Ahlam says 'You'll need some Crystal water, just as you do with all of our teas, and some Hollow palm roots. You can find Hollow palms out in the moors, watch out for the grimlings though. Once you find the roots just use the strainer to control the flow of water over the leaves. If you do it correctly you'll create a very potent brew. When you get it right bring the strainer back to me with a sample of your work.'

Hollow palm roots are a ground spawn in Hollowshade Moor, in the southern part of the zone near the grimling huts. Combine 1 x Hollow palm Roots + 1 x Crystal clear water + 1 x Metal Strainer to craft Hollow palm tea (trivial > 142) - (Recipe). Give the tea and the strainer to Merchant Ahlam.

Merchant Ahlam sips the tea. A bit of a glazed look comes across his face. Ahlam says, 'Mmmmm, I do so love Hollow palm tea. This is a bit mild for Hollow palm tea though, you might want to try adding some spices next time for a bit more flavor. Here's your strainer back, I etched some runes into that should add to the potency of your brews. I hear the grimlings make a very potent sort of tea from the grimroot out in the forest, but the thought of drinking anything made from grimroot makes my stomach churn. At any rate, tinker a bit with that strainer and don't be afraid of trying some new brews with it. If you create anything interesting that you think I might like bring it to me so I can taste it.'

You gain experience!

You receive a Runed Metal Strainer. You can find Grimroot as a ground spawn in Hollowshade Moor at -1950, -1045. Make Spiced Grimroot Tea by combining 1 x Grimroot + 1 x Spices (vendor-purchased) + 1 x Crystal clear water + 1 x Runed Metal Strainer (trivial 162). You can also make Spiced Hollow Palm Tea as suggested by adding Grimroot to the Hollow palm tea recipe (trivial 162). (Recipe 1) - (Recipe 2) - Give some Spiced Grimroot Tea to Merchant Ahlam.

Merchant Ahlam Sniffs the tea, his nose wrinkling up a bit as the fragrance infades his sinuses. He slowly brings the cup to his lips and takes a drink. He swallows it and then begins to cough. MA says. "What is this... *cough* ... made from _____? Grimroot? This is the grimroot tea that the grimlings make? It's not half bad. Very potent indeed. You've earned my seal of approval for that brew. Show me your Runed strainer and the seal and I'll bestow upon you the finest tool I have ever used.
You gain experience!!

You receive Ahlam's Approval.

Hand in the Runed strainer and Ahlam's Approval and you get this reply.


Merchant Ahlam says "Here you are ______, the finest tea strainer you will ever lay your eyes on. The acrylia in the handle will add to the spiritual enhancing effects of almost any brew. It will also take out any impurities in the water you use, so you can use the normal water flasks for your tea now. There are many types of tea across the lands that even I have never had the opportunity to experiment with. Don't be affraid to try new recipes with any strange vegetation you might come across with in your travels."
You gain experience!!

You receive Acrylia Handled Strainer and Ahlam's Approval.

He then asks for the approval and the Runed Metal Strainer. Give them both to him to receive an Acrylia Handled Strainer, which you can use in place of the Runed Metal Strainer to craft Spiced Grimroot Tea or Spiced Hollow Palm Tea (same trivials).

In the barracks of Katta Castellum, there is a sick guard named Legionnaire Neville at 170.42, -2094.40, 32.38.


You say, 'Hail, Legionnaire Neville'

Legionnaire Neville coughs a bit and looks up at you with tired, bleary eyes, 'Ugh, I have not had such a cold as this since I was a boy. I have heard of a tea-maker in the city of the Vah Shir that makes a stamina enhancing tea. I would like to try some and see if it might help.'

You say, 'What tea maker?'

Legionnaire Neville says 'ACHOO! Excuse me. It was some kind of root tea... saucy greyroot... sparkly greenroot... something like that I think. The brewer's name was... Adam... Lama... Oh I just cannot think straight.'

Give him some Spiced Grimroot Tea.

Legionnaire Neville says 'Oh that is good. I feel a little better already, thanks ______! A little more of that stuff and I'll be better in no time.'

Your faction standing with Validus Custodus got better.
Your faction standing with Katta Castellum Citizens got better.
Your faction standing with Magus Conlegium got better.
Your faction standing with Nathyn Illuminious got worse.
Your faction standing with Coterie of the Eternal Night got worse.
Your faction standing with Seru got worse.
Your faction standing with Hand of Seru got worse.
Your faction standing with Eye of Seru got worse.
Your faction standing with Hand Legionnaires got worse.
You gain experience!!

Is there anything more after this step?

Need all dialogues, current faction hits, /loc of quest mobs, exact trivials for items, additional rewards if any, etc.

Beastlord Epic 1.5 Pre-Quest (Normal): This flags you to start the quest for the epic 1.5 if you don't have the Claw of the Savage Spirit (epic 1.0). Elder Animist Muada may be found at -165, +465.

You say, 'Hail, Elder Animist Muada'

Elder Animist Muada says 'Hm, you appear to have the makings of a great master of beasts, but I do believe you must prove yourself. You can perhaps help with some tasks should you [feel able] to.'

You say 'I feel able.'

Elder Animist Muada says 'We have had many requests for weapons lately with this new threat from another realm. Weapons Master Rahoul has been running out of supplies rather quickly and has made a request of our townsfolk. Whether or not you care for this fair city is not my worry -- I simply want to see if you're [dedication] to our kind is true.'

You say, 'My dedication is true.'

Elder Animist Muada says 'Very well then ______. You must collect fungal padding, a rare piece of acrylia ore, and two gems of the void. Many of you have completed this task with little difficulty if you should need further direction. Give these items to Weapons Master Rahoul when you are done.'

A Chunk of Dense Fungal Padding drops from various mushrooms in The Deep. Perfect Acrylia Ore drops from trap-triggered stonegrabber mobs in The Grey. Gem of the Void drops from various four-armed mobs in The Maiden's Eye. Hand the items in to Weapons Master Rahoul (/loc?).

Weapons Master Rahoul says 'Ah, I see you have been so kind as to help us. Muada would like you take your assistance one step further. If you are [willing], of course.'

You say, 'I am willing.'

Weapons Master Rahoul says 'First, we will need you to contribute some of your own funds in order to obtain this particular piece. It is in a form of a statuette that will grant you an audience with Muada. I have used some rare components to make these that will cost you in the order of 2000 platinum pieces. Yes, it's a high cost, but we must keep our coffers healthy. You will need to create your own leather [adornments] however. When you have given me the required funds, I will give you the beastlord's statuette to work with.'

You say, 'What adornments?'

Weapons Master Rahoul says 'Yes, Muada demands that each beastlord put some care and devotion into the making of this artifact. You will need to craft your own decoration to this statue to be made from two hides of the strange flesh hounds in Taelosia. You will need to be sure your tailoring is up to par for this, or it will become a very expensive endeavor to gain favor with Muada. Take this pattern to work with when you have your hides. You will need to tan them first and acid wash will do well to remove the impurities and markings, of course. When you are finished, you may present the item to Elder Muada.'

Give him 2000 platinum.

Weapons Master Raoul says 'I wasn't sure you would part with such a great amount of coin. I am impressed. Here is your statuette to work with. You will need to tailor the leather adornments you create and work with them into the statue itself, making it your own.'

You gain experience!!

You receive a Plain Beastlord Statuette (identifies as "The raw ingredient of a great totem").

All subsequent steps needed, including dialogues, zones, names/loc/level/fight info for quest mobs, quest items, recipes, and any other missing information. Here's a broad outline:

Beastlord Epic 1.5 PREQUEST

{ } Locate Elder Animist Muada, Shar Vahl -163.23, 465.30, -104.62
{ } You say, 'Hail, Elder Animist Muada'
{ } You say, 'feel able'
{ } You say, 'dedication'

{ } Kill Shriekers in the Deep and loot Fungal Padding
{ } Trigger traps to spawn Bolder Fiend, A Stone Beast, Boulder Stonehand in the Grey and loot Perfect Acrylia Ore

{ } Kill XI Vius, Xi Xaui and Xin Thall Centien in Maidens Eye and loot gem of the void x2

{ } Give the Fungal Padding, Perfect Acrylia Ore, Gem of the Void, and Gem of the Void items to Weapons Master Rahoul
{ } You say, 'willing'
{ } You say, 'adornments'

{ } Receive Adornments pattern

{ } Give 2000 pp to Weapons Master Rahoul

{ } Receive Plain Beastlord Statuette

{ } Kill Various Ukuns in many zones in Gates of Discord/Omens of War and loot Ukun Hide x2

{ } Buy/make Acid wash (Combine Celestial Essence x3 and Jar of Acid in Brew Barrel. Trivial: 151)
{ } Buy Large Sewing Kit (Planar sewing kit DOES NOT WORK as a Loom)
{ } Combine Ukun hide, Ukun hide, and Acid wash into a brew barrel. (100 brewing needed)

{ } Receive Tanned ukun leather

{ } Combine Tanned ukun leather and Adornment Pattern in Large Sewing Kit . (100 Tailoring needed)

{ } Receive Tassels.

{ } Combine Tassels and the Plain Beastlord Statuette in Large Sewing Kit

{ } Receive Decorated Statuette of the Feral

{ } Give the statuette to Elder Animist Muada to begin the epic 1.5 quest.


Elder Animist Muada says 'You seem to have created a reputation for yourself. I have heard of you from Dumul himself as he keeps a watch on most beastlords in the lands. I trained him when he was much younger and look how magnificent he has become. Like some others, I do see that you also have used your knowledge and skills well. The command of wild spirits is very strong with you. If you are truly in tune with the airs of spirits, you will likely know that all is not right with the [wild], no matter which path of the beastlord you follow.'

You say, 'The wild?'

Elder Animist Muada says 'We can only talk in generalities for now as we are still investigating the strange disturbance with the feral spirits. I can tell you that the opening of a way to Discord and that dark realm itself have something to do with all of this. The spirit world has been [infected] by Discord somehow -- we are certain of that.' Reward: Decorated Statuette of the Feral

Beastlord Epic 1.5: Savage Lord's Totem (Normal): If you have the Claws of the Savage Spirit (epic 1.0) or have done the pre-quest, find Elder Animist Muada in Shar Vahl. He is located on the palace roof inside a yellow building in the corner, near the bard guildmasters, at -160, +465, -100. If you have the Decorated Statuette of the Feral (reward from completing the pre-quest), hand it in:

Elder Animist Muada says 'You seem to have created a reputation for yourself. I have heard of you from Dumul himself as he keeps a watch on most beastlords in the lands. I trained him when he was much younger and look how magnificent he has become. Like some others, I do see that you also have used your knowledge and skills well. The command of wild spirits is very strong with you. If you are truly in tune with the airs of spirits, you will likely know that all is not right with the [wild], no matter which path of the beastlord you follow.'

You say, 'The wild?'

Elder Animist Muada says 'We can only talk in generalities for now as we are still investigating the strange disturbance with the feral spirits. I can tell you that the opening of a way to Discord and that dark realm itself have something to do with all of this. The spirit world has been [infected] by Discord somehow -- we are certain of that.'

If you've already completed the epic 1.0:

You say, 'Hail, Elder Animist Muada'

Elder Animist Muada says 'I will say 'tis very good to see you again. Shall I assume we have some business to tend to?'

You say, 'Yes, we have some business to tend to.'

Elder Animist Muada says 'We can only talk in generalities for now as we are still investigating the strange disturbance with the feral spirits. I can tell you that the opening of a way to Discord and that dark realm itself have something to do with all of this. The spirit world has been [infected] by Discord somehow -- we are certain of that.'

You say, 'How is it infected?'

Elder Animist Muada says 'Some fear we are losing some of our spirits as they sadly seep into that realm that seems to live and breathe. We can only employ the best of beastlords to help us with this task. You will, in fact, very much be acting as an elder for a time, becoming one with the wisest of us all. Your body and beast will be strained to the fullest limits. Are you [ready] to work among us, master of the feral?'

You say, 'I am ready.'

Elder Animist Muada says 'Very well then. We, the elders, all carry and often wear a [Helm] of the Feral. It is a cap that each of us creates to channel the essence of the wild through our minds and bodies. If you are planning to attempt to walk with us in our battle against the chaos of the dark realm, then you will need to fashion your own.'

You say, 'What Helm?'

Elder Animist Muada says 'In order to create the helm, you will need to collect several items that may prove a challenge -- one that I feel you can overcome. If you're willing, I will share the [requirements] with you, feral lord.'

You say, 'What requirements?'

Elder Animist Muada says 'These tasks fall to you and you only as a beastlord. In order to create a helm that is truly your own that is tied to your essence, you must gather some rare items to create it. And, you must be a master with your tailoring if you wish to succeed in making this item. In part, you will need to use your instincts to discover where these [items] are.'

You say, 'What items?'

Elder Animist Muada says 'You will need to [find] a wild grass pushing through the stones of a dark corner in a place built on foul earth. It bears a magic that we will use as the thread that will help focus your thoughts. We will also require an elusive shrub that rarely shows itself that we recently discovered. It is also magic and we will use it for the tanning. Its essence shields your mind from invasion.'

You say, 'What else must I find?'

Elder Animist Muada says 'You will also need to release the tortured essence of a bloated, wild, tusked creature that suffers and collect a tear. Finally, a kindred spirit and tailor has found a magic that creates a good leather for this helm. Seek him out. Now go and return all of these precious goods and I will further instruct you.'

You need to collect the following four items:

Roaring Grass (the "wild grass") - ground spawn in the castle of the Plane of Disease, location +65, +1777. This is in an area beyond Aramin the Spider Guardian.

Petrified Fangshrub (the "elusive shrub") - ground spawn in Riwwi, location -349, -29.

Wildspirit Tear (the "tortured essence") - dropped from an Ailing Walrus in Siren's Grotto, which can spawn anywhere a Servant Manatee or Walrus can.

Taut Leather Swatch - received from Savage Lord Hunter in the Gulf of Gunthak (location -2644, +918) upon giving him three Blue Diamonds.

Bring these four items back to Elder Animist Muada in exchange for a Plain Animist Helm and Shiny Sewing Needle. You'll need to tailor a Helm of the Feral with them (trivial 0, minimum skill 100 (no-fail combine? need confirmation either way)). Upon doing so, equip the helm and speak to Elder Animist Muada again.

You say, 'I am done'

Elder Animist Muada says 'Ah, I see you were successful! You become more like one of the elders each day -- elders which may now become known to you. I would like you to become familiar with some of the greater animists of Norrath, so I will have you make some deliveries on my behalf. These elder animists are very busy and you must find them on your own in our lands. Show this letter to the elders as you find them.'

Receive Letter from Muada.

Head to the Ocean of Tears and find Marrey McGrannel (now located at +665, +1995 post-revamp). Hand her the letter.

Marrey McGrannel says 'It is indeed authentic. I suppose I can tell ye that I've been studyin' the ways o' the sirens. We as beastlords use the strength of our warders, as well as bestow magic upon them. These sirens use mind tricks! I'm workin' on a [way] to use the magic these fair ocean maidens do to help our kin.'

You say, 'What way?'

Marrey McGrannel says 'I do miss me time with Muada and I suppose I'll get me chance again. I'll have to leave ye now and go to Muada so that I may learn what I must do for him to end the threat to our ways as beastlords. Be well and ready to open your mind to learn from Muada.'

You get the letter back.

Find Irionu Bastun in the Overthere (location +3250, -3096) and hand him the letter.

Irionu Bastun says 'Ah, well,expect rigorousss timesss. Nice to see a familiar stroke of the pen. I learned from Muada a long time ago and it wasss not easy. His tasksss are never easy. Are you familiar with these [lands]?'

You say, 'I am familiar with these lands.'

Irionu Bastun says 'I've been studying the rhinocerosss asss well asss other things I cannot discusss, but my life is about our kind and the power of our warders. This gray beast here isss so incredibly fierce and surprisingly agile for its size. I have been able to use the waysss of ferociousss beastsss in some of my conjuresss that you may have heard of hm? Endless things to learn about wild beastsss. Enough slithering of the tongue, I shall [read] thisss note now.'

You say, 'Read?'

Irionu Bastun says 'I must go. That letter bringsss troubling newsss. I must hurry asss I now have another task I must persue urgently. I marked that letter for Muada for you. Do not lose it.'

You receive the letter back.

You'll now need to find Rashara Wrualla, a Vah Shir in Jaggedpine Forest (location +324, -1592).

You say, 'Hail, Rashara Wrualla'

Rashara Wrualla says 'Hm? What is it? I'm rather busy.'

Give her the letter.

Rashara Wrualla says 'Terrible. Just terrible. I had a feeling something was wrong. You may return this to him--I have signed it. Interesting place here, isn't it? Those potameids do cause some trouble. I find them very hard to study as they are quite feisty. I specialize in the advancement and power of warders and the spirits of the wild I command are very dear and special. Many of them are of an ilk you have never seen and they are much sought after. All that will have to [wait]. I must go.'

You say, 'Wait?'

Rashara Wrualla says 'I have no time to study now. I must leave and prepare to assist Muada. I would guess you have a role in all of this too. Goodbye, young one.'

You get the letter back.

The fourth elder you need to locate is Ikpug Giblod, who is found in a water tank (of all places..) in Cazic Thule. The location is +865, -355, and it is a little tricky to get to him. Be prepared to gate out after finishing up. Hand him the letter.

Ikpug Giblod says 'Ah, is letter from Muada! Have back! I gets bugged all da time out here. Me hates it lots. All me try to do is study da lizards and how dey [survive] and grow in dis pretty and big place.'

You say, 'Survive?'

Ikpug Giblod says 'Well, da smarts is big clue, but how dey manage to build such pretty tings is mystery. Me been here many weeks and still [learning].'

You say, 'Learning?'

Ikpug Giblod says 'Oh dear. Dere bad tings brewin'. Me gots to go now and get prepared to help Muada. I sorta signed dat letter for you. Bye beastlord!'

He'll sign the letter and return it to you.

The fifth and final elder you need to find is Diddugu in the Western Wastes at location +4246, -93. He is KOS, so you'll need to sneak or invis to do the letter turn-in.

Diddugu says 'Tanks. You can have back. Me spit 'n' smear dat so Muada know me see it. Me smudged it me thinks. Me trust no one! Me on big job now and no time. Me studying da [mastodon]. Dey hurt me lots, but me tuff with my warder. No match for me! Dey do survive da cold good and manage not to die wit all da worms and da beasts here. Me try to learn to harness da power of dem.'

You say 'Mastodon?'

Diddugu says 'Geez. No rest for me. He he. Must go. You go to. Dangerous for you here. You not so tough!'

He'll sign the letter and return it to you.

You can now head back to Elder Animist Muada.

Elder Animist Muada said 'Greetings once again, _____. I am satisfied that you may now take on the greater challenges facing our kind. The problem within the spirit world is far more serious than we had first thought and needs to be addressed. It is time for you to take on your first task. Do you [believe] you are ready to continue?'

You say, 'I believe'

Elder Animist Muada said 'At the eye of the storm in the sky, there are rumors of a hungry beast. It was once an surmountable spirit, but it has learned and aged and grown too powerful for anyone to tame. Its spirit is imbued with a feral force that must be reclaimed by a beastlord. You must release the savage energy it has absorbed and return it to me. We will return it to the spirit world at once. You must also find and bring me the remains of a disturbed spirit in a realm of night terrors. I need to understand what has infected those ethereal beasts of late. Bring both to me.'

He speaks of the Darkened Spirit Essence and Disturbed Beast Essence. They are dropped by Frantic Ravenous Beast in The Maiden's Eye and by Ravenous Nightstalkers in the Plane of Nightmare. Nothing special about these mobs.

Bring the Essences back to Elder Animist Muada:

Elder Animist Muada says, 'Ah, that troubled wolf harbored a strange mix of spirits that were too volatile to control. I think we are beginning to understand the problem more. The energy from the Realm of Discord is tainting some wild creatures. From what we've learned, creatures with some age and wisdom behind them are most susceptible. It seems we cannot save them all, but we must release their spirits into the ethreal wilds of Norrath so they can be free and no longer [tortured and ruined.]'

You say, 'Tortured and ruined?'

Elder Animist Muada says, 'We are hearing of more of our respected spirits that are becoming prey to the chaotic magic from Discord. Should you continue, it will be a step on the walk to a [greater calling] -- to walk with the Elders in the name of beasts of every ilk, to rescue there spirits from eternal pain and corruption.'

You say, 'What greater calling?'

Elder Animist Muada says, 'Irionu Bastun has discovered another spirit that suffers. I understand she has already told you about the ways of the Rhinoceros. This is yet another creature than was once easily tamed that is endangering the lives of many. More importantly, its spirit has become plagued witht he chaotic magic of discord. Irionu believes that its spirit may have been traded or confused with one from the dark realm. I need you to learn more and tell me what you know. Go find Irionu as soon as you are able to and give her this letter.'

Receive a Note to Irionu.

Go back to Irionu Bastun in The Overthere (location 3525, -3095) and hand her the note.

You say, 'Hail, Irionu Bastun'

Irionu Bastun says 'Greetingsss and welcome back, beastlord. I have sensed an unwieldy presence among the feral spiritsss and it threatensss to consume all in itsss path, flesh and ethereal essence both. We can't afford to lose more spiritsss to the darknesss of Discord and this beast threatensss that very thing. I'm afraid the eldersss forbid me to go asss if I am lost we lose another with a strong connection to the wild spiritsss. So, I must ask you to [track down] thisss creature in my stead.'

You say, 'Track down?'

Irionu Bastun says 'I'm afraid that all I can tell you isss that it isss most thought of as an easily tamed creature, but now it hasss been twisted and frayed into a strange and terrible beast. Though it isss a common beast, trace it to its originsss -- where it wasss born. This one hasss been untouched by any who would tame it. It wasss once prized -- I can sense that. Extraordinary creature. Should you discover the beast, you may need to end itsss mortal existence. Return to me with what you learn. Be quick.'

Head to the Gulf of Gunthak and kill the Delirious Drogmor. Loot the Swirling Feral Essence and give it to Irionu Bastun.

Irionu Bastun says 'So, we have lost another. I do try to not worry about this threat, but I do not know how to stop it. Each day we feel more pain and trouble with our feral spiritsss and even our companionsss feel asss though their ferocity is becoming clouded. You must go see Elder Muada. He will want to speak with you, I have no doubt. Give him thisss letter.'

Return to Shar Vahl and visit again with Elder Animist Muada.

Elder Animist Muada says 'I understand you had to end the life of that poor old drogmor. He was prized stock, you know. He was one of the oldest and most revered by those who raised the mounts. Where there was trouble with the wilds, there is now some peace. Someday you will learn to feel it too. Let me read this [letter].'

You say, 'Read the letter'

Elder Animist Muada reads the note and his whiskers twitch, his often bright eyes become dull.

Elder Animist Muada says, 'Oh, no. What a terrible turn. How can this be? Two of our most [majestic and unique creatures] -- with such wisdom and magic. Of all, I thought these would not be touched or affected.'

You say, 'What majestic and unique creatures?'

Elder Animist Muada says 'You would know them as two halves of a whole, I suppose. I cannot speak their names for fear. There is so much we don't know and so many suspicions. The corruption of our precious beasts feels more than coincidence now. These creatures that stand so proud and regal know what is happening to them and we need to help them, but that path is a difficult one. I cannot tell you more as we can trust very few and there are prying eyes and ears. Go to Marrey McGrannel and ask her about the danger to our majestic creatures.'

Find yourself three Ales before heading out to the Ocean of Tears. Find Marrey McGrannel in the Ocean of Tears (location -1530, +1550).

You say, 'Hail, Marrey McGrannel'

Marrey McGrannel says 'Aye, ye have returned to help with this great and difficult problem. 'Tis is so complicated, I hardly know where to [begin].'

You say, 'Begin'

Marrey McGrannel says 'Not without an ale. Would ye have one handy? If not, would ye be so kind as to get one? Actually, make it three. Sorry for the trouble, but I've been out here so long, I've near forgotten the finer things in life!'

Hand her three ales.

Marrey McGrannel says 'Thanks to ye. Ah! Now, let's get on with it. 'Tis a long story, so how about we have a wee chat. Take a seat if ye like, hm? Are ye [ready] to listen? Ye are going to need to pay attention -- even as I ramble on a bit.'

You say, 'I am ready'

Marrey McGrannel says 'Aye, so, this takes us back many, many years ago, so it's hard to tell truth from legend, but I'll share it all with ye. I'm sure at some point in yer life, ye've either seen or heard of them sphinxes in the Rathe Mountains? And, I bet ye have [no idea] where they came from.'

You say, 'I have no idea'

Marrey McGrannel says 'Indeed. Well, here is what I can tell ye and ye can decide if it's true or tale. Only the sphinxes themselves know where they came from. No one else does at all. Two of the few remaining sphinxes, named Zazamoukh and Ankhefenmut, have [been on Norrath] longer than you or I and, maybe, before Veeshan laid her mighty claws across the ice of Velious.'

You say, 'How long have they been on Norrath?'

Marrey McGrannel says 'Aye, I'm glad ye asked. So, the story goes that during the Age of Blood, there were great ogre magi of the Rallosian Empire who convinced the sphinxes to ally with their legions, but it was no easy task. That ogre magi had their [work] cut out for him to get that alliance to come about.'

You say, 'What work?'

Marrey McGrannel says 'Them ogres really had to wrap their minds about riddles that the [sphinxes] created and after many attempts, they finally won their allegiance and some of the secrets the ancient creatures guarded. Some say that those secrets were the reason the gods destroyed the ogre magi instead of cursing them as they did the other ogres.'

You say, 'Tell me about the sphinxes'

Marrey McGrannel says 'At one time, there were many of those creatures, but a lot of sphinxes were slain during the great wars of the Age of Blood and in the aftermath of the fall of the Rallosian Empire. Two of the few remaining sphinxes flew with haste to hidden valleys in the Rathe Mountains, away from the meddlesome races. Their secrets were once again protected and freed from the alliance with the ogre magi. But now they are [threatened].'

You say, 'How are they threatened?'

Marrey McGrannel says 'It is a very rare occasion when those sphinxes attempt to contact any Norrathian, but they have. Their minds have been invaded and they feel a dark presence trying to overcome them. They believe it to be a dark influence in Discord. While they want our help, we cannot just go [speak] to them.'

You say, 'Speak?'

Marrey McGrannel says 'We must accommodate their requests to build trust. This means we must weave through their riddles. Once we do, we will be able to talk to them and help them. We've decided that ye be the beastlord who will take on this task. Go tell them you are willing to help them and see what you learn.'

Receive Feral Lord's Brooch.

Find Ankhefenmut and Zazamoukh, two sphinxes in the Mountains of Rathe. Ankhefenmut may be found at +3410, -3340.

You say, 'What riddle?'

Ankhefenmut eyes you curiously.
Your faction standing with Ankhefenmut got better.
Your faction standing with Zazamoukh got better.

You say, 'I am willing to help you'

Ankhefenmut says 'Uyo rea het tebardsrol?'

You say, 'I am the beastlord'

Ankhefenmut says 'Ah, a quick study. Interesting. We did indeed seek some help, but you must [prove] your wits. That is our way.'

You say, 'I can prove my wits'

Ankhefenmut says 'You must answer three [riddles]. Because I only request your help, I will not put you through a great challenge, but you must know and understand the world around you if you expect to pass this test of good faith.'

You say, 'What riddles?'

Ankhefenmut says 'The first riddle is thus -- There are two revolving in two ways.'

You say, 'Moons'

Ankhefenmut says 'Very well. I see that wasn't too great of a challenge. The second riddle you must answer is -- Set upon the world in defiance, the cauldron still swims with its ire alone.'

You say, 'Kedge Keep'

Ankhefenmut says 'I had not thought you'd get this far. Most of Norrath's history is forgotten, but this is encouraging indeed. The final riddle you must answer for me, is this -- They were one that splintered in to three.'

You say, 'Elddar elves'

Ankhefenmut says 'You have indeed studied the world and know the simplest of references. I am grateful you would even attempt to aid us, two of the few remaining sphinxes. Most would rather take our secrets from us or see us dead! And I do believe we have once again come upon an [enemy].'

You say, 'What enemy?'

Ankhefenmut says 'Yes, and do perk your ears. I do not want to have to say this too loudly. There is darkness around our minds and it is clouding our visions and magic. It is a cold, [chaotic feeling] and it does not feel natural. I might have dismissed it as my path to aging, but it is not, for my counterpart, Zazamoukh, feels it too.

You say, 'What chaotic feeling?'

Ankhefenmut says 'Not since we allied with the ogre magi long ago, have I felt foreboding in my heart. But I feel it tenfold now. Something or someone is attempting to envelop our minds and use them against us somehow, but we are not sure how. I fear that even as I speak to you, I am [endangered] further, and so are you.'

You say, 'How are you endangered?'

Ankhefenmut says 'Zazamoukh calls to me. You must go see the sphinx quickly.'

You say, 'Hail, Zazamoukh'

Zazamoukh says 'My mind . . . something is [happening].'

You say, 'What is happening?'

Zazamoukh says 'Something . . . is wrong. My companion . . . it weakens me . . .'

Rambling Sphinx Spiritservant has a dark glow in its eye as it rushes toward you.

Rambling Sphinx Spiritservant spawns and attacks. Kill it and loot the Tarnished Ankh Piece.

Rambling Sphinx Spiritservant's corpse babbles incoherently as the glow in its eyes is extinguished.

To be able to hand Zazamoukh the Tarnished Ankh you have to Hail Ankhefenmut. It adjusts your faction appropriately so that both Sphinxs will speak with you.

You say, 'Hail, Ankhefenmut'

Ankhefenmut eyes Starrfox curiously.
Your faction standing with Ankhefenmut has been adjusted by 1000.
Your faction standing with Zazamoukh has been adjusted by 2000.

You say, 'Hail, Zazamoukh'

Zazamoukh says 'You must give me the remains of that creature.'

Hand Zazamoukh the Tarnished Ankh Piece.

Zazamoukh says 'Thank you. Your actions have earned my trust and gratefulness. The ankh you have returned, that extends the life of my companion, is tainted. Ankhefenmut carries the other piece of the ankh and may need help. You must return to Ankhefenmut as the dark magic grows with each moment. Take this magic silk scarf to Ankhefenmut so that the ankh can be shielded.'

Ankhefenmut says 'What is this? Too . . . late . . . I do not understand. I am fading!'

Raving Sphinx Spiritservant has a dark glow in its eye as it rushes toward you.

Raving Sphinx Spiritservant spawns and attacks. Kill it and loot the Sullied Ankh Piece.

Raving Sphinx Spiritservant's corpse babbles incoherently as the glow in its eyes is extinguished.

Give the Sullied Ankh Piece to Ankhefenmut.

Ankhefenmut says 'Beastlord, I am indeed impressed. We did not know that there was a dark magic on the ankh pieces. It seems the life that flows from the ankh will need to be restored, but I think we are safe now. Take this gift to return to the beastlord elders who aided us.'

Receive Gift of the Sphinx.

Find Elder Animist Muada in Shar Vahl. Give Gift of the Sphinx to Elder Animist Muada.

Elder Animist Muada says 'Gracious, that is indeed a precious gift. I will present it to the elders when we next gather as a council. They will be overjoyed at the rescue. You may keep that Feral Lord's Brooch to yourself as a reminder of what you learned. All [does not end] here though.'

You say, 'What does not end?'

Elder Animist Muada says 'There is still much to do as the sickly magic of Discord trickles through time and space to Norrath and Luclin. It appears that we may need to go to its source. You must go to Rashara. She will have a tale to tell you that will help you on your way to ending this threat to the wild.'

Find Rashara in Jaggedpine Forest at location +324, -1592.

You say, 'Hail, Rashara Wrualla'

Rashara Wrualla says 'Aye, I do remember that face, Beastlord. I am still recovering from my short trip to Kuua that suffers from the touch of the Realm of Discord. What a dark and foul place it is. Some of the creatures have hearts so dark it is nearly inconceivable. One of those creatures has robbed me of what I hold [most dear].'

You say, 'Most dear?'

Rashara Wrualla says 'There is a beast called a girplan, and while it does draw blood, it digs its fangs much deeper. I was traveling with my warder and encountered a girplan that was different somehow. It attacked me and my faithful warder ran to my aid. I did come upon some [luck], though.'

You say, 'What luck?'

Rashara Wrualla says 'I was able to get some distance when it landed a fatal blow to my companion. But, not only did it draw its blood afterward, it drew its essence, and now I am unable to summon my companion to my aid. I do not understand how it happened and I would have thought it [not possible].'

You say, 'Why not possible?'

Rashara Wrualla says 'It would mean a great deal to me and the elders if you could seek out this girplan in that eerie scarred land and, perhaps, discover what it did to my warder. I am unable to go myself as I could never dream of traveling without my warder. You will find a beastlord in Discord who also seeks the same creature. Give him this note.'

Receive Request of the Elders.

Go to Dranik's Scar and find Yerika Sisslak at location -590, +50.


You say, 'Hail, Yerika Sisslak'

Yerika Sisslak says 'You have the aura of a beastlord I should trust. If Elder Muada hasss sent you, you must prove it to me.'

Upon handing him the note, Girplan Spiritleech spawns along with several friends (fight information?). Kill it and loot Rashara's Warder Essence, after which a chest can spawn with additional loot. Hand the essence to Yerika.

Yerika Sisslak says 'You have certainly accomplished what I was not able to. I must go now, but be sure to take this letter and the essence back to Rashara.'

Go back to Rashara and hand her the Essence as well as the Elders Response.

Rashara Wrualla says 'I am speechless. You have done what I thought was impossible. You've restored my place as a beastlord and an elder. I am forever in your debt. Return to Muada and tell him I sent you so you may hear the most-troubling news . . . it seems we know more about a true enemy of beastlords in Discord. I can say no more.'

Go back to Shar Vahl and visit with Elder Animist Muada.

You say, 'Rashara sent me'

Elder Animist Muada says 'It seems that as soon as we overcome one problem, another makes itself known. This time, though, we have found a [beast] in Discord that truly means to abuse the strength of the wild spirits'

You say, 'What beast?'

Elder Animist Muada says 'There is a foul creature that is borne of Discord itself. We believe it has discovered a way to abuse the ways of the beastlord for its own gains. It has invaded the ethereal world of the wild and is trapping the magic and power we consider sacred. It must be [stopped] before it grows ever powerful and erodes the ability of all beastlords to be at one with our feral companions.'

You say, 'Stopped?'

Elder Animist Muada says 'Go speak to Erana Farrel. She is in the city of the dragorn and will most likely be in hiding while she investigates. She was the first to discover this evil plot and has the most information to help you. Give her this cloak. She had asked for some protection while she was out in that volatile realm.'

Receive Elder Cloak of Resilience.

Head to the Ruined City of Dranik (bring a raid force) and find Erana Farrel at location -1019, -253 (under the bridge). Hand her the cloak, triggering Discordling Dark Animist.

You say, 'Hail, Erana Farrell'

Erana Farrel says 'Ah, 'tis good to see the countenance of an ally, me friend. I'm sure Muada told ye I have discovered a most horrible plot by a creature of Discord. It is a frightening beast that is summoned from the twisted earth of this realm. It has managed to siphon some of the wild spirits of Norrath and is using it here to breed chaos. Fiendish brute! You should have a gift for me that I need and in exchange, I will tell you where to find this creature that commands our most faithful.'

Upon handing her the cloak:

Erana Farrel says 'Egads, me friend. It has been summoned from the ground. Take as many friends as ye can muster. Ye are going to need them. This creature will be surrounded by summoned spirits of our very own warders. Ye must release as many of those abused spirits as ye can and dispatch the animist. That beast must have something he uses to control the warders. Return it to me!'

She despawns but respawns 10-15 minutes later.

Discordling Dark Animist spawns with five adds at location +413, -1466. Adds are slowable and hit for around 600.

The named has an AE for 1000 + an hp/mana DOT. If things go badly, you can receive another cloak by talking to Muada.

Upon killing the Discordling Dark Animist:

Discordling Dark Animist's corpse pierces the air with an evil laugh as its image shimmers and disperses into the air, its voice still audible, 'We shall meet again, I have no doubt. I will know more and will be greater. Oh yes.'

Loot the Discordant Totem of the Feral, after which a chest can spawn with additional loot.

Turn in the Discordant Totem of the Feral to Erana:

Erana Farrel says 'You are owed a great debt from beastlords everywhere. You have restored the revered spirits of the wild and they have returned to Norrath. And, what's this? Interesting. I would not have expected you to find this totem. Its markings are unfamiliar. I have wrapped it for you. You must go to see Muada at once and show him this.'

Receive a Wrapped Discordant Totem of the Feral, which you can bring back to Elder Animist Muada:

Elder Animist Muada says 'I am honored to have had the opportunity to observe you -- a feral champion for the ills that have befallen our kind. You have certainly made your name known among us. While the spirit world is not freed from danger, it is much more promising with all that you've done. Take this token of our appreciation. It may not appear to be too much right now, but it will be very important should you [wish to continue to walk among the elders] of the lords of beasts.'

Receive Savage Lord's Totem, the Beastlord Epic 1.5. Reward: Savage Lord's Totem
Reward: Helm of the Feral

Beastlord Epic 2.0: Spiritcaller Totem of the Feral (Normal): If you have the Savage Lord's Totem (epic 1.5), when you received it, Elder Animist Muada (found in Shar Vahl at -165, +470, on the palace roof inside a yellow building in the corner, near the bard guildmasters) said:

Elder Animist Muada says 'I am honored to have had the opportunity to observe you -- a feral champion for the ills that have befallen our kind. You have certianly made your name known among us. While the spirit world is not freed from danger, it is much more promising with all that you've done. Take this token of our appreciation. It may appear to be too much right now, but it will be very important should you [wish to continue to walk among the elders] of the lords and beasts.'

You say, 'I wish to continue to walk among the elders.'

Elder Animist Muada says 'So eager to improve yourself, hm? This is encouraging indeed. You must understand that the path from here on out is full of brambles and you will need to acquire great knowledge of the spirit of the warder that you control. There is still much that you do not [know].'

You say, 'What do I not know?'

Elder Animist Muada says 'The terrible fate of the spirits in Discord is not over it seems. While we set back the efforts of that dark animist of that realm, it has simply recreated itself and once again threatens the spirits of our warders. We are [learning] more, however.'

You say, 'What are you learning?'

Elder Animist Muada says 'I'm sure you recall the totem you found on that animist. Well, we have studied it in great detail and we need to create a counterpart to it. This requires a great deal of skill and may take some time to complete. This is not a [task] you will be able to fulfill on your own, so you may consider amassing a group of Norrathians that might be willing to help the conservation of the beastlords.'

You say, 'What task?'

You receive a Peculiar Unshapen Piece of Wood.

Elder Animist Muada says 'You must create a totem that is bound to the wild spirits as well as your own. At one time in their lives, each elder has had one. We used it to focus the power of our warders to make them stronger and to bond them to our own spirits. It is time for you to take on this labor of life, now that you are well on the path to becoming one with the elders. Are you [prepared] to do this?'

You say, 'I am prepared.'

Elder Animist Muada says 'This is good news. I had no doubt you were ready. First, take this piece of wood. It is the first item you will need in creating your totem. It is a unique piece of wood and one of few that has been collected by the elders. Keep it with you. Now, there are several other [things] you will need to find as part of this journey.'

You say, 'What other things?'

Elder Animist Muada says 'There is a creature of dark repute in a realm of winds that holds clay made malleable with magic. Once the shape of a beast is made with it, it can aid us to summon those forms from the wild. We have found a way to refine it to help us summon the strongest and most loyal warders. [There is more] too.'

You say, 'There is more?'

Elder Animist Muada says 'A somewhat peaceful, if not fickle sort, nearby one of our dearest elders in a forest has been touched by the seeping of Discord into Norrath. It has become quite sickly with a dark magic and it has caused it to become extremely violent and seeking blood. Our elder, someone you know, escaped its power and wrath once, but you must help. This creature carries a magical blood which we will use for your totem to honor the lost wild spirits this creature consumed. I understand this creature was strengthened by taking the life of a noble and ancient wolf of our [world].'

You say, 'Our world?'

Elder Animist Muada says 'I suppose many worlds have strife, but Norrath is in grave danger and folk all over argue and bicker like never before. To this day, the Vah Shir have been battling with the grimlings. Many beastlords have helped Scout Husman in the past, but something has changed and not just any beastlord can overcome this new [problem].'

You say, 'What problem?'

Elder Animist Muada says 'You may need companions to aid you, which will test your strengths as a leader and a true lord of beasts. Tell Scout Husman you wish to end the great threat in the Grimling Forest and he will brief you. There are two pieces worn about the necks of as many grimlings. We need those trinkets and they will be difficult to obtain. The two brother grimlings have strengthened beyond our control and are powerful with the help of magic of the wilds. We need the precious metal and magic held in their trinkets and to end their threat. When you have these items, you must return to me at once and tell me that you wish to [make the totem]. Good luck, fair feral one.'

Making the Totem

Fierce Spirit Clay - Eryslai, the Kingdom of Wind

Spiritfrenzied Phoenix spawns on the Phoenix Isle when the ring resets (head straight up from the Plane of Air zone-in - you will eventually come to an opening with a whole lot of phoenixes). Kill it (fight info?) to loot Fierce Spirit Clay.

Scalding Blood - Jaggedpine Forest

Rashara Wrualla may be found at +400, -1600.

You say, 'Hail, Rashara Wrualla'

Rashara Wrualla says 'I'm so glad you are here. There is a gnoll here seeking to steal my very essence! How did I come upon such bad luck? I believe this gnoll heard about the theft of my warder's esseence, and now it wants mine. You must find it and spill its blood and take it to Muada forthwith!'

Dismal Darkpaw Mystic will spawn at +3400, +800 in the gnoll caves. It is level 71 or 72, hits for 920 and procs Cessation of Life. Once it's dead, loot the Scalding Blood.

Eerie Medallions - Grimling Forest

Find Scout Husman in Grimling Forest at -860, -1165 (inside the outpost outside of the south building).

You say, 'I wish to end the threat in the Grimling Forest.'

Scout Husman says 'Ah, I see you have come to help with the growing problem in the forest with the Grimlings. They were already a big enough problem, but some have changed and become ever more powerful and twisted. There are two in particular trying to amass a powerful following. You will mostly likely find them wandering in the forest from time to time as they recruit. Good luck to you friend.'

"A Grimling Colonel" and "Grimling General" roam the forest. Killing one supposedly spawns the other (need confirmation either way). They are each easily soloable, and each can drop the Eerie Medallion.

Make the Totem

Return to Elder Animist Muada.

You say, 'Make the totem.'

Elder Animist Muada says 'Very well. You must now fashion the shape of the totem and imbue it with what you have collected, but not without this bit of beastlord magic. The elders fashion this essence rarely, so treat it with care. You must find a way to blend the magic items taken from the earth and blood together to make the magical base for this totem. Then, use the result to surround a solid frame you find and bathe it with our essence with heat to form the magical basis for this treasured item. Then, you must use fires to mold it. I trush your knowledge and willingness to learn will guid you through this phase of your trials as a beastlord. Return to me and tell me that you are finished with this important duty. Be careful.'

You receive Combined Essence and Elders Totem Mold.

Combine 2 x Eerie Medallion + 1 x Scalding Blood + 1 x Fierce Spirit Clay in a New Tannan Kiln to craft Gilded Resonating Clay, minimum pottery skill 100 required, trivial unknown (no-fail?).

Combine 1 x Gilded Resonating Clay + 1 x Peculiar Unshapen Piece of Wood + 1 x Combined Essence in a spit or oven to craft a Malleable Glowing Totem, minimum baking skill 100 required, trivial unknown (no-fail?).

Combine 1 x Malleable Glowing Totem + 1 x Elders' Totem Mold in a forge to craft a Spiritbound Totem, minimum blacksmithing skill 100 required, trivial unknown (no-fail?).

Return to Elder Animist Muada.


You say, 'I have finished with this important duty.'

Elder Animist Muada says 'Now you have a fine instrument which is a reminder of your ascendance as a beastlord. Keep it close to your heart as you need that item of your very essence if you choose to advance further as an animist. Now...to continue your journey. First you must once again help to rescue the tortured spirits of our kin. The seething darkness in Discord has once again [trapped spirits] of the wild that we implore you to retrieve.'

You say, 'What trapped spirits?'

Elder Animist Muada says 'There are discordant beasts that have become twisted through no fault of their own. You may think of it as a spiritual plage, which has us mystified, but we need these creatures stopped. As they grow more infected with spirits, their strength is growing out of contol. We need you to go to that realm and find the source of the problem. They are incredibly large beasts, so beware and do not go alone. Go seek the scout.'

Find the Scouts

Bring a raid and find Jillaa Oogblat in Nobles' Causeway at +800, +950. Jillaa seems to be up for an hour, then down for two.

Set up your raid on the ledge at -50, +250.


You say, 'Hail, Jillaa Oogblat'

She despawns and then respawns after 10 minutes.

Jillaa Oogblat says 'Ah, you have the totem. Me call you friend. So friend, we gots big trouble here. Dem bazu are out of control. It not as dough dey weren't tough enough already! Dey gots da wrong spirits running in deir bodies. Dere is no way to calm dem eider. So we are going to have to kill them to get da spirits back. You must do dis. I tink dey know I'm here. Dey close by!'

Bazu Terror and four Bazu Crushers spawned. Bazu Terror hits for 900 and procs Explosion of Bone and Resonant might. The Crushers are mezzable. Once it's dead, loot Feral Dust.

Then you are in for a surprise: a tiny version of Discordling Dark Animist spawns in the middle of the corpse and instantly aggroes the raid, summoning, hitting for 500, and proc'ing a stun/mezz that lasts for three minutes (name of effect?). Once it's dead, loot a Discordant Animist Wand.

Bring the wand back to Jillaa Oogblat.


Jillaa Oogblat says 'Dat must be it! Da creature had da wand dat infected creatures. It must have tried to make an army. We done solved it! Me will wrap it and [keep] it until me see Muada soon. Me stay a bit to be sure dat dis not happen again.'

You say, 'Keep it?'

Jillaa Oogblat says 'Well, me sense dat dere something bad about dis wand. It not feel as powerful as it should really. Me sure it safe to keep with me. Take da dust back to Muada dough. He want to see dat.'

Head back to Elder Animist Muada and give him the Feral Dust.

Elder Animist Muada says 'Yes, yes, this is what we need. It's unfortunate you had to get it by the means you did. It seems that the command of the spirits is getting difficult to master with all the trouble coming about from that portal to that foul realm. Wait a moment, ______ . . . a messenger is coming.'

Messenger Yuashar says 'Sir! We have ill tidings. Jillaa gave the Dark Animist Wand she was holding to one of our scouts. No one has been able to find a trace of the ogre scout since -- and she is an easy one to find with that odor she carries around. What shall we do? Shall we keep searching?'

Elder Animist Muada eyes the messenger and then his feline eyes look over your face. 'We will send our esteemed beastlord, here. This master of beasts knows much and is more familiar with this issue than most. Will you [agree to take on this charge] of seeking out our lost scout?'

You say, 'I agree to take on this charge.'

Elder Animist Muada says 'I had no doubts, ______... Messenger, you may return to our scouts and tell them that our friend here will take on the hunt for the lost scout. Give Jillaa this elixir. I'm sure she is in need of it and it will alert her to your acceptance of the task.'

You receive Blended Elixir of Fortitude. Head back to Jillaa and give it to her.

Jillaa Oogblat says 'Yes, yes, welcome back. Me so worried. Me gave dat wand to scout, an ogre friend, and now it gone! And so is da scout. Someone told me dey found a tattered tunic dat looked liked da scout may have worn it quite far from here! It covered in strange black hairs and a sharp claw was stuck in it. Me don't want to tink about dat too much. It make me sad. Please go find da scout. And hurry!'

You receive a flag and can no longer spawn the Bazu Terror event.

Gather a raid and head to The Bloodfields and find the Tormented Scout in the southwest corner of the zone at -339, +119. The scout is up for thirty minutes, then down for two hours.


You say, 'Hail, Tormented Scout'

Tormented Scout says 'Get back, now. Dis a trick. Me can't control da . . . You must be [strong] for what coming. It know you here!'

You say, 'Strong?'

Tormented Scout says, in Thieves Cant, 'Me so sorry. Me cannot stop dis... It gots control of me!'

Is this actually an unknown language or just one unknown to the author? It is reported that learning all the languages still shows this language as unknown.

Yet another Discordling Dark Animist spawns, this time with six Savage Ferans. The Animist procs Call of the Ikaav, Flames of the Fiend, and Silence of the Shadows. When the Savage Ferans are killed, they instantly respawn as a mindburrow feran. When those are killed, they instantly respawn as a burnmuzzle feran. Try to fight the Discordling Dark Animist away from the ferans.

Once it's dead, loot the Gemmed Dark Animist Wand (a chest may spawn with additional loot) and bring it back to the Tormented Scout.


Tormented Scout looks at you with sad eyes. 'Me so sorry, but me could not stop it. Wand is terrible power. Me wrap it again like Jillaa. You take it to Muada, quickly. Me tinks we did it! It has no power without dis wand!'

You receive a Wrapped Gemmed Wand (identifies as "A carefully wrapped artifact"). Bring this wand back to Elder Animist Muada.

Elder Animist Muada says 'Well, this indeed explains why we were never rid of the dark animist. I do believe you have overcome that despicable fiend. I feel the wild spirits are safe now. But that doesn't mean we're done with you. What I must ask you will be the most difficult task yet. The dark animist has been using a magical item of great power. It holds within it the very essence of Discord that drives much of the dark animist's energy. You must bring one to me so we may study it and prevent any further abuse of our most beloved creatures. If you complete this task, you must also give me your Spiritbound Totem when you return, for it will indeed be time for you to transcend. If you have [lost] it, please tell. We may be able to help you.'

If you gave your Spiritbound Totem to Muada by mistake, you can say "Lost," then go to Elder Animist Dumul and pay him 5k for another.

Need missing dialogues.

Complete the six raid trials in the Muramite Proving Grounds to gain access to the Citadel of Anguish, then defeat one of the bosses there: Warden Hanvar to spawn an Orb of Discordant Energy, the Keldovan the Harrier ring event to spawn Jelvan`s Keepsake, Arch Magus Vangl, or Overlord Mata Muram. Loot a Globe of Discordant Energy.

Give the Spiritbound Totem and Globe of Discordant Energy to Elder Animist Muada.


Elder Animist Muada appears overwhelmed. 'There is no limit to your greatness, is there? You have done more than any other to save us -- the masters of the wild. Your time has come, savage lord. You are about to meet one of the very first beastlords of Luclin. Her name is Alladnu Eshiara. She is often found in the wild, studying nature and the ways of feral creatures. Find her, give her this letter and your Savage Lord Totem and she will complete your journey. I will be there in spirit friend.'

You receive Sealed Letter from Muada.

Head to Hollowshade Moor and find Alladnu Araihse in the southeastern part of the zone at -620, +1415.


You say, 'Hail Alladnu Araihse'

Alladnu Araihse says 'Ah, I can sense that you have truly walked the path of a commander of the wild spirits. You have your Savage Lord's Totem imbued with your spirit, do you not? Well, we will now put it to good use. You must give it to me as well as proof that Muada has sent you so we can proceed with final steps of your journey.'

Give Alladnu the sealed letter and your Savage Lord's Totem.

Alladnu Araihse says 'Follow me, _______. We will embark upon the final steps of your journey.'

She begins to walk; follow her.

Alladnu Araihse says 'Wait here for a moment.'

Alladnu Araihse begins to growl and ascend into the realm of the wild spirits as she closes her eyes.

Alladnu Araihse mumbles something quietly under her breath and her hands begin to shake.

Five different beastlords spawn one at a time.

Eternal Animist Ukki says 'Me happy to meet you beastlord. We watched you do all dat you did and we so happy to find you to end our troubles. I was da first ogre to learn da ways of mastering da beasts and you make us proud with your mastery of da feral ones.'

Eternal Animist Nyrash says 'It is an honor and pleasure to lay eyes on one with a heart so much like our own. Your deeds are worthy of many blessings. I was not the first Vah Shir to find the path to becoming one with the wild spirits, but I am the second. We owe you a tremendous debt.'

Eternal Animist Nudulk says 'We's so happy dat you came through almost like you's a wild spirit too. We can feel dat the spirits are slowly being restored, tanks to yous. Dat animist was behind most of da problems.'

Eternal Animist Mikkily says 'Aye, it is grand to finally meet the one we've had so many hopes for o'er many long hours. Just when we'd worry about something, there ye be, taking care of the problem. You are like so many of us -- willing to learn, determined, and ready to face any challenge. Grand day indeed, aye. I was one of the first barbarians to learn the way of the wolf and to bring it to my side.'

Eternal Animist Wikaq says 'Like my fellow eternal lordsss of the beastsss, I wanted to greet you. We are now at one with the wild spirits we spent our lives with and we want to give you the final teaching and rite as a savage lord. You are ready now . . . to accept the power of the beasts and receive our blessing.'

The air begins to rumble with a harmony of deep growls and all savage creatures grow restless with the passing breath and approval of the great animal spirit, Sahteb Mahlni.

Alladnu Araihse says 'It is done. I do hope you fully understand the gift that is about to be bestowed upon you. With each breath the eternal spirits of the wild spoke, your Savage Lord's Totem was imbued with their blessing. This totem has now come to represent all of the beasts most close to a savage lord. The swirling essence within it will allow you to tap into the spirits of your elders -- your origin -- with a focused mind. Are you truly [ready] to take your place among the respected elders of the beastlords of Norrath?'

You say, 'I am ready.'

You receive 10 AA points and your Spiritcaller Totem of the Feral.

Alladnu Araihse says 'Then you have finished your journey. Here ends my service and those of the spirits. You are one with the spirits now. Travel your life's journey with pride.'

Need missing dialogues if any, faction hits if any, missing information in general. Reward: Spiritcaller Totem of the Feral

Beastlord Epic: Claw of the Savage Spirit (Normal): Your first step is to hail Historian Sharar in Shar Vahl.

You say, 'Hail, Historian Sharar'

Historian Sharar says 'It is a pleasure to meet you, friend. Please let me know if you have trouble finding the book that you seek. If you request something that we do not have available, I can make a note to keep an eye out for it. We are getting in a great variety of interesting new material these days. Speaking of which, I need someone to take a tome to Elder Animist Dumul. He has been frantically researching something or another. I'm sure that you could pry a little and learn more about it if you were to take this book to him. Is that something that you would be interested in doing?'

You say, 'Yes'

Historian Sharar says 'You have a braver spirit than mine, friend, but I'm glad that someone is available to assist me. Take care and keep alert. The Khati Sha seem to be very troubled by something of late.'

You receive a Collection of Spirit Lore.

If you ask the Historian what the spirits are disturbed about she doesn't have a complete answer but knows it has to do with the spiritual realm.

You say, 'What are the Khati Sha troubled by?'

Historian Sharar says 'They have been researching the lore of elder spirits and their relationship to this realm. I really do not have much more information than that. I can only speculate that it has something to do with a disturbance in the spiritual realm. Perhaps...well... I cannot say for sure. If the Animist finds that he can trust you, perhaps you can learn more. I honestly have nothing more to offer you on the subject.'

Head to the Beastlord guild and find Elder Animist Dumul.

Elder Animist Dumul says 'Thank you, young courier. I will not need anything more from you at this time. We have a great deal of research to do and absolutely no time to complete said studies. Did the Historian tell you anything? Matters are bad enough without rumors floating about in the shadows. Speak up... did you hear anything about our situation?'

You say, 'The Khati Sha are disturbed about the spiritual realm'

Elder Animist Dumul says 'Well, my prying little friend. Someone as inquisitive as you may be of use to us. Perhaps you were sent to us by the very ones we seek to help. The spirits are capable of far more impressive manipulations. If any time warrants such trickery or nudging of fate, I would guess that this day would qualify. Be aware of one thing, youth... the beastlord that follows the path I see before us this day may not return to this house unscathed... if they return to me at all. If you are the Khati Sha I seek, prove your worth in combat and return to me with the Copper Medal of War. You can get this medal from assisting the soldiers in the Grimling Forest.'

Complete any one of the scouts' quests in Grimling Forest (Derrin's Raid for example) to get a Copper Medal of War. Nameds that drop the medal are:

P 768.0000, -185.0000, 44.0000, 240, 240, 0, 2, CAMP_1_ScoutHusman_Arcanist
P 297.0000, 1154.0000, 12.0000, 240, 240, 0, 2, CAMP_3_VeteranDarznel_OfficerTregli
P -939.0000, 134.0000, 11.0000, 240, 240, 0, 2, CAMP_7_CaptNecin_Bloodgaurd
P -22.0000, -852.0000, 0.0000, 240, 240, 0, 2, CAMP_9_CaptNecin_NightKnife

Once you have the Copper Medal of War in hand, run back to Elder Animist Dumul and hand it in.

Elder Animist Dumul says 'You have returned at a most opportune time, ____. If this medal is indicative of your abilities in combat, I may be able to find a slight amount of hope soon. We have learned answers for many of the questions that we had prior to your last visit. Please take this seal and this container. Place them somewhere safe, while I gather the information that we've accumulated so far. Let me know when you have the seal packed and are ready to be briefed. Should you ever lose it, just ask for another.'

Your faction standing with Savage Spirit has been adjusted by 900.

You receive an Official Seal of the Khati Sha and a Carved Wooden Chest. If you lose the seal at any point, return to him and state that you have lost the seal and you will be given a new one.

You'll now have to visit six Scouts for six fights.


Scout Vyrak, Emerald Jungle.
Mob: The Spirit of Rage
Loot: Totem of the Gorilla

You say, 'Hail, Scout Vyrak'

Scout Vyrak says 'It is a pleasure to meet you, but I do not have time to speak. I am waiting on official word from Shar Vahl. If you have been sent to assist me, please show me the Official Seal of the Khati Sha at this time. If you are not such a person, please carry on with your business and leave me to tend to mine.'

You'll want to bring two groups of 55+ friends to be safe. In each case, give your Official Seal of the Khati Sha to the Scout to spawn a 55th level 'Spirit.' Kill The Spirit of Rage and loot its Totem of the Gorilla. Turn the totem into the Scout to receive a Wrapped Gorilla Totem.

Scout Janomin, Permafrost (just inside entrance)
Mob: The Icebound Spirit
Loot: Totem of the Ice Bear

Scout Janomin says 'It is a comfort to meet you, ______. I was afraid that you might not be able to track me with weather out there being what it is. I must admit that my fondness of the snow is at an all time low right now. The sooner you release the spirit that resides in here, the sooner we can make a way back to a warmer climate.'

Scout Janomin says 'The spirit that you see is deep within these halls. I tracked it into this lair more than a week ago. The Spirit has taken up residence with the other bears in the lower chambers during that time. It should be relatively easy for you and your people to reach. Once you release the spirit, please return the totem to me. I will prepare it for the journey to Shar Vahl. May stealth and good fortune move with you.'

A large creature growls from deep within its icy lair.

The Icebound Spirit spawns. Kill it to loot the totem.

Zehkes the Great Storm takes form before you. It growls and sniffs the air. The strange spirit appears to nod at you and looks to the ground. The bear's form begins to lose shape, as its fur turns to snow and begins to blow away.

Give the totem to Scout Janomin.

Scout Janomin says 'Perfect work, ______! I am glad the elders made such a wise choice in sending you. I must admit, I was rather scared during the exploration of these halls. This lair is quite foul, quite foul indeed! Take this wrapped totem and place it in the case that you were given. Once you have all of the totems, seal the case and make your way to Shar Vahl. I work my way back as well. Thank you again.'

Scout Ahlikal, Feerrott (+374, -2440)
Mob: The Spirit of Decay
Loot: Totem of the Spider

Scout Rahjiq, Lesser Faydark (+185, -1885)
Mob: The Spirit of Malevolence
Loot: Totem of the Wolf

Scout Vyrak, Emerald Jungle (+237, +4212)
Mob: The Spirit of Rage
Loot: Totem of the Gorilla

Scout Eyru, Swamp of No Hope (-3650, +2330)
Mob: The Spirit of Sorrow
Loot: Totem of the Alligator

Scout Malom, Stonebrunt Mountains (+3650, -3530)
Mob: The Spirit of Torment
Loot: Totem of the Watcher

Put the six wrapped totems in the Carved Wooden Box and hit combine to create a Sealed Box of Totems. Return to Elder Animist Dumul.

You say, 'I am Ready to be briefed'

Elder Animist Dumul says 'As you may have gathered during our first meeting, we have been dealing with a situation that differs from any that we have dealt with in the past. We dismissed the situation as improbable at first, but unfortunately we have just attained certain proof. Our scouts have found that an individual has discovered a means of manipulating elder spirits. These spirits have a great deal of power over their natural environments. This person has used some new magic to take that power for himself.'

You say, 'What new magic?'

Elder Animist Dumul says 'The scouts were able to witness some of the rituals used to capture the spirits. They described a process that involved the use of a wooden totem, shaped in the image of the spirit's true form. The magic-user is able to use that totem to siphon the power of the spirit. He then uses that power to transform the spirit into an entity of malign intent. Fortunately, our research has given us the name of this vile magic-user.'

You say, 'What is his name?'

Elder Animist Dumul says 'His name is Draz Nurakk. It appears that he has learned the ways of the Khati Sha to the point of mastery. His magic and will seem to defy even the darkest secular beliefs of his people. We harbor no ill will toward the Iksar, but this individual must be stopped. This leads us to your mission.'

You say, 'What mission?'

Elder Animist Dumul says 'We need you to meet our scouts and assist them in releasing the spirits that have already been affected by this magic. None of the scouts have reported in for some time, so you will need to find them. Once you find them, show them the seal that I gave you. They will help you to release the spirits and capture the totems. Please have the scouts help you to place the totems in the case that I gave you. If you lose the seal or damage it in combat, please return to me for another. Good luck, ______. You must succeed if we are to maintain the balance of the spiritual realm.'

Hand him the Sealed Box of Totems.

Elder Animist Dumul says 'I have received word from several of our scouts indicating your impending arrival. We are all very pleased that you were able to release all of the spirits before any true harm could manifest itself. Your efforts have not only restored balance to the spirit realm, they seem to have also acted to hinder any other plans our antagonist may have had... for the time being. '

Elder Animist Dumul says 'Our Taruun scouts have discovered Draz Nurakk's location. A scout has returned from a set of islands on the Old World. The islands are in a place called Timorous. The Taruun returned while leaving a scout behind to insure that the foul Animist does not evade us any further. You will need to find the island on which our scout has set up camp. The island has a great statue on it. Hopefully, he will still be in that location. Show him this seal and he will know that I sent you to assist. '

You receive Seal of Elder Dumul.

Now go have a talk with Scout Sihmoj in the Timorous Deep.


You say, 'Hail, Scout Sihmoj'

Scout Sihmoj says 'Greetings friend, please show me the Seal of Elder Dumul and I will brief you on the situation.'

Give him the seal.

Scout Sihmoj says 'Good to see you, now keep your head down friend. He may look out here at any moment, though he's been asleep most of the day. He's been staying in a ruined building on that island over there. I'm sure you can see it from here. You should be able to surprise him with little trouble. Just take care to avoid any traps he may have set. He's proven to be a very capable magic-user. '

Scout Sihmoj says 'When you finish with him, please bring any evidence of his being dispatched back to me in this bag. I'll direct you from there. Good luck... I'll watch from here. '

Draz Nurakk does not exist in Timorous Deep (he's only found in Fungus Grove). Instead, six Iksars named Draz Nurakks Image spawn. The ensuing fight is handled easily with 24 people.

Each of these images drops one Shards of Broken Glass. Combine the six Shards in the Black Silk Sack given by Scout Sihmoj to make a Sack of Broken Glass and hand this sack to the Scout.


Scout Sihmoj says 'I knew that this creature had power, but how do you explain this? That fight was well beyond my comprehension. I'm not sure what to do other than have you return the bag to Elder Dumul. I'm sure that he will know what to do next. Take care and be swift. '

He gives you back the sack. Take it back to Shar Vahl and hand it to Elder Animist Dumul

Elder Animist Dumul says 'My fears were well founded, and I am glad that I have had people that are able to understand those fears. Please do not think that I have intentionally placed you in the path of harm, but I did have my suspicions about our adversary's strength. I am not surprised that he was able to deceive us in this manner. I thank the spirits that you were able to evade harm in your completion of this task. '

Elder Animist Dumul says 'Take this note to Arms Historian Qua. He has been researching a means of circumventing any protective magic that Draz Nurakk may have in place. When you meet him next, you will be well equipped to complete the restoration of balance to the spirit realm. Make your way to Qua and do as he says. '

You receive Note for Historian Qua

Arms Historian Qua is located at -176.79, 52.26, -188.25.

You say, 'Hail, Arms Historian Qua'

Arms Historian Qua says 'Hail citizen, may I help you find a book or are you looking for assistance with something else? '

Arms Historian Qua says 'It is a pleasure to meet you, ____. The Animists mentioned that someone would be by, but for me not to wait, so I sent the information that they requested to Weapons Master Rahoul. He is having a master smith finish the blades. '

Arms Historian Qua says 'Take him this receipt and I'm sure that he'll get you the weapons as soon as possible. Take care. It appears that a lot of people are relying on you in this matter. You may be the only person that can do this.'

You receive Qua's Receipt.

Now visit Weapons Master Rahoul, location -105.99, -540.14, -258.75.


You say, 'Hail, Weapons Master Rahoul'

Weapons Master Rahoul says 'Hail friend, are you a new recruit or have you been at it for a bit? '

Weapons Master Rahoul says 'You are just the time. The weapon that Elder Dumul requested has almost been completed. We need you to gather a few items in order to complete the weapon. These items will not require much effort to acquire, but I will need to tell you where to look. Place all of the items that I request in this box and return it to me as quickly as possible. '

You receive Rahoul's Collection Box.

Weapons Master Rahoul says 'Now, seek out a large chunk of perfect acrylia ore, two Gems of the Void, and chunk of dense fungal padding. Once I have those items, I can finish the weapon that you will need to use to kill the dark animist. '

Weapons Master Rahoul says 'The ore that I require is often used to create living rock formations. These collections of rocks and boulders will often leave a trail of energy that causes other rocks to collect and come to life. Our scouts have seen these formations in a variety of areas. Take care when you attempt to gather this ore. '

Weapons Master Rahoul says 'If you look in the Maiden's Eye, you will find entities that are the embodiment of darkness. Their twisted spirits are not allowed to escape the form that they inhabit. They have no hope of escape, unless they are released during the destruction of their material form. There are some occasions when the power that is used to keep them in this realm will turn upon itself during this period of destruction. This process is what produces the Gems of the Void. '

Weapons Master Rahoul says 'When traversing the Deep, you will run across a shrieking fungus. Those creatures are much more durable and dangerous than the other fungi that you may encounter in the caverns of Luclin. It is for this reason that we use their flesh as padding. Take care when hunting them, for they will provide a good challenge. '

He is asking you for:

- one Chunk of Dense Fungal Padding dropped from an ancient shrieker in The Deep.
- one Perfect Acrylia Ore dropped in The Grey by trap-spawned mobs such as Stonehands or Stone Beasts.
- two Gems of the Void dropped by Xi Xaui and Xi Vius in Maiden's Eye.

Combine the four items items in Rahoul's Collection Box to make a Sealed Collection Box and hand this box to Weapons Master Rahoul:

Weapons Master Rahoul says 'These claws should work well for you. The design was research by Historian Qua. They should work to neutralize the magical field that protects the dark animist and allow you to tear his scaly flesh from his frame. Remember that all of this is theoretical. Those claws are an original creation. You will be the first to prove their effectiveness in combat. '

You receive 2 x Jagged Claw of Rending, one for PRIMARY and one for SECONDARY. These do bane damage against Draz Nurakk later.

Weapons Master Rahoul says 'Take the claws back to Animist Dumul and show him their design. Use them well, ____. May the spirits guide you in your attack. '

Give the two claws to Animist Dumul:

Elder Animist Dumul says 'These claws are exquisite. I can see that a great deal of thought went into their design. Now it is your turn to demonstrate your proficiency in your chosen role. You have a great challenge ahead of you, for we have determined that only these claws will work to harm this dark animist, this corrupter of spirits. You will need the support of your people; but in the end, only the strength of your will can save us. '

Elder Animist Dumul says 'Our scouts have tracked Draz Nurakk to an abandoned village in the Fungus Grove. We learned of his intent to track you down. I take it that he did not appreciate your willingness to assist us. He knows who you are, so it will be best for us to get him before he can conjure up any more surprises. Find Scout Halmia in the Grove and give her this seal. Then bring the evidence of his destruction to me when you are done. Place his head, the seal, and those claws in this box and return it to me. '

You receive the two claws back, as well as a Khati Sha Seal of War.

Now to your final battle, in Fungus Grove. Give your Seal to Scout Halmia.

Scout Halmia says 'I thank the spirits that you have arrived. I would not have been able to stop the dark animist if he were to attempt to leave. He has made camp in an empty set of huts. He has moved from hut to hut, but made no attempt to leave the area. I would be wary of traps if I were you. I must admit that I was afraid. That is why I moved to this location. He should still be there though.'

This will spawn Draz Nurakk (yup, he's back). This time loot his head.

Put the head, your two claws, and the seal into the box and hit combine.

You have fashioned the items together to create something new: Sealed Gilded Wooden Chest.

Give the chest to Elder Animist Dumul and receive your epic.

Elder Animist Dumul opens the container and looks at its contents and says, '____, you have saved the balance of the spirit realm. Your selflessness has made an impression that will last well beyond the effects of your recent deeds. The inhabitants of this realm are all in your debt. Your efforts to restore balance in the material realm have been worth more than we can reward you for.'

Elder Animist Dumul shouts 'Citizens of Shar Vahl, please take the time to acknowledge the efforts of a true champion and hero to our people. ____ has worked valiantly with great personal risk, to restore balance to our realm. We, the Khati Sha of Shar Vahl, feel that only a spirit as strong as ____'s can be entrusted with the Claws of the Savage Spirit. Please take this time to give ____ your thanks and respect.' Reward: Claw of the Savage Spirit
Reward: Claw of the Savage Spirit
Reward: Dark Animist's Tunic
Reward: Dark Animist's Greaves
Reward: Dark Animist's Bracer
Reward: Elf Bone Snout Ring
Reward: Jagged Claw of Rending
Reward: Jagged Claw of Rending

Beetle Eyes (Normal): Speak to Taruun Rolom. He stands on the ledge outside the South Gate to Shar Vahl, to the west of the gate.

You say, 'Hail, Taruun Rolom'

Taruun Rolum says 'Hail friend! Are you just out killing time or are you looking to earn a wage?'

You say, 'I am looking to earn a wage.'

Taruun Rolom says 'Hmmm... I see. Well friend, there is plenty for you to do here. There are all sorts of pests in the hollow that lies below the city. It would be nice if we could get rid of all of them. Perhaps then we could concentrate on real soldiering. With that in mind, we are always looking for another brave young citizen to go down there and kill some of the vermin. Tell the other guards that you are being assigned to help. They will tell you what to do.'

Khala Dun Bokh stands guard at the south end of the South Bridge.

You say, 'I am being assigned to help.'

Khala Dun Bokh says "Thank you for coming to assist. We are always looking for hungry new soldiers. Young soldiers get old much too fast these days. Just look at me.' He smiles at this comment. 'Do this old soldier a favor and go down there and gather up a handful of rhino beetle eyes', he says and looks at the mass of crawling creatures that wait below. 'Beetle eyes not only taste good... they keep your fur shiny as well."

Rhino beetle eyes are a fairly rare drop from the rhinobeetles in the pit. Gather and give four of them to Khala Dun Bokh.

Khala Dun Bokh tosses the beetle eyes into his mouth & attempts to say something to the effect of "here is your payment." The sound of crunching gristle & popping eyeballs prevents him from saying it properly.

You gain experience!!
You receive 3 copper from Khala Dun Bokh.
You receive 3 silver from Khala Dun Bokh.
Behari is Missing (Normal): This quest begins with Jalil Talih in Shar Vahl.

This quest begins with Jalil Talih in Shar Vahl. Find Soulbinder Ghula, Jalil is in the second room in the hallway to the right of her.

You say, 'Hail, Jalil Talih'

Jalil Talih says 'Oh, hello there. Thank you for stopping by, but this is just not a very good time for visitors. My daughter is very upset over what has happened.

You say, 'What has happened?'

Jalil Talih looks up and says, 'Oh my, I thought everyone had heard by now. Behari has gone missing. Been quite some time now, in fact. Even the king had gotten involved in the search for him, but...' Jalil lowers his voice to a whisper so as not to upset his daughter, 'everyone has about given up hope. Soroush was the last we know of that had seen him, but he had very little helpful information.'

You say, 'Who is Soroush?'

Jalil Talih says 'Soroush has taken over Behari's duties... temporarily, at least. He can usually be found right in the throne room in case he is needed.

You say, 'Is Kalila your daughter?'

Jalil Talih looks proudly towards his daughter, 'She has Aisha's eyes, that girl does. Having grown up in the palace, I feared she would never find love but this is far worse. She has now found and lost one so dear to her. At her age, I was just training to be a guard and had not a care in the world.'

You say, 'Who is Aisha?'

Jalil Talih stares longingly into space at the sound of Aisha's name, 'Ahh, she was my treasure, rest her spirit. From the moment I laid eyes upon her I wanted nothing more than to care for her, shower her with everything her heart desired. I was a very modest man at the time and she wed me all the same. Who would have guessed back then that someday we would live in the palace together. Do you know how i came to live in the palace?'
Kalila Talih chuckles in spite of herself between sobs, 'You do love to tell that story, father, don't you?' she says with a smile. Jalil, though relieved that his daughter can still find something to smile about, has the look of a man that might prefer that she found something else to smile about. He says nothing, but grins sheepishly.

You say, 'How did you come to live in the palace?'

Jalil Talih's chest swells with pride though his eyes reveal a hint of modest embarrassment at the attention, 'Well, I was just barely out of training, still on honor guard duty near the King's chair at the arena. There was a frenzied battle going on between two most skilled combatants. A deft parry sent a warrior's trident sailing through the air. Now I am no hero, instinct just took over- I did what any honorable Vah Shir would do. There was no time to get the King out of harm's way, I just threw myself between he and the weapon. A spot of poor luck had the blade pointing my way and I was fairly well wounded. I spent a few months recovering before returning to duty, but the king has never forgotten and insisted that I and my family reside here in the palace ever since.'

Upon hailing Kalila, who is laying in a deathly stance on a bed to the right of Jalil:

You say, 'Hail, Kalila'

Kalila looks up from her teary handkerchief, the deepest sadness visible in her eyes, 'I am very sorry, but I am not very good company at the moment. I fear my love will never return.'

You say, 'Who is your love?'

Kalila Talih , recalling joyful memories that bring sadness to her eyes, chokes on her words, 'It is not easy for me to talk about, perhaps someday... I began writing of us, thinking that it would help lift my sinking heart, but I could not finish even that.' As she speaks, she lazily flips through her diary where a story of true love has been recorded.

You say, 'Can I read your story?'

If your faction is not high enough you get responce below and are not able to obtain her diary.

Kalila Talih says 'You need to prove your dedication to our cause before I can discuss such matters with you.'

With proper faction:

Kalila Talih considers you for a moment, 'I do not suppose I could ever bear to finish it. It is a story I wish had a happy ending, but I do not have it in my heart to create such a thing. If you would like to read it, I suppose you may. It is probably best that I try to distance myself from this experience,' she says half-heartedly.

She gives you Kalila'a (misspelled in game)

Speak with Soroush, in the back right corner of the throne room:

You say, 'Hail, Soroush'

Soroush says 'Greetings to you. I have just returned from another trip to Katta Castellum and am trying to organize my notes, I apologize that I've little time to talk. Everything happened so suddenly what with the odd circumstances surrounding the last diplomat, I have not quite had time to get used to my new post.

You say, 'What odd circumstances?' or you can ask about Behari

Soroush pauses to find the right words, 'Behari, the last to hold this post, disappeared on his last trip to Katta. He was a friend of mine for some time, I never dreamed that I would have to undertake his duties in this way. I believe that I was the last to see him alive. His behavior at the time seemed peculiar, but I shrugged it off as simply a man blissfully in love,' he says with a heavy sigh, and adds somberly, 'I was very happy for him.'

You say, 'What behavior?'

If your faction is not high enough, you get the responce below.

Soroush Koroun says 'I am not sure that I should discuss this matter any further, I hope that you understand.'

With proper faction:

Soroush Koroun says 'I never mentioned this to Kalila, I thought it would hurt her more than it would help, but when I bumped into Behari just before he disappeared, he was going on and on about a love potion of some sort. He was very excited, said he thought it would be the perfect gift for Kalila on their wedding night, so you see why I never mentioned it. Anyway, he said that he had just gathered all of the ingredients and was heading back out of Katta.

You say, 'What love potion?'

Soroush Koroun says 'I have no idea what he meant by a 'love potion.' I have never even heard of such a thing, it just isn't my field, I am afraid. Maybe one of the spiritists knows something about it. I doubt that it will do anything to help you track down Behari, but I wish you luck my friend.

The closest spiritists are Grawleh and Fehril.

You say, 'Have you heard of a love potion?'

Spiritist Fehril says 'Hmmm, while I dabble in the art of potions mixing myself, I am no scholar in the field. Perhaps Spiritist Ragnar would be of more assistance to you.'

Elder Spiritist Grawleh says 'Love potion? Sounds intriguing but not familiar, I am afraid I cannot help you. However, if I were looking for information about potions and the alchemical arts, I would see Spiritist Ragnar. He has a shop just outside of the palace.'

Find Spiritist Ragnar and ask him about the potion:

You say, 'Have you heard of a love potion?'

Spiritist Ragnar says 'Love potion? Never been done and not worth the risk to try after what happened to Kanaad.

You say, 'What happened to Kanaad?'

Spiritist Ragnar says 'Old Kanaad taught me a lot of what I know- he was about the greatest potions expert in the city back then. He started gathering legends and lore about some infamous love potion. Not some silly thing to make the girl of your dreams fall in love mind you- this fabled tonic was intended to be shared only between two who had found true love. If their feelings were strong enough it would... well, that was part of the problem, no one knew what it was supposed to do. Kanaad learned of some crazy human in the mountains that had supposedly figured out the secret to the potion. The results were not what anyone had hoped for.

You say, 'What were the results?'

If your faction is not high enough you get responce below and are not able to obtain Kanaad's Supplies.

Spiritist Ragnar says 'I am sorry, but I am right in the middle or something.'

With proper faction:

Spiritist Ragnar shuffles a bit uncomfortably, considering whether or not he should be telling you this, 'This is not something that I would normally talk about, but Soroush came by and told me that you are on the trail of Behari- if this will help you find him, then I will tell you all that I know... Kanaad had a time getting the ingredients and was only to make just a very little bit. He sat down with his love, alone in a room and intended to share the elixir. Well, that was the last anyone saw of her, and he was manic, out of his mind... The mixture had driven him from his senses and he snapped. It took quite a bit to restrain him and figure out what to do next.'

You say, 'What did you do next?'

Spiritist Ragnar considers you for a moment and, as though reminding himself that you are trustworthy, continues, 'Well what we learned was that not only did the mixture drive the drinker mad, but it was incredibly addictive as well- a horrible combination. All that we could do was give him a controlled intake of the potion for his addiction and try to treat his dementia. With his returning sanity came the realization of what he had done to his love. It was the most harrowing thing I have ever seen someone go through in all of my life... He is better now, but has never quite been the same and rarely speaks to strangers. Give him this and you should at least get a chance to explain.'

Spiritist Ragnar hands you Kanaad's Supplies.

Speak with Kanaad: He is on the FIND list

You say, 'Hail, Kanaad'

Kanaad looks at you wearily and fails to respond as though he simply lacks the energy.

You say, 'Have you heard of a love potion?'

Kanaad tenses, looking at you somewhat nervously, eyes darting, and says nothing at all.

If you try to ask about Hoober without giving Kanaad the supplies:

Kanaad says 'You need to prove your dedication to our cause before i can discuss such matters with you.'

Hand him Kanaad's Supplies.
Your faction standing with Kanaad has been adjusted by 900.

Kanaad rummages through the box, 'let's see, some lucerne, the leaves I had needed and... What is this? A note form Ragnar...' He mumbles a bit to himself, 'I see, you are looking for this boy and Ragnar thinks I can help. Good lad that Ragnar. I am not much for story telling these days, but I suppose you want to know about Hoober.'

You say, 'I want to know about Hoober'

Kanaad says, 'I will try not to repeat what Ragnar has already told you.' After taking a deep breath, clearly taxed by the memories, he continues, 'My research had brought me to Katta Castellum. After a long day's work I took a seat at the end of the bar in a local pub. Trying to get my mind off of potions for a while, I overheard a story about a crazy man roaming Tenebrous Mountains. Everyone seemed to know him as Hoober the Delirious. Seems he had become something of a local legend for his very odd habit of asking people to gather some rather obscure ingredients in exchange for a very rare reward.'

You say, 'What ingredients?'

Kanaad says 'The promise of true love and everlasting happiness can make even the most scarce ingredients seem trivial. People laughed him off as a lunatic and after finally meeting Hoober I could easily tell why, but his story piqued my interest given my current... project. I asked the fellows to repeat the ingredients this man requested, but they were drinking rather heavily and had paid little attention in the first place. They were very vague, but what they could remember sounded very similar to a partial recipe I had found a record of earlier that very day. Against my better judgement I sought out this wanderer and we had a most interesting conversation.

You say, 'What conversation?'

Kanaad gently closes his eyes and paints a picture in his mind, 'There was no denying the man's state of mind, he was utterly delirious. That was why I was so convinced...' he drifts off, 'so convinced...'

You say, 'Convinced of what?'

Kanaad says 'At this notion, he takes a deep breath and opens his eyes to look at you once more, 'you see when he finally did tell me of the things he was looking for, he was eloquent, impassioned, unmistakably controlled. He knew what he was talking about, it seemed like this had to be it, the answer to what I was seeking. So I gathered up the components and combined them myself, and then it all went so horribly wrong...' It takes him a moment to regain his train of thought, 'You wouldn't even be able to have an intelligible conversation with this man due to the cripling nature of the addiction unless someone made you up a batch.'

You say, 'Can you make a batch?'

Kanaad glances nervously about, 'I am not sure that I should, the temptation would... perhaps Ragnar could... no he hasn't experience with this mixture.' Kanaad seems to wrack his brain for alternatives, silent for a long moment. His inner conflict evident, he steadies himself for what he is about to do, 'I suppose that I am the only one who can mix this potion for you properly. I can... yes, I have no doubt that I will be fine.' His inner demons put somewhat out of his mind, Kanaad looks you straight in the eyes and says, 'I will need a Luclin clover, a drop of moonlight and some essence of sonnet.'

You say, 'Luclin clover?'

Kanaad says 'The Luclin clover is in many ways just like any other ordinary clover, but the ones that grow out in the Thicket seem to posses an extra sensitivity to magic and enchantment.

You say, 'Drop of moonlight?'

Kanaad says 'A drop of moonlight is exactly that- not solid, not liquid but a captured drop of light itself. Any astrologer worth their salt will be able to harness one for you. Dont know much about astrology myself, but I'd guess that the platforms above the palace would be an ideal place from which to see the stars.

You say, 'Tell me about the Essence of Sonnet'

Kanaad says 'This will be the biggest hurdle between you and the potion. The essence of sonnet is a rare and wonderful thing, only the most gifted bards will ever produce one in their lifetime. No amount of effort or studying will help them either- it is an unexpected thing. You see, bards dedicate their life to the telling and retelling of stories, it is their job to inspire others with tales of triumph and tragedy. When a bard of the highest order sees or hears something that so genuinely and so overwhelmingly inspires them, something magical happens.

It was the Elder Spiritist who knew about the love potion, so you can assume it is an Elder Bard who may be able to help you with the essence of sonnet. You can locate Elder Hymnist Hortitosh on the top of the palace with the Find feature.

You say, 'Hail, Elder Hymnist Hortitosh'

Elder Hymnist Hortitosh says 'Hail. Are you here to assist with something specific or just looking for work?'

You say, 'Can you create an essence of sonnet?'

Elder Hymnist Hortitosh stops what he is doing and looks at you, most surprised, 'An essence of sonnet? I have never produced such a thing my friend, though the fact that you would even request one from me is very flattering.' His eyes leave your face and settle off in the distance somewhere as he continues, 'I was present once when one was created... it was beautiful. I was only a child, but there was no mistaking the significance. Oh how I would love to produce such a thing myself- an accomplishment without peer for one of my art. They say that the inspiration must be genuine, should you know of something that could inspire me so then by all means, I will see if I have an essence of sonnet within me.'

Give Hortitish Kalila'a Diary which was refered to as 'a story of true love'.

Elder Hymnist Hortitosh opens the diary and reads. Before long he is utterly engrossed in the story of purest love that you have given him, and it begins. You are something less than fully aware of what happens next, the wind whistles and you could swear that the room fills with light though you could not prove it. A moment later, a sense of completeness has filled you. All you know for sure is that Hortitosh stands before you, fully spent, and you hold in your hand what could only be an essence of sonnet.

You receive Essence of Sonnet.

While you are on the top of the palace head outside. The platform with the golden dome on the right side is the only outpost in the palace with a Vah Shir that is not a guard.

You say, 'Hail, Nayantara Tarana'

Nayantara Tarana didn't notice you until you spoke, 'Hrmm? Oh, hello there, ______. I have to say, Norrath getting closer lately has been pretty to watch, but now that thrill has worn off, it really gets in the way of seeing the stars behind it. Trying to divine the will of spirits from astral patterns and nebular activity is a lot easier without a planet in your face,' she chuckles.

You say, 'Can you harness a drop of moonlight?'

Nayantara Tarana says, 'Under normal circumstances I am happy to sell a drop of moonlight- it is one of the few ways for an Astrologer to make any money,' she chuckles. 'Problem right now is that my telescope is out of commission and trying to harness a drop of moonlight without a telescope is rather akin to trying to catch a fish with your bare hands, know what I mean?' Laughing heartily at her own joke, she continues, 'Anyway, if you want, I would be happy to trade you a fresh drop of moonlight for a new reflective shard. You may need to head to the Geerloks in Katta for one though, I do not believe anyone sells them locally.

Geerlok is a gnome down in the Tinker Area in the bottom level of Katta. Go down the stairs then through the left opening guarded by the short people. Follow the big (as opposed to small) doors back to the tinkers. You can also get a reflective shard from tinkering merchants in other places. It costs about 13 platinum so be prepared.

Nayantara Tarana inspects the shard, 'This is perfect, _____, thank you. I will fit this into my telescope as soon as I get home, here is the drop of moonlight that I promised you. Good luck, my friend' she says with a bow.

You receive a Drop of Moonlight.

Get someone who can forage to help you get the clover. It is NO TRADE so have them hand it in first before you give the other 2 ingredients. They will need to raise their faction with the Vah Shir to amiable in order to get Kanaad's Supplies from Spiritist Ragnar and then give the supplies to Kanaad so they can raise their faction with him. Not raising faction with Kanaad will result in the clover being handed back to your forager.

Kanaad looks through your ingredients, inspecting them closely, 'Well done, that was fast. I must say that I am surprised that you managed to get them at all. I have my part prepared so... here goes.' He places the ingredients in a medicine bag, brow furrowed in concentration and slowly extracts a foul gray liquid into a vial. 'Yes, that's the stuff. Now take it please and go,' he says with a shudder and turns to leave.

You receive Elixir of Obsession

Hoober is just to the left of the Grimling Forest zone in the Tenebrous Mountains, standing near a large round rock in a valley. If you stand nearby you will overhear a few conversations between him and his pet giving clues to his involvement in the quest and also his crazy state of mind.

Hoober appears to be playing a game with invisible pieces. He stares intently at the air in front of him, deep in strategic planning before reaching out, grabbing an unseen token and moving it silently to another space in midair. A moment later, his head jerks up and he stares directly at his pet, 'what? I did not and I resent your implication that I did. Like I would need to! If this is the way you are going to be then I don't even want to play!' he states and spins around indignantly. The elemental pet has no response.

Hoober blurts out 'you can keep the whole lot of 'em I tell you!' He stares at his elemental companion a moment, who does not seem to respond in any way, to which Hoober retorts, 'Well that may be what you think, but what do you know? You aren't even a day old for pity's sake! And who have you ever been in love with anyway?' After giving his silent, summoned companion ample time to respond, Hoober continues, 'Sure she does and how come you've never mentioned her before now? Cause you're full of crackers I say. You really get under my skin with that high and mighty attitude you know?'

Hoober is fuming angry. It takes you a moment to be sure, but it looks as if he is upset with his elemental pet. 'Well you broke it, that's why, you idiot! I always tell you that you play to rough, but not you don't want to hear it, no,' he hollers as he waves a locket in the face ofthe summoned creature. The chain on the locket is broken and the elemental has no response whatsoever to the continued berating, 'I'll need you to fetch me a pitcher of water and a bunch of vegetables for a salad otherwise we may never hear from her again and then all hope for peace among the tribes will be lost. Now go.' Hoober looks satified as his pet stands at his side, resolute and unmoving.

Hoober assumes a very serious and conspiratorial air as he whispers so that he thinks only his elemental pet may hear, 'The wombats will come, for they have a new leader, and he brings them frightening power, he does. It will he be he who is foolish indeed that does not fear the wombat.' The summoned creature sits in silence, no response forthcoming.

Hoober looks utterly exasperated and yells at his elemental pet, 'No, no, no!! First the rabbit goes around the bend and then the child can enter so that the flowers will bloom giving new life to the faceless jar of wisdom. If I have told you that once I have told you that one thousand times, please do not make me repeat myself.' He pauses for a moment, collecting himself, before addressing his animated companion once more, 'now, we were discussing the affairs of state?' Hoober says 'Well my mother lived underground with the rest of them, don't you know. Where would you expect a royal envoy to live, in the middle of a raging storm? Of course she would, but enough about me, tell me about your mother...' He looks at his elemental pet for a moment as though awaiting a reply, and responds to the absolute silence, 'really, is it as drafty up there as one would assume?'

You say, 'Hail, Hoober'

Hoober snaps his eyes in your direction. He gestures wildly with his hands and face, his voice crackling with insanity as he speaks, 'Are you talking to me? I don't see anyone else around so you must be talking to me. Did you come to discuss matters of high importance like the struggle between the Violet Tri-tubes and their oppression under the iron fist of the Barrel Trees? Or perhaps you wish to speak directly with the animals for I can show you how. If you came in search of the power of flight, you would not be the first.'

You say, 'Where is Behari?'

Hoober says 'He was a man. He was a good man. Born on a rock in a lake in world from a reality far from this coil you and I call our homes. He was the hero of his existence, fighting for those that sought to destroy you as part of the endless struggle to remove the giant rat from power. Did you know that with the proper care and education, elemental pets can make wonderful conversationalists?'

You say, 'Have you heard of a love potion?'

Hoober sort of calms as he speaks very clearly, very deliberately, 'Do not trifle with me on this. A luclin clover, a drop of moonlight and the essence of sonnet- bring me these things and you will shar eternity with whomever you treasure most.'

You say, 'Luclin clover?'

Hoober says 'These are abundant throughout the thicket, now go.'

You say, 'Drop of moonlight?'

Hoober says, 'Any skilled astrologer can get you this thing. Bring it to me now.'

You say, 'Essence of sonnet?'

Hoober says 'A difficult thing to acquire, find a bard and get it done, waste no more of time, bring me the ingredients!'

He does not accept the ingredients if you try to hand them to him so give him the Elixir of Obsession Kanaad made. Hoober then attacks in resistance.

Hoober struggles as you try to force-feed him the elixir, making you think twice about the wisdom of force-feeding something to a madman. 'I DON'T WANT TO DRINK MY JUICE, MOTHER! NOW GET YOUR HANDS OFF OF ME!' he shouts.

Hoober will fall to the ground in a sedated state. Give him the elixir. (I don't know what a "bit o a start" means but it is spelled like that in game. Seems like there are a lot of spelling mistakes in this quest, or perhaps it is some sort of code?)

Hoober coughs a bit as you feed him the elixir. With a bit o a start he comes around to full consciousness with a calm in his eyes. 'Do I know you?' he asks.

You say, 'What happened to Behari?'

Hoober sobs into his hands, 'horrible tings... such horrible things... I remember this man named Behari, take this, it belonged to him before... before I... 'suddenly, Hoober begins to shake uncontrollably. He starts to look at you, something between fear and dementia behind his eyes, 'Go! GO NOW! It's starting again, I shouldn't be around decent people! LEAVE ME ALONE! Stop treating me like a fool, I will leave the money in a sack under the seventy-third pillar from the giant froglok just as I agreed with your master NOW GET AWAY FROM ME!' His shouts echo throughout the mountains as he tears off at a full sprint.

You receive Aisha'a Locket (misspelled in game)

Return to Shar Vahl and hand Jalil Talih the locket

Jalil Talih looks at you stunned, 'This is... it was Aisha's, my wedding gift to her. Kalila had given it to Behari and I thought I would never see it again. Where did you find...' Jalil trails off as the truth becomes clear to him. With a sorrowful look at his daughter, he continues, 'at least now we know. You have gone to such lengths, please take this, it was my gift from the city upon obtaining full Khala Dun honors. You have earned it my friend.'

You may also choose to give it to Kalila

Kalila Talih gasps at the sight of what you have handed her, 'mother's locket! Have you found...' She looks into your eyes and sees the answer to her unspoken question. 'I... I thank you,' is all that she can manage.
Jalil Talih says 'At least now we know. You have gone to such lengths, please take this, it was my gift from the city upon obtaining full Khala Dun honors. You have earned it my friend.'

You receive:

Belt of the Khala Dun
MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 6
STR: +3 WIS: +4
SV DISEASE: +2 SV POISON: +2
WT: 3.0 Size: SMALL
Class: ALL except SHD MNK NEC WIZ MAG ENC
Race: ALL except DEF
Slot 1, Type 7 (General: Group)

Updated dialogue by SCindyee Reward: Belt of the Khala Dun

Broker Fahaar's Tailoring Quest (Normal): You say, 'Hail, Broker Fahaar'

Broker Fahaar says 'Hello _____, if you know any citizens looking for work please tell them to show me their acrylia slate.

Broker Fahaar says 'Excellent, I can always use someone eager to work. I require young rockhopper hides to stretch for some special tailoring projects. Combine in this sack the hides of four young rockhoppers and return to me the full hopperhide sack, I will give you a stretched hide in return. '

Place 4 young rockhopper hides in sack and combine.

Broker Fahaar says 'Very nice, I thank you _____. Here is the stretched hide I promised, and a leather cord I made from the scraps. If you have no need for the hide itself, any merchant will purchase it from you. If you desire to become my apprentice, save four of the cords that you earn from me and return them when you desire to learn more. May the spirits guide and protect you!

You gain experience!!

Fill 3 more sacks to get a total of 4 leather cords.

Broker Fahaar says 'So you wish to learn the way of the Vah Shir tailors, do you? I assure you it is among the most difficult to master of any of the great Vah Shir disciplines, but one of the most rewarding as well. If you truly wish to learn how to manipulate fabrics and materials of all types you'll have to start with a basic task. Take this Vah Shir skinning knife and use it to cut a [belt strap]. Once you feel that you've mastered that task, bring me an example of your work and the Vah Shir skinning knife I gave you and we'll start you on some needle work. '

You gain experience!!

You say, 'What belt strap?'

Broker Fahaar says 'Belt straps are cut from medium quality rockhopper hides. Just take the knife and cut a strap out of a good section in the hide. The medium quality hides are nice and tough, but you have to search a bit to find a decent strip in the material. Good luck with it.'

Rough Belt Strap is mq rockhopper hide plus Vah Shir Skinning Knife in tailoring kit - trivial is 36.

Broker Fahaar briefly glances at the strap and throws it over his shoulder. He then says, 'I can tell it's hurried work, but it will do. I supposed you're ready to learn some needlework. The needlework really makes the belt. Here, this needle set will allow you to learn the basics of our trade. You'll want to practice on some [Black Chitin Belts] and some [Bone Beaded Belts]. Bring me one example of each of these and your needle set to show me that you've mastered the basics of this sort of needlework. If your work is good enough you might be able to sell a piece or two as well. '

You gain experience!!

You say, 'What Black Chitin Belt?'

Broker Fahaar says 'Black chitin belts are made by using the Vah Shir needle set and a Shade Silk to thread some sections of scorpion carapace onto a rough belt strap. The belts look great and they are rumored to make you feel stronger. You'll want to use the Vah Shir needle set I just gave you wth the silk, as normal needles will most likely break off if you try to push them through a scorpion carapace. '

You say, 'What Bone Beaded Belt?'

Broker Fahaar says 'Bone beaded belts are made by threading grimling finger bones onto a rough belt strap with a Shade silk thread. The bones are often tough to pierce, so you'll have to use your Vah Shir needle set on them. Be careful not to poke yourself. '

Black Chitin Belt is rough belt strap, scorpion shell, shade silk thread, and Vah Shir Needle Set in tailoring kit - trivial is > 47.

Bone Beaded Belt is rough belt strap, grimling fingerbone, shade silk thread, and Vah Shir Needle Set in tailoring kit - trivial is > 40.

Broker Fahaar says 'You're getting better, _____, these are very well done. I believe you're ready to take the acrylia needle that is so necessary to our work. With this needle you'll be able to pierce even the toughest hides almost effortlessly, as well as to stitch the most delicate fabrics without tearing them. The first thing you should work on with this needle are some [Owlbear feathered leggings]. When you have managed to fashion a set of these,
bring them to me with your acrylia needle and I'll provide the final tool for your journey toward master tailor. '

Owlbear Feathered Leggings are owlbear feather, sonic wolf pelt, 2 shade silk threads, and acrylia needle in tailoring kit - trivial is >90. You turn in the Owlbear Feathered Leggings and the Acrylia Needle and then he gives you back the Acrylia Needle and Thimble Set.

Broker Fahaar says 'Well done, _____. These leggings are truly the work of an aspiring master tailor. I have just received word from the palace that the king is planning a celebration in the near future, and he wishes the guards to have new uniforms. Take this case and fill it with owlbear hide tunics and take it to Elder Hymnist Hortitosh on the roof of the palace. I'm sure the king will be pleased with your work. '
You gain experience!!

You receive a Clothing Case.

You say, 'What owlbear hide tunic?'

Broker Fahaar says 'Owlbear hide tunics are notoriously difficult to make; you'll need to use your acrylia needle to sew two owlbear hides together. You'll need two lengths of Shade Silk thread for the stitching, as well as a tunic pattern. '

Owlbear Hide Tunic is 2 owlbear pelts, 2 shade silk threads, tunic pattern, and acrylia needle - trivial is 135. Combine 6 Tunics in the Clothing Case to make a Case of Guard Uniforms. Hand it to Elder Hymnist Hortitosh.

You say, 'Hail, Elder Hymnist Hortitosh'

Elder Hymnist Hortitosh says 'These are finely crafted indeed, _____. Merchant Fahaar told me you were quite the prodigy, but don't tell him I told you that. Take this receipt and show it to Fahaar and tell him the king is quite pleased with both your work, and his teaching! '

You gain experience!!

You receive Order Receipt. Give it to Broker Fahaar.

Broker Fahaar says 'Well done, _____. You have done very well and the king is pleased. You have been a great help to me filling that order for the king. Here, take this jerkin and wear it with pride. All who see it will know that you are an accomplished tailor and a friend of Fareen! '

You gain experience!!

Receive Sleek Sonic Wolf Hide Tunic. Reward: Sleek Sonic Wolf Hide Jerkin
Reward: Vah Shir Skinning Knife
Reward: Vah Shir Needle Set
Reward: Acrylia Needle
Reward: Acrylia Thimble and Needle Set
Reward: Stretched Hopperhide

Cook Yalkiin's Beetle Claw Stew (Normal): You say, 'Hail, Cook Yalkiin'

Cook Yalkiin says 'Welcome to our kitchen! As you can tell we stay pretty busy in here. There are a lot of people to feed and a vast number of delicious meals to feed them. I'm in charge of preparing stews, broth, and vegetables. If you ever have any questions about those areas, please let me know.'

You say, 'What about stews?'

Cook Yalkiin says 'Stews are a staple in this kitchen. When a cook can't think of a real meal or needs to feed a large number of people in a hurry, they can always whip up a stew. You have to be able to adapt and provide, friend. That's our role here. We're here to make sure people eat. When food is abundant, we can be as lavish as we please. When I'm in a hurry or out of supplies, I like to throw some Beetle Claws in some boiling broth and... bam! It's soup!'

You say, 'What beetle claws?'

Cook Yalkiin says 'Beetle claw stew is quick, easy, and fills stomachs. The main ingredient comes from the Rhino Beetles that can be found in abundance around the city. We use the claws in a variety of dishes, so we can always use a few more. Here, I can give you a bag if you want to go gather some for me. Just fill it up and come back.'

You receive a Stained Mesh Bag, a LORE NO DROP 4-slot size SMALL container. Hunt A Rhinobeetle Hatchling in the pit below the city to get the 4 required Rhino Beetle Claws, which are a fairly common drop. Combine them in the bag to craft a Full Mesh Bag. Give this to Cook Yalkiin.

Cook Yalkiin tosses the bag in a pile with several others and hands you your payment. 'Thank you very much,' he says. 'The more of these that I can gather, the better. I always seem to be low.'

You gain experience!!
You receive 6 copper from Cook Yalkiin.
You receive 5 silver from Cook Yalkiin. Reward: Tattered Hopperhide Shoulderpads
Reward: Tattered Hopperhide Gorget
Reward: Tattered Hopperhide Sleeves
Reward: Tattered Hopperhide Wristbands
Reward: Wooden Practice Mace
Reward: Wooden Practice Long Sword
Reward: Wooden Practice Warhammer
Reward: Wooden Practice Flail
Reward: Wooden Practice Spear

Cook Yalkiin's Vegetables (Unsolved): You say, 'Hail, Cook Yalkiin'

Cook Yalkiin says 'Welcome to our kitchen! As you can tell we stay pretty busy in here. There are a lot of people to feed and a vast number of delicious meals to feed them. I'm in charge of preparing stews, broth, and vegetables. If you ever have any questions about those areas, please let me know.'

You say, 'What vegetables?'

Cook Yalkiin says 'I could go on forever about vegetables. There is such a huge variety to choose from and so much that you can do with... well... come back a bit later and we can talk about them in greater detail.'

Even with a 350 Baking skill, he doesn't say much more.

Cook Yalkiin's Worm Meat Broth (Normal): Cook Yalkiin may be found at -155, +450, -165.

Cook Yalkiin says 'Welcome to our kitchen! As you can tell we stay pretty busy in here. There are a lot of people to feed and a vast number of delicious meals to feed them. I'm in charge of preparing stews, broth, and vegetables. If you ever have any questions about those areas, please let me know.'

You say, 'What broth?'

Cook Yalkiin says 'I can make broth from just about anything. Meat, water, and spices can be turned into a base broth for just about and stew or sauce. The current favorite around here comes from the meat of the large worms that come up from the earth around the base of our city. I know that they look horrid, but they really do taste great! If you want to help, I will pay for every four servings that you bring me.'

A Xakra Larva drops the Worm Meat and may be found in the pit beneath the city. Give Cook Yalkiin 4 Worm Meat unstacked.

Cook Yalkiin looks at each piece of meat before wrapping them in a spiced cloth. 'These look like good cuts of meat. I hope that this will suffice as payment,' he says as he stacks the wrapped meat on the counter.

You receive some coins and the occasional weapon or piece of armor or weapon. Reward: Wooden Practice Dagger
Reward: Wooden Practice Two Handed Hammer
Reward: Wooden Practice Short Sword
Reward: Wooden Practice Flail

Dar Khura Apprentice (Shaman #3) (Normal): Fharra is located in the North District of Shar Vahl.

Hand your Treated Hopperhide Buckler to Fharra Cawfeet (loc 460, 360). In return you will receive your shield back as well as be given a Blackened Clay Jar, a 4-slot container.


Fharra Cawfeet looks like she has been awake for many hours. She looks up and says, 'Are you here to assist me with these sick citizens? I was told that a few of our newest Dar Khura recruits might be coming to aid me. I could definitely use the help. Here, take the jar while I explain. Were you [told] about the tasks that I need help with?' The room is filled with the smell of aromatic herbs and the sweat of the feverish.

You say, 'No, I was not told.'

Fhara Cawfeet says 'I was called to this house a few days ago, because several members of a recent scouting group have been running slight fevers. The fever is nothing that should alarm you but we will need to tend to them. Tending to the sick is one of our duties as Dar Khura. Would you be willing to run some [errands] for me? I cannot leave these scouts unattended.'

You say, 'Yes, I am willing to run some errands.'

Fharra Cawfeet says 'I need you to make a tonic to help alleviate their fevers. Please head into the cavern system just beyond the thicket. Gather the hearts of muck diggers that roam those caverns. Their hearts seem to regulate the temperature of their body and can be used in potions and tonics to control temperature in a similar fashion. Brew two of those hearts with a flask of water and it should produce the tonic I need. Please, fill a blackened clay jar with tonic. Try to make it back before I fall over from exhaustion.'

Fharra's Soothing Tonics are made by combining two Muck Covered Hearts (dropped by Muck Diggers in Paludal Caverns) with a flask of water in a brew barrel.

Combine four soothing potions in the Blackened Clay Jar to create a Jar of Tonic.

Hand the Jar of Tonic to Fharra Cawfeet.


Fharra Cawfeet perks up with you hand her the jar. "Many thanks," she exclaims, as she digs in her medicine bag. "Your assistance is greatly appreciated. Please take this tincture. It will help to strength your buckler. Mydi Darjik can help you apply it. She is a friend and a wonderful alchemist. Tell her that you need her to treat your buckler. Take care, friend!"

She will hand you a another treatment for your Treated Hopperhide Buckler. She will also ask you to speak with Mydi Darjik for further instructions. Mydi Darjik may be found at -266, -393, -187 in the Alchemy Supply building which is between the Bank and the Brewery in Shar Vahl.

Hand Mydi your shield and she will offer to help you treat your shield.

She will hand you a Large Folded Cloth.


Mydi Darjik cuts the cloth big enough to cover your buckler twice over and folds it neatly. She puts the cloth on the buckler and hands it to you. She looks around for a moment and says "Sometimes I feel as if the spirits are playing a trick on me. I'm out of spores. I never seem to run out of spores until the times when I need them most. You'll need to gather them on your own to make the soaking solution."

If you follow the dialogue, she'll tell you to soak it in gray liquid and wrap the cloth around the shield with the treatment. To do this, she instructs you to first create the murky liquid by brewing a Dulfis Mushroom in a flask of water.

The Dulfis Mushrooms are a ground spawn found near the Shadeweaver's zoneline in Paludal Caverns.

Combine 1 mushroom with 1 flask of water in a brew barrel.

Next, combine the murky liquid with the cloth given to you by Mydi in the brew barrel.

This will change the cloth into a container called Steaming Cloth. Place your Treated Hopperhide Shield and your treatment into the cloth and combine them. This will result in an upgraded Imbued Hopperhide Buckler.

Hand Mydi your new shield and she will tell you she has another task for you to complete.

She will hand you an 8-slot Small Slimy Bag and ask you to fill it with Wetfang Eyes.

These eyes drop from Large Wetfangs in Paludal Caverns. Combine the 8 eyes in the bag to craft a Very Slimy Bag. Hand this to Mydi.


Mydi Darjik says 'Thank you very much! I was almost out of these eyes and I'm sure you'll agree they aren't easy to come by. Your assistance will not go unnoted. Here is the blessing I promised you. Take this token to Spiritist Fehril along with your recruit's cloak, and your wonderful new buckler. He'll know that I sent you with my blessing. Take care and may the spirits guide you, young Dar Khura.'
Your faction standing with Dar Khura got better.
You gain experience!!

You receive Mydi's Token. Take this back to Spiritist Fehril. Turn in the Token, your Recruit Cloak, and your buckler to Fehril.

Spiritist Fehril says 'Your progress fills me with pride. Please take these things as a sign of our appreciation. I hope that they help you as much as you have helped us. When you are ready to continue your training, please contact Jaima Seyel. You'll most likely find her in the Dar Khura Guildhall. She will train you from this point.'

Spiritist Fehril shouts 'Fellow citizens, may I present to you with our newest apprentice to the sacred Dar Khura. Bijouoot has assisted us for some time now and we can only hope that this assistance doesn't go unnoticed. Now, please join me in thanking Bijouoot for such selfless service to our people!'
Your faction standing with Dar Khura got better.
You gain experience!!

You get your buckler back and a Cloak of the Dar Khura Apprentice. Reward: Cloak of the Dar Khura Apprentice
Reward: Imbued Hopperhide Buckler

Dar Khura Journeyman (Shaman #4) (Normal): This quest is offered by Jaima Seyel who is located in the Shaman's Guild in Shar Vahl. Give Jaima your Apprentice Cloak.

Jaima Seyel smiles and says 'Very good. I am glad to have you here. I hope your studies have proven to be worthwhile thus far. Our sect is challenging, but we are vital to the survival of our people. Our research and ability to commune with the spirit world has allowed our people to overcome the challenges of the wilderness here. Here, take this bag. It is time for you to face your first real challenge.'

You say 'What challenge?'

Jaima Sayel says 'You will need to walk into the darkness of the Hollowshade Moor to face this enemy. Unlike the wolves that we have always been able to commune with, the wolves of the moor are oblivious to our attempts at communication. We have studied them for some time and our determination is that they are too corrupt for us to deal with. Their aggressive behavior and sheer numbers have forced us to research ways to kill them as quickly as possible. Fill that bag with the paws from one of those wolves. Once that task is complete, please return to me with the evidence of your encounter.'

Jaima gives you a 4-slot Brown Leather Bag to fill with 4 x Sonic Wolf Paws, the stackable, droppable kind that drop from all kinds of Sonic Wolves in Hollowshade Moor. Combine 4 paws in the bag to create a Bag of Wolf Paws, which you then give to Jaima.

Jaima Seyel says 'I see that you've met those beasts and made it back in one piece. I'm not sure if you noticed their ability to move and communicate as a pack, but it is both amazing and horrific to witness in action. They have proven to be enough of a problem to warrant special research. We have been able to build a weapon type that produces severe wounds on the wolves.'

Jaima Seyel says 'The constant threat of attack by the wolves has made it the responsibility of each citizen to carry one of those weapons. This strainer will be necessary in the construction of such a weapon. Take this note and seek out Amal Iuziq. He is a researcher that resides in the Library of Spiritual and Natural Studies. Give him this note and he will guide you further.'

In return you will be given a Note to Amat and your Ceremonial Metal Strainer.

Find Amat Iuziq in the library right outside the Palace. Give him the note, and he will give you a Supply Voucher.

Amat Iuziq says 'So friend, I see Jaima is preparing you to deal with the sonic wolves. Have you heard the term 'sonic wolf' used yet? We call them that because of the face they do not use eyes like an ordinary wolf. They have overcome the night by using a sensory system similar to that of a bat. I sure hope we do not turn into such monstrosities over time... Blasted darkness! Well, back to your situation. You have your strainer, I'm sure. Now, you'll need to purchase the Sonic Wilf Bane books from my frien Qua in the other library and read them. Once you've read them, please take this voucher to Arrin Murij at the general mercantile. He will give you the staff that you will need for your weapon. Good luck, friend.'

You have received a Supply Voucher.

Arms Historian Qua is in the building across where you found Amat. Buy from him the three books; Wolf Bane Lore Volume I, Volume II, and Volume III. Also pick up the Weapons Assembly Kit as you'll need that.

You can use the Find ability to locate Arrin Murij. Hand him the supply voucher and he says:


Arrin Murij reaches behind the counter and pulls up a large spear shaft. 'Here you go, friend.' He says as he hands the staff to you. 'Be sure to take your finished spear back to Amat when you're done with it. He'll need to see your sonic wolf bane spear and the apprentice cloak you have on before he can promote you to the next rank. If he isn't able to promote you, I can't send out any more vouchers. That's an order from the General. We're training citizens as fast as we can. The war with the grunts seems to be picking up. Well, take care friend and say hello to Amat for me. He's an old war buddy of mine.'

You receive Dar Khura Spear Shaft.

Crafting these weapons requires the cooperation of all of the five Vah Shir classes: Bard, Beastlord, Rogue, Shaman, and Warrior. Each supplies a component that may only be crafted by Vah Shir of that class, and the components are combined to produce class-specific sonic bane weapons.

Vah Shir Shaman must contribute a Reactive Sealant Soak, which is crafted via brewing in the Ceremonial Metal Strainer (trivial around 135):

Blackened Salt Crystals
Crystallized Ygri Root
Digested Night Palm
Sonic Wolf Brain
Water Flask.

Combine the Reactive Sealant Soak in the Weapon Assembly Kit with Sonic Wolf Bane (poison crafted by rogues), Toughened Sinew Lashings (crafted by beastlords), a Porous Dagger Blade (crafted by warriors), and a Ceramic Dagger Sleeve (crafted by bards). This is a no-fail combine. The result is a Sonic Wolf Bane Spear.

Give this spear and your Cloak of the Dar Khura Apprentice to Amat Iuziq, who will give the spear back to you, along with your new Cloak of the Dar Khura Journeyman and a random low level spell.

Upon Turnin:

Amat Iuziq says, 'You have done well, Meowmrawr. Your progress gives me hope for the future of our people. Continue your training with the same effort and attention to detail and you should do well. I would not be surprised if you become a hero of great renown. Now, please take this new cloak and your spear and head to the moor. You will need to speak to a citizen by the name of Ahom Guzhin for your next assignment. Take care and good luck to you, Journeyman Meowmrawr.'

Your faction standing with Guardians of Shar Vahl has been adjusted by 5. Reward: Cloak of the Dar Khura Journeyman
Reward: Sonic Wolf Bane Spear
Reward: Spell: Cancel Magic

Dar Khura Recruit (Shaman #2) (Normal): This quest is the next step for the Vah Shir Shaman after completing the Vah Shir citizenship quest.

Elder Spiritist Grawleh says 'Present your acrylia slate to spiritist Fehril and he will guide you through your early training. May the strongest of our ancestral spirits be your inspiration.

Give your Acrylia Slate to Spiritist Fehril.

Spiritist Fehril says '_____! So good to see you! It is my honor to guide you for a time. May the spirits inspire my words that you might grow wise in the hearing. You are young and need to be strengthened. Bring me three hairless hides of rockhopper young. You can find them in the crater surrounding our city, formed when the portion of Norrath our city is built upon came to rest in its current location.'

Kill needle clawed rockhoppers in the outskirts of Shar Vahl until you've looted three Hairless Rockhopper Hides. Take these to Spiritist Fehril.

Spiritist Fehril craftily places the hides in a circular frame and hands you the product, 'You've completed my first task and as a reward I present you with this small token. May it serve to protect you from our enemies.' Spiritist Fehril says 'As a member of the sacred Dar Khura, you will be asked to become proficient in the art of brewing. Sweetwater is produced by combining xakra bile and scorpion blood with a flask of water in a brew barrel. Pour two flasks of sweetwater into this cask and return it to me.'

Elder Spiritist Grawleh says 'I know many of the taverns and eateries have their own barrels, but you may want to try Jakhal and Kahala's Brewery. You can find it in the southwestern section of the Merchant's Quarter, or Corridor of Heroes, as I like to call it..

You receive a Hopperhide Buckler and a LORE / NO TRADE Empty Cask.

Brew 2x Sweetwaters and combine them in the Empty Cask. Give the resulting product to Spiritist Fehril.

Spiritist Fehril takes a sip from the cask and furrows his brow, 'Well, it's a start I suppose. With a little practice you are certain to get better. Here is some hide treatment I just made, it will make your buckler stronger. It just needs some time to ferment before I apply it.'

Spiritist Fehril says 'Citizens often need assistance and the Dar Khura must be available whenever possible. Merchant Ayyad has requested someone to run an errand and I am sending you. Return to me with Ayyad's seal, the hide treatment, your buckler, and your initiate's cloak.'

You receive a Hopperhide Treatment.

You say, 'Where is Merchant Ayyad?'

Spiritist Fehril says 'The Merchants' Quarter lies in the middle of the city just east of the Royal Palace.

Merchant Ayyad is just outside the palace walls, standing in a corner another merchant.

You say, 'Hail, Merchant Ayyad'

Merchant Ayyad says 'Hello _____, sorry but I have no time to chitchat. I'm looking for the help of a citizen.'

You say, 'I am a citizen'

Merchant Ayyad looks at you excitedly, 'Show me your acrylia slate and I'll explain my situation.'

Give Ayyad the Slate.

Merchant Ayyad says 'Some of my wares are spoiling and I must place them in a container to preserve them. I cannot afford to take the loss that would result if they were to rot. Please _____, take this bowl and combine two lumps of gray mud with a flask of water and xakra bile. Take the resulting clay and this sketch with another water flask to fashion an unfired gray jar. Fire it in a kiln with a firing sheet and return to me with the product as soon as you can.

You receive Ayyad's Bowl and a Reusable Jar Sketch. Follow Ayyad's instructions to make the gray jar. The Bowl does not go away when you do the combine to make the clay. The sketch is returned to you when you make the unfired gray jar on the pottery wheel. Give the finished gray jar to Ayyad.

Merchant Ayyad says 'Excellent! Please accept this knapsack as payment for your trouble. Here is my seal as well. I can always use more jars and if you give me four of my seals I will share with you a family secret.'

You receive Ayyad's Knapsack, a 4 slot LORE container that weighs 1.5 and can hold medium size items, and also receive Ayyad's Seal.

Go back to Spiritist Fehril and hand in Ayyad's Seal, the buckler treatment, the Hopperhide Buckler, and your Initiate's Cloak of the Shar Vahl.

Spiritist Fehril says 'Well done you _____, your deeds will not go unnoticed. You will now be known throughout the land as an official recruit of the revered Dar Khura. As your status improves so will the rewards for your service. Here is your treated buckler, your new cloak, and a spell I trust you will find a use for. Show your buckler to Fharra Cawfeet and she will continue your training.

Spiritist Fehril shouts 'My fellow Vah Shir, I present to you the newest recruit to the sacred Dar Khura. Kitakata has shown great potential in the service of our sect. Please join me in thanking this citizen for service to our people!


Rewards:
Experience
Cloak of the Dar Khura Recruit
Treated Hopperhide Buckler
Spell: Frost Rift Reward: Ayyad's Knapsack
Reward: Cloak of the Dar Khura Recruit
Reward: Hopperhide Buckler
Reward: Treated Hopperhide Buckler
Reward: Spell: Frost Rift

Dharr's Lure (Normal): You say, 'Hail, Dharr Nadim'

Dharr Nadim says 'Step up, step up! Please take a moment to purchase some supplies from me. Times are hard and my [luck] has been bad.'

You say, 'What luck?'

Dharr Nadim says 'I have just come from Hollowshade Moor a few weeks ago. My fishing days have been very unprosperous. The lures that I have now are made of low quality Acrylia and scare the fish away rather than attract them. I want to make a new lure, and on my way in I noticed the dull color of the [scorpions]. I would have moved closer to them but unfortunately I am deathly allergic to the poisons found in scorpion venom.'

You say, 'What scorpions?'

Dharr Nadim says 'The scorpions are at the bottom of the canyon surrounding the city. If you can bring me four shells to make a few lures, I will give you my old lure. Be careful making your way down the ledges, as there are many steep drops.'

You say, 'I will bring you scorpion shells.'

Dharr Nadim says 'The scorpions are at the bottom of the canyon surrounding the city. If you can bring me four shells to make a few lures, I will give you my old lure. Be careful making your way down the ledges, as there are many steep drops.'

You need 4 of Shell of a Scorpion, which drops from A Scorpion in the pit surrounding the city.

Dharr Nadim says 'Excellent, hopefully my fishing business can start to thrive once again! As I said before you can have this old lure. You won't be able to catch anything with it but maybe you can pawn it off to a jewelry merchant.'

You gain experience!! Reward: Dharr's Lure

Feed the Hopper (Normal): Mahron Sood is located across from the bank near a cage. (Bank loc is neg 251, neg 560)

You say, 'Hail, Animist Mahron Sood'

Animist Mahron Sood says 'Hail mate, did you need something from me or are you looking to do me a favor?

You say, 'I will do you a favor'

Animist Mahron Sood says 'I've been playing with this little hopper for a while with the hopes of maybe domesticating him. He's fond of grimling parts, so that's what I bring him when I come over here to sit around and
work on my leatherwork. I'll make you a deal... If you bring me four grimling toes or finger bones, I'll trade them for one of my leather pieces. Don't mix them up though.... I'm trying to see which he likes best... fingers bones or toes.

Upon handing in four Grimling Toes :

Animist Mahron Sood says, 'Thanks mate, I'm sure he'll love these! Here's the item that I promised you.'

You gain experience!!
You receive 5 copper from Animist Mahron Sood.
You receive 8 silver from Animist Mahron Sood.

Your reward is a random piece of leather armor. Reward: Hopperhide Tunic

Jharin Apprentice (Bard #3) (Normal): Hymnist Gawfed is at location -120, 90. As you look up the palace steps, he's in the building to the left. Hand him the Buckler of the Jharin Recruit to start the following dialogue:

Hymnist Gawfed says 'Very well met, young friend. I assume that Gherik has sent you to me for the purpose of training you. Unforunately, I will not be doing any formal training for the several days. I'm taking a bit of a holiday to celebrate my wife's birthday. If you could take this receipt to the merchant for me before my wife gets home, I'd appreciate it. I'll place you at the top of my training list as well.'

You say, 'What merchant?'

Hymnist Gawfed says 'Gah... I'm losing my wits. I didn't tell you which merchant. Well, the fur is the first thing to go, and the mind is a close second. My wife's birthday is usually quite a large event in my household and I've been trying to make this one extra special. I'm lucky I can still find my tail. Take the note to Jihli Mahej. He's an importer who lives near the... gah! I can't remember the address. I'm sure you'll find him though. Good luck!'

Jihli Mahej is in the building to the left of the Registrar. After you talk to Jihli (dialogues needed) (apparently the vase that had been ordered was broken), he directs you to Chogar to repair the vase that Gawfed bought, instead of refunding the money.

Chogar is located under a tent in the southern-most section of the town. (loc -483, -313; Outside of Building #17 on EQAtlas's page).

Chogar will give you a Rough Vase Sketch (dialogues needed) and will send you back to the pottery wheel to complete this step. (The sketch is returned on a failure) Combine a block of clay, water and sketch in the pottery wheel to receive the unfired vase. Then fire it in the kiln with a quality firing sheet. Trivial for the combine is between 85 and 95.

Take the vase back to Gawfed.


Hymnist Gawfed looks at the vase and nods his head in approval. "I know that she's going to love this vase. The craftsmenship is amazing!" He says as he admires the vase. I need to properly thank you for retrieveing it for me and I think that I know just the thing. If you gather some owlbear feathers I can have my brother apply them to your cloak. He can make a cloak really stand out. It will be a prize fit for any aspiring apprentice to wear. Take this sack and fill it with seven feathers and your recruits cloak. Then return it to me with your cloak. I'll have it all sent over to my brother together in one bag.

You will receive a Large Cloth Sack (make sure you have a container slot open).

Owlbear feathers drop off owlbear cubs, fleshrenders and razorbeaks in Hollowshade Moor, as well as off grimy owlbear cubs in Paludal Caverns.

Combine 7 of the feathers and your Cloak of the Jharin Recruit in the sack to craft a Bag of Feathers, which you should hand to Hymnist Gawfed.


Hymnist Gawfed says 'It looks like you're all set. I'll have this sent over to my brother at once. Thank you again for fetch the vase for me. I can't wait to give it to the missus. I just know that she's going to love it. I have another task for you. It shouldn't take much time at all. Your cloak won't be done for a while, so you can do this while you wait. Take this piece of parchment to Jangle. He'll give you a bag of lute strings. I'm restringing all of my instruments before the party. Please be quick. Thank you again. '

You receive experience, positive faction with the Jharin, and a Note for Jangle.

Jangle can be found at 237.85, -493.71.


Jangle says 'I would love to fill this order for you friend, but the lad that we sent out into the moor to hunt up our last batch of owlbear guts has not returned. No guts, no strings. I'm afraid that I have neither. If your master will allow it, perhaps you could go gather the guts for me. If you complete this task, I will waive the fee for his next couple of orders. I'm sure that he'll find that proposal pleasant enough. Here's a bag to gather the guts in. Please fill it before you return to me. '

You receive Jangle's Bag to fill with the Owl bear guts. They look like Fatty owl Bear Meat so it is best to look before you loot as the bag will not combine if you mix and match. If you didn't gather enough guts while collecting feathers, go back out to Hollowshade Moor (yes, it's likely you're going to get tired of that zone, just like every other Vah Shir) and chase more owlbear cubs.

Combine the 8 guts in the bag to craft a Bag of Owlbear Guts, which you should give to Jangle.


Jangle says 'Thank you for gathering these materials for me. This bag should last for some time. I'll need to clean this bag and make the strings. While I'm doing that, please take this note back to Gawfed and have him specify how many of each string he wants. He only listed the sizes in his note, not the quantities. '

You receive experience, positive faction with the Guardians of Shar Vahl, and a Note from Jangle. Give the note to Hymnist Gawfed.

Hymnist Gawfed says 'I really must be losing my mind. I could have sworn I specified the quantities. Oh well, I apologize for the confusion. Please take this back to him with my apologies. '

You receive experience, positive faction with the Jharen, and a Note to Jangle.

Hand the note to Jangle.


Jangle says 'Very good, he's got it all written down this time. These strings should work nicely for him, and let's not mention the fact that they are absolutely free. Take care and remember to shop here for all of your Jharin needs. '

You receive experience, positive faction with the Guardians of Shar Vahl, and a Bag of Lute Strings.

Yes, that's right, go back to Hynist Gawfed, and give him the strings.


Hymnist Gawfed says 'My dear friend, _____, you have been a wondrous help! Though we have not had an opportunity to work on the more refined Jharin teachings, you have definitely proven yourself to be an honorable citizen and worthy apprentice. My brother has returned with your cloak. Please take it along with the title of Jharin Apprentice. To further demonstrate my appreciation of your work for me, please take this lute. '

You receive Cloak of the Jharin Apprentice (ac+6 sta+1 cha+2 hp+5 Pottery +2% Class Bard, Race Vah Shir only), and Lute of the Jharin Apprentice (+2cha Class Bard, Race Vah Shir only).

Hymnist Gawfed shouts 'Everyone, please welcome my student and friend, _____, to the rank of Jharin Apprentice! '

Hymnist Gawfed says 'Now, please meet with Aljuum Mohim. He will be responsible for your training during my holiday. Please show him the lute that I just gave you. He'll most likely be in a tavern somewhere. I just hope that he is sober. Take care, friend! '

You also gain experience, and faction with the Jharin.
Reward: Lute of the Jharin Apprentice
Reward: Cloak of the Jharin Apprentice

Jharin Journeyman (Bard #4) (Normal): Aljuum Mohim may be found in a bar in the south end of town (in the "slums"). Hail him and give him the Lute of the Jharin Apprentice.

Aljuum Mohim says 'That is quite a lute. Gawfed has an incredible gift in that area. I don't have the patience to build instruments. I prefer to use my time for other things. I'm sure that Gawfed will fill you in on the more delicate side of our craft when he gets over his holiday. Until that time, I'll get you started on the other part of being a Jharin. Here, take your lute and this bag. Once you get that stowed away, buy me a drink. If you can guess my favorite drink, I'll start you on your lesson.'

You receive a Blue Cloth Bag.

His favorite drink is Sonic Wolf Pale Ale, available from the nearby Barkeep Rawlf. Buy one for about 8 sp and give it to Aljuum.


Aljuum Mohim sips the drink and smiles. 'Very good! I guess I should get you started.' He says as he finishes the drink that you just purchased. 'Our kin have encountered a number of beasts since the time of our arrival here. Your lesson today will center around one such creature. Maybe that will give you a better understanding of our role here. Bah, Taruun scouts... a real Jharin can do twice as much in combat... well, I digress. You're here to learn about wolves, not my petty animosities.'

You say, 'What wolves?'

Aljuum Mohim says 'The wolves that I speak of have no need for sight. They are products of the darkness that surrounds us. Their ability to move in the darkness and attack in packs makes them a serious threat to any Vah Shir that walks beyond our city's gates. I fear them more than I fear the twisted little people that live in the caves around here. It is the duty of each citizen to help control the number of these creatures. Fill the bag that I just handed you with the jawbones of two young sonic wolves and I'll know that you have a real understanding of the ferocity of those creatures. If you return, I'll have something that you may find interesting.'

You receive a 2-slot Blue Cloth Bag. Young Sonic Wolf Jawbones drop off Sonic Wolf Pups and Sonic Wolflings in Hollowshade Moor. Combine two of them in the bag to craft a Bloody Cloth Bag. Give this to Aljuum.

Aljuum Mohim says 'How was your little encounter with those beasts? Quite nasty in combat, eh? I told you as much. Well, now that you've seen them firsthand, I'll tell you how to deal with them like a true hunter. Take this hilt piece and show Hana Sulm. She'll give you some sketches. Once you have those sketches, go to Arms Historian Qua and purchase the tomes on Wolf Bane Lore or something like that. He'll know what you mean. You can use those books and the sketches to make a weapon that offers considerable power against those wolves. Once you have the weapon, bring it to me with your apprentice cloak. I'll have something for you. Now go away and let me finish this drink.'
Your faction standing with Guardians of Shar Vahl got better.

You get a Jharin Hilt Piece. Find Hana Sulm at approximately -463, -319 and give her the hilt piece.

Hana Sulm says 'Well, you're going to need to practice for a while to make these things. Take these sketches and read up on the lore concerning sonic wolves. You'll learn how to use the sketches. Practice all you can. I'm sure that you're going to have a lot of people coming to you with requests.'
Your faction standing with Guardians of Shar Vahl got better.

You get the hilt piece back and two sketches, both NO DROP: Blade Lining Sketches and Claw Lining Sketches.

Now you must craft your Sonic Wolf Bane weapon. Crafting these weapons requires the cooperation of all of the five Vah Shir classes: Bard, Beastlord, Rogue, Shaman, and Warrior. Each supplies a component that may only be crafted by Vah Shir of that class, and the components are combined to produce class-specific sonic bane weapons.

Vah Shir bards must contribute either a Ceramic Dagger Sleeve (for bards/rogues/shamen/warriors) or a Ceramic Claw Sleeve Set (for beastlords). The Ceramic Dagger Sleeve is crafted by first combining the following in a pottery wheel to create an Unfinished Ceramic Dagger Sleeve (trivial about 135): Ashes of Dark Rituals, Black Silt Clay, Blade Lining Sketches, Owlbear Bile, Sonic Wolf Blood, and a Water Flask. Fire the result in a kiln with a Quality Firing Sheet. Claws use the same recipe but with Claw Lining Sketches substituted for Blade Lining Sketches to produce an Unfinished Ceramic Claw Sleeve Set, which, when fired in a kiln with a Quality Firing Sheet, produces a Ceramic Claw Sleeve Set.

Combine the Ceramic Dagger Sleeve in the Weapon Assembly Kit (purchaseable from Arms Historian Qua) with Sonic Wolf Bane (poison crafted by rogues), Toughened Sinew Lashings (crafted by beastlords), a Porous Dagger Blade (crafted by warriors), and Reactive Sealant Soak (crafted by shamen). This is a no-fail combine. The result is a Sonic Wolf Bane Dagger.

Give the dagger and your Cloak of the Jharin Apprentice to Aljuum Mohim. He will give you back the dagger along with your new Cloak of the Jharin Journeyman.

(Dialogues and faction hits needed for final hand-in.) Reward: Sonic Wolf Bane Dagger
Reward: Cloak of the Jharin Journeyman

Jharin Recruit (Bard #2) (Normal): This quest is the next step for the Vah Shir bard after he/she has finished the Vah Shir Citizenship quest.

Gherik Alarhun (loc p257, n511) can be found in the pottery store; facing the Arena, the pottery store is the last store on the left beside the Arena. He will not say anything when he is hailed, just give him your slate.


Gherik Alarhun says 'Good day, ______, I've been expecting you. It is both my duty and my pleasure to oversee this early stage of your training. To begin, you must display basic combat capability. To this end, return to me with three shells of scorpions and I will instruct your further.'

These scorpions can be found in the Shar Vahl pit and the shells are uncommon.

Gherik Alarhun examines the shells, 'These will do fine. I will fashion a buckler from these shells that will help to preserve your life in combat. As I busy myself with its construction I send you on your next task. As a disciple of the Jharin you will become skilled in the art of pottery.'

Gherik Alarhun says 'Grind the femur bone of the four grimlings in this container. Take the resulting powder and, in the same container, combine water and xakra worm bile. The resulting clay will yield a special bowl when spun with this sketch and a flask of water on a pottery wheel. Bring the unfired bowl to me.'

He will give you a Claymixing Bowl to put the femur bones in and a reusable sketch. The skeleton grimlings can be found in the Shar Vahl pit and the femur bones (no drop, not stackable) are uncommon. The xakra worm larvae can be found in the pit also and the bile (no drop, stackable) is common. It took me five attempts at this before I succeeded in making the unfired Jharin bowl. Succeeded at Pottery Skill: 36.

Gherik Alarhun carefully inspects the bowl, 'Not bad for a beginner. Fire it in a kiln with a flask of water and a quality firing sheet. Broker Fahaar is in need of your help. It so happens that he can help you as well. He can supply you with the materials to transform your bowl into a drum that will enhance your percussion songs. Show him your acrylia slate and return to me with the bowl of the Jharin, your initiate's cloak, a stretched hopperhide and a leather cord.

Broker Fahaar (loc p228, n24) can be found just before you enter the surrounding walls of the palace to the right, under a merchant setup.

Broker Fahaar says 'Excellent, I can always use someone eager to work. I require young rockhopper hides to stretch for some special tailoring projects. Combine in this sack the hides of four young rockhoppers and return to me the full hopperhide sack, I will give you a stretched hide in return.

He will give you a 4-slot Young Hopperhide Sack to put the young rockhopper hides in. The young rockhoppers can be found in the Shar Vahl pit and the hides (no trade, not stackable) are uncommon. After you give the combined hides to Broker Fahaar, he will give you the stretched hopperhide and a leather cord.

Give the bowl of the Jharin, your initiate's cloak (from the Vah Shir Citizenship quest), the stretched hopperhide and the leather cord to Gherik.


Gherik Alarhun binds the stretched hide to the bowl with the leather cord, 'Wonderful! You have done well and are ready for the next portion of your training. I have finished your buckler and enhanced your cloak. They will both prove to be very valuable to you in your service to the Vah Shir. Show your buckler to Hymnist Gawfed for further instruction. May your deeds bring honor to the Jharin!'

Gherik Alarhun shouts 'People of Shar Vahl, it is with great pleasure that I announce the Jharin has accepted as an official recruit. This honorable citizen will henceforth be charged with the duty of supporting and magnifying the spirit of our people through song while always being eager to help any Vah Shir in need. Please help me in celebrating ______ coming of age!'

You gain experience!!



Reward: Cloak of the Jharin Recruit
Reward: Buckler of the Jharin Recruit
Reward: Drum of the Jharin Recruit

Khala Dun Apprentice (Warrior #3) (Normal): Give your buckler to Armsman Khaigesh (he will return it). Make sure to have a container slot free. (Note: Armsman Khaigesh can be found upstairs of the same building with the forge. Go upstairs and around the corner and through the door into the next room.):

Armsman Khaigesh says 'I can see by your armaments, that Hebijeb has started you along the path of bravery. That's a very good foundation for a young Khala Dun recruit to build upon. Bravery is an important trait, but you will need to learn discipline and patience. The blacksmithing that we do as Khala Dun helps to reinforce and reflect upon those traits. Take this bag and I will help you with your next lesson.'

You receive a Dusty Pouch.

You say, 'What lesson?'

Armsman Khaigesh says 'A warrior must learn to be patient and pay attention to detail. Take the bag that I've just given you and fill it with Acrylia flecked nuggets. When hunting the moor, we often found rocks and ore wedged in the shells of the beetles that roam there. Kill the beetles that walk near the city's gates and pry their shells apart. You should be able to gather a decent amount of ore that way. Once you've filled the bag that I've given you, return here with the bag and your Skeletonbane short sword and I'll teach you something new.'

You'll find the acrylia flecked nuggets on rhinobeetles outside the gate in Hollowshade Moor. While you're there, you may want to collect rough ore pieces, as you will need them later. Fill the bag with 8 acrylia flecked nuggets, combine to craft a Pouch of Nuggets, and hand this to Armsman Khaigesh.

Armsman Khaigesh grins at you as he takes the items. 'You're scruffy and you smell, but you're a fast enough learner.' He says as he pulls a leather strap out of his waistband and carefully wraps it around the hilt of your sword. He hands the sword back to you hilt first and says, 'Wrapping the hilt in that manners allows you to grip the sword better and hit harder. Take the sword and show it to Noril Galoon. He will instruct you further.'

You get XP and a Leather Gripped Short Sword (there is no faction).

Noril Galoon can be found in the North side of town in the bridge area. When you enter the gate area from the Arena area turn left and follow the wall till you get to the last building you will see stairs that go up. Once up the steps you will see a guard to your right with another set of stairs that go up. Go up these steps then walk across to your right to the walkway that leads to the next building. Noril will be standing next to the door once you cross the walkway.) Hand him the leather gripped short sword.

Noril Galoon examines the hilt for a moment and hands the sword back to you. 'This looks like it will work fine.' He says. 'If you are up to doing me a favor, I can teach you how to modify your shield as well. Take this bag and these files and come back to me when you have some spare time and want to learn more about shields.'

(He will return the sword.). Make sure you have a container slot free. You also receive a Set of Engraved Files and a Grime Covered Bag.

You say, 'I want to learn more about shields.'

Noril Galoon says 'Shields and bucklers are very versatile. They can be used to deflect blows, knock your opponents off balance, and even offer a secondary form of attack. If you want me to help you to modify your shield, I'll need you to gather some rough ore pieces. They can be taken from the rhinobeetles that reside in the moor. Place them in a forge with a flask of water and your set of files to create bolts. Combine the full bag of bolts and return the product and the buckler to me.'

If you did not collect rough ore pieces, go back out to Hollowshade Moor and kill more rhinobeetles.

To construct the Crude Bolts, combine 1 rough ore piece, the Set of Engraved Files you received, and a flask of water in the forge. (Recipe - Trivial 68). Once you have filled the Grime Covered Bag with 8 bolts, combine to craft a Bag of Bolts and return it and your buckler to Noril Galoon. Trivial for the combine is 68. (You will receive an upgraded buckler back in a later step)


Noril Galoon says 'Thanks for the Bag of Bolts, _______.'

Noril Galoon says 'Thank you for making those for me. I was almost out. I'll modify your buckler immediately after I finish what I am doing here. Meanwhile, take this shopping list to Friaz. Do what you can to assist her. I need the bag of beetle horns she will give you if I am to work on your shield today.'

Noril gives you a shopping list. Bring the list and give it to Friaz - she will add items to the list. Make sure, as usual, to have a container slot free. Friaz Ompir is in the building where Master Barkhem is on the second floor.

Friaz Ompir says 'Ahhh... I see that Noril is trying to get out of work. That lad is a lazy one. Not a problem though... you'll do all the same. Here, let me add a few more things to that list, since you look nice and strong. Take this list and my grocery bag and I'll see about scrounging up the beetle horns that Noril's been bugging me about. '

You receive a Woven Grocery Bag and Friaz's New Shopping List.

The shopping will have changed to: 2 Bluetoe Mushrooms, 1 Bottle of Grinning Grimling, 1 Bottle of Rockhopper Red Ale, and 4 Fatty Owlbear Meat.

Bluetoe Mushrooms are a ground spawn in Paludal Caverns. Enter Paludal Caverns from Hollowshade Moor (when you zone into Hollowshade Moor turn right and follow the wall till you see an outcropping of rocks. This is the zone into Paludal Caverns) After you zone into Paludal Caverns go through the first room once you get to the tunnel. Start searching the white mushroom patches for the Bluetoe mushrooms (there are 4 different patches which seem to contain this ground spawn).

Fatty Owlbear meat is found on Owlbear cubs in Hollowshade Moor - they look like Owlbear guts.

The Grinning Grimling can only be bought in Katta Castellum in the bank area at "Nectar of Unity Brewery and Tavern" from Jacob Rutledge. The Rockhopper Red Ale is sold in Shar Vahl from Barkeep Rawlf.

Combine everything together in the Woven Grocery Bag to craft a Full Grocery Bag. Return this Full Grocery Bag to Friaz Ompir.

Friaz Ompir says 'I thank you, ______. I should make Noril come get these horns himself, but I guess that I can understand what it feels like to be too busy to get everything done. You've been a great help to me today. Give these horns to Noril and tell him that I thank him for your assistance. Take care, young one.'

Take the bag of Beetle Horns and give them to Noril Galoon.

When you give Noril the Bag of Beetlehorns he gives you back your upgraded shield, then tells you to go back and see Armsman Khaigesh and give him your buckler, cloak and sword.

You will receive faction, experience and a Horn Covered Buckler.

Return to Armsman Khaigesh and give him your Horn Covered Bucklet, Leather Gripped Short Sword and Cloak of the Khala Dun Recruit.


Armsman Khaigesh says 'Excellent work! You're progressing nicely, young warrior. You are well suited to the path of the Khala Dun. Take this new cloak and wear it proudly. You have earned the right to consider yourself an Apprentice of the Khala Dun. Please speak to Guard Kuash and show him your new buckler.'

Armsman Khaigesh shouts 'Citizens and travelers, please welcome, ____ to the rank of Apprentice to the noble Khala Dun! We should all serve our people in such an honorable fashion! '

You will receive experience and the Cloak of the Khala Dun Apprentice.
Your faction standing with Khala Dun has been adjusted by 5.

Need all dialogues, faction hits, missing quest items, /loc of quest mobs, and any other missing information.



Reward: Cloak of the Khala Dun Apprentice
Reward: Crude Bone Short Sword
Reward: Leather Gripped Short Sword
Reward: Horn Covered Buckler

Khala Dun Journeyman (Warrior #4) (Normal): At the end of the previous quest "Khala Dun Apprentice", Armsman Khaigesh says you should show your new buckler to Guard Kuash.

Khala Dun Kuash may be found along the north bridge leaving the city.

You say, 'Hail, Khala Dun Kuash'

Khala Dun Kuash says, 'Welcome to Shar Vahl's North Gate District. If you're looking to relax, you may want to grab a drink at the Trail's End. It's right behind me on the left. Take care.'

Hand over your Horned Covered Buckler

Khala Dun Kuash says 'You must think you're pretty tough wearin a buckler like that, eh? Well well... Perhaps you're looking to hunt some bigger game, eh? Earn a little scruff on your ears like Kuash? I thought so. I know a good place for you to start... and it's part of your civil duty. Our scouts have always had trouble with the wolves in the moor. I'm thinkin that you can start there. Maybe break in a few of the younger wolves' paws, eh? I thought so. Put your buckler back on and take this bag. Fill it with wolf paws and bring it back to me. Maybe then I'll give you a real challenge.'

He gives you a container, Worn Work Sack. You need to get four NO DROP Wolf Cub Paws, an uncommon drop from sonic wolves in Hollowshade Moor. Make sure to keep any blood or powdered claws you find, as you'll need them later. Combine the paws in the bag (results in Sack of Paws) and give it to Kuash.

Khala Dun Kuash says 'Well, you're beginning to scare me you're so tough! Just pullin your tail. Those were some scary beasts, eh? I thought so. I've got a dagger that helps me to deal with them. It's made in a special way to hurt the wolves more than usual. If you want one, you're going to need to make your own. I still got the molds that I used when I was craftin blades for people. If you run this status report to Bookkeeper Leaha in the Grunt Forest outpost for me, I'll go by my house and get the molds for you. Sound like a deal? I thought so.'

Your faction standing with Guardians of Shar Vahl has been adjusted by 1.
You gain experience!!

You get a Daily Status Report. Find Bookkeeper Leaha in the vah shir outpost in Grimling Forest (the one right when you zone in) and give the report to her.

Bookkeeper Leaha says 'What's this? Why was Kuash unable to bring this to me himself? Oh, never mind... he's not worth the aggravation at this point. Run this report to Hollowshade and have Guard Kliknaw sign it as well. Then take it back to whomever you got it from... and tell that particular whomever to stop slacking. It's not proper for a citizen to act like that... let alone a Khala Dun.'

Bookkeeper Leaha sighs.

Your faction standing with VahShir Crusaders has been adjusted by 1.
You gain experience!!

Now take the Daily Status Report to Guard Kliknaw who may be found outside the gate of the outpost in Hollowshade Moor. Give the report to him.

Guard Kliknaw yells, 'Head count! Head count time!' A moment later he says, 'I'm pretty sure that they're all here. Just take this back and act like your didn't just see that.' He winks and hands you the report.

Your faction standing with Guardians of Shar Vahl has been adjusted by 1.
You gain experience!!

Now head back to Kuash and give him the Daily Status Report.

Khala Dun Kuash says 'Thank you very much. I see you got it all filled out. I gathered up all of those molds for you while you were gone. You can even have this old hilt that I found with them. Make sure you keep them in a safe place. You're going to need them and the books that the book fellow Qua sells. He's got a bunch of them and a kit that you'll need. When you get done with makin your dagger, bring it back by here with your cloak and I'll show you a surprise!'

Your faction standing with Guardians of Shar Vahl has been adjusted by 1.
You gain experience!!

You are given Khala Dun Hilt Piece, a Blade Mold, and a Claw Mold.

You need to now go to Arms Historian Qua to buy the Weapons Assembly Kit and the books Wolf Bane Lore Volumes I - III (I am not sure if you need them in order to learn the recipe or not, but I bought them just in case).

To create the Porous Dagger Blade/Porous Claw set, combine the following items in a Forge(Smithing Trivial around 143-150):

* 1 Bag of White Sand -- dropped by grimling fishermen
* 1 Sonic Wolf Blood -- dropped by various sonic wolves
* 1 Powdered Wolf Claws -- dropped by various sonic wolves
* 1 Chunk of Porous Ore -- ground spawn in Hollowshade Moor at +310, -760 and +1250, -630 among other locations. It looks like a red-black lava rock on the ground.
* 1 Water Flask

You will craft a claw or blade mold depending on what is needed. This results in a Porous Dagger Blade or Porous Claw Set, part of the final combination to make the Sonic Wolf Bane weapons. The other components are made by each of the four other original classes of the vah shir (berserkers were introduced later during the Gates of Discord expansion).

To craft the weapon itself, combine the following in the weapons assembly kit:

* Porous Dagger Blade/Porous Claw Set: Made by warriors
* Ceramic Sleeve: Made by bards
* Reactive Sealant Soak: Made by shaman
* Toughened Sinew Lashings: Made by beastlords
* Wolfs Bane: Made by rogues
* Class hilt: Quest reward

Results in Sonic Wolf Bane Dagger/Claw.

Give Kuash the finished Sonic Wolf Bane weapon with your Cloak of the Khala Dun Apprentice for your Cloak of the Khala Dun Journeyman. Reward: Cloak of the Khala Dun Journeyman

Khala Dun Recruit (Warrior #2) (Normal): After completing the Citizenship quest with the Warrior guildmaster, he sends you to show Khala Dun Hebijeb your slate. Hebijeb is standing at the entrance to the Arena.

High Armsman Trukanah says, 'Congratulations _____! Welcome to your new life as an official citizen of Shar Vahl. This cloak symbollizes your commitment to serving this people through continuous self-improvement. For now, you must strengthen yourself until you become worthy to train in the way of the Khala Dun. Show your acrylia slate to Guard Hebijeb. He will direct you further. May the spirits of our ancestors be your guide.'

You say, 'Hail, Khala Dun Hebijeb'

Khala Dun Hebijeb says, 'Well met, friend. May I be of assistance?'

Hand him the Acrylia Slate of Shar Vahl.

Khala Dun Hebijeb says, 'I was told to expect you, _____. It is my duty to supervise this stage of your training, which will help strengthen you in preparation for your life of service to our people. There is much to do in very little time so let us begin. There are creatures that roam freely at the base of the rock on which we live. You are tasked with demonstrating a basic understanding of combat by defeating skeletons of grimlings and delivering to me four of their femurs.'

He sends you to collect four femurs from grimling skeletons in the pit.

Upon returning with 4 femurs, Khala Dun Hebijeb looks at you with an expression of approval, 'Your completion of the assigned task has been noted. Accept this weapon as a token of the Khala Dun's gratitude. You will find the Khala Dun to be very generous to its humble students, quick to reward obedience. I have been notified that one of our citizens needs some assistance, bring me proof that you have aided Dronqam Runghi.'

He hands you a Crude Bone Short Sword.

Dronqam Runghi is in the courtyard before the Palace, in the left corner when you enter (he's not in a building).

Saying to Dronqam, "I seek work" gets you this reply:


Dronqam Runghi says 'Excellent! I practice the art of alchemy and I am currently working on some new recipes. I require a few special ingredients. Fortunately they grow in the crater just outside our city walls. Bring me a redcapped mushroom, a pinch of scarlet moss and a bluecapped mushroom. I'll be most grateful.'

-Head to south gate and cross the bridge. On the opposite side of the bridge crawl down the wall into the pit below the bridge at loc -1175.20, 142.99, -187.62. Here you will find the ingredients. They pop in certain places on the ground in different intervals but I found most redcapped mushrooms to be near the bridge and most bluecapped mushrooms and pinch of scarlet mosses to be on the opposite side of the pit (run around until you find the north bridge).

--Redcapped Mushroom loc -738.71, -526.87, -361.62 and will be a red dot
--Bluecapped Mushroom loc 593.95, -735.14, -356.65 and will be a blue dot
--Pinch of Scarlet Moss loc 936.04, -86.53, -355.62 and will be a black dot


Dronqam Runghi says 'Wonderful! I have little to offer you for your trouble aside from my gratitude. Here is a pinch of acrylia dust. I know it's not much. If you have no need for it go to Mignah, he can always use all kinds of acrylia.

Taking the dust to Hebijib.

Khala Dun Hebijeb takes the acrylia dust and places it in a vial already half full of the metal, 'You are nearly finished with the task at hand, Chmyr. I now need you to begin your training in the art of blacksmithing, an essential aspect of the life of the Khala Dun. Combine this mold with three metal bits and a flask of water to fashion a buckler frame. When this is done bring it to me with the Crude Bone Short Sword and your initiate's cloak.

Trivial is 21. Success gets you a buckler frame which looks like a circlet.

Giving the buckler frame, initiate's cloak and Crude Bone Short Sword to Hebijeb gets you this reply.


Khala Dun Hebijeb says 'Your progress pleases our order young one, and I am proud to promote you to the rank of recruit within the Khala Dun. Wear this cloak with pride, Chmyr. I have completed your buckler as well as enhanced your sword. The blade will now be more effective when used against the skeletons from which it was constructed. Show the buckler to Armsman Khaigesh and he will instruct you further.'

Khala Dun Hebijeb shouts 'Fellow citizens of Shar Vahl, help me welcome Chmyr to the rank of recruit in the honorable Khala Dun. May his actions henceforth reflect the strict sense of loyalty to our king that defines our order. May he exhaust his every resource in glorious defense of our proud people!'

You get the Cloak of the Khala Dun Recruit and the Skeletonbane Short Sword. Reward: Buckler of the Recruit
Reward: Cloak of the Khala Dun Recruit
Reward: Skeletonbane Short Sword

Khati Sha Apprentice (Beastlord #3) (Normal): You must complete the Khati Sha Recruit quest prior to starting this one.

Bring the seal to Mahron Sood (diagonally across from the bank in Shar Vahl).


Animist Mahron Sood says, "I can tell by the manner in which you approached me that Poren did not explain what I would require of you, little friend. Your development as a Khati Sha will be demanding. Our expectations of you should only be exceeded by your own. Our namesake, Khati Sha, was an unrivalled hero to our people. The story of his life is an example that you will be expected to learn. You will be expected to research and explore the path that he took and strive to understand what that path means for the future of our people. Take this map to Kery Miann. She will start you on the path."

He will give you a Worn Map of the Area to bring to Kery Miann (upstairs, at loc +294, -348 in Shar Vahl). Give the map to Kery and she will hand you a Small Stone Blade.

Combine the blade and a high quality rockhopper hide in your stitching kit to make some Thin Leather Straps. Trivial is >65 for this portion.

Give two leather straps, and your claws to Kery, and you will be given new claws, and a Folded Note for Rittuh Purrik.

Give the note to Rittuh, found in the Vah Shir outpost in Hollowshade Moor, and she will give you a Rough Leather Backpack, a 6-slot container, and will ask you to fill it with 6 x Young Rockhopper Tail from the rockhoppers in that zone.


You have fashioned the items together to create something new: Bag of Tails.

Hand this to Rittuh.

Rittuh Purrik says 'Well, look at you! You're quite the hunter. Not a bad job at all, young citizen. We can sure use a few more like you. I think a little padding of your daily report is in order considering the amount of work that you've done for us. Take this back to citizen Miann. She'll be pleased with you. I wrote it up pretty nice for you. Take care and good luck with your training.'
Your faction standing with Guardians of Shar Vahl got better.
You gain experience!!

You receive an Exaggerated Report. Bring this back to Kery.

Kery Miann says 'You have done very well, youth. I hope that you are beginning to understand what it means to walk the path of Khati Sha. Public service is very important. Our namesake is the fundamental figure in the foundation of this society. Our walls are made of the ore that he discovered. His exploration of the lands that surround our home made it possible for us to live here in peace. This leads us to our next lesson. I would like you to seek out the caverns beyond the thicket. A breed of shelled creatures roam the tunnels of those caverns. Occasionally, a strong glow will manifest itself in one of these creatures. Find such a creature and bring me the source of its glow. Wrap the light source in your Khati Sha recruit's cloak and place them both in this box.'
Your faction standing with Khati Sha got better.
You gain experience!!

You receive a 2-slot Carved Wooden Box. Loot a Glowing Heart Stone from a glowing muck digger in Paludal Caverns and combine it with your Khati Sha Cloak of the Recruit in the box.

You have fashioned the items together to create something new: Box for Kery.

Give this to Kery.

Kery Miann opens the box and removes your old cloak. She unwraps the orb and looks at it for a moment. 'You have done well, youth.' She says as she picks up what appears to be a new cloak. She hands you the cloak and smiles. 'Your life as a member of our sect may not always be pleasant, but take comfort in the fact that you are performing a great service to your people. Walk the path of the Khati Sha with pride and one day may you see his face as I have. Now, seek out Kaam Rahiir in the libraries. Show him your claws and he will be able to assist you in imbuing them magically. Take care.'
Kery Miann shouts 'Citizens of Shar Vahl, take this time to welcome ______ to the level of Khati Sha Apprentice. We are all in the debt of each and every citizen that works as hard as ______ to improve our city.'
Your faction standing with Khati Sha got better.
You gain experience!!

Kery will then present you with your Cloak of the Khati Sha Apprentice.

Need all dialogues, /loc of quest NPCs, faction hits if any, missing quest items. Reward: Cloak of the Khati Sha Apprentice

Khati Sha Journeyman (Beastlord #4) (Normal): Find Kaam Rahiir in the libraries near the palace (loc -260, 120). Hand him your claws for inspection.

Kaam Rahiir turns to you and squints at the claws that you've just given him. 'I see that you've been getting some use out of these things. They are crude, but they seem sturdy enough.' He says as he returns the claws. He hands you a small bag and continues, 'I hope the combat you've seen has made an impression on you, young friend. Combat is not pleasant, but it is often unavoidable. We are explorers and conflict often breeds in the unknown. Learn from each encounter and you are less likely to be trapped by conflict in the future.'

You get the claws back along with a 2-slot Small Burlap Bag.

Kaam Rahiir says 'In preparation for your journey down the path of Khati Sha, you will need to seek out the wolves of the moor. You will need to learn the behavior and abilities of this enemy. Once you have tracked and met these beasts, I will teach you how to best dispose of them in the future. Place two molars from the mouth of one of their pups in that bag and return to me. That will guarantee that you've come face to face with your foe.'

Sonic Wolf Molars drop off the Sonic Wolflings and the Sonic Pups in Hollowshade Moor. Combine two molars in the bag to craft a Small Bag of Teeth, and bring this back to Kaam Rahiir.

Kaam Rahiir says 'Excellent, the spirits have returned you to me with your tail intact! The foe that you encountered was a young creature. Their elders are much less likely to allow your passage. The packs of wolves that roam the moor have proven to be quite a problem for our scouts. I will assist you in learning a method that will allow you to build and assist others in building a weapon that bites at the very spirit of those beasts. Take these claw mounts and use them in conjunction with the tomes that Qua sells. You'll need stretching dowels to treat the lashings. Jhimis usually keeps them behind the counter of his shop. Get a set from him and read through those tomes. Return to me with your new claws and your apprentice's cloak when you have completed the task.'
Your faction standing with Khati Sha got better.
You gain experience!!

You receive Reinforced Claw Mounts. Now you must craft your Sonic Wolf Bane weapon. Crafting these weapons requires the cooperation of all of the five Vah Shir classes: Bard, Beastlord, Rogue, Shaman, and Warrior. Each supplies a component that may only be crafted by Vah Shir of that class, and the components are combined to produce class-specific sonic bane weapons.

The tomes that Kaam Rahiir spoke of are available for purchase from Arms Historian Qua, along with the Weapon Assembly Kit you will use to combine the components. Arms Historian Qua is located at -180, +50. The tomes outline each step of the combines required for this part of the quest, and read as follows:


Wolf Bane Lore: Volume I

A sweeping scourge inhabits the marshlands, thickets, and forests. These beasts are best described as wolves, but their intelligence and uncanny ability to move through any form of darkness proves that they are a distinctively different threat.

Our Dar Khura have found that these beasts display none of the bond that a Dar Khura and a true wolf would traditionally share. Puzzled by this, our most skilled alchemists studied every facet of these creatures and their metabolism. While these studies failed in finding a way to establish a relationship with these beasts, they did find a means of dealing with them.

That is why the formula in this book is so important to every citizen of Shar Vahl. It describes the methods that should be used to build a weapon that will most effectively ward off these creatures. It is the duty of each of you to defend our home from these beasts.

You can make a sonic wolf bane weapon with the following materials:
Reactive Sealant Soak
Sonic Wolf Bane
Toughened Sinew Lashings
Ceramic Dagger Sleeve*
Porous Dagger Blade*

*The exception to this is the Khati Sha. Their claws act as weapons and use Porous Claws and a Ceramic Claw Sleeve Set instead of these items.


Wolf Bane Lore: Volume II --Building the Weapon, Part I

-------------------------------
Each sect is responsible for creating the portion of these weapons that the are most familiar with. The Taruun, Khati Sha, and Dar Khura components are described in the following pages. The Jharin and Khala Dun portions of the weapon and the finishing process are described in Volume III.

------------------------------

The Taruun are charged with creating the Sonic Wolf Bane poison that acts as the basis for these items' power. Sonic Wolf Bane Poison is made from: salass moss, tortoise saliva, sonic wolf blood, and poison dart felt from the dart of a grunt shaman. All of these items are reduced to a powdery paste with a special acrylia mortar and pestle. The resulting substance is baked in a poison vial, filled with water.

The Khati Sha are responsible for stretching and braiding the toughened sinew lashings that securely bind the weapons. The toughened sinew lashings are made from owlbear and sonic wolf tendons. These tendons are stretched on a special set of dowels that fits into any sewing kit. While you have the sinew stretched in the kit, treat it with kelp salts and fish oil soaked rags.

The Dar Khura have devised a formula that reacts to the porous metal from which the blades are made and seals in the power of the Taruun poison. This reactive soaking solution is made from blackened salt crystals, a sonic wolf brain, crystallized Ygri root, and digested night palm. These things are all brewed together in water and strained through a ceremonial metal strainer.

------------------------------

The rest of the components and the sects that are responsible for them are described in the next volume of this series.


Wolf Bane Lore: Volume III --Building the Weapon, Part II
------------------------------

The Jharin must use their knowledge of pottery to create the ceramic sleeves that assist in carrying the poison into the blades while helping to keep the blades affixed to their mounts. These sleeves are made from special clay. This clay is made from ashes that remain after a grimling shaman has performed some dark ritual, a flask of water, a vial of owlbear bile, some sonic wolf blood, and some black silt clay.

Sketches for these items are available from other members of the sect and the finished product should be fired on a quality firing sheet.

The Khala Dun have the honor of crafting the actual blades that are used in these weapons. The blades are made from chunks of porous ore. This ore is smelted with white sand from the marshlands near the grunt camps, powered wolf claws, and sonic wolf blood. There are specialized molds for these items.

------------------------------

Contructing the weapon -

The sect specific hilt, shaft, or bindings should be combined in a weapon assembly kit with all of the finshed sect specific items.

These kits simplify things, but it is still a process that every citizen should learn.

Each citizen will need to work with a member from each of the other sects in order to complete the weapon.

May the spirits guide you.


Vah Shir beastlords contribute Toughened Sinew Lashings, which are made through Tailoring and which are trivial at 135.

Start by finding Jhimis Khadwi at +300, -370.


You say, 'Hail, Jhimis Khadwi'

Jhimis Khadwi says 'Welcome to my store! How may I help you?'

You say, 'What about stretching dowels?'

Jhimis Khadwi says 'Aye, I have a few left, but they are a big seller right now and I don't know when I'm going to get more in stock. Perhaps we can barter for a set. If you can gather two small owlbear claws and show me your apprentice's cloak, I'll guess that I can justify given you a set of dowels. I'll also be able to make some earrings for my girlfriend. I'm sure she'll love that!'

The Small Owlbear Claws drop off Owlbear Cubs in Hollowshade Moor. Give two owlbear claws and your cloak to Jhimis.

Jhimis Khadwi says 'These claws are very nice! Don't you think they will make splendid earrings? Of course you do! Well, she'd better like them after all of the trouble I had to go through to get them. Here are your dowels. If you need more, I'll have a new crate of them tomorrow. Take care and enjoy... Thank you for shopping with Jhimis!'

He will return your cloak, and give you Sinew Stretching Dowels.

In a sewing kit or loom, combine the Sinew Stretching Dowels with:
  • 1 x Owlbear Tendons (dropped by Owlbear Cubs)
  • 1 x Sonic Wolf Tendons (dropped by Sonic Wolflings and Sonic Pups)
  • 1 x Kelp Salts (dropped by Moor Tortoises)
  • 1 x Fish Oil Soaked Rags (dropped by A Grimling Fisherman)
You craft Toughened Sinew Lashings, trivial 135.

Now that you have your lashings, combine them with your claw mounts and the four items provided by the other Vah Shir classes (Ceramic Claw Sleeve Set from bards, Sonic Wolf Bane poison from rogues, Reactive Sealant Soak from shaman, Porous Claw Set from warriors) in the Weapon Assembly Kit purchased from Arms Historian Qua at -180, 50. You craft two Sonic Wolf Bane Claws, one for PRIMARY and one for SECONDARY.

Take your new Sonic Wolf Bane Claws to Kaam Rahiir. Give him your claws and your Apprentice Cloak.


Kaam Raniir says 'These claws are very well crafted! Your work is very impressive. Please take them to Ahom Guzhin. He is an old friend of mine. The sonic wolf claws were the result of some of his original studies in the moor. He has dedicated his life to studying creatures of the moor and can almost always be found there. Be careful when you go looking for him. You've done well here, but don't get careless. Good journeys.'
Your faction standing with Khati Sha got better.
You gain experience!!

He will give you back your claws along with your new Cloak of the Khati Sha Journeyman. Reward: Cloak of the Khati Sha Journeyman
Reward: Sonic Wolf Bane Claw
Reward: Sonic Wolf Bane Claw

Khati Sha Recruit (Beastlord #2) (Normal): This is the Vah Shir Beastlord quest series. You must first do the citizenship quest.



Part 1 - Handwraps

Animist Poren needs to see your Acrylia Slate.


Animist Poren says "I have much for you to do . There is a great need for capable Khati Sha in this new land. It is important that you progress speedily. We need to outfit you with the equipment that defines our chosen path. We'll start with your battleclaws, but be aware of the fact that it will take you some time.before you can use both sets in combat. Just keep them both with you while you learn.

Animist Poren says "Take this stitching pack and combine two shadeling silks from the xakra worms. Combine two of the threads to make a bandage. Take this pattern and sew together three of the bandages. With considerable practice this will produce the handwraps that will be a foundation for your first sacred weapon. When you have created them retuen to me the scrap material.

He then gives you a Khati Sha Handwrap Pattern and a Stitching Pack.

To make the handwraps:

(1) Combine two shadeling silks in the Stitching Pack to make a Shade Silk Thread. Silks are found on the Xakla Larvae in the pit (Shar Vahl) and on the Xakla Silkworms in Shadeweaver's Thicket.
(2) Combine 2 Shade Silk Threads in the Stitching Pack to make a Shade Silk Bandage.
(3) Combine 3 Shade Silk Bandages and the Khati Sha Handwrap Pattern to make Khati Sha Handwraps.

Successfully making the Handwraps (which is possible with a Tailoring skill of 4 - though unlikely!) also generates a Silk Scrap. Return the scrap to Animist Poren for part 2 of the quest



Part 2 - Claws

Upon giving Animist Poren the Shade Silk Scraps:

Animist Poren says, 'That took quite some time considering the simplicity of the task. Please _______, work on becoming more efficient. We have much to do and time is of the essence. In your stitching pack, combine the handwraps, two young hopperclaws and forged fasteners. Return to me with the resulting claws and your [initiate's cloak.]'

You gain experience!

You say, 'What initiate's cloak?'

Animist Poren says, 'You should have received your initiate's cloak if you presented your acrylia slate and notarized application to Elder Animist Sahdi. You can give those two items to him if you have not already and receive your cloak.'

You say, 'What are forged fasteners?'

Animist Poren says, 'Perhaps one of our smiths can assist you with the forged fasteners. I'd check the armory.'

Ask Kagazz about "Forged Fasteners". He is behind the armoury by the forge at (/loc 254, -182, -189).

You say, 'Can you make forged fasteners?'

Kagazz squints as he reads your lips, 'Fasteners you say? Show me your slate and I'll make you a deal.

Give him your Acrylia Slate of Sharl Vahl. He returns it and says:

Kagazz says, 'My wife is making some jewelry. Not the sparkly stuff, mind you. She is nearly blind so appearance means little to her. She is intent on making jewelry with a more, uhh, natural feel. Currently she's constructing a special scorpion leg necklace, and is in need of more scorpion legs. I can't leave the shop so I need your help. Fill this box with scorpion legs and I'll pay you with metal fasteners that any merchant will gladly buy.'

Collect four NO TRADE "Scorpion Leg" or four "Scorpion Legs" (these latter are marked as QUEST ITEM and are stackable). Either will work but they cannot be mixed. Combine these in the box Kagazz gave you to receive Box of Scorpion Legs. Return this to him to receive one (1) Forged Fasteners. Also note that the fasteners are NO TRADE so any merchant will not, in fact, gladly buy them as he claimed.

Upon Turn in:

Kagazz says, 'Ahh, _______! I thank you, my wife will be most grateful. Here are the fasteners I promised you. You know ______, there was a time that young, would-be smiths would seek my approval so that they could study the ways of the forge under my tutelage. That was back when I was Master Smith, before I named Barkhem my successor.'
You gain experience!

Combine:

1x Forged Fastners,
2x Young Hopperclaw,
1x Khati Sha Handwraps,
In the Stitching Pack

On successful combine, you receive Primary Silk Khati Sha Claw and Secondary Silk Khati Sha Claw. NOTE: the Handwraps are lost in the combine and are not returned in a later stage of the quest.

Return both Silk Khati Sha Claws AND your Initiate's Cloak of Shar Vahl to Animist Poren. Animist Poren is at 275, 47, -258. Enter the castle (west central district), descend the stairs, and turn right. Walk through the arch and turn right again. Descend the stairs at the end of the hallway. Enter the door and take the door on your left. Animist Poren is in this room.

Upon Turn In:

Animist Poren says "Well, you're off to a slow start, but it is a start. You will do well to accomplish your tasks in a more timely fashion. You have chosen a path full of trials, . I say again, time is of the essence. Take my seal to Mahron Sood and prepare yourself for the upcoming challenges."

You gain experience!

You recieve: Reinforced Primary/Secondary Claws as well as the Cloak of The Khati Sha Recruit and the Seal of Animist Poren

Animist Poren shouts " Friends, I have news to share! It has taken longer than it should, but at last has completed our initiatory tasks and will now be given the priveleges reserved for the Khati Sha recruits!. Soon we hope to have this citizen ready to aid in the exploring of this new land. Please give support in whatever ways you can and trouble this recruit as little as possible, for seems to be easily distracted." Reward: Cloak of the Khati Sha Recruit
Reward: Reinforced Khati Sha Claw
Reward: Reinforced Khati Sha Claw
Reward: Seal of Animist Poren

Rytan's Darts (Progressive Fletching Quest) (Normal): You must complete the Vah Shir Citizenship quest before doing this. Rytan may be found in the southwest corner of Shar Vahl, at -400, +400. Note that the early part of this overlaps with part of the rogue progressive quests.

You say, 'Hail, Rytan'

Rytan says 'Hello ______, I trust all is well with you today. Come in and have a look around, just let me know if you see anything you like. By the way, I am in need of the assistance of an official Shar Vahl citizen. If you know of any please send them my way.'

You say, 'I am a citizen.'

Rytan says 'Wonderful! Please, show me your acrylia slate and I'll disclose my errand.'

Give him your Acrylia Slate of Shar Vahl. You get the slate back along with Rytan's Bag, a 6-slot SMALL container.

Rytan says 'Here's my dilemma, I am low on darts to sell and I need to replenish my supply. I simply cannot break away from the store so I require your help. Fill this bag with xakra teeth and return the sealed bag to me. With those teeth I can make six darts and I'll give you three.'

Head back down to the pit and collect 6 x Xakra tooth off A Xakra Larva. Combine them in the bag to craft Rytan's Sealed Bag. Give this to Rytan.

Rytan says 'Here are the three darts I promised you and a seal of mine. I need more darts desperately, so show me your acrylia slate to take another bag and fill it as you are able. Collect four of my seals and show them to me. I will reward you by revealing my method of dart construction.'

You gain experience!!

You receive 3 x Xakra Tooth Darts and a Seal of Rytan. Repeat the bag fills three more times (get another bag by giving him your slate again). Hand him 4 x Seal of Rytan.

Rytan says 'I thank you for your continued assistance, ______. Here is a fletching tool that will enable you to fashion xakra tooth darts. You will first need to acquire a grimling skeletal femur and place it in a fletching kit with the tool. This will result in three bone shafts. Place a bone shaft, a xakra tooth and this tool in the fletching kit to make a dart. When your fletching skill no longer increases by making these darts you may give me your crafting tool and I will help you to upgrade it.'

You gain experience!!

You receive a Xakra Dart Crafting Tool. Go back to the pit and hunt A Grimling Skeleton and more of A Xakra Larva. Loot a Skeletal Grimling Femur from the skeleton and more Xakra teeth from the larvae. Combine 1 x Xakra Dart Crafting Tool + 1 x Skeletal Grimling Femur in a fletching kit to craft 3 x Grimling Bone Shaft, trivial 36 (you get the tool back on success or failure). Combine 1 x Grimling Bone Shaft + 1 x Xakra Dart Crafting Tool + 1 x Xakra tooth in a fletching kit to craft 1 x Xakra tooth dart, trivial 46 (you get the tool back on success or failure). Once the darts have become trivial, give Rytan your Xakra Dart Crafting Tool.

Rytan says 'I assume you are ready to make more challenging darts. Very well, attach this shaft to your crafting tool in a fletching kit and you will be able to make grimling fang darts. Keep in mind that once this is done you will lose the ability to craft xakra tooth darts. When the grimling fang darts become trivial you may wish to upgrade your tool again by giving me the grimling dart crafting tool.'

You receive your Xakra Dart Crafting Tool back, as well as a Crafting Tool Shaft Attachment. Combine both in a fletching kit to craft a Grimling Dart Crafting Tool, no-fail. The Grimling Dart Crafting Tool can be used to craft Grimling Bone Shafts like the Xakra Dart Crafting Tool, but may not be used to craft Xakra tooth darts.

You say, 'What grimling fang darts?'

Rytan says 'A grimling fang combined with a bone shard will make a dart slightly better than the xakra tooth dart, which will also sell for slightly more.'

You say, 'What grimling fang?'

Rytan says 'The grimlings are the beings who attack our people around the Acrylia mines. They have the ability to use magic against us. Be careful if you wish to travel north. We have been waging war in that area.'

Head back into the pit and kill A Grimling Runt to loot a Grimling Fang. Combine 1 x Grimling Bone Shaft + 1 x Grimling Fang + 1 x Grimling Dart Crafting Tool in a fletching kit to craft a Grimling Fang Dart, trivial 62 (you get the tool back on success or failure). When you're ready to move on from making Grimling Fang Darts, give your Grimling Dart Crafting Tool to Rytan.

Rytan says 'Your skill is increasing rapidly, ______. Here is a hook to place on the end of your crafting tool that will enable you to fashion rockhopper talon darts. Once the tool is modified it will not be able to make other types of darts. When creating rockhopper talon darts becomes trivial to you, feel free to give it to me for another upgrade.'

You receive your Grimling Dart Crafting Tool back, as well as a Crafting Tool Hook Attachment. Combine both in a fletching kit to craft a Rockhopper Dart Crafting Tool, no-fail. The Rockhopper Dart Crafting Tool can be used to craft Grimling Bone Shafts like the Xakra Dart Crafting Tool and Grimling Dart Crafting Tool, but may not be used to craft Xakra tooth darts or Grimling Fang Darts.

You say, 'What rockhopper talon darts?'

Rytan says 'Rockhopper talon darts are slightly better than grimling fang darts and will sell for a little more. The hooked dart crafting tool and a rockhopper foot will yield one of these darts.'

Go into Shadeweaver's Thicket or Hollowshade Moor and kill "a rockhopper" to loot the rare Rockhopper Foot. It's LORE (and NO DROP), so you'll have to combine as you go. Combine 1 x Rockhopper Foot + 1 x Rockhopper Dart Crafting Tool in a fletching kit to craft 3 x Rockhopper Talon Dart, trivial 82 (you get the tool back on success or failure). When you are done making these, give your Rockhopper Dart Crafting Tool to Rytan.

Rytan says 'Here is a special handle to attach to your crafting tool. This is the final improvement to your tool and will enable you to craft owlbear feather darts. These darts are superior to even the rockhopper darts and are magical. Take your modified tool and combine it with an owlbear feather in your fletching kit. May your new skill serve you well, ______.'

You get your Rockhopper Dart Crafting Tool back, as well as a Crafting Tool Handle Attachment. Combine both in a fletching kit to craft an Owlbear Dart Crafting Tool, no-fail. You may combine 1 x Owlbear Dart Crafting Tool + 1 x Owlbear Feathers (dropped by owlbears in Hollowshade Moor and Paludal Caverns) in a fletching kit to craft 3 x Owlbear Feather Dart, trivial unknown but > 120 and <= 139 (you get the tool back on success or failure).

As Rytan said, the quest stops here.
Reward: Xakra Tooth Dart
Reward: Grimling Fang Dart
Reward: Rockhopper Talon Dart
Reward: Owlbear Feather Dart

Shadows of Greatness (Normal): Shar Vahl: Explore the royal arena box at the east end of the arena

Shadeweaver's Thicket: Kill 10 lesser shades

Shadeweaver's Thicket: loot 4 Shadeling Silk

Shadeweaver's Thicket: Explore the Loda Kai fort in the southwest

Shadeweaver's Thicket: Deliver 4 Shadeling Silk to Sidigar Vorago

Rewards: 9 gold, 1 silver, 7 copper
You gain experience

Need quest-giver(s), all dialogues and step instructions, locations involved, experience awarded, etc.

Silk Collection (Normal): Jala is at /loc 306, -365 She is on the second floor with the bakers in the NE most building. You can now find her using the Find hotkey.



Part 1
You say, 'Hail, Jala'

Jala says 'Greetings noble one. I am Jala, Master weaver of Shar Vahl.
I have been perfecting the art of [Xakra] weaving lately. Please have a
look at what I have crafted, maybe you will find something to suit your
fashion needs.

You say, 'what is Xakra?'

Jala says 'Xakra is the mystical ethereal silk woven by the Shak
Dratha, I believe they use the mystical ethereal shadow silk woven by
the Xakra worms. Although this magical silk is quite beautiful, it is
also highly unstable if you weave them in large quantities. I have
discovered that the hides of rock hoppers manages to hold the silk
together fairly well. I can use some help in collecting the silks to
continue my craft, if you are willing.

You say, 'i am willing'

Jala says 'Wonderful! I'm not much of a hunter myself, so as you can
see it can be quite difficult for me to obtain these silks. If you can
bring me four of them, I would greatly appreciate it.

Give Jala 4 Shadeling Silk.

Jala says 'Woohoo! Thank you so much Tonar! Hey, maybe you would like
to try your hand at weaving as well. If you combine the silks in that
loom over there, you can make some decent thread to work with. Make four
of them and bring them to me, I will judge your craftsmanship.

Your faction standing with Guardians of Shar Vahl got better.
You gain experience!!

Part 2
Give Jala 4 threads...

To make the thread, you'll need 8 of the Shadeling SIlk (as it takes 2 silk to make a thread) and combine them on the loom nearby.

Jala says 'Not bad at all! You definitely have some hidden talent there
Tonar. Keep at it and you may just become a master tailor yourself.
Here, take this with you. It will help protect you from the nasty bite
of the Xakra worms.
You gain experience!!
reward random piece of cloth armor.
Reward: Cloth Choker

Tailfang (Normal): Talk to Dar Khura Pyjek under the south bridge, in the pit of Shar Vahl.

You say, 'Hail, Dar Khura Pyjek'

Dar Khura Pyjek says 'And hail to you adventurer. It is good to see one willing to brave the craters. I must warn you that there are deadly [scorpions] all around these parts. Some of them are quite large indeed, and their poison can be very deadly.'

You say, 'What scorpions?'

Dar Khura Pyjek says 'It would be a great help if you assist us in reducing their numbers. As their numbers grow, more and more of them venture into our city and endanger our citizens. [Spiritist Ragnar] has supplied me with the means to create an anti venom, but I will need one of their stingers in order to do so. If you bring one of their stingers to me, I will cure you of such poisons.'

You say, 'Who is Spiritist Ragnar?'

Dar Khura Pyjek says 'Spiritist Ragnar is the owner of the alchemy shop in the merchants quarters. He has been researching the venom of the whiptail scorpions. If you happen to find any of their glands, it would be a tremendous help to him if you could supply him with some of these glands. Use caution, for there is a deadly one still roaming out there. We call him [Tailfang]. I would suggest steering clear of this little sucker? he is particularly nasty.'

You say, 'Who is Tailfang?'

Dar Khura Pyjek says 'Tailfang has been responsible for many attacks. He is quite sly, and as yet our Taruun have been unable to find him. I saw him once, long ago. I was searching for bluecapped mushrooms among the stones when I saw something shiny underneath one of the rocks. As I got closer to look, Tailfang sprung at me with a dagger in hand no less! I swear this on my honor, although I still cannot believe it myself. I tried to slay the little bugger, but he ran off. I did get his dagger though, it's yours if you bring me proof of his death.'

Find Tailfang, a named scorpion light tan in color, and kill him. You can find him in the pit. He has a poison attack, and it is a close fight at lvl 7. He drops a TEMPORARY/LORE/NO TRADE Tailfangs Tail. Turn it in to Dar Khura Pyjek.

Dar Khura Pyjek says 'Great spirit you've done it! Thank you ______, we are in your debt. You have earned this weapon of the venomous scourge, wield it with honor and pride.'

Your faction standing with Guardians of Shar Vahl has been adjusted by 2.

You gain experience!! Reward: Scorpialis

Taruun Apprentice (Rogue #3) (Normal): At the end of the previous quest, you were told to find Taruun Joharr and give him your Hardened Buckler of the Beetle. Taruun Joharr is hard to find. Head for the north gate, but just as you pass under the arch, but before you go across the bridge you can go right along the outer city wall but also along the big fall into the pit. Taruun Joharr is not far along the right wall. Since he keeps the buckler and replaces it with two daggers, you may not wish to do this step until you're ready to dual wield.

Taruun Joharr takes the buckler and spins it in his hand for a moment. Eventually he says, 'I suppose assumin' you were sent here by Harbin isn't too far from the reality of things. I'll try to think of a few things for you to do, but in the meantime, take these daggers and practice until you can use both of them. You need to get out of the habit of toting this shield around. If your enemy is gettin' close enough to hit you on it, you ain't doin' your job right anyway. I'll do what I can to train you from here, but I'm going to need to eat first. It's been a while since my last meal. Take this meal voucher to Cook Yalkiin. Once they fill the order bring it back and we'll start your lesson. Now scoot.'

You receive two Black Handled Daggers (4/24), one for PRIMARY and one for SECONDARY. You also receive a Meal Voucher.

Cook Yalkiin can be found in the Throne room area on the first door on the left. Give him the voucher.


Cook Yalkiin says 'I'd love to fill this order, but we're out of the meat that he likes. We've been very busy today, so I doubt that any of us will be able to get out to gather more of it. If you could go out and grab us a few slabs, we could not only fill the order, I could put some away for anyone else that may come through today. This sounds like a perfect task for a young Taruun recruit. Fill this bag with the fatty meat from a young Owlbear and bring it back to me right away. I'll get Joharr's sandwiches as soon as you return with the meat.'

You receive a 6-slot sack. Go to Hollowshade Moor and kill Owlbear Cubs until you have 6 Fatty Owlbear Meat. Combine and return the Sack of Owlbear Meat to Cook Yalkiin.

Cook Yalkiin opens the bag and immediately begins to slice the meat into thin sheets. He throws the meat on a few slices of bread and wraps the whole thing up with a hand full of vegetables. 'Here you go, friend!' He says as he hands you what appears to be a lunch bag. 'Joharr should love these sandwiches! The meat that you brought us was great. If you ever need a job as a butcher, just let us know. Take care and tell Joharr I said hello.'

Your faction standing with Guardians of Shar Vahl got better.
You gain experience!!

You receive a Bag of Food. Take the Bag of Food back to Taruun Joharr. As usual, make sure that you have a container slot free.

Taruun Joharr takes the bag and takes a huge bite of the sandwich. 'This sandwich is almost worth the wait.' He says as he rubs the crumbs from his mouth. 'I hope that you've been practicin' with those daggers. Elder Ternq came by while you were away. He stated that I, well... you... need to go scout the caves around the thicket. Gather the skulls of any Shak Dratha that you may... um... run into while you scout. Once you've filled this backpack, return it to me and I'll fill out a report for Ternq.'

Your faction standing with Taruun got better.
You gain experience!!

You receive a Worn Scoutpack, a 6-slot LORE size SMALL container. Head to Shadeweaver's Thicket and kill Shak Dratha, particularly Shak Dratha Senthiens in the upper to middle caverns, or the Shak Dratha Assassins and Raiders outside the caves. Collect 6 Shak Dratha Skulls. Combine them in the bag to craft a Pack of Skulls, which you should return to Taruun Joharr.

Taruun Joharr says 'Very good, ______! Elder Ternq will be very pleased with the results of your patrol. Take this regional status report to him and see if he has anything else for you to do. Your skill as a hunter is really starting to show. You can keep the daggers that I gave you. Make good use of them. I'm sure that you're going to be too busy to come back this way for a bit. Take care.'

Your faction standing with Taruun got better.
You gain experience!!

You receive a Regional Status Report, which you should give to Elder Taruun Ternq, who can be found on top of the 3-story building by the south gate.

Elder Taruun Ternq says 'I see that Joharr introduced you to our cavern dwelling friends. This report shows that you were very successful on your last patrol. Your progress as a Taruun is most pleasing. You have shown us that you are ready to advance to the level of apprentice. I will send someone for your new cloak in a moment. While I am doing that, please use this bowl to prepare some spicy fish stew and take it to Kerr Tiparr in the Hollowshade outpost. It's not often that they get good food out there. If you don't remember the recipe, just ask cook Mylis. When you are done, please return with your old cloak and the empty pot. Always remember... Service to the community should always precede any thoughts of personal advancement.'

Your faction standing with Taruun has been adjusted by 1
You gain experience!!

You receive a LORE, NO DROP Large Stewing Pot.

You say, 'What spicy fish stew?'

Cook Mylis says 'Ohhh, I love fish stew and it's fairly simple to make. If you're looking to make a large pot of it, you'll want to be sure that you have enough ingredients ready from the start. Gather up a flask of water, a jug of sauce, some spices and two wetfang steaks. Cook them in an oven in a large stewing pot. For being so foul, those wetfangs sure taste good. Throw all of that in to simmer for a bit and you're ready to go!'

Kill Large Wetfangs at the big lake in the Paludal Caverns for the steaks.

The recipe is trivial at <= 79 Baking. Hand the Pot of Spicy Fish Stew (LORE, NO DROP) in to Kerr Tiparr who returns to you an Empty Stew Bowl (LORE, NO DROP) which you then give with your Cloak of the Taruun Recruit to Ternq.


Upon turn in to Kerr Tiparr:

Kerr Tiparr grabs the pot and pours the contents into several clay containers. 'That should keep the stew warm until the next patrol comes by. I'm sure that they'll be glad to see it. It smells really great. Thank you for the kind meal. I hope your good character helps you in your endeavors as a member of the Taruun. It is always good to see a young citizen succeed. May the spirits guide you!'

Your faction standing with Guardians of Shar Vahl has been adjusted by 1.

Elder Taruun Ternq says 'Very well done, ______. Take this cloak and wear it with pride. May it keep your silhouette hidden from our enemies and keep you safe from those things that may walk in shadows darker than ours. Your work is being noticed, young Taruun. Please keep a clear eye on the path that lies before you. Speak to Elam Arruk when you are ready to continue your training. You will need only to show him the cloak that I just gave you. He will know how to instruct you from there. Be well.'

Elder Taruun Ternq shouts 'Hear me fellow Vah Shir! The Taruun have seen fit to escalate citizen ______ to the rank of apprentice. He grows in strength and wisdom daily. We are proud as should you all be. May this student of our ways continue to progress and live worthy of our noble heritage.'

Your faction standing with Taruun has been adjusted by 5
You gain experience!

You receive a Cloak of the Taruun Apprentice. Reward: Black Handled Dagger
Reward: Black Handled Dagger
Reward: Cloak of the Taruun Apprentice

Taruun Journeyman (Rogue #4) (Normal): At the end of the previous quest, you were told to find Elam Arruk and give him your Cloak of the Taruun Apprentice. He may be found at +230, -320, -245. Make sure you have a container slot free.

Elam Arruk says 'I see that you have experienced some training from Elder Ternq. He is an amazing scout and very exciting to watch in combat. Years prior to being commissioned to act in this role, I served with the young Scout Ternq. Of course we were both much younger and more agile back in those days. Much like you are now. Ah well, enough with this chatter. Take this bag and stow it somewhere safe. I have a task for you.'

You receive a Black Cloth Bag, a 6-slot size MEDIUM LORE/NO DROP container.

You say, 'What task?'

Elam Arruk says 'You will need to begin familiarizing yourself with the moor and its inhabitants. As a scout, there is one creature that roams the moor that you are going to need to focus on in particular. These creatures are wolf-like in their appearance, but have no need for sight and show absolutely no fear of the tactics that we usually use to scare off animals. They move in packs and attack swiftly. To learn their behavior, you will need to track a few down. Fill that bag with a few of their tongues and bring it back to me. Once you have seen them, I will be able to teach you more.'

Sonic Wolf Tongues drop from any Sonic Wolves in Hollowshade Moor. Fill the bag with tongues and combine to craft a Bag for Elam. Give it to him.

Elam Arruk says 'Very good ______, not only have you had a chance to see the creatures, you have also provided me with lunch. I hope that you learned something from your encounter. Those wolves, or sonic wolves as the Dar Khura call them, have destroyed more than a few scouting expeditions. Over the years, our research into the origins of these beasts has proven fruitful. We have found a means of making a weapon that reacts to their flesh. These items will assist you in making that item.'

Elam Arruk hands you a dagger hilt and a mortar and pestle and says, 'Those items are to be used to not only produce your personal weapons, but to aid any other citizen that may be in need of the component that we, as Taruun, are best suited to produce... the poison. I understand that you are still young and new to poisons, but this will be an easy process for you. You will need only to grind the ingredients up in that mortar and pestle. Then heat the resulting powder in an oven by placing the powder and some water in a poison vial. Be sure not to over cook it.'

Elam Arruk says 'You will need to visit the Library of War History and purchase a book on the construction of this weapon. Read it and construct the weapon. I recall that the scholar that sells the book was also working on a construction kit for the weapons. Please take your finished weapon and your apprentice cloak to Elder Taruun Ternq. I am sure that he will be curious about your progress.'

You receive a Taruun Hilt Piece and an Acrylia Mortar and Pestle. Go to the library and purchase Wolf Bane Lore Volumes I-III from Arms Historian Qua detailing how to construct Sonic Wolf Bane weapons. Crafting these weapons requires the cooperation of all of the five original Vah Shir classes: Bard, Beastlord, Rogue, Shaman, and Warrior (Berserkers were added as a playable class with the Gates of Discord expansion years after the Shadows of Luclin expansion which introduced the Vah Shir as a playable race). Each supplies a component that may only be crafted by Vah Shir of that class, and the components are combined to produce class-specific sonic bane weapons.

Vah Shir rogues contribute Sonic Wolf Bane poison. First combine the following in your Acrylia Mortar and Pestle:
  • Digested Salass Moss (uncommon off any owlbear in Hollowshade Moor)
  • Sonic Wolf Blood (uncommon-rare off any sonic wolf in Hollowshade Moor)
  • Poison Dart Felt (uncommon off Grimling Spiritists in Hollowshade Moor)
  • Tortoise Saliva (uncommon off Moor Tortoises in Hollowshade Moor)
Take the resulting Reddish-Brown Powder and bake it in an oven with a Poison Vial and a Water Flask to craft Sonic Wolf Bane (trivials around 135).

Buy the Weapons Assembly Kit from Arms Historian Qua and combine the Taruun Hilt Piece with the 5 pieces from the various classes: Sonic Wolf Bane from rogues, Toughened Sinew Lashings from beastlords, Reactive Sealant Soak from shaman, Porous Dagger Blade from warriors, and Ceramic Dagger Sleeve from bards. You craft a Sonic Wolf Bane Dagger.

Go back to Elder Taruun Ternq and give him your Cloak of the Taruun Apprentice and Sonic Wolf Bane Dagger. You will receive a new Cloak of the Taruun Journeyman. He then suggests you head out into Hollowshade Moor and hand the cloak to Ahom Guzhin.


Upon Hand In:

Elder Taruun Ternq takes the blade and looks at it. He hands the blade back to you and tosses your cloak over his shoulder. He pulls another cloak from the railing in front of you and hands it to you.

Elder Taruun Ternq says, 'You have a ways to go yet,but you are coming together nicely, young scout. Now tell me, how is my old friend doing? He never used to sleep. Well, perhaps I need to walk over and see him myself. While I do that, please head too the moor and look for Ahom Guzhin. He will tell you of your next assignment.'
Your faction standing with Taruun has been adjusted by 5.
You gained experience! Reward: Sonic Wolf Bane Dagger
Reward: Cloak of the Taruun Journeyman

Taruun Recruit (Rogue #2) (Normal): You must first do the citizenship quest before doing this.

After getting your Acrylia Slate of Shar Vahl and Initiate's Cloak of Shar Vahl, you are told to look for Harbin Gernawl. He is found to the right of the Registrar's office.


You say, 'Hail, Harbin Gernawl'

Harbin Gernawl says 'Hello ______, it is my pleasure to meet you.

Hand Harbin your acrylia slate. He hands it back.

Harbin Gernawl says 'Ahh, ______, I was told you'd be coming. I am Harbin, and I will oversee the next bit of your progress in the Taruun. You have bravely chosen a path that will put your every skill to the test. May your abilities be honed in the service of the noble Vah Shir. To begin, bring me the soft chitin of three of the Rhinobeetles that dwell in the crater surrounding our city.'

Go down to the pit and kill everything you see, and loot the Soft Rhinobeetle Chitin off the beetles. Hand three to Harbin unstacked.

Harbin Gernawl takes the chitin and deftly fashions a buckler as he speaks, 'Your progress will be reported, ______. For your effort thus far I present you with this buckler. It will help to protect you until you become adept enough to wield a weapon in each of your hands. Meanwhile, it is time for you to practice the skill that Shar Vahl relies on to feed it's people. Following this recipe, deliver four boiled rockhopper eggs to Sergeant Tylah in Hollowshade moor. Return to me with the acrylia he will pay you.'

Reward is Buckler of the Beetle.

Now you must go back down to the pit and kill young rockhoppers for their eggs. They are rare drops so be prepared to wait a while to get 4, although I suggest grabbing 6 in case of failures. The recipe for Boiled Rockhopper Egg is 1 Spices, 1 Water Flask, and 1 Rockhopper Egg in an oven or spit. The trivial is between 46 and 64, but at 64 I still failed on one in five. Go to the Vah Shir outpost in Hollowshade Moor and talk to Sergeant Tylah.


You say, 'Hail, Sergeant Tylah'

Sergeant Tylah says 'Good day to you ______, would you happen to have any boiled rockhopper eggs for sale? I'm so very hungry and they're my favorite food.'

Give him the four Boiled Rockhopper Eggs unstacked.

Sergeant Tylah devours all four of the eggs in the blink of an eye, 'Delicious! May the spirits bless you Shizukana! Here are a few acrylia flakes for your trouble. I'll be happy to pay for more should you find yourself with any extra!'

Take the Acrylia Flakes back to Harbin Gernawl.

Harbin Gernawl says 'Your progress will be rewarded, ______. Soon all will recognize you as a recruit of the cunning Taruun! Speak with Merchant Rytan. When he is through with you return to me with his seal, your buckler, your initiate's cloak and this seal.'

You receive an Initiate Seal of the Taruun.

Merchant Rytan is outside the shop with fletching supplies in the South sector.


You say, 'Hail, Rytan'

Rytan says 'Hello ______, I trust all is well with you today. Come in and have a look around, just let me know if you see anything you like. By the way, I am in need of the assistance of an official Shar Vahl citizen. If you know of any please send them my way.'

You say, 'I am a citizen.'

Rytan says 'Wonderful! Please, show me your acrylia slate and I'll disclose my errand.'

Give him your acrylia slate. He gives it back.

Rytan says 'Here's my dilemma, I am low on darts to sell and I need to replenish my supply. I simply cannot break away from the store so I require your help. Fill this bag with xakra teeth and return the sealed bag to me. With those teeth I can make six darts and I'll give you three.'

You receive Rytan's Bag, a LORE 6-slot size SMALL container. Head back down to the pit and collect 6 Xakra teeth off the Xakra worms. (I would suggest you collect everything you need at once. I wish I had.) Combine them in the bag to craft Rytan's Sealed Bag. Give this to Rytan.

Rytan says 'Here are the three darts I promised you and a seal of mine. I need more darts desperately, so show me your acrylia slate to take another bag and fill it as you are able. Collect four of my seals and show them to me. I will reward you by revealing my method of dart construction.'

You receive three Xakra Tooth Darts and a Seal of Rytan. Go back to Harbin and hand in the Initiate Seal of the Taruun, the Seal of Rytan, the Initiate's Cloak of Shar Vahl, and your Buckler of the Beetle.

Harbin Gernawl says 'Your hard work is pleasing to the Taruun, ______, which now accepts you as an official recruit. Wear this cloak with pride. Your buckler has been treated with a special epoxy and should protect you more effectively now. Show the buckler to Taruun Joharr and he will continue to guide you on your sacred path. I sense a strong spirit in you, young one. May it guide you to greatness!'

You receive a Hardened Buckler of the Beetle and Cloak of the Taruun Recruit.

Harbin Gernawl shouts 'Citizens of glorious Shar Vahl, lend me your ears. On this day your fellow citizen, ______, has become an official recruit of the Taruun. He has pledged an oath to hone his skills to perfection that he may better serve us all. Please join me now in celebrating his commitment to the mighty Vah Shir!' Reward: Cloak of the Taruun Recruit
Reward: Buckler of the Beetle
Reward: Xakra Tooth Dart
Reward: Hardened Buckler of the Beetle

The Button Girl (Normal): This quest begins with Delival (in one of the buildings in the northwestern corner of the city).

You say, 'Hail, Delival'

Delival says 'Hello there. I do not suppose you have seen a little girl running around with a box of buttons? I sent [Shainai] over to Master Barkhem's place so I can finish these [uniforms] I am working on.'

You say, 'Who is Shainai?'

Delival says 'Shainai is my little girl. While I am [inactive] I would like to see her as much as possible so I brought her with me here. I am starting to worry that she may have gotten lost near the palace. If you see her and have the time to escort her back here I would be indebted to you, friend.'



Shainai roams from her home to the palace, wanders around in the lower level until she reaches the arena, and then wanders home. If you hail her before she reaches the palace steps, you see:

You say, 'Hail, Shainai'

Shainai says, 'Hello, my name is Shainai and I am on a very important mission for my Daddy. He ran out of buttons for the officers' clothes so I have to get him more. I am an excellent helper.'

She then continues on her way. When she reaches the palace steps, you see:

Shainai stops skipping and looks around. She says, 'Uh oh.'

At this point, if you hail her, you see:

Shainai says 'Hi. I was getting some buttons for Daddy and I got a little lost. I know the way, I mean it...but if you wanted to follow me home to make sure I got there safe and all, you could.'

You say, 'I will follow you home'

Shainai says 'You will?!? Oh good, now I won't be so lonesome. Here hold my bag of buttons if you please, my arms are tired. Ready? Follow me now, I know the way.' Shainai pauses and looks around, 'Hrmmmm....'

You receive "Shainai's Bag". She then meanders home, getting a little lost on the way. When you reach her home, you see the following unfold:

Delival sees you come into the room but looks just past you, 'Shainai is that you?'

Shainai says 'Ahhh, home at last.'

Delival says 'Well thank heavens you're finally home, perhaps I should think twice before sending you out alone next time, little one. Thank you so much for bringing her back, my friend. Looks like she managed to talk you into carrying the buttons for her as well.'

Give "Shainai's Bag" to Delival:

Delival says 'Well I wish there was more I could do to repay you. Take this old compass and what change I can spare with my most sincere thanks. Now off to bed Shainai, you have had a busy day.'

Your faction standing with Guardians of Shar Vahl has been adjusted by 7.
You gain experience!!
You receive 7 copper from Delival.

You receive a compass, which can be sold to vendors for 1-2pp, and then see:.

Shainai yawns deeply, 'Daddy I'm sleepy, could you come tuck me in?'

Delival sighs and says, 'My hands are full right now hon.'

Delival looks your way curiously and asks, 'I don't suppose you would want to tuck her in for me if I give you a blanket?'

You say, 'I will tuck her in.'

Delival says 'Thank you again, have been a great help. Here is her favorite blanket, just give it to her and she should be fine. G'night Shainai.'

You receive "Shainai's Blanket". Give this to Shainai:

Shainai settles comfortably in for a restful afternoon nap, 'Thank you for walking me home, it was ever so nice of you. Good night.'

Total experience amounts to about 20% of Level 1.



Alternative finish: If you don't wait for Shainai to reach home before handing in the bag to Delival, you see this (he may also aggro you at this point):

Delival looks at what you have handed him as his face turns to rage. 'What is... this... this is the box I sent Shainai out with! Where is she? What have you done? You stole from my little girl! Maybe worse!

Your faction standing with Guardians of Shar Vahl got worse. (-1)
Vah Shir Berserker Boots (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'I want to make boots.'

Pashir Vollemon says 'To craft Savageclaw boots, you must obtain two small pieces of ore, one low quality rockhopper hide, and one bloodling carapace. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Boots Material to a forge along with this mold to create your new boots.' Reward: Savageclaw Boots

Vah Shir Berserker Bracers (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'I want to make bracers'

Pashir Vollemon says 'To craft a Savageclaw Bracer, you must obtain one small piece of ore, one shadeling silk, and two sharp bloodling mandibles. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Bracer Material to a forge along with this mold to create your new bracer.' Reward: Savageclaw Bracer

Vah Shir Berserker Coif (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'i want to make coif'

Pashir Vollemon says 'To make a Savageclaw Coif, you must obtain two small pieces of ore, one low quality rockhopper hide, one bone chips, and one shadeling silk. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Coif Material to a forge along with this mold to create your new coif.' Reward: Savageclaw Coif

Vah Shir Berserker Final Task (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'I want to make a tunic.'

Pashir Vollemon says 'To make a Savageclaw Tunic, you must obtain two small pieces of ore, one medium quality rockhopper hide, one sharp bloodling mandibles, one low quality rockhopper hide and one bloodling carapace. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Tunic Material to a forge along with this mold to create your new tunic. Once you have made your tunic, return to me and I may have another [task] for you to complete.'

You say, 'What task?'

Pashir Vollemon says 'If you are truly ready, I will need you to travel to the Hollowshade Moor and bring me four cracked rhino beetle carapaces. You will find that Hollowshade Moor is a more dangerous hunting ground than Shadeweaver's Thicket, but trust in your primal instincts and you will persevere.' Reward: Savageclaw Axe

Vah Shir Berserker Gloves (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'I want to make gloves'

Pashir Vollemon says 'To make Savageclaw Gloves, you must obtain one small piece of ore, one needle thin claw, one bone chips, and one shadeling silk. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Gloves Material to a forge along with this mold to create your new gloves.'
Reward: Savageclaw Gloves

Vah Shir Berserker Gorget (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'i want to make a gorget'

Pashir Vollemon says 'To make a Savageclaw Gorget, you must obtain one small piece of ore, one medium quality rockhopper hide, two bone chips, and one shadeling silk. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Gorget Material to a forge along with this mold to create your new gorget.'
Reward: Savageclaw Gorget

Vah Shir Berserker Leggings (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'leggings'

Pashir Vollemon says, 'To craft Savageclaw Leggings, you must obtain two small pieces of ore, one low quality rockhopper hide, and one sharp bloodling mandible. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Leggings Material to a forge along with this mold to create your new leggings.' Reward: Savageclaw Leggings

Vah Shir Berserker Tunic (Normal): Find Pashir Vollemon beside the Berserker Trainer.

You say, 'I am a berserker.'

Pashir Vollemon says 'I thought I saw the gleam of rage in your eyes. If you are truly dedicated to our way of life and embrace the primal rage that burns from within our souls, I can perhaps assist you with the knowledge of [armor] making passed down by our ancestors.'

You say, 'What armor?'

Pashir Vollemon says 'It is a special suit of armor that does not constrict our ability to fight. It is not necessary that you acquire this armor; however, it would help you while you struggle to learn the ways of the berserker. When you are [ready] to begin, let me know.'

You say, 'I am ready.'

Pashir Vollemon says 'Take this assembly kit. With this kit, you will be able to combine the various components necessary to make your armor. I can instruct you on how to make [boots], [leggings], [bracers], [gloves], a [coif], a [gorget], or a [tunic]. I suggest you wait to make the tunic last, as it is the most difficult item to construct.'

You say, 'I want to make a tunic'

Pashir Vollemon says 'To make a Savageclaw Tunic, you must obtain two small pieces of ore, one medium quality rockhopper hide, one sharp bloodling mandibles, one low quality rockhopper hide and one bloodling carapace. You should able to find the animal parts in Shadeweaver's Thicket and the ore somewhere here in town. Once you have combined these items in your assembly kit, take the Savageclaw Tunic Material to a forge along with this mold to create your new tunic. Once you have made your tunic, return to me and I may have another [task] for you to complete.' Reward: Savageclaw Tunic

Vah Shir Citizenship (#1) (Normal): Start by giving your Guild Summons to your guildmaster. You will receive an Application for Citizenship. For example:

Master Taruun Rakutah says, 'Good ________, I am pleased to see you. You have come of age and it is time for you to register for citizenship. Your invitation indicates that the Taruun, hunters and providers of Shar Vahl, have noticed you and consider your potential to be worthy of our training. First, take this application to Registrar Bindarah and return to me with proof of citizenship.'

Master Taruun Rakutah says, 'I know that you may be nervous right now... after all, this should be a very exciting first step for you. If you happen to get lost while looking for the registrar, just ask one of the other citizens or guards for directions. They will most likely know where to find the place or person that you are looking for.'

You gain experience!

Find Registrar Bindarah near the south gate and bridge at -390, +140. Give her the Application for Citizenship.

Registrar Bindarah says 'Young ______, I will be happy to process your registration for you. While I etch your name on our people's book of records I will require you to run a couple of errands. Take this certificate to the tax collector and obtain his seal. While you're out doing that, have Mignah create your personal Acrylia slate for you. Bring both the seal and the slate to me as soon as you can.'

You gain experience!!

You receive a Certificate of Taxability in exchange. Find Tax Collector Khugra in the bank at -290, -455, -187 and give him the certificate.

Tax Collector Khugra places his seal on the certificate before returning it to you. 'Ahh, a new taxpayer, wonderful! You must always remember that it is a distinct privilege to contribute to the upkeep of our noble society and not merely a duty or a burden. I look forward to collecting your honorable taxes in the future. May the spirits prosper you, ______.'

You receive a Stamped Certificate of Taxability. Now find Mignah Cahru in the tavern near the north gate at +485, -285.

You say, 'What about an acrylia slate?'

Mignah Cahru pulls a smoldering piece of forged acrylia from a nearby oven and, before you can react, presses your hand into the still soft metal. 'This may hurt a bit, but it'll heal.' He then etches your name and the date into the slate and plunges it into a bucket of water before placing it into your stinging palm.

You receive an Acrylia Slate. Head back to Registrar Bindarah and give her the stamped certificate and acrylia slate.

Registrar Bindarah says 'This item, by itself, means nothing to me.'

Registrar Bindarah says 'Ahh, there you are. I was about to send someone looking for you. Everything seems to be in order here, only one task remains. You must gain audience with the king and swear fealty to his highness by handing him this document. Return to me when this is done.'

She will keep the acrylia slate for now, but you will get it back later. You receive a Note to King Raja, which reads:

Oh great king, I hereby voluntarily pledge my life to serving the realm and preserving the noble Vah Shir. I am henceforth yours to command.

Take it to King Raja Kerrath in the throne room of the palace, at 0, +565, -160.

King Raja Kerrath says 'Your humility and willingness to serve shall not be wasted. There is much to be done, ______, and our people thank you in advance for your selfless service.'

You receive a Note from King Raja, which reads:

I, your beloved king, find the bearer of this note to be worthy of citizenship of Shar Vahl. May he serve the noble Vah Shir well.

Return to Registrar Bindarah and give her the letter.

Registrar Bindarah says 'Well done, ______, I am honored to be the first to welcome you to citizenship of Shar Vahl! May you serve our society as well as it serves you. Return to your guildmaster and present both the slate and the application to him. The acrylia slate shall henceforth serve as proof of your citizenship.'

Registrar Bindarah says 'Oh, by the way, be careful with this as it will be important for recording your service to our society. If you should somehow lose it, ask me about your slate and I will issue you a new one.'

Your faction standing with Citizens of Shar Vahl got better. +400
You gain experience!!

You receive an Acrylia Slate of Shar Vahl, along with a Notarized Application. NOTE: This slate is your unique identification for subsequent Vah Shir quests, so don't destroy it. Bring the application back to your guildmaster. Here's the dialogue for the Beastlord guildmaster:

Elder Animist Sahdi says 'Allow me to be the first to welcome you to the Khati Sha, lords of the beasts. Accept this cloak, young initiate. It is a symbol of your loyalty to our noble people. May it serve you as you serve us all. Present your acrylia slate to Animist Poren and he will give you instruction. May the spirits of the beasts guide you and keep you safe.'

You receive the Initiate's Cloak of Shar Vahl. Reward: Initiate's Cloak of Shar Vahl
Reward: Acrylia Slate of Shar Vahl

Vah Shir Cultural Armor (DoN) (Incomplete): Click here for an overview of cultural armor introduced with Dragons of Norrath.

Find Vuro Padfoot in Shar Vahl at -435, -40, in the building just inside the city's south entrance.

Ancestral Vah Shir Armor

You say, 'Hail, Vuro Padfoot'

Vuro Padfoot says 'Hello, ______. Returning from Norrath? It fills me with pride to see there are still Vah Shir willing to venture off this moon and restore our foothold on [Norrath] once again.'

You say, 'Norrath?'

Vuro Padfoot says 'From what I have heard, things were much different back when we lived on the planet. I have been studying the writings transcribed from before our kind was blasted from the face of Norrath. They are helping me piece together the [techniques] of our ancestors.'

You say, 'What techniques?'

Vuro Padfoot says 'From what I have learned, our craftsmanship has regressed over the years. Our relative lack of competition from other races has made us docile and lazy on this moon. In fact, I've uncovered some forgotten [armor patterns] and a few [cultural symbol patterns] that put our current designs to shame. Would you be interested in learning these ancient patterns? They will take time to craft, but, if you are patient, they will serve you well.'

You say, 'I am interested in learning the armor patterns.'

Vuro Padfoot says 'Excellent. To make you a pattern book, I will need a piece of shadeling silk for the cover, a glowing heart stone for the ink, a cracked rhino beetle carapace for the clasp, and a damaged hopper hide to grind down and make a salve which will protect and preserve the finished product. I have heard these items can be found around Shadeweaver's Thicket and the Paludal Caverns. Bring them to me and the armor patterns of our ancestors will be yours.'

The Glowing Heart Stone drops only from A Glowing Muck Digger in Paludal Caverns. The rest are common drops in Shadeweaver's Thicket. Hand in the items.

Vuro Padfoot says 'Excellent work, ______. Here is your pattern book. May you use this to restore the standing of our race across Norrath!'

You receive the book Ancestral Vah Shir Armor.

You say, 'What cultural symbol patterns?'

Vuro Padfoot says 'You're interested in the cultural symbol patterns I see. I can give you the cultural symbol patterns but I will need you to run a few tasks for me before I can give them to you. What do you say: would you like to run a few short [tasks] for me?'

You say, 'What tasks?'

Vuro Padfoot says 'I have four tasks that need to be completed. The first is an adventure into [Paludal Caverns] where you will collect some items for a cap that I'm making. The next, you will be tasked with venturing into [Dawnshroud] where you hunt for some ingredients that I seem to be missing for my feast. The third task leads you into [The Grey] where you will gather some jewelry supplies for me. The final task will lead you on an adventure into [Stillmoon temple] where you will learn about the creatures that inhabit the area.'

Journeyman's Book of Vah Shir Culture

You say, 'Paludal Caverns.'

You have been assigned the task 'Vuro's Cavern Adventure'.

Vuro Padfoot says 'Paludal Caverns? Let me see what I have for Paludal Caverns. Ohh I do have a task for Paludal Caverns. I was in the process of making a cape but I have run out of a few key items. I know they can be found in Paludal. Venture into Paludal Caverns and explore the owl bear cave in the east side of the caverns.'

Task Details
Paludal Caverns: Explore the owlbear cave in the east
Paludal Caverns: Kill 20 owlbears
Paludal Caverns: Loot 4 Damaged Owlbear Pelts
Shar Vahl: Deliver 4 Damaged Owlbear Pelts to Vuro Padfoot
Paludal Caverns: Explore the recondite camp in the south west
Paludal Caverns: Kill 10 recondites
Paludal Caverns: Loot 1 Recondite Insignia Ring
Shar Vahl: Deliver 1 Recondite Insignia Ring to Vuro Padfoot

The cave you must explore is at -1940, -395. The recondite camp is near Shadowhaven.

Vuro Padfoot says 'You did a fine job. I will be wearing my cape in no time. You have certainly earned these cultural symbol patterns.'

You receive the Journeyman's Book of Vah Shir Culture.

Expert's Book of Vah Shir Culture

You say, 'Dawnshroud.'

You have been assigned the task 'Vuro's Feast'.

Vuro Padfoot says 'I never have the right cooking utensils when I'm cooking. It's so annoying to be in the middle of baking a feast and to not have exactly what you need. Explore the pond in the north west of Dawnshroud and see if you can find some utensils for me.'

Task Details
Dawnshroud Peaks: Explore the pond in the north west
Dawnshroud Peaks: Kill 50 wolves
Dawnshroud Peaks: Loot 4 A Tattered Wolf Pelts
Shar Vahl: Deliver 4 A Tattered Wolf Pelts to Vuro Padfoot
Dawnshroud Peaks: Explore the small camp site that is setup south west of Netherbian Lair
Dawnshroud Peaks: Kill 5 stonegrabbers
Dawnshroud Peaks: Loot 1 A Stonegrabber Boulder
Shar Vahl: Deliver 1 A Stonegrabber Boulder to Vuro Padfoot

The pond is in the northwest, as indicated. The small camp site is as +1230, +580.

Vuro Padfoot says 'Just in time, the feast is about ready. That shell should be perfect for this perfect meal. You have earned those cultural symbol patterns.'

You receive Expert's Book of Vah Shir Culture.

Master's Book of Vah Shir Culture

You say, 'The Grey.'

You have been assigned the task 'Supplies for Vuro'.

Vuro Padfoot says 'I recently started to create jewelry. This piece here is the most requested piece in the city. My supplies are running low and I need you to travel to The Grey and gather some supplies for me. You can start by killing shimmering rockfiends and scraping the shiny granite chips from them.'

Task Details
The Grey: Kill 40 shimmering rockfiends
The Grey: Loot 4 Shiny Granite Chips
Shar Vahl: Deliver 4 Shiny Granite Chips to Vuro Padfoot
The Grey: Kill 5 sun revenants
The Grey: Loot 1 Dark Skeleton Remains
Shar Vahl: Deliver 1 Dark Skeleton Remains to Vuro Padfoot

Shimmering rockfiends spawn from traps that may be found throughout The Grey. The northeast part of the zone has a relatively high concentration of the traps.

Vuro Padfoot says 'Superb work. I will grind these bones into many usable charms for my jewelry. You have earned these cultural symbol patterns for your hard work.'

You receive Master's Book of Vah Shir Culture.

Grandmaster's Book of Vah Shir Culture

You say, 'Stillmoon Temple.'

You have been assigned the task 'Creatures of Stillmoon'.

Vuro Padfoot says 'You will adventure into the Stillmoon temple to learn about the different creatures that inhabit the area. Travel to Stillmoon temple and learn about the creatures of the temple. You will need to be careful while you are in the temple. The creatures that you seek can only be found in the most dangerous sections of the temple. You should travel to the Lavastorm Mountains and meet up with one of our operatives. There you will get further information on where you can enter the temple at.'

Task Details
Stillmoon Temple: Kill 120 denizens of Stillmoon
Stillmoon Temple: Loot 80 Glossy Kirin Manes
Shar Vahl: Deliver 4 Glossy Kirin Manes to Vuro Padfoot
Stillmoon Temple: Kill 10 Stillmoon Loremasters
Stillmoon Temple: Loot 1 Impeccable Kirin Horn
Shar Vahl: Deliver 1 Impeccable Kirin Horn to Vuro Padfoot

You must be in a Dragons of Norrath mission to get the drops you need.

Need hand-in dialogue.

You receive Grandmaster's Book of Vah Shir Culture.

Need missing dialogues, faction hits if any, list of creatures that qualify for kills, etc.

Types of Armor

Khala Dun - Bard, Warrior
Khala Vir - Berserker, Rogue, Shaman
Vah Anima - Beastlord
Reward: Simple Khala Vir Armband
Reward: Simple Khala Vir Boots
Reward: Simple Khala Vir Cuirass
Reward: Simple Khala Vir Gloves
Reward: Simple Khala Vir Greaves
Reward: Simple Khala Vir Helm
Reward: Simple Khala Vir Sleeves
Reward: Simple Vah Anima Boots
Reward: Simple Vah Anima Cuirass
Reward: Simple Vah Anima Gloves
Reward: Simple Vah Anima Greaves
Reward: Simple Vah Anima Helm
Reward: Simple Vah Anima Sleeves
Reward: Simple Vah Anima Armband
Reward: Elaborate Vah Anima Cuirass
Reward: Intricate Khala Dun Armband
Reward: Intricate Khala Dun Boots
Reward: Intricate Khala Dun Cuirass
Reward: Intricate Khala Dun Greaves
Reward: Intricate Khala Dun Helm
Reward: Intricate Khala Dun Sleeves
Reward: Intricate Khala Vir Armband
Reward: Intricate Khala Vir Boots
Reward: Intricate Khala Vir Cuirass
Reward: Intricate Khala Vir Gloves
Reward: Intricate Khala Vir Helm
Reward: Intricate Khala Vir Sleeves
Reward: Intricate Khala Vir Greaves
Reward: Intricate Khala Dun Gloves
Reward: Ornate Vah Anima Armband
Reward: Ornate Vah Anima Cuirass
Reward: Ornate Vah Anima Sleeves
Reward: Ornate Vah Anima Boots
Reward: Ornate Vah Anima Gloves
Reward: Ornate Vah Anima Greaves
Reward: Ornate Vah Anima Helm
Reward: Intricate Vah Anima Boots
Reward: Intricate Vah Anima Cuirass
Reward: Intricate Vah Anima Gloves
Reward: Intricate Vah Anima Greaves
Reward: Intricate Vah Anima Armband
Reward: Intricate Vah Anima Helm
Reward: Intricate Vah Anima Sleeves
Reward: Ornate Khala Dun Boots
Reward: Ornate Khala Dun Gloves
Reward: Ornate Khala Dun Helm
Reward: Ornate Khala Dun Armband
Reward: Ornate Khala Dun Cuirass
Reward: Ornate Khala Dun Greaves
Reward: Ornate Khala Dun Sleeves
Reward: Elaborate Vah Anima Armband
Reward: Elaborate Vah Anima Greaves
Reward: Elaborate Khala Dun Armband
Reward: Elaborate Khala Dun Cuirass
Reward: Elaborate Khala Dun Gloves
Reward: Ornate Khala Vir Armband
Reward: Ornate Khala Vir Boots
Reward: Ornate Khala Vir Cuirass
Reward: Ornate Khala Vir Gloves
Reward: Ornate Khala Vir Greaves
Reward: Ornate Khala Vir Helm
Reward: Ornate Khala Vir Sleeves
Reward: Elaborate Khala Vir Armband
Reward: Elaborate Khala Vir Boots
Reward: Elaborate Khala Vir Cuirass
Reward: Elaborate Khala Vir Greaves
Reward: Elaborate Khala Vir Helm
Reward: Elaborate Khala Vir Sleeves
Reward: Elaborate Vah Anima Boots
Reward: Elaborate Vah Anima Gloves
Reward: Elaborate Vah Anima Helm
Reward: Elaborate Vah Anima Sleeves
Reward: Seals of Darkhollow
Reward: Elaborate Khala Dun Boots
Reward: Elaborate Khala Dun Greaves
Reward: Elaborate Khala Dun Helm
Reward: Elaborate Khala Dun Sleeves
Reward: Elaborate Khala Vir Gloves
Reward: Simple Khala Dun Boots
Reward: Simple Khala Dun Sleeves
Reward: Simple Khala Dun Helm
Reward: Simple Khala Dun Cuirass
Reward: Simple Khala Dun Armband
Reward: Simple Khala Dun Greaves
Reward: Simple Khala Dun Gloves
Reward: Elegant Vah Anima Cuirass
Reward: Elegant Vah Anima Gloves
Reward: Elegant Khala Dun Sleeves
Reward: Elegant Khala Dun Greaves
Reward: Elegant Khala Dun Cuirass
Reward: Elegant Khala Dun Armband
Reward: Elegant Khala Dun Boots
Reward: Elegant Khala Dun Gloves
Reward: Elegant Khala Vir Cuirass
Reward: Elegant Vah Anima Helm
Reward: Elegant Vah Anima Boots
Reward: Elegant Khala Vir Boots
Reward: Elegant Khala Vir Armband
Reward: Elegant Khala Vir Gloves
Reward: Elegant Khala Vir Greaves
Reward: Elegant Khala Vir Sleeves
Reward: Elegant Khala Vir Helm
Reward: Elegant Khala Dun Helm

Vah Shir Smithing (Normal): Find Master Barkhem, a smithing merchant, in Shar Vahl at +200, -165.

You say, 'Hail, Master Barkhem.'

Master Barkhem says 'Welcome to my shop. Please feel free to look around at the armor we have available. If you are looking for work, just let me know.'

You say, 'I am looking for work.'

Master Barkhem says 'That's great news! I could really use a hand. I have constructed some shield frames ideal for use with the carapaces found on [bloodlings]. Unfortunately I do not have the time to collect any of the shells. You can either purchase the frames and keep the shields for yourself, or you can return them to me and I will compensate you for your troubles.'

You say, 'What bloodlings?'

Master Barkhem says 'Cht`Thk bloodlings are parasites found in the thickets just beyond the south gate. You best be careful, they have a habit of sucking the blood from a person and spreading diseases.'

Purchase two Carapace Shield Frames from Master Barkhem and head out into Shadeweaver's Thicket, in the newbie area. Kill Cht`Thk Bloodlings until you've gathered 16 of their carapaces. The bloodlings spawn only during the day and are replaced by worms during the night (Norrath time). Put 8 carapaces in both containers and combine them to create a pair of Bloodling Shields.

Upon giving these shields to Master Barkhem, you'll receive two bloodling carapace plates.

Master Barkhem takes the shield from _____ and glances it over. He smiles and nods his head in approval before speaking, 'This is some quality work my friend. Although you could use some practice in your style, I can sense true potential in your smithing skills.' Master Barkhem rumages around behind his counter for a bit and pulls out a rather large bloodling carapace and hands it to _____. 'This was too large for me to use for a shield, but I think you can craft it into some fairly good armor. Just treat it in a forge with nepeta oil and the proper mold, the oil should soften it up enough to become pliable. Once fired in the forge it will harden to the mold. I'd love to see how It turns out.'

You can buy Nepeta Oil Extract from a merchant named Chialle in the southern part of Shar Vahl. The mail sectional mold is sold by Apprentice Garr, near Master Barkhem. Combine the oil, mold and two plates in a forge (trivial 32) to create a Bloodling Plate Mail.

Give the Plate Mail to Master Barkhem.

Master Barkhem says 'I knew that old thing would make a fine bit of armor in the right hands. Talent like yours should not go to waste! Take this, it is the mallet that I used to smith my very first bit, you can learn with it until you earn something better. Here is your first lesson _____, use this mallet to pound out the dents in the guard's shields. The ones guarding the bridges into town will need it most, as they can not leave their posts. Show each guard a [repair order] and have them sign off on it when you are through.'

Receive Vah Shir Apprentice Mallet.

You say, 'What repair order?'

Master Barkhem says 'Huh? Oh, here is a repair order for the Guards' shields, I will only give you one at a time as I do not want you overworking yourself so early in your education.'

Go to Khala Dun Jasir at +1130, -215 on the bridge leading into the main city and give him the repair order.

Khala Dun Jasir says 'Well it's about time Barkhem got around to us, and he couldn't even be bothered to come himself. Please get this back to me as soon as you can... you do know that we are here to guard the city, right?'

You receive Jasir's Dented Shield. Take the dented shield and place it into a forge with your Vah Shir Apprentice Mallet. This creates Jasir's Immaculate Shield (the mallet will be returned). Give this shield back to Jasir to receive Jasir's Work Order.

Khala Dun Jasir says 'Thank you very much _____, and I must apologize for the way I spoke to you earlier. We just got word of some [poachers] out in the Thicket, they really get me angry. In any case, you have done a fine job, worthy of Barkhem himself.'

Go back to Master Barkhem and ask him "What repair order?" again to get another work order. This time go to Khala Dun Aihjin at +1140, -145 and give him the order.

Khala Dun Aihjin says 'My shield, huh? I guess it is dented up pretty good from that last fight I broke up. Want to hear about it?'

You receive Aihjin's Dented Shield. Take the dented shield and place it into a forge with your Vah Shir Apprentice Mallet. This creates Aihjin's Immaculate Shield (the mallet will be returned). Give this shield back to Jasir to receive Aihjin's Work Order.

Khala Dun Aihjin says 'Well done, I sure will be ready for next time something tries to cause a disturbance in our city. My thanks to you ______.'

Go back to Master Barkhem and ask him "What repair order?" again to get another work order. This time go to Khala Dun Bokh at -1110, +130 and give him the order.

Khala Dun Bokh smiles warmly at you, 'Outstanding! Nothing like a sharp-looking shield to scare off the undesirables. And if you bring it back full of food I wouldn't complain either,' he laughs, flashing a mischievous grin your way. 'Just kidding! You have much to do and Barkhem would have my hide if I kept you from your studies.'

You receive Bokh's Dented Shield. Take the dented shield and place it into a forge with your Vah Shir Apprentice Mallet. This creates Bokh's Immaculate Shield (the mallet will be returned). Give this shield back to Jasir to receive Bokh's Work Order.

Khala Dun Bokh says 'Well done, shiny enough to eat off of. My compliments to you ______, Barkhem would be most pleased.'

Go back to Master Barkhem and ask him "What repair order?" again to get another work order. This time go to Khala Dun Koby at -1115, +55 and give him the order.

Khala Dun Koby says 'Oh this old shield does fine, but I guess if Barkhem needs to break in a new apprentice, it does have some dings in it. Thank you, my friend.'

You receive Koby's Dented Shield. Take the dented shield and place it into a forge with your Vah Shir Apprentice Mallet. This creates Koby's Immaculate Shield (the mallet will be returned). Give this shield back to Jasir to receive Koby's Work Order.

Khala Dun Koby says 'Tip-top work! Barkhem has done well by himself choosing you for an apprentice.'

Give Master Barkhem the four work orders.

Master Barkhem shuffles through the work orders, 'Well they have some lovely things to say about your work!' He disappears into the back room for a moment only to return dragging some sort of large iron block in his hands and crashes it down on the counter. 'Do you know what this is? I see you nodding your head, and yes it is an anvil... but it is so much more. This is a specially crafted anvil for only my most promising students as not just anyone has it within them to smith on a [spirit anchor].'
Your faction standing with Guardians of Shar Vahl got better.
You gain experience!!

Receive a Vah Shir Anvil.

You say, 'What spirit anchor?'

Master Barkhem says 'Have you not met Tiamon out in the Thicket yet? He is always telling anyone who wants to listen all about spirit anchors. Let me sum it up for you- the shadeweavers hunt the beings of shadow in the thicket to make their special shadow armor called Xakra. Now if you or I were to try to don this armor, it wouldn't last long as the shadows are not bound to this plane. Tiamon developed a method of [binding the spirits] in such a way that they will last. Mind you, he works with needles and threads- I work with the tools of a smith.'

You say, 'What method of binding the spirits?'

Master Barkhem says 'When something has been exposed to great ritual and culture, like the stones used to build a city or the instrument of one of our bardic historians, it kind of develops its own memories, you might say, and becomes a suitable spirit anchor. When he was Master Smith of SharVahl City, Kagazz began collecting the discarded weapons and armor of our fallen heroes and melting them down to make smithing tools. In this way he honored their achievements by passing their experience into new weapons and armor for our young heroes-to-be. As it turns out, these anvils are very strong spirit anchors, so strong that you can [rend shadow] itself.'

You say, 'Rend shadow?'

Master Barkhem says 'That's right. You will be working with the very fabric of shadow and sound, but we'll get to the sound part later. For now, hunt the shades in the Thicket; they hold moderate pieces of the power that you can use to experiment with. The mallet I gave you can be used to gather the shadows into a solid mass if you strike them on this anvil. You're probably best starting with something simple like Shadow disks to begin with.'

You say, 'How do you make shadow disks?'

Master Barkhem Master Barkhem says, 'Take swirling shadows from the shades in the Thicket and combine them with some metal bits to make a Shadow disk. Fill this box with disks and return it to me with my old mallet,' he pauses, considering your progress and smiling slightly, 'you will have earned your own at that point. Afterwards, I will show you how to manipulate sound to empower the shadows.'

Receive Barkhem's Box. Gather eight Swirling Shadows (dropped by shade NPCs in Luclin -- easiest farmable, Lesser Shades in Shadeweaver's Thicket.). Now inside a forge, combine 1 x Swirling Shadows + 1 x Metal Bits + 1 x Vah Shir Anvil + 1 x Vah Shir Apprentice Mallet to create a Shadow Disk (trivial 108). Repeat this process seven more times. Place the eight Shadow Disks into Barkhem's Box to create a Box of Shadow Disks.

Head back to Master Barkhem and hand him the box and apprentice mallet.

Master Barkhem says 'Well done, _____! I trust you are beginning to see the power that shadow can grant you. Now it is time for you to learn to manipulate sound. Here is your very own mallet, use it to form the substance of sound into tangible matter. Pound yourself out a few humming orbs and I'll know you're ready to combine shadow and sound into a precarious balance of forces.'
Your faction standing with Guardians of Shar Vahl got better.
You gain experience!!

Receive Luclinite Mallet.

You say, 'How do I make humming orbs?'

Master Barkhem says 'You'll need to get a shrieking substance from the sonic wolves that roam the moor and then combine it with a wailing substance from an owlbear. You'll want to pound those two together onto some metal rings with your mallet and anvil to form the humming orb. About three orbs should be plenty. Bring them back to me with your new mallet and I will have something very special to show you.'

Shrieking Substances can be found on sonic wolves in Hollowshade (southern island - you may have to trigger the Hollowshade War in order to get them to spawn). The story is the same for Wailing Substances, found on Owlbears in the southern islands.

Create three Humming Orbs and head back to Master Barkhem for your final turn-in. Give the orbs + your Luclinite Mallet in exchange for a Humming Luclinite Mallet, used to make Shadowscream armor.

Master Barkhem looks genuinely pleased with your craftsmanship. He sets down one of the orbs onto a special anvil and swings your mallet high in the air crashing it down on the orb causing it to shatter with a terrible shriek. He repeats this action with each of the remaining orbs and hands you back the now humming mallet. Barkhem says, 'Here _____, this mallet will enable you to combine shadow with sound. Smith wisely and be careful what you create with it,' Barkhem pauses, looking quite serious, 'it is very powerful. You'll be able to make Shadowscream steel with it.'
Your faction standing with Guardians of Shar Vahl got better.
You gain experience!!

You say, 'What Shadowscream steel?'

Master Barkhem says 'Shadowscream steel is made by striking the swirling shadows on your anvil with the Humming Luclinite Hammer and adding a sonic punch. For example, you might place two swirling shadows into a boot mold with a humming orb to make a pair of Shadowscream Steel Boots- use medium sized molds, the magical properties of the material will adjust to any size body. Come to think of it, I have a standing boot order you should be able to fill, it would make a great first job.'

You say, 'What standing boot order?'

Master Barkhem says 'Rakutah of the Taruun had asked if I would make a few pairs of boots for his new recruits, but alas I have not had the time. If you think you are ready for the job, make up a pair and show them to him. I have every bit of faith in you, ______.'

Craft a pair of Shadowscream Steel Boots and give them to Master Taruun Rakutah at +190, -260, in the Rogue guild under the palace.

Master Taruun Rakutah says 'So you're Barkhem's newest student are you? I may not have taken your word for it, but craftsmanship this fine could only be from a student of our Master Smith. Take this and fill it with Shadowscream steel boots. I need 6 pairs to outfit some of my hunters. When you've finished, return the box to me.'

You receive a 6-slot Boot Case. Combine 6 Shadowscream Steel Boots to craft a Shadowscream Boot Case. Give this back to Rakutah.

Master Taruun Rakutah inspects the boots for a moment and looks you square in the eyes, 'This is excellent work ______, you do not disappoint! Would that you could outfit all of my hunters with these boots, but I must not keep your talents all to myself. Take some change for your troubles and this seal back to Barkhem- let him know that I am very impressed with his new protege.'

Your faction standing with Guardians of Shar Vahl has been adjusted by 5.
You gain experience!!

You receive Rakutah's Seal. Take it back to Barkhem.

Master Barkhem says 'Back already ______? I've only just sent you out and you've finished your very first professional job, well done! I'm very proud of your progression! My wife and I have made you a pair of greaves that I'm sure you'll love to wear. Take them as a reward on a job well done. I have pressing matters that require my attention right now, or else I'd teach you more about the powers of shadow and sound. Experiment with the Shadowscream steel until I can teach you more.'

Your faction standing with Guardians of Shar Vahl has been adjusted by 3.
You gain experience!!

You receive Barkhem's Fancy Pantaloons.

Does the quest continue from here? Reward: Luclinite Mallet
Reward: Vah Shir Anvil
Reward: Humming Luclinite Mallet
Reward: Barkhem's Fancy Pantaloons

Weapons of the Grunt (Normal): You say, 'Hail, Weapons Master Wygans'

Weapons Master Wygans says 'Hail friend, welcome to our workshop. This area once housed the arena's armory, but was converted to a weapons workshop during the initial stages of the war against the Horde. That was a few years before our time, but Kotahl, Saulgan, and I have been here for at least a decade now. We've been experimenting with new ways to fight against the Horde.

You say, 'What horde?'

Weapons Master Wygans says 'The Grimling horde erupted from the mines many many years ago. It was like they just came through a hole in the mines or something. Our miners were all slaughtered in a matter of hours. Some of the residents of the mining camp in the forest made it out alive... but only a few. We have been fighting with little sign of progress for decades now, but that was before Kotahl made his discovery!'

You say, 'What discovery?'

Weapons Master Wygans says 'Kotahl and Saulgan researched the horde and developed a theory about their origin. Kotahl was able to take those theories and find a way of injuring them by altering the magic of their weapons through alchemy. We have perfected the process and only need the weapons at this point.'

You say, 'What weapons?'

Weapons Master Wygans says 'If you meet with our forces in the Grimling Forest and can find a Grimling officer, you may be able to get one of the weapons that we need. Return those weapons to one of us and we can convert its magic to harm its former owner. The weapons come in three styles. I can convert the weapons of the Grunt. Saulgan can convert the weapons of the Horde. Kotahl works on the weapons of the High Grimling. Bring us those weapons and we'll convert them for you.'

There are various weapons of the grunt that drop in the forest. Hand in the NO DROP weapon of the Grunt to Weapons Master Wygans for a similarly named Grimling Bane weapon.

Weapons Master Wygans exchanges your weapon for an identical one that is sitting close by. 'Here you go, friend. Use it wisely', he says as he hands you the weapon.


Your faction standing with Guardians of Shar Vahl has been adjusted by 1.
You gain experience!! Reward: Grimling Bane Great Sword
Reward: Grimling Bane Hammer
Reward: Grimling Bane Short Sword
Reward: Grimling Bane Claw
Reward: Grimling Bane Dirk
Reward: Grimling Bane Staff

Weapons of the High Grimling (Normal): There are various NO DROP weapons of the High Grimling that drop in Grimling Forest. Hand in the NO DROP weapon of the High Grimling to Alchemist Kotahl to receive a similar weapon of the Grimling Slayer.

You say, 'Hail, Alchemist Kotahl'

Alchemist Kotahl says 'Hail and welcome! If you're here to have me convert a weapon of the High Grimling for you, please give it to me. If not, please speak to Wygans. He's in charge of dealing with the tourists this week. I've got a lot of work to do.'

Alchemist Kotahl says 'Take this... it's mighty powerful, so use it with care!'

Your faction standing with Guardians of Shar Vahl has been adjusted by 1.
You gain experience!! Reward: Hammer of the Grimling Slayer
Reward: Claw of the Grimling Slayer
Reward: Dirk of the Grimling Slayer
Reward: Great Sword of the Grimling Slayer
Reward: Short Sword of the Grimling Slayer
Reward: Staff of the Grimling Slayer

Weapons of the Horde (Normal): Arms Researcher Saulgan is located upstairs at -30, -660.

You say, 'Hail, Arms Researcher Saulgan'

Arms Researcher Saulgan says 'Hail and Well Met! If you are here to get a weapon of the Horde converted, let me see it. If not, please speak to Wygans. Don't worry, he may be tough as nails, but he won't bite you.'

There are various NO TRADE weapons of the Horde that drop in Grimling Forest. Hand in the NO TRADE weapon of the Horde to Arms Researcher Saulgan to receive a similar weapon of Grimling Slaying.

Arms Researcher Saulgan places your weapon on the ground and hands you an identical weapon 'This should do it for you mate,' he says as he hands you the weapon. 'Kill one for me while you're at it!'

You gain experience!!

You say, 'Hail, Arms Researcher Saulgan'
Arms Researcher Saulgan says 'Hail and well met! If you're here to get a weapon of the Horde converted, let me see it. If not, please speak to Wygans. Don't worry... he may be tough as nails, but he won't bite you.'
Arms Researcher Saulgan places your weapon on the ground and hands you an identical weapon. 'This should do it for you, mate', he says as he hands you the weapon. 'Kill one for me while you're at it.'
Your faction standing with Guardians of Shar Vahl has been adjusted by 1.
You gain experience!! Reward: Great Sword of Grimling Slaying
Reward: Claw of Grimling Slaying
Reward: Dirk of Grimling Slaying
Reward: Hammer of Grimling Slaying
Reward: Short Sword of Grimling Slaying
Reward: Staff of Grimling Slaying

Whiptail Poison Gland (Normal): You say, 'Hail, Khala Dun Aoera'

Khala Dun Aoera says 'Welcome to our fair city traveler. We have much in the way of fine food and entertainment. If you are planning to explore the crater, please beware of the vermin infesting the area.

You say, 'What vermin?'

Khala Dun Aoera says 'There are all kinds of bugs, worms, and even grimlings that roam through the crater. They scavenge the food dropped below by careless people, as well as the occasional unskilled citizens and adventurers who wish to put their hunting prowess to the test. If you are considering hunting in the crater despite my warnings, do consider assisting our city by returning with some of the scorpion glands. If you supply Spiritist Ragnar with these glands, he will be able to make a sufficient anti venom for those who are bit by these horrid little beasts.

Collect a Whiptail Poison Gland and give it to Spiritist Ragnar who can be found in the building with a candle symbol above the door next to the bank.

Spiritist Ragnar says 'A blessing indeed! You have done well to bring this to me. With these glands I will be able to save many lives. Thank you friend, Shar Vahl and its people are in your debt. Please, accept these gifts to assist you in your endeavors. It is the least I can do to return the favor you have done many many people.

Your faction standing with Guardians of Shar Vahl has been adjusted by 1.

You gain experience, some coin and a random piece of padded armor. Reward: Padded Sandals
Reward: Padded Wristband
Reward: Padded Cap
Reward: Padded Cape
Reward: Padded Choker
Reward: Padded Gloves
Reward: Padded Pants
Reward: Padded Shawl
Reward: Padded Veil
Reward: Padded Cord
Reward: Padded Sleeves