Monarch's Bluffs Territory Map for New World MMO
New World Map Monarch's Bluffs Territory
New World Monarch's Bluffs Territory Map, with locations of Settlement, Fort, Landmarks, NPCs, Fast Travel Points, Monster Areas with Monster Level, Chests, Lore Pages & Expeditions.
New World Map Monarch's Bluffs Territory
Monarch's Bluffs - Hilly bluffs with an island fortress that stands tall against the waves.
Monarch's Bluffs is suggested territory for players at level range 1-25.
Monarch's Bluffs is one of the starting territories where you can start your game.
Monarch's Bluffs Settlement, Monarch's Bluffs Fort.
Regions in Monarch's Bluffs: Corsair's Rise, Divine Rise, Moonshade, Riverseat, Werna Isle, Deadman's Anchor, Brigand Pass, Verdant Crown, Jawbone Cove, Devil's Quarry.
Spirit Shrines: Dreadscythe Shrine, Achernar Gate Shrine.
Deadman's Cove - lvl 25 - Flintlock pistols and the smell of gunpowder waft in the wind, and the screams of tortured sailors intrude at night.
Search on in-game map for locations marked with yellow pins to receive new Quests at the appropriate experience level for you.
New Quests will appear as you complete previous quests (prerequisites).
Quest givers in Monarch's Bluffs Territory: Charity Douglas, Heloise Saville, Urbanus Bixford, Estebanita Gomes, Bercina Thornton, Rodger Purcell, Gyles Tuit, Mora Owgan, Geertie Lother, Demetrius Biton, Quinton Warwick, Yonas Alazar.
Captain Aldous Thorpe
Sole Survivor (Main Story).
Captain Thorpe seems to have died. Search for fellow crewmates and any sign of civilization. - 150 XP.
The Rest of the Crew (Main Story).
Defeat the Drowned wandering around the shipwreck on the beach, and then return to Watcher at Watchtower. - 200 XP.
Charity Douglas
The Rest of the Crew.
Defeat the Drowned wandering around the shipwreck on the beach, and then return to Watcher Douglas at the Monarch's Bluff Watchtower - 200 XP.
A Skinning Knife prerequisites The Rest of the Crew.
Gather Flint and Wood nearby, then interact with the Watcher's campfire to craft a Flint Skinning Knife, then talk to Watcher Douglas - 170 XP.
Rustle Up a Meal prerequisites A Skinning Knife.
Hunt and Butcher a Boar, then craft a Light Ration at the Watcher's campfire, and then talk to Watcher Douglas - 180 XP.
Stories Among Ships prerequisites Rustle Up a Meal.
Search for survivors and bring back any records or remnant items from the shipwrecks. Watch for signs of Corruption as well. Then return to Watcher Douglas at the Monarch's Bluff Watchtower - 330 XP.
One Last Thing prerequisites Stories Among Ships.
Explore Turtlespit Cave and root out the source of the lingering Corruption, and then return to Watcher Douglas at the Monarch's Bluff Watchtower - 875 XP.
Storm Warning prerequisites One Last Thing.
Travel to the Monarch's Bluffs settlement and talk to Constable Saville - 280 XP
Heloise Saville
Warn the Magistrate prerequisites Storm Warning.
Take the Watcher's Report to Magistrate Bixford - 210 XP.
Overseer's Orders prerequisites Settlement Priorities.
Complete various tasks for Constable Saville to shore up the settlement's defenses in Monarch's Bluffs. - 760 XP.
Artificer Gomes prerequisites Overseer's Orders.
Speak to Artificer Gomes in the Monarch's Bluffs Settlement. - 230 XP
Encroaching Corruption prerequisites .
Scour the areas near the Monarch's Bluffs Settlement and destroy any Corruption nodules you find. Then report back to Constable Saville in the Settlement - 580 XP.
True Horrors.
Defeat The Abberation in the Mines de Miclot and return to Constable Saville in the Monarch's Bluffs Settlement - 320 XP.
The Old Man at the River.
Search for the old man along the river in Monarch’s Bluffs. He may know more about the Corruption - 390 XP.
Arruda Jam prerequisites Spoiled Feast.
Clear Withered from Arruda Ranch and look for Arruda Jam Jars to replenish stock in the Monarch's Bluffs settlement - 1480 XP.
Bloody History prerequisites Goodwill Squashing.
Collect gems from caches in the wreckage of the Montore Expedition, but beware of Madman Montore and his band of Bloodhearts. Then report to Constable Saville in the Monarch's Bluffs Settlement - 1480 XP.
Urbanus Bixford
Make Yourself at Home prerequisites Warn the Magistrate.
Visit the Inn and reserve a room to bind yourself to it, and then talk to Magistrate Bixford - 210 XP.
Supplies and Storage prerequisites Make Yourself at Home.
Visit the Trading Post and the Storage Shed, and then return to Magistrate Bixford - 210 XP.
Settlement Priorities prerequisites Supplies and Storage.
Talk to Constable Saville in the Monarch's Bluffs Settlement - 210 XP.
Contact the Factions prerequisites Magistrate's Focus.
Talk to representatives from each of the factions, and then speak to Magistrate Bixford. - 240 XP.
Commitment to the Cause.
Speak to your Faction Representative to select and complete a Faction Mission from the Faction Board; then return to Magistrate Bixford - 460 XP.
Between Settlements prerequisites Commitment to the Cause.
Search for the missing brooch among the Withered at Mines de Miclot. Then return to Magistrate Bixford in the Monarch's Bluffs Settlement - 320 XP.
Time Will Tell prerequisites Goodwill Squashing.
Defeat Bloodheart Pirates in Brigand Bastion and loot their supplies to weaken their grip on the pass. Then report to Magistrate Korrapati in the Windsward Settlement - 1480 XP.
Estebanita Gomes
Forging Ahead prerequisites Artificer Gomes.
Open the satchel, smelt the ore, and forge an Iron Straight Sword. Then talk to Artificer Gomes - 230 XP.
The Lone Wolf prerequisites Forging Ahead.
Talk to Survivalist Thornton in the Monarch's Bluffs Settlement - 230 XP.
Traitorous Weaponry prerequisites Encroaching Corruption.
Retrieve broken weapons from Turncoat Pirates around Traitor's Hold for Artificer Gomes in the Monarch's Bluffs Settlement - 800 XP.
Ancient Craftsmanship prerequisites Traitorous Weaponry.
Collect Ancient Artifacts from Antares and Achernar so Artificer Gomes can extract azoth and use it to strengthen the arsenal's armors in Monarch's Bluffs - 1000 XP.
Bercina Thornton
Baring Teeth prerequisites The Lone Wolf.
Make camp to set respawn point in the wilds and hunt Wolves in Monarch's Bluffs, then return to Survivalist Thornton in the settlement - 400 XP.
Magistrate's Focus prerequisites Baring Teeth.
Talk to Magistrate Bixford in the Monarch's Bluffs Settlement - 240 XP.
Friends in Fashion prerequisites Commitment to the Cause.
Find pieces of tattered silk from skeletons in the Divine Rise and return them to Survivalist Lee in the Everfall Settlement - 1000 XP.
Root of the Problem prerequisites Friends in Fashion.
Collect evidence of the spoiled crops in Lakeside Farm and bring it to Constable Saville in the Monarch's Bluffs Settlement - 960 XP.
Rodger Purcell
Marauder Initiation: Reedgill Fishery prerequisites Choose Your Allegiance.
Purge Reedgill Fishery of the Withered and pillage what you find in crates in the area. Then return to Commander Purcell in the Monarch's Bluffs Settlement - 390 XP.
Gyles Tuit
Syndicate Initiation: Abadier's Anger prerequisites Choose Your Allegiance.
Explore Abadier's Anger and return any spoils you find to Syndicate Alchemist Tuit in the Monarch's Bluffs Settlement - 390 XP.
Mora Owgan
Covenant Initiation: Crone's Rest prerequisites Choose Your Allegiance.
Go to Crone's Rest, defeat some Lost, and return to Adjudicator Owgan in the Monarch's Bluffs Settlement - 390 XP.
Geertie Lother
Taste of Honey prerequisites Commitment to the Cause.
Get combs of Devil's Honey from Barkeep Lother's private reserve in the Devil's Pit and return to the Barkeep in the Monarch's Bluffs Settlement - 320 XP.
Dagger in the Mist prerequisites Encroaching Corruption.
Search The Grey Mist and The Dagger for jars of wine and return to Barkeep Lother - 790 XP.
Spoiled Feast prerequisites Ancient Craftsmanship.
Go to the Farside Township and harvest a Squash for Barkeep Lother in the Monarch's Bluffs Settlement - 910 XP.
Goodwill Squashing prerequisites Spoiled Feast.
Harvest a Squash from Tres Campos, then deliver it to Barkeeper Cormack as proof that the crops from Withered Farms are unspoilt - 1420 XP.
Demetrius Biton
Between Innkeeps prerequisites Encroaching Corruption.
Inform Innkeep Fairfax in First Light that Innkeep Biton in Monarch's Bluffs will repay her azoth soon - 630 XP.
Fast Travel Home prerequisites Between Innkeeps.
Open your map and use the azoth from the Innkeep to fast travel back to Monarch's Bluffs - 630 XP.
Trader Mayart
Quinton Warwick
Practice Makes Perfect prerequisites Hotspot Hunt (First Light).
Catch fifteen fish anywhere for Master Fisher Warwick and deliver to Master Fisher Perchal in Cutlass Keys - 1540 XP.
Yonas Alazar Main Story
Old Stone Remembers (Main Story) prerequisites The Old Man at the River (or) The Corruption "Expert" (or) The Old Man Who Cried Corruption.
The old man knows something about Corruption. Investigate the Ancient ruins at Alioth for clues about his past - 2000 XP.
A Lost Cause (Main Story) prerequisites Old Stone Remembers.
Travel to Arcturus Tower to find some record of the Soulwardens. Were they real, and did Yonas have some connection to them? - 1680 XP.
The Last Soulwarden (Main Story) prerequisites A Lost Cause.
Investigate the Adamant Mine to retrace the Soulwardens' steps after they fled Arcturus Tower - 1730 XP.
New Initiate, Old Order (Main Story) prerequisites The Last Soulwarden.
Prove to Yonas you've got what it takes to be a Soulwarden by overcoming the trials at the Saircor ruins - 2500 XP.
The First Component (Main Story) prerequisites New Initiate, Old Order.
To become a Soulwarden, you must forge your own Azoth Staff. The doomed Soulwardens hid one of the components in a sea cave in Monarch's Bluffs, centuries ago. Go to Traitor's Hold and search for it - 2500 XP.
The Living Seed (Main Story) prerequisites The First Component.
Yonas spoke of a mysterious woman who lives in the wilds and talks with the earth. Finding her is your best bet to get the Living Seed you need for your Azoth Staff - 2000 XP.
Nature's Gifts (Main Story) prerequisites Plans of the Pestilent.
You acquired the Living Seed you need to make your Azoth Staff. Return to Yonas at Fisherman's Bend. - 2280 XP.
Argent and Aether (Main Story) prerequisites Nature's Gifts.
You'll need silver to make your crosspiece, and a forge of supernatural strength. Acquire silver ingots, then travel to the Ancient Forge to make the crosspiece - 3000 XP.
Forge Your Azoth Staff (Main Story) prerequisites Argent and Aether.
Travel to the altar beneath the Shattered Obelisk and forge your Azoth Staff - 3540 XP.
Into the Breaches (Main Story) prerequisites Forge Your Azoth Staff.
Time to see what your new Azoth Staff can do. Stop the Corrupted from opening breaches in Harplass Homestead - 2830 XP.
Destiny Unearthed (Main Story) prerequisites Into the Breaches.
To become a Soulwarden, you'll need a Heartgem. Brave the depths of the Amrine Excavation and find one - 5000 XP.
The Ritual (Main Story) prerequisites Destiny Unearthed.
It's time. Perform the Soulwarden Ritual at the altar within Amrine Temple - 3850 XP.
Allies for the New Order (Main Story) prerequisites he Ritual.
Try to convince the factions to join your cause, starting with the Covenant. Speak to a Covenant leader in Brightwood - 3000 XP.
Settlements are the towns in player-controlled territories, can be controlled and upgraded (to improve crafting stations) by players. Hamlet (Tier 1), Village (Tier 2), Town (Tier 3), City (Tier 4), Capitol (Tier 5). A higher tier settlement allows you and your Company to build higher tier structures.
Every Settlement got: Inn, Trading Post, Storage Shed, Stonecutting Table, Woodshop, Smelter, Loom, Tannery, Forge, Workshop, Arcane Repository, Kitchen, Outfitting Station, Town Project Board, War Board, Territory Planning Board, Governor's Desk, Players' houses, Marauder Commander, Syndicate Alchemist, Covenant Adjudicator.
Forts are the military fortifications in zones controlled by players. Forts are part of Open World PvP, factions fight with each other for control of the forts. Forts can be upgraded by players. Fort (Tier 1), Bastion (Tier 2), Keep (Tier 3), Castle (Tier 4), Citadel (Tier 5).
Outposts are the settlements in neutral, endgame territories that cannot be controlled by players.
Containers, Chests, Ancient Chest, Supply Containers.
Top Chests
Completed Lore Pages make stories
You have to visit Fast Travel Points (Spirit Shrines) first to use them, more about Fast Travel Points.
Expeditions are instanced PvE dungeons, intended for a group of 5 players with separate story, puzzles, unique loot, more about Expeditions.
Group Areas are open world monster areas intended for a group of 5 players, more about Group Areas.
Experience level recommended in a given area to fight monsters comfortably.
Location of Quest Giver NPCs.
Wood Tier IV - respawn: 30 min
Wood Tier V - respawn: 20 min
Ores Tier I - respawn: 10 min
Ores Tier IV - respawn: 15 min
Ores Tier V - respawn: 20 min
Precious Ores Tier II - respawn: 15 min
Precious Ores Tier III - respawn: 20 min
Precious Ores Tier IV - respawn: 40 min
Tier I - respawn: 15 min
Tier I - respawn: 10 min
Tier IV - respawn: 20 min
Fibers Tier I - respawn: 10 min
Fibers Tier IV - respawn: 15 min
Fibers Tier V - respawn: 15 min
Found in Traitor's Hold
I don't think I can take much more of this. I try my best to craft weapons for these insolent pirates, and all I am met with are more demands from this mad Captain! All he wants is more shine, more gilded handles... I am collecting my due fees, and quite a handsome pay at that, but I shall decidedly not put my mark on these weapons. In fact, I would be ashamed to admit these trinkets are my own work!
-L. Harrison, Master Artificer
Found in Traitor's Hold
The damn weapons won't even fire! What use are these damn things if they're nothing but pretty toys!
Found in Mines de Miclot
Just one more... These damned walking cadavers, their blank eyes glowing red. Mocking me. My wounds cloud my head, but just one more...
Found in Mines de Miclot
Quite curious is the case of the creatures in this mine! As some lucky adventurers have discovered, these fiends do in fact eat any gems they find. One could hypothesize that in life they worked these mines, once a rich source of precious stones on Aeternum. However, one must ask, why do they eat them? The idea I propose is based on their patterns of hoarding! They must have some semblance of the value of these stones and, in a lust to hoard wealth, they put such small stones into the safest place they can muster: their own bodies!
Finding precious gems in the belly of these poor wretches is still rare. Some guess that only one in group of ten Withered may have a gem in their belly. With that in mind, good luck! You may need it.
-Dr. H. Garrison
Found in Tres Campos
Our crops continue to rot as villagers leave one by one. Those who were stubborn enough to stay are now too stubborn to leave. Those foolish enough to eat these crops turn gravely ill. All our harvests fail, what did we do to deserve this blight?
Found in Tres Campos
I sense that the lightning storm was merely the beginning of the end for our lives here. We've had vicious attacks from these... monsters. Husks that seem human, but only ravage and destroy. The remaining families have lost members in the attacks, and we survivors are now forced to flee this area. We have no choice but to leave.
Found in Arruda Ranch
Some madman attacked me! He was crazed and wild, with red eyes that struck fear in my heart. I held him back with my pitchfork, and he ran away. The stink coming off of him is one I will not soon forget. Now, that stench won't come off my pitchfork no matter how many times I wash it.
-Tomas
Found in Archernar
Now I see what Thorton was talking about in her last letter. These Ancient Guardians are ferocious, suspended in undeath to guard the ruins of a society we may never understand. Well, out with the old and in with the new as I always say. I will try to cull as many Ancient Guardians as I can while out hunting so that Survivalist Thorton might have some relief from their blockades. If only I had someone to help with this...
Found in Archernar
Those bastards! Those dastardly, villainous fiends! The mace-wielding miscreants of Archernar killed me, and even worse, they damaged my pants! This is azoth-infused silk, and incredibly hard to come by. It isn't easy being the most fashion-forward Survivalist of all the settlements but it's a title with which I find immense pride. I will have my revenge for this affront to my aesthetics.
Found at Lakeside Farms
We've had some luck to move farther north. We've found fertile land and decided to rebuild. Nestled within the crags that surround it, we soon saw a small lake as a respite in our journey and replanted our crops. Scorching our tools, we found that fire cleansed them of the stench of the blight and remained vigilant in how we use the soil. But, we are unsure if those freaks with the red eyes will find us here, too. Mayhap it is only a matter of time...
-F. Sneed
Found in Devil's Quarry
Coming to this island was a mistake. I came to this island seeking fortune and riches. But, I was mislead. This place is no heaven...
As I lie here, dying, I feel my soul leaving this husk. Ah, is this how it felt Faustus? To have body and soul ripped to pieces by the claws of fiends?
Maybe, like Faustus, my fate was sealed when I signed to come to this place. Maybe coming to this island was both my sin and my punishment.
Oh, Margarete...
Found in Deadman's Anchor
I hear his footsteps coming closer, his boots booming against the wooden planks beneath me... He'll make quick work of the flimsy door and barricade I've created. Montore has gone mad. He's slaughtered his own crew as we crashed on the island. But, more terrifying than that, the dead sailors around me seem to come back to life. Their eyes are empty, twisted by Montore's madness. I hide here, but I know that I too will meet the same fate. This entire expedition was doomed.
Found in Farside Township
Some of us have settled in the west side of the valley, naming the farm "Lakeside." We settled opposite of them to the east, naming our township "Farside." The crags and trees shroud that soil in a year-round shade. Though this would be detrimental to some crops, we've found these conditions perfect to grow a healthy rhubarb crop on this island. The Lakeside families shared with the Farside families a technique to hold back the blight: cleansing the tools we use with fire. May it help us survive the horrors of this island.
Found in Farside Township
The attacks begin again, but none of us were under the naive impression that those fiends would leave us alone. Lakeside has already fallen, and the red-eyed monsters are swarming on Farside. Those of us that have survived these attacks have decided to make for the settlement to the north in Devil's Quarry. It is the last judgement for us, and the settlement may be our only salvation.
Found in Monarch's Bluffs Watch Tower
As I rest here, watching the waves crash upon the beach, I reminisce about my old life. I was a budding antiquarian: the stories of the past, and the people that made those stories so real to me, drove me to this Island. Though at first the hardships of this island made my outlook on surviving here bleak, my tune has changed.
To be honest, when Bixford recommended to me to be a Watcher, I didn't understand why anyone would do this job. But, over time, investigating the ships, talking to new folks, and aiding them after crashing onto the island... Hearing their stories, piecing together their past, and helping them figure out their future on the island. It scratches an itch! I'll thank Bixford next time I'm in the settlement...
Fighting the Drowned? No one loves every part of their job, I suppose.
Found in The Rise of Poseidon
I met a man who was hiding inside of the Poseidon after he had crashed onto Aeternum. I spoke with him and tried to help him, but for the first few moments of our meeting he was unintelligibly muttering about "Poseidon's Curse."
As I continued talked to him, he regained his wits. I quickly pieced together that he was on a ship that was struck by spires of Corruption, which seems quite common among survivors that wash ashore. He attributed this to a curse from Poseidon. I should report this to the Greyjacks, this is too common to be a coincidence.
Found in the Boar Infestation
Douglas,
Sometimes shipments from the settlement can be a little lean on meat, but these infestations of Boar here can be controlled and maintained like livestock. If you're ever hungry between shipments, this infestation should make a great source of food in between. I'll see what I can do about getting some meatier shipments.
-Saville
Fish Escapee
Out by the coast she still lurks, evading me at every turn. I know I had her on my hook once or twice, for her favorite bait is glowworms and I have them in great supply.
I know it's the same Ray-Finned Barb. I've taken to calling her 'Nibbler' for the way she toys with my bobber before I can properly hook her. This one is too smart for her own good. Nibbler must be a lady, for you see it is the female Barb who hulks over the male in size, and her wit is mighty quick.
But I shall not let her outswim or outsmart me. I'll get her one day, and mount her on my home wall. One day, Nibbler, you shall be mine...
Feeding an Army
If you give a man a fish you feed him for a day, but if you teach a man to fish you feed him for a lifetime. Or at least that's what Papa said.
That is why I taught all my subordinates in the army the essential skill of fishing. It's why I continue to teach fishing even in my retired living. It is not only a pleasurable hobby but a means of survival here in Aeternum. Fish are food, and food is life.
Tucked in the outhouse door of the Devil's Pit
Stinky,
We were hoping you'd join our hunt, but your odor is spooking all the game. So we're heading out on our own.
Don't know what you've got spoiling in them guts of yours, but you can expel it in solitude. We've had enough of it!
Once we've bagged a bear or two, we'll be back to let you out. Hopefully, your arse will have said its piece by then.
Found in Capili's Coronation
Captain Capili
First Mate Tupu
Chief Technical Officer Salesa
Second Mate Hoapili
Navigator Eketone
Boatswain Arona
Rigger Hamakua
Surgeon Kekai
Engineer Lavea
Gunner Fiso
Quartermaster Sapani
Cook Rata
Messman Pihopa
Found in Capili's Coronation
- Three crates of bullion
- Hardtack rations
- Two reels of parchment
- Thirteen hatchets
- Fifteen bows
- Five crates of arrows
Found in Capili's Coronation
Day 13:
Mutiny is upon us. Boatswain Arona has gotten it into everyone's heads that the ship would be better run by him and the whispers of dissent have grown to a dull roar belowdecks. I will have to reinstate my authority by any means necessary if we are to reach our destination in time.
In th' beginning, there was naught but formless energy.
A material energy, though sublime.
An ethereal fire.
Within the fire was contained all life, every thought, every impulse.
When bullet or lead ball be fired, therein do an infinite power of impulse reside. A single second, betwixt thy click of a hammer and thy mighty spark's ignition be where secrets of the universe hide.
The Island has given me sight. Every death and every return, I see our purpose yet clearer.
Listen to me true story, and believe!
- Master Cannoneer Jennings
In the Before, was I a humble pirate warlord.
My ships numbered hundreds and every nation was afeared. How little did I know, me true path had yet been revealed.
Me First Mate, family on th' high seas, had raised mutiny. I had no choice. So sadly, had I no choice but to execute the poor soul on sight. Without a sea breeze of a second, I barely thought and fired.
A click.
An explosion.
The cool sizzle of th' exhausted barrel. Saw the universe explode before my very eyes! That was the day, I always say, that I became a Master Cannoneer.
- Master Cannoneer Jennings
I once felt the life in my veins. Was electric. But to be truly Lost... is electricity and a strange numbness at the same time. With every death, me spark mixes with something alien and divine.
And when the dream ends, ye wake up on th' shores of yer long-lost passing. Again and again and again. Every journey be breathless and infinite! Every moment awake is a gift! And a poisoned fruit.
I've seen the end though!
I've seen when the spark gives up! There be nothing left but formless energy!
Ethereal fire!
It only takes time! And time, I think, is all we have.
- Master Cannoneer Jennings
Loyal comrades! Faithful friends!
Join! Submit to the Cannon. Submit to th' bullet, gunpowder, and musket.
Join and be shown yer truest path. Path to enlightenment, and th' only way we ever escape this godforsaken Island.
Join and I shalt carry ye beyond thy veil. Through dusk and moonlight's peak, where we may all rest… Join me and find eternal freedom!
- Master Cannoneer Jennings
Found on the Road out of Monarch's Bluffs
Laikina,
I left town at twilight, to avoid a scene with Constable Saville. But she was there, waiting at the gate, like she knew my thoughts. “Such a shame to see you go,” she said. “Monarch's Bluffs will surely miss you.”
A perfectly normal thing to say. For the hundredth time, I wonder if the things I saw Saville do that night were just a nightmare. I can hear your voice, telling me that I'm being too paranoid.
I find myself watching her. She seems so normal, wrapped up in the petty concerns of the settlement. But sometimes…I catch a flash of it in her eyes, when she looks at me. Maybe it's always been there. Or maybe she sees me as a threat, now.
I'm coming to Windsward. If I head straight east all night, I should be able to get there by daybreak. The terrors of the nighttime wilds are nothing, compared to what I'm leaving behind.
I'm looking forward to a fresh start.
-Christopher
Found at the Constable's Desk in Monarch's Bluffs
From the desk of Constable Saville:
Christopher Ward has vanished from Monarch's Bluffs. His house was found emptied of all belongings. His soul has not returned home. None of the other settlements, nor any of the Watchers, have seen hide nor hair of him.
I must note Christopher had been acting strangely in the days leading up to his disappearance. He seems to have fallen victim to some kind of paranoid delusion. I even caught him peering into my window late at night.
Disappearances are, of course, nothing new in Aeternum. There are many dangers that await the underprepared and the overly-curious. Still, as the Constable of this settlement, I feel somewhat responsible. In the end, Christopher simply wouldn't heed my warnings.
Unless further evidence turns up, Mr. Ward is presumed Lost or Corrupted. I'll ask Adjudicator Owgan add his name to the Covenant prayer list of wayward souls.
Letter to Lord Darius
Gave me news of this “High King’s” arrival. I am told it was nothing short of miraculous. His vessel seemed undamaged and of a strange design. It was said to shine with a blinding light. I doubt this to be true but these stories are spreading.
Whoever he fancies himself to be, he will no doubt prove a threat to your lordship’s dominion over these lands. I counsel you to gather your warriors and go to meet this potential usurper. I shall send word to the other lords. Perhaps united we can prevent calamity--
A Master of Azoth
The High King’s magician has knowledge of an incantation that gives him mastery over the strange power of this land. I have never witnessed such a thing. Could he have discovered the secrets of the Ancients? How did he accomplish this so quickly?
Only a few words are known to me. It’s ancient Celtic. It speaks of a “serpent’s breath” and a “twilight realm” and of “folk of light and shadow.”
I must learn the secrets of this charm. With its power I could change our fortunes.
Amaranth the Raven-Haired
The Eternal Blade
I held the Eternal Blade in my hands. I could not identify the metal. It was lighter than steel and glittered like polished silver. I would swear it hummed.
The High King bid me strike an old anvil with the edge. I dared not until he commanded it. Gripping it firmly, I smote the anvil and sheared away its heel in one stroke.
The Eternal Blade bore no mark. Its edge remained keen as a razor. By God, I will never see its equal.
Master Auric
The High King’s Call
Dearest Maeve,
It is my hope that this finds you in good health.
The High King’s call has gone out. He summons all to his banner, to build a great kingdom where all may prosper.
Even though I possess no great strength of arms or cunning with magic, even the mightiest warriors and wisest wizards will have need of tables, chairs, and beds when they are weary from their toil.
If the High King can keep us safe from the horrors that roam this land, I will gladly pledge myself to him.
It is my fervent desire, my beloved sister, that you will choose to join me in this worthy cause.
Cullum
Fortifying the Wall
Our work on the Great Wall continues. I have met master masons from every known land. The collection of knowledge and skill assembled here astonishes me.
The High King’s wizard uses his craft to help us rebuild and fortify these ancient stones. He speaks of an evil that gathers in the north. We have seen more of those crimson demons. We must be ready for what is coming.
Connor Hewer, Master Mason
Staves of Power
The High King’s wizard fancies himself Taliesin of the old legends. He is cunning to be sure, and possesses knowledge of the Ancients unknown to us. He wields a staff of intricate design that allows him to manipulate the magic of this land. He claims he will pass on this knowledge to others. He has already taken on many apprentices.
I believe he harbors a secret desire in his heart. The people give him their trust but I feel this wizard will bring doom to us all. The evil of this land will taint him. I must learn his secrets before it is too late.
Amaranth the Raven-Haired
An Astronomer’s Observation
The High King has commanded that the stars be carefully measured and charted. I will do my part in this endeavor for I believe the answers to this world’s mysteries can be found in the heavens. The Sumerians, Greeks, and Persians knew this to be true. The Ancients knew this as well as evidenced by their study of the stars.
But Myrddin advises caution. He claims that just as we gaze out into the vast darkness, so too does it gaze back at us. He warns us to be forever vigilant for evil does not sleep.
Estere
A Wizard Corrupted
Myrddin cast me out of the Order. He accused me of deceit and of sowing the seeds of discord. But I have spoken the truth. I know the evil that has taken root in his mind. I see what he is becoming.
The others will not heed my warnings. Fools! The fall of the High King will be on their heads! I do not possess the strength to challenge Myrddin directly, but I must try to foil his purpose for the sake of us all.
I will plead my case directly to the High King. I have found the “Folk of Light and Shadow.” They may prove to be allies. It is my fervent hope the High King is as wise as they say.
Amaranth the Raven-Haired
The Final Stand
God’s blood! Waves of demons crash upon us with the fury of a storm. They strike where we are weakest. We cannot hold them! Our fortifications crumble!
We’ve been betrayed! The Crimson Sorcerer has revealed himself. It is said he commands the infernal hordes. God in heaven, we are lost!
The High King has retreated to the shore. They say the Raven-Haired fights by his side. May God see him safely away from this accursed island! And may He have mercy on our souls…
Captain Ulfric
A Desperate Prayer
The demons have overrun the land, slaughtering every living soul. A lucky few may have found the peace of eternal death. The rest have joined the ranks of the Withered or been twisted into fell shapes.
We have taken refuge here but it’s only a matter of time before we are discovered. Even if we are not, our stores of food and water dwindle. A few of us shall have to venture out in a few days.
How could we have come to this? The High King’s promise of a fair world has been shattered. This land exists under a curse which cannot be lifted. I dared to hope and dream. Now, I pray I can forget…
Cullum
lvl 1-25
Starting area, player controlled