Minimum level 1

Ranger Starter Quest (Faelindral)

Multi-part Ranger starter chain beginning with reconnaissance across Evershade Weald and continuing through escalating field assignments.

Starts with Captain Relgen Greenblade · Evershade Weald · Ranger

Rewards

Part 1 — reconnaissance

Reconnoiter three Evershade locations and complete the ranger logbook.

Part 2 — evidence patrol

Gather evidence from undead, dryads, and Fellstone warriors, then report through the Keepers Bight ranger camp.

Part 3 — reinforce the cloak

Expose the initiate cloak to drakeling poison and work the cultivating salve into it.

Part 4 — Four Toes

Trace the tracker report, translate it, find Four Toes at night, and return the commander's head.

Faction changes

Ardent KeepersRaisesConfirmed
Fellstone OrcsLowersConfirmed

Gaming view

Walkthrough

1

Collect the ranger's logbook

Part 1 — reconnaissance

Give your starting Request for Aid to Relgen and ask about the places you must survey.

HAIL Target the NPC and press H. Hail, Captain Relgen Greenblade. · Captain Relgen Greenblade · Evershade Weald
GIVE Hand in 1 x Request for Aid to Captain Relgen Greenblade. 1 × Request for Aid · Captain Relgen Greenblade · Evershade Weald
RECEIVE You receive Ranger's Logbook from Captain Relgen Greenblade. 1 × Ranger's Logbook · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say I am prepared. · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say What are the Whispering Pools? · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say Their pact? · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say Who is Naelira? · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say Where are the Heartwood Archives? · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say What is Sporehaven Karst? · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say And the ruined archway? · Captain Relgen Greenblade · Evershade Weald
Show dialogue (39 entries)
You
Hail, Captain Relgen Greenblade.
Captain Relgen Greenblade waves you off with a dismissive gesture.
I have no mind for idle talk, unless you've something important to share.
Game
You gain experience!!
Game
Your faction standing with Ardent Keepers got better.
Game
Your faction standing with Fellstone Orcs got worse.
Ah, a new volunteer? Let me get a look at you, then.
Captain Relgen Greenblade regards you with the emerald gaze of a veteran ranger, his rugged features stern and sharp. He nods after a quick appraisal and produces a small book for you to take.
You look like you'll do. I am Relgen Greenblade, Regional Captain of the Ardent Keepers, and it's my duty to safeguard our borders from all threats within and without.
As the request mentioned, we're in need of fresh rangers who are willing to maintain a presence in Evershade Weald, and to that end, I would see that you're put to work immediately.
Are you prepared, ranger?
You say
You enter/say I am prepared.
Captain Relgen Greenblade nods curtly.
Good. Being as fresh as you are, I'll not yet have you engage priority threats. Your first mission will be one of reconnaissance and familiarizing yourself with the forest's layout. Our rangers need to know their way around, after all.
You'll investigate three locations within the Weald, then report your findings and any evidence you find in the logbook.
If you can return with a full logbook of useful information, you'll have proven that you're worthy of being inducted into the Ardent Keepers as a formal initiate.
As for the locations, you'll be reporting on the Whispering Pools, Sporehaven Karst, and a ruined archway that spans the border of Keepers Bight. You need only ask if you require further details on each of these locations.
I'll remind you that you are to look closely at each site and report your findings. You are not there to take action. These places are still dangerous for a prospective ranger.
You say
You enter/say What are the Whispering Pools?
Captain Relgen Greenblade grimaces in disgust at the name, as though merely describing it is enough to revolt him.
Devious naiads make the Whispering Pools their home. They reside behind the great falls of the river that splits the Weald in two.
Be warned, the Fossergrim you'll encounter may be peaceful enough, but the nymphs who dwell further inside are known to possess travelers and keep them as playthings.
Don't venture too deep inside. In fact, make your report from inside the cave's mouth, just past the threshold of the falls. I must know if there are any signs that they're attempting to breach their pact and leave the caves.
You say
You enter/say Their pact?
It's my opinion that the fae in general cannot be trusted, even if bound to a pact. The naiads are no exception. Their mistress, Naelira, is bound to the pools of that cave, but I fear she wishes to expand her influence.
You say
You enter/say Who is Naelira?
Enough of the fae! Just speaking of them makes my ears burn. If you want to learn more about them, you should consult the Heartwood Archives.
You say
You enter/say Where are the Heartwood Archives?
The Heartwood Archives is Faelindral's great library, kept by the Preservers. It's located just above the city bank. There's plenty to learn there for those who are so inclined.
You say
You enter/say What is Sporehaven Karst?
Sporehaven Karst is home to the Circle of Spores. They're a group of reclusive druids who dedicate themselves to the research and proliferation of fungi.
Though normally quite harmless, their fungal research has a history of spreading infestations up into Faelindral, which we are then forced to cleanse.
Venture beneath the city to the caves that have been carved out by the river's passage, and pray that there's no sign of their latest experiments growing out of control.
If you do come across dangerous fungus, avoid it to the best of your ability while you search for evidence of the Circle's actions from the entrance of their domain.
You say
You enter/say And the ruined archway?
Disturbing rumors of the risen dead have made their way to Faelindral, particularly from the caravan route to the neighboring Keepers Bight.
Venture south, away from the river, and follow the main road toward the Bight. Just before you reach the border, you should see the ancient archway of Calafrey beneath a foot bridge.
See if you can find any evidence of an undead presence in the ruins, but don't engage them if the rumors prove true. Remember, you're only there to look this time around.
Evidence of Orcs
2

Investigate the orc footprints

Part 1 — reconnaissance

Inspect the peculiar footprints near the ruined archway, then survey the elderspire and inspect the alien tracks.

COMMAND Look around the road near the ruined archway right before the zone-line for Keepers Bight using the MUD action "/look". Enter command /look · Evershade Weald
COMMAND Inspect the peculiar set of footprints using the MUD action "/inspect footprints". Enter command /inspect footprints · Evershade Weald
COMMAND Head to the elderspire tree to get a safe view using the MUD action "/look". Enter command /look · Evershade Weald
COMMAND Inspect the alien footprints using the MUD action "/inspect footprints". Enter command /inspect footprints · Evershade Weald
RECEIVE You receive Evidence of Orcs. 1 × Evidence of Orcs · Evershade Weald
Show dialogue (11 entries)
Game
These great and ruined arches belonged to an ancient empire and served as a form of boundary that has long since fallen.
Game
There are signs of caravans having crossed this threshold many times over, however a peculiar set of footprints catch your eye and warrant inspection.
Game
These footprints bear no resemblance to any hoof nor animal you’ve seen before, and follow an unorthodox step pattern that you cannot place.
Game
They appear to lead back toward Faelindral before veering to the right, following a small path toward another set of ruins up the hill.
Game
There is a large elderspire tree only a few steps away, between this location and the ruins, where you might get a safe view of what could be occupying the ancient, toppled structure.
Game
You hunker down near the roots of the elderspire and begin searching for the source of the footprints...
Game
The trail leads to indications of undead infesting the ruins, their bone chips littering the ruin floor alongside numerous signs of adult wolves in the area.
Game
Yet what draws your eye most is a second series of strange, alien footprints. These heavy prints stand out in stark contrast to the others.
Game
This second set of footprints was clearly made by a creature with significant bulk who stands on two feet.
Game
They do not appear to be wearing any sort of fashioned footwear, though you observe that they are supported by a set of only three toes.
Game
You know of only one creature that strides on two three-toed feet and could have made these impressions... orcs.
3

Investigate the nymph footprints

Part 1 — reconnaissance

Look and inspect the footprints at the next survey location.

COMMAND /look Enter command /look · Evershade Weald
COMMAND /inspect footprints Enter command /inspect footprints · Evershade Weald
RECEIVE You receive Evidence of Nymphs. 1 × Evidence of Nymphs · Evershade Weald
Show dialogue (6 entries)
Game
Evidence of the Nymphs
Game
Behind the waterfall, at the entrance of the Fossergrim cave.
Game
The continuous, thundering roar of the waterfall overwhelms all other sounds as it echoes back from deep within the cave that the naiads have claimed as their home.
Game
Your eye catches sight of a series of wet, childlike footprints along the dampened stone... footprints that seem to beckon further inspection.
Game
The footprints were freshly made, and nowhere near large enough to belong to one of the Fossergrim guarding the entrance.
Game
It seems at least one nymph has recently been wandering out past the waterfall barrier, defying their bond. You decide to take this as evidence for your logbook.
4

Investigate Sporehaven's foam

Part 1 — reconnaissance

Look, inspect the foam, and rub it to collect the remaining evidence.

COMMAND /look Enter command /look · Evershade Weald
COMMAND /inspect foam Enter command /inspect foam · Evershade Weald
COMMAND /rub foam Enter command /rub foam · Evershade Weald
RECEIVE You receive Evidence of Sporehaven. 1 × Evidence of Sporehaven · Evershade Weald
RECEIVE You receive Scintillating Page. 1 × Scintillating Page · Evershade Weald
Show dialogue (10 entries)
Game
Evidence of Sporehaven
Game
On the banks of the river that flows into the myconid cave
Game
This damp and humid cave system proves to be the perfect breeding ground for fungus as made evident by its thriving myconid population.
Game
Along the banks of the gently flowing river you spy an odd, multicolored foam accumulating against the stone.
Game
Closer examination of the foam reveals that it flows from further upstream before clinging to the edges of the rocky embankment. This could be a clue as to what's causing the local myconids to be acting so aggressively.
Game
Touching the foam directly would not be wise, but perhaps you could rub a sample onto a page of your logbook.
Game
You carefully rub a blank page of your logbook against the foam, smearing a small sample along it.The strange foam leaves a scintillating, multihued pattern across one of the blank pages.
Game
It is so beautifully mesmerizing, and you find your gaze to be transfixed for a short time upon that single page...
Game
Such an exquisite pattern...
Game
You suddenly blink and snap back to your senses, tearing your gaze away from the page and quickly closing your logbook.
5

Complete the first survey

Part 1 — reconnaissance

Combine the survey evidence in the logbook and return it to Relgen.

COMBINE Combine Evidence of Orcs Evidence of Nymphs Evidence of Sporehaven Scintillating Page 1 × Evidence of Nymphs 1 × Evidence of Orcs 1 × Evidence of Sporehaven 1 × Scintillating Page · Evershade Weald
RECEIVE You receive Initiate Keepers Cloak. 1 × Initiate Keepers Cloak · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say i am ready · Captain Relgen Greenblade · Evershade Weald
Show dialogue (8 entries)
Captain Relgen Greenblade accepts the logbook with a nod of gratitude. He flips through your reports, his brow arching slightly at the mesmerizing pattern splayed across one of the pages, though it seems to have no effect on him.
An interesting method of procuring evidence, but I'll not scorn success. It seems my fears were not unfounded. I was right to send you to scout these locations.
You've shown that you can traverse the Weald and return with useful information, and that's what we need in our rangers. Here, you've earned this.
Captain Relgen Greenblade unfurls a cloak fashioned from an enormous leaf and swoops it over your shoulders.
A good cloak on your shoulders is one of the basic tenants of wilderness survival. As an initiate of the Ardent Keepers, you'll be outdoors rather often.
Which leads us to your next assignment, initiate. You've seen the state of things in the Weald. Are you ready to help clean it up?
You say
You enter/say i am ready
I'm glad to hear it. Take some time to familiarize yourself more with the forest, then check back and I'll have something for you.
6

Gather the evidence patrol materials

Part 2 — evidence patrol

Collect two Shattered Skulls, two Dryad Sap, and two Fellstone Warrior's Belts, then combine all six items in A Ranger's Satchel.

Requires level 3 and completion of the reconnaissance survey.

RECEIVE You receive a ranger's satchel. 1 × a ranger's satchel · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Greenblade. Enter command /say What Captain? · Evershade Weald
LOOT Collect two Shattered Skulls from a skeleton or a rotting skeleton in Evershade Weald. 2 × Shattered Skull · A rotting skeleton · Evershade Weald
LOOT Collect two Dryad Sap from a dryad fawn in Evershade Weald. 2 × Dryad Sap · a dryad fawn · Evershade Weald
LOOT Collect two Fellstone Warrior's Belts from Fellstone warriors in Evershade Weald. 2 × Fellstone Warrior's Belt · a Fellstone Warrior · Evershade Weald
COMBINE Place all six evidence items in A Ranger's Satchel and combine them to make a Full Ranger's Satchel. 1 × a ranger's satchel 1 × Full Ranger's Satchel · Evershade Weald
Show dialogue (17 entries)
The skulls come from Evershade skeletons, the sap from a dryad fawn, and the belts from Fellstone warriors. The quest text calls this sufficient evidence for Ranger Valegazer.
Captain Greenblade
Greetings initiate, how fares the state of your cloak?
Captain Greenblade
Im glad to hear it. You look as though you're familiar with the forest's trails by now. Allow me to see your initiate cloak one last time to make sure it's donned properly.
Action
Captain Greenblade regards the state of the cloak and gives a satisfied nod before draping it back over your shoulders.
Captain Greenblade
Excellent. Your next task begins immediately, initiate. Take this satchel.
Action
Captain Greenblade procures a small bag and tosses it into your hands.
Captain Greenblade
Carry yourself down to the forest floor and eliminate some of the threats that you witnessed, particularly the undead, the roaming fae, and the orcish threat.
Captain Greenblade
Gather two shattered skulls of the undead, two samples of dryad sap, and two belts from the Fellstone warriors. That should be sufficient evidence.
Captain Greenblade
Importantly, once you've gathered these items and combined them in the satchel, you will not bring them back to me.
Captain Greenblade
There is another captain that I want you to meet.
You say
You enter/say What Captain?
Captain Greenblade
You're to venture south to Keepers Blight with your full satchel, and head toward the village of Penshaw. Follow the edge of the forest and cross the river, you should come upon one of our camps.
Captain Greenblade
Once there, I want you to show the evidence of your encounters to the Keepers Blight regional captain, Syllisian Shadedglade.
Captain Greenblade
If he happens to be out on patrol when you arrive, perhaps one of the other rangers there can provide more information, should you present evidence to them.
Captain Greenblade
We need to know if there has been any sign of these threats spreading into, or coming out of, the Bight. Report back to me with any of your findings, and safe travels, initiate. Make sure to wear your initiate cloak so they know you're with the Ardent Keepers.
Game
2x Shattered Skull
Game
2x Fellstone Warrior's Belt
Game
2x Dryad Sap
7

Visit Valegazer and retrieve the report

Part 2 — evidence patrol

Travel to Keeper's Bight. Deliver the full satchel, use the key to inspect and take the report, then return the key.

TRAVEL Travel to Keeper's Bight and follow the road until you cross the wooden bridge. · Keeper's Bight
GIVE Give Full Ranger's Satchel to Ranger Valegazer. 1 × Full Ranger's Satchel · Ranger Valegazer · Keeper's Bight
RECEIVE Receive a Trunk Key from Ranger Valegazer. 1 × Trunk Key · Ranger Valegazer · Keeper's Bight
COMMAND Pick up the key and type /insert key Enter command /insert key 1 × Trunk Key · Ranger Valegazer · Keeper's Bight
COMMAND Type /inspect paper Enter command /inspect paper · Keeper's Bight
COMMAND Type /inspect report Enter command /inspect report · Keeper's Bight
COMMAND Type /take report Enter command /take report · Keeper's Bight
RECEIVE You receive Lone Point Report. 1 × Lone Point Report · Ranger Valegazer · Keeper's Bight
GIVE Hand the key back to Ranger Valegazer 1 × Trunk Key · Ranger Valegazer · Keeper's Bight
RECEIVE You receive Keepers Bight Report. 1 × Keepers Bight Report · Ranger Valegazer · Keeper's Bight
Show dialogue (8 entries)
Game
Shortly past the bridge is a small ranger camp.
Ranger Valegazer regards your cloak with a nod and a smile.
Ah, what brings you to Keepers Bight, initiate? Do you carry news from the Weald?
Game
a Trunk Key
Ranger Valegazer inspects the evidence of your encounters and frowns, her long and thin ears drooping in response.
Undead of our ancestors in the Weald, as well as fae venturing out of their domain? This is disheartening news, but I can assure you they're not crossing the boundary from Keepers Bight, at least.
In fact, the captain patrolled there recently. There should be some paperwork about it in his trunk. I imagine that's what Captain Relgen is looking for.
Behind him there is another tent with a "trunk" (it's like a crate)
8

Bring both reports home

Part 2 — evidence patrol

Return the Lone Point Report and Keeper's Bight Report.

TRAVEL Return to Captain Relgen Greenblade in the Ranger's Rest · Evershade Weald
GIVE Give the Lone Point Report to Captain Relgen Greenblade. 1 × Lone Point Report · Captain Relgen Greenblade · Evershade Weald
GIVE Give the Keepers Bight Report to Captain Relgen Greenblade. 1 × Keepers Bight Report · Captain Relgen Greenblade · Evershade Weald
RECEIVE You receive a Verdant Waistguard from Captain Relgen Greenblade.(belt). 1 × Verdant Waistguard · Captain Relgen Greenblade · Evershade Weald
Show dialogue (1 entries)
Captain Greenblade
Return the belt to me after you've worked it in and I've had a time to speak with Caelen. Until then, you're free to explore the Weald and cull any threats. Be sure to keep that cloak as well, so others will recognize you as a Keeper.
9

Ask Gaereth about improving your cloak

Part 3 — reinforce the cloak

At level 5, show your cloak to Gaereth and ask about the drakeling materials.

Requires level 5.

SAY Speak with Captain Greenblade. Enter command /say What task are you sending me on next? · Evershade Weald
GIVE Hand your cloak to Gaereth Ashenpath. · Gaereth Ashenpath · Evershade Weald
SAY Speak with Gaereth Ashenpath. Enter command /say Oh jeepers, what improvement can we do? · Gaereth Ashenpath · Evershade Weald
SAY Speak with Gaereth Ashenpath. Enter command /say By golly, what critter is that? · Gaereth Ashenpath · Evershade Weald
Show dialogue (23 entries)
Captain Greenblade
Good. It seems you're looking more comfortable in the garb of a Keeper.
Captain Greenblade
You'll require something with more protection than what an initiate cloak and a mere waistguard can afford you, if I'm to send you on your next task.
You say
You enter/say What task are you sending me on next?
Captain Greenblade
The first thing you're required to do is reinforce the initiate cloak you were given. An initiate keeps their cloak for life, but the standard variation will only serve you for so long.
Captain Greenblade
Bring your cloak to one of our senior trackers, Gareth Ashenpath. He should be outside the Rangers Rest and can guide you maintaining and improving your own equipment.
Captain Greenblade
Step outside the Ranger's Rest and go to Gaereth Ashenpath.
Let me guess, Relgen is delegating his responsibilities again? Doesn't surprise me.
The old man needs to spend more time down in the actual forest and less time berating potential rangers from the safety of the city, of you ask me.
Still, that doesn't mean I'm going to runaway an initiate like yourself. You're going to need to know how to enhance your cloak one way or another.
Yours in particular is in need of some real improvement.
You say
You enter/say Oh jeepers, what improvement can we do?
The flora of the Weald have been infused with magic over the course of many years. The preserved leaves we used aren't just protective, they're capable of adaption under the right circumstances.
The best way to improve your cloak, at least initially is to purposefully expose it to the same environmental effects that you wish it to protect you from. Make sense, right?
While you'll have to find ways of subverting every element at some point, for now, we'll focus on venom and poisons. The mountain snakes in the Bight and the vipers of Szuur can be deadly foes if they manage to inject you with some of their lethal venom.
You probably don't want to march all the way to the desert, though. Lucky for you, we have a critter on the forest floor than can you the proper... exposure.
You say
You enter/say By golly, what critter is that?
You've probably noticed out issue with the local drakeling population.
If left unchecked, they can overwhelm most of the Weald's younger fauna using their magical poison breath.
So what better way to expose you to poison than by having it breathe all over you, eh?
Gaereth Ashenpath grins.
Go cull some of the drakelings and expose that cloak of yours to their poisonous breath.
Bring me back at least two of their hides and four drakeling scales as proof that you've been out there fighting the good fight. Oh, and your initiate cloak of course. We'll see then if you've exposed it to enough poison for it to adapt.
You will need to collect 2 Green Drakeling Hide and 4 Green Drakeling Scale then return to Gaereth Ashenpath.
10

Fashion the improved cloak

Part 3 — reinforce the cloak

Bring the requested drakeling parts with your cloak, follow the tannery instructions, and return the improved cloak.

GIVE Hand to Gaereth your cloak, and the Drakeling parts. · Gaereth Ashenpath · Evershade Weald
TRAVEL Head to the tannery above the Blacksmith · Evershade Weald
TRAVEL Return your cloak to Gaereth. · Evershade Weald
Show dialogue (15 entries)
Gaereth Ashenpath takes the drakeling parts and gauges the state of your cloak.
Granted the poison of a young drakeling is only so strong, but you also don't want to expose the cloak to too much and overwhelm it. You have to nurture it, just as you would an other plant of the forest.
I'll provide you with a salve that you can use to speed up the recovery process and lock in the magic of the drakeling's breath.
You can bring your cloak to a tanning vat to apply the salve. Make sure it's coated fully before returning it to me for inspection. You don't need to have any actual tanning skill, so don't worry about ruining your cloak.
He will give to you a Cultivating Salve and return your cloak.
Game
Place the salve and your cloak in the tanning vat and press craft.
Gaereth Ashenpath checks over the cloak and offers a nod.
Good, see here? The fivers of your cloak are starrting to weave together stronger than they once were. It should be more resilient to poison in general.
This is just one of the many gifts that we've been given by the forests of Evershade, and why its so important that we protect our home. We help the land and it helps us in turn.
Gaereth Ashenpath returns the cloak to you, which looks to be developing a series of reinforced vines.
I'll teach you more about creating you own salve at a later time. For now, you should return to Captain Relgen and show him the cloak so he knows you're prepared for the next assignment. The salve should be set fully by the time you show him.
Oh, and here. Take this as a gift from me. A lot of rangers like yourself might find it useful out in the Weald.
Gaereth Ashenpath tosses you a small, glowing orb.
He gives you a Fire Beetle Eye (useful for Burning Embers spell if you don't have one already).
He gives you a Coated Keeper's Cloak.
11

Investigate the Fellstone report

Part 4 — Four Toes

At level 8, show Relgen your cloak, recover one Unintelligible Report from a Fellstone tracker, and have Fairgrove examine it.

Requires level 8.

TRAVEL Return your cloak to Captain Relgan Greenblade. · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say What assignment? · Captain Relgen Greenblade · Evershade Weald
KILL Kill Fellstone Trackers and bring him any Unintelligible Reports you find. You need bring only one. 1 × Unintelligible Report · a Fellstone Tracker · Evershade Weald
RECEIVE You receive Partially Translated Report from Researcher Fairgrove. 1 × Partially Translated Report · Researcher Fairgrove · Evershade Weald
Show dialogue (18 entries)
With this you may be capable of an important assignment, initiate.
You say
You enter/say What assignment?
We've recently received reports from the Wyrdguard scouts that orcs have encroached further into our territory than previously expected. As the protectors of our borders, this is an offense that we cannot ignore.
The Wyrdguard have already involved themselves in the effort to cull the orcish presence, and the Keepers will not be far behind. We know they have trackers which they employ to hunt innocent caravans on the route to Faelindral.
You're to hunt down their orc trackers before they manage to lay a finger upon an innocents. Eliminate as many as it takes to uncover who or what they might be reporting to, then bring back any evidence you find to me.
Captain Relgan Greenblade frowns as he tries to make sense of the brutish orc script.
This is utter nonsense to my eyes. Thankfully, there's a researcher who's currently attempting to decipher the orcish language.
Bring the report to Researcher Fairgrove, who's likely poring over texts at the Heartwood Archives.
Find out if she can glean any meaning from these accursed scribbles.
Researcher Fairgrove is found above the bank. Give her the report.
O-oh, what's this? From an... o-orc tracker? Let me s-see what I can make out for you, K-Keeper.
Researcher Fairgrove produces a blank parchment and begins to cross-reference the orc report with a number of symbols she has mapped out across a series of leafscrolls.
Researcher Fairgrove murmurs softly to herself, her stutter seeming to vanish when caught in a moment of heavy concentration.
Time... attack... orders. Foot-no, toes? Four. Four feet? Hmm... this is quite curious.
Researcher Fairgrove turns her attention back to you, blinking owlishly as her stutter resumes from where it left off.
I, u-umm... I b-believe the report mentions something about an... an a-attack , and orders coming from s-someone names Fourth Feet? Or Four Toes.
I think that F-four Toes makes the most sense, but then again... w-we're talking about orcs.
Unfortunately that's a-all I can manage to decipher for now, but I... I hope that I was at least able to help in some regard, Keeper!
12

Prepare the revealing dust

Part 4 — Four Toes

Return the translated report and ask about the mission.

TRAVEL Return to Captain Relgan Greenblade and give him the Partially Translated Report. 1 × Partially Translated Report · Evershade Weald
RECEIVE You receive Pouch of Scintillating Dust from Captain Relgan Greenblade. 1 × Pouch of Scintillating Dust · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say What important mission? · Captain Relgen Greenblade · Evershade Weald
SAY Speak with Captain Relgen Greenblade. Enter command /say What opportunity? · Captain Relgen Greenblade · Evershade Weald
Show dialogue (15 entries)
Hmm, four toes, you say? It's not much, but it does give me an idea.
If they're taking orders from someone named Four Toes, that might be all the information we need to track them down.
This would also serve a s good test of your abilities, Keeper. There can't be too many orcs within Evershade who have four toes, after all. Let's hope their naming conventions are as literal as they sound.
You'll need this for your important mission, Keeper.
Captain Relgan Greenblade retrieves a small pouch and tosses it to you.
You say
You enter/say What important mission?
While eliminating orc leaders is always warranted, there are times when capturing an enemy alive is more beneficial in a prolonged battle.
That powder I've given you was made from the mysterious foam you brought me during your initiation. You did well to bring me a sample. It has powerful hypnotic properties that we should be able to use to subdue the orc leader.
The only snag will be searching for the right... opportunity.
You say
You enter/say What opportunity?
Even orcs must sleep, so I propose you uncover the location of this leader's camp and wait until nightfall to subdue the four-toed beast while it slumbers.
Once within their territory, use your tracking skills to search for signs of an orc that has four toes. If you locate any such tracks, follow them to their source and inspect the region for any evidence of where they've made camp.
It'd be wise to shroud yourself if you're to infiltrate the orc-controlled regions, though you'll have to avoid the undead presence if that the route you choose. They have sight for the soul rather than what's truly visible.
Approach the camp during the night to catch the leader while they sleep. Pour the dust onto them, and with any luck, you should be able to silently haul them back here for questioning.
If you lose or misplace the dust, you can ask me for more. If the orc proves to be resistant to the effects of the foam... you have my leave to eliminate them. Your life before theirs, Keeper.
13

Track the hidden commander

Part 4 — Four Toes

Follow the curious footprints up the cliff to the empty tent. Return at night and use the supplied dust when the hidden orc is revealed.

The wiki's final dust command is ambiguously written; follow the local /look prompt rather than assuming a complete command from that notation.

COMMAND Go past the ruins, across the bridge, across the Elder Spire tree platform, down another bridge. Finally, turn right and go down until you encounter orcs. Once there, use Track to follow a trial of curious footprints to its end point. Once there, /inspect footprints. Enter command /inspect footprints · Evershade Weald
COMMAND Continue up the cliff side, turning to the right, and find an empty tent eventually. /Look around. Enter command /look around · Evershade Weald
COMMAND Wait until nighttime, then /look around again. Enter command /look around · Evershade Weald
Show dialogue (12 entries)
Game
Take the lift down to the middle of the map.
Game
These footprints differ from those of a typical orc, appearing to have four distinct toes instead of the usual three.
Game
Now that you are able to distinguish them from the others, you see that they lead toward the base of the nearby ramp, ascending the cliffside.
Game
This simple campsite appears deserted, bearing remnants of a crude fire long since extinguished.
Game
Though well concealed atop the cliffs, you have managed to locate this crude campsite under cover of darkness.
Game
You notice a slight stirring from beneath the a heavy pile of furs. It seems to be a slumbering orc who is not yet aware of your presence.
Game
The wretched creature twitches beneath the furs as you examine it closer. It does not awaken, though you see it begin to grimace through clenched tusks. One of its feet emerges from beneath the furs, revealing a detail of great interest... four-toes.
Game
Put the Pouch of Scintillating Dust on your cursor and /pour it on the /orc.
Game
You carefully sprinkle the contents of the scintillating pouch over the orc's face. It recoils its snout as it unconsciously inhales the hypnotic dust.
Game
Bewildered Gorakk Four-Toes seethes at you, ready to strike -- Would you like to die? You would almost certainly be defeated in battle.
Game
The orc's eyes open groggily as it battles the effects of the dust, letting out a garbled groan as it gets to its feet and begins blindly swinging its arms!
Game
Cons red to a level 8 ranger, unknown level, estimated at level 11 by others. Immune to snare. Kill it anyway.
14

Return the commander's head

Part 4 — Four Toes

Bring the Orc Commander's Head back to Relgen for Reach of the Ardent Keeper.

COLLECT Collect the Orc Commander's Head and return it to Captain Relgen Greenblade. · Evershade Weald
RECEIVE You receive Reach of the Ardent Keeper from Captain Relgen Greenblade. 1 × Reach of the Ardent Keeper · Captain Relgen Greenblade · Evershade Weald
Show dialogue (4 entries)
It's unfortunate that you were unable to capture the commander alive, but this is still a great victory all the same.
We'll have more opportunities to question the orc leadership and discover their true intentions in the future. For now, I award with this spear as a sign of your accomplishment.
Carry it well, Almond, for you are an initiate no longer.
You are a full and true Ardent Keeper!

Quest stages

Part 1 — reconnaissanceInitiate Keepers Cloak ·

Reconnoiter three Evershade locations and complete the ranger logbook.

Turn in to Captain Relgen Greenblade in Evershade Weald.

Required

Rewards

Part 2 — evidence patrolVerdant Waistguard

Gather evidence from undead, dryads, and Fellstone warriors, then report through the Keepers Bight ranger camp.

Turn in to Captain Relgen Greenblade in Evershade Weald.

Required

Rewards

Part 3 — reinforce the cloakCoated Keeper's Cloak

Expose the initiate cloak to drakeling poison and work the cultivating salve into it.

Turn in to in Evershade Weald.

Required

    Rewards

    Part 4 — Four ToesReach of the Ardent Keeper

    Trace the tracker report, translate it, find Four Toes at night, and return the commander's head.

    Turn in to Captain Relgen Greenblade in Evershade Weald.

    Required

    Rewards

    Connected world

    NPCs

    Zones

    View wiki source · revision 46020