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Quest

Securing The Region

Help the Moorne guards weather the wolves, the Thrunk, and the occultists hiding behind it all.

The forest of the Moorne has shrunk over the years - the Forrassis giants are long gone, the wolves are starving and aggressive, the Thrunk are running short of resources, and the weakened guards are too stretched to keep occultists from creeping in from the graveyard. Captain Frederick Heggcorn and his assistant captain Emelio Ratton are at their wits' end. Help them, the Grand Master Warden, and an unlikely Thrunk ally drive the real threat out of the Moorne before more travellers go missing.

From the quest log

Getting started

Speak with Captain Frederick Heggcorn at the Moorne Fort encampment - the guards are losing the road to the wolves.

What the quest log says before you start

Talk to Captain Frederick Heggcorn to take it on.

Requirements

None. Any character can take it on.

Rewards

Items you will need

Everything the steps ask you to have, make, gather or hand over, at the most any one step asks for.

ItemAmountHowStep
Iron Helm5HaveScare-wolves Along the Road
Iron Platebody5HaveScare-wolves Along the Road
Simple Beams5HaveScare-wolves Along the Road, Out of the Pranji
Asterbloom5HaveScare-wolves Along the Road
Rope1HaveTribute for the Vivnik, Out of the Pranji

People involved

Creatures you fight

Walkthrough

Show the walkthroughHide the walkthrough14 steps. It gives the story away, so open it when you need it.
  1. 1

    A Plea from the Moorne Guards

    Speak with Captain Frederick Heggcorn at the Moorne Fort encampment. He and his assistant captain Emelio Ratton are losing guards to wolf attacks along the northern road.

  2. 2

    Seeking the Grand Master Warden

    Travel northwest of the Moorne Head to the Grand Master Warden's cabin and ask him for a better plan.

  3. 3

    Return with a Plan

    Bring the Grand Master Warden's Asterbloom plan back to Captain Heggcorn at the Moorne Fort.

  4. 4

    Scare-wolves Along the Road

    Set up five Asterbloom-scented scare-wolves along the north road to discourage wolves from the road. Use an Iron Helm, an Iron Chestplate, a Simple Beam, and an Asterbloom Ointment at each site.

  5. 5

    A Strange Body

    Return to Captain Heggcorn and report the mauled body you found on the north road. Whatever killed that traveller, it wasn't a wolf.

  6. 6

    Tribute for the Vivnik

    Approach the Thrunk encampment and bring a rope as tribute. The Thrunk gatekeeper will not let you speak to the Vivnik without one.

    • Carry a Rope to trade with the Thrunk gatekeeper.Rope
    • Trade the rope and speak with Vivnik Volf Pelt at the Thrunk camp wall.Vivnik Volf Pelt
    • You hand over Rope
  7. 7

    Out of the Pranji

    Meet Nejnik Panz of Loonz near the south entrance to the graveyard and help him spring his trap on the sneaky human. Bring 5 Simple Beams and 1 Rope.

  8. 8

    The Sneak Talks

    Return to Captain Heggcorn at the Moorne Fort and interrogate the launched man.

  9. 9

    An Uneasy Alliance

    Meet Captain Heggcorn at the Thrunk encampment and convince Vivnik Volf Pelt to ally against the occultists.

    • Convince Vivnik Volf Pelt to ally with the guards at the Thrunk camp wall.Vivnik Volf Pelt
  10. 10

    The Cave Assault Begins

    Rendezvous with Captain Heggcorn and the Thrunk by the rocks near the occultist cave entrance, north of the graveyard.

  11. 11

    Clear the Cave

    Fight your way past the first wave of occultists and wolves inside the cave.

  12. 12

    Free the Captives

    Find the key on the table in the back room and free Emelio, the captured guards, the captured Thrunk, and the caged wolves.

  13. 13

    Plum's Last Stand

    Defeat Plum Metting before he can complete his master's ritual.

    • Defeat Plum Metting before he can finish the ritual.
    • Fight: Plum Metting
  14. 14

    Securing the Region

    Return to the Moorne Fort encampment and see if the captain and the Vivnik can settle their differences.

The story behind it

The guards at the Moorne Fort are losing the road to wolves. Captain Frederick Heggcorn says "every plan so far has been a total failure", and yes, "the goat plan was a total failure as well." His assistant, Emelio Ratton, explains: "There used to be these giants in the region that hunted and kept them in check, but we haven't seen them in years..." The Grand Master Warden remembers those giants, the Forrassis, and offers a plan built on one fact: "The Asterbloom flower is sickening to wolves". He also offers a warning:

And one more thing... While the wolves are no doubt causing problems, I'd be careful to pin the blame on them entirely. Their populations have risen dramatically in a short period of time inexplicably. Be cognisant of other factors that may be making the roads dangerous.

Grand Master Warden

The Thrunk and the guards are already at odds. Heggcorn says the guards only attack "because you keep stealing from our camp and ambushing our men!", and the Thrunk gatekeeper "will not let you speak to the Vivnik without" a rope as tribute.

Spoilers: who is behind it

The wolves are being brought in. A Thrunk trap launches a stranger through the air, and the captain says "this man nearly landed on me". The man, Plum Metting, confesses:

I'm a new recruit for a family of occultists working out by the graveyard. We have a small cave where we're holed up. They've been capturing wolves from other regions and releasing them near your camp all starved and bloodthirsty, and then harvesting your glands once the smoke has cleared.

He adds that "we need a bunch of live sacrifices to complete a ritual". The occultists have taken Emelio, other guards, and Nejnik Panz of Loonz from the Thrunk; the quest log sends you to "free Emelio, the captured guards, the captured Thrunk, and the caged wolves." Beating them takes the guards and the Thrunk together, and the captain and the Vivnik agree to a truce, of sorts:

.. And den we go back to ztealing and fighting each other?

[[Vivnik Volf Pelt]]