The Bounty Board, standard to all guild buildings alongside a quest board. The bounty board lists notable figures with a bounty on their head, provided by either individuals or the kingdom at large. While most have no leads, its more of a 'if you see them on the adventure they have a price on their heads', or to also warn lower-ranked adventurers to stay clear of them, as many on the board are fairly dangerous! If you do not plan on hunting any of these figures you are expected instead to flee if you encounter them, and inform the guild or at least local authorities.
Alongside the wanted posted board is a booklet for the official descriptions of each figure.
Thx papi for making the bountyboard graphic!
@PapiTan
Quest Board:
Alongside the wanted posted board is a booklet for the official descriptions of each figure.
Thx papi for making the bountyboard graphic!
@PapiTan
A witch that takes the form of a pale woman with long black hair. She is often seen with her familiar, a large black beast that follows her like a shadow. The witch is responsible for destroying an inquisition group and two adventuring parties that tried to hunt her. It is also believed she is responsible for placing a curse on the town of Falamore.
Due to sightings being relatively recent, we believe that she is a reincarnated. Her Familiar is very powerful, and she seems extremely skilled with Wind Sorcery, along with Abnegation Restoration and Alteration spells.
Due to sightings being relatively recent, we believe that she is a reincarnated. Her Familiar is very powerful, and she seems extremely skilled with Wind Sorcery, along with Abnegation Restoration and Alteration spells.
Former Mage of Sarafel, he was a reincarnated hero turned warlock due to his own pursuits of necromancy. After being exiled from the College and reported, his bounty increased by 100 silver after he was seen targeting witch-hunter groups. It doesn't seem like he's affiliated with anyone else, but those at the college witnessed him expressing sympathies for the Children of Hecate. His affliction has caused the left half of his face to rot, and seems to be perpetually ill. Noted by his paler skin and tendency to cough. As a sorcerer he was a rare individual to be born with the expression of a compound element, in this case lightning. Aside from aforementioned execration magic, he seems to have learned conjuration spells synergizing with his raven familiar.
He was a sage rank before he was exiled, so be on your guard.
He was a sage rank before he was exiled, so be on your guard.
The Revenant was one Joseph Conroy, an infamous petty thief and outlaw. Some centuries ago he worked as a scout for the guild, but quickly joined a gang of bandits known as the sawtooths. He was captured, along with the rest of his gang, and were all hanged at the Gallows. The hanging was a success, however as the guards were disposing the bodies, they were quick to notice Joseph wasn't dead.
Returning him to the execution center, he was beheaded. Some days later he was spotted in a nearby village, alive, drinking at causing a commotion not paying his tab. He was caught, and after being apprehended, it was decided that he should be executed by fire. He was burned at the stake, and after the stake was burned, his remains were taken to be further cremated until he was nothing but dust. The kingdom was sure that he'd be dead for good after that.
A month later he was spotted robbing a carriage of supplies. More rumors continued of his travels and exploitations, and it was confirmed that he did indeed, survived. It seems that for whatever reason, death doesn't stick to him. He was even caught moving without a head.
Despite his apparent immortality, The Revenant isn't that much stronger then an ordinary human.
He is still at large, rumors be it true or not report him all over the province. He's been known to be a fairly aggressive and not react to pain. Although we would very much like to see him dead for good, so far it seems impossible for that to be the case, so we recommend to capture him alive, as he seems to escape much easier if he's killed.
Returning him to the execution center, he was beheaded. Some days later he was spotted in a nearby village, alive, drinking at causing a commotion not paying his tab. He was caught, and after being apprehended, it was decided that he should be executed by fire. He was burned at the stake, and after the stake was burned, his remains were taken to be further cremated until he was nothing but dust. The kingdom was sure that he'd be dead for good after that.
A month later he was spotted robbing a carriage of supplies. More rumors continued of his travels and exploitations, and it was confirmed that he did indeed, survived. It seems that for whatever reason, death doesn't stick to him. He was even caught moving without a head.
Despite his apparent immortality, The Revenant isn't that much stronger then an ordinary human.
He is still at large, rumors be it true or not report him all over the province. He's been known to be a fairly aggressive and not react to pain. Although we would very much like to see him dead for good, so far it seems impossible for that to be the case, so we recommend to capture him alive, as he seems to escape much easier if he's killed.
While there are many pirates and unsavory sorts across the seas, Captain Reiner has built up a reputation of being an unbeatable strategist over naval combat. He commands only a single galleon, yet remains to be captured or killed. Reiner himself seems to possess some spiritual power training, we believe he's on par with at least an iron-ranked Paladin in hand to hand. He seems to collect magical items to give him and his crew the edge over encounters, so don't let that rank fool you. Its believed he has some monsters in his crew as well, but information on his forces are scant despite the waves he's been making.
A witch that used to pose as a fortune teller for a small village. After reports of curses and missing children, the inquisition were quick to identify the seer for what she really was. Unfortunately they were ill-equipped to deal with her power, and was able to escape with the massacre of the inquisition force. Current Whereabouts are unknown, but the inquisition proposed she was a spy for the demon king.
We have no idea what this is. There have been reports from neighboring towns of a wandering, extremely tall (Ranging around 9-11' by eyewitness accounts), stranger in a pale sheet moving between the outskirts of towns, on trails out in the woods, or in the sewers of cities. It is believed responsible for the disappearances of at least a dozen peasants, and two guards, as well as Mr. Clevance the Wine merchant after a supposed encounter in his own wine cellar.
It is extremely dangerous, from what little we know. A guard reports that it didn't flinch from arrows penetrating its form, and an arm cut off by a guard's sword quickly regrew before attacking him. Whatever you do, do not let it touch you.
It does not seem outwardly hostile when roaming, but accounts allege it attacks and prefers to find cornered victims.
The bounty has been provided by the college so that they can study it, alive or dead.
It is extremely dangerous, from what little we know. A guard reports that it didn't flinch from arrows penetrating its form, and an arm cut off by a guard's sword quickly regrew before attacking him. Whatever you do, do not let it touch you.
It does not seem outwardly hostile when roaming, but accounts allege it attacks and prefers to find cornered victims.
The bounty has been provided by the college so that they can study it, alive or dead.
A powerful witch that has been around for at least 500 years. Seems to favor necromancy, transmutation, and conjurations as her favored spells. She's been seen casting various sorceries, Fire, Air, Lightning, and even spirit. There are rumors that she was spotted with the witch of the Black Beast, and some believe they have formed a coven.
A warlock-turned Witch, Rose possesses powerful Restoration and transmutation magic and seems to favor ice sorcery as well. When she was just a teacher at the college she was well liked and seemed like a humble individual, so many were confused why she became a warlock, and now, a witch. She was last sighted near Hawk Valley, its believed she may have a cottage there.
As she was once mage rank when at the college, given the passage of time and her becoming a witch, it's likely she ranks even higher now.
As she was once mage rank when at the college, given the passage of time and her becoming a witch, it's likely she ranks even higher now.
A skinwalker that has gained some notoriety. Whereas most skinwalkers seem to favor a specific area and stay there, 'Jero' has been seen wandering, and sometimes taking himself as a traveler. Surviving witnesses say that Jero often appears as a kind, but strange, man of the woods. Offering herbs and meats to fellow travelers. Despite the apparent friendlessness, its been confirmed he's slaughtered three adventuring parties. He seems to possess the form of a stag. Do not take anything he offers.
A great black bear that stalks the mountain pass between the Capitol and Hawk Valley. As far as been observed the bear is just an exceptionally large and powerful members of the already great and rare mountain-bear species. He does not seem to be influenced by any form of magic or power, but for whatever reason he is particularly violent. So much so that despite first encounters occurring 25 years ago he has yet to be defeated. Most encounters end with heavy casualties and only few are able to escape and make a report. Unless if you plan on trying to free up the mountain pass and kill or capture the bear, it is recommended to take the slower, alternative routes.
Let it be warned to all adventurers that if you plan on fighting a dragon, you better be a mythril tier paladin or archwizard, or someone confident you could take either in a fight. Dragons are considered by many to be unparalleled beasts of destructions. The slayers of which are few but legends in history. A huge bounty goes to whoever defeats this foe, but that is merely wishful thinking.
Dragons are rare in this time, but this one, named by the city he destroyed, lingers around the burned ruins of the once great GrayBarrow. It is rumored all the treasures of that place are now its hoard, as if the bounty on its head wasn't enough of a reward. If you see it, or any other dragon, in the distance and happen to survive. Report it immediately as any changes of its behavior are noted. You'll find a quest that is to simply record the city from a distance to confirm the dragon is still there.
Dragons are rare in this time, but this one, named by the city he destroyed, lingers around the burned ruins of the once great GrayBarrow. It is rumored all the treasures of that place are now its hoard, as if the bounty on its head wasn't enough of a reward. If you see it, or any other dragon, in the distance and happen to survive. Report it immediately as any changes of its behavior are noted. You'll find a quest that is to simply record the city from a distance to confirm the dragon is still there.
The General of the Demon King's army. he is a powerful demonic warrior and devastating tactician. While one would expect such an important figure to be held up with the Demon King's lair. He's been witnessed on his own on few occasions and in one account, wiped out a village all on his own after sneaking into the province's border. Its unlikely you'll encounter him, but be sure to make immediate retreat and alert if you ever see this individual.
Quest Board:
Due to the dangers the dragon of Graybarrow represents, we need to send an adventuring party once every two months to observe its activity and verify it remains in its territory. We do not want to risk sending the beast into a fury either, so the mission is simple to scout the ruins from a nearby cliff. A route which can be reached through Hawk Valley. Upon arrival, camp out for a few days to monitor any and all activity in the sight. The dragon sleeps in a giant artificial cavern it has made, near the center of the ruins. You can observe it as a massive crater from the viewpoint. Ideally you should be able to see part of its body stick out from the hole in the earth to confirm if it is slumbering. On rare occassions it may leave its burrow in search of food within its territory; which we project covers roughly 100 square miles around the ruins. If the beast isn't present, retreat immediately and report it to the guild.
The Reward is 1,000 Silver
The Reward is 1,000 Silver
There is a job for escorting a massive cargo mission for supplies to the island city of Morencia, about three days travel by boat from the capital's coastline. With threats of pirates and sea serpents there has been delays of the shipment, and the crew will not depart without aid of adventurer's to safeguard their voyage.
They are paying 1,200 silver as a reward for the week long protection, as well providing free provisions and accomendations for the travel.
They are paying 1,200 silver as a reward for the week long protection, as well providing free provisions and accomendations for the travel.
There have been several odd missing peoples reports in the capital city. While the local guards are taking the lead in investigations, there hasn't been any apparent progress in the case. A mother of a missing child, who believes its all connected, claims that her child was near a sewer entrance before going missing. The Capital's sewers are a dangerous place, built over the ruins of a forgotten human city, the waterways are a labyrinthian maze of dark brick passageways. Tight crawlspaces and open aqueducts, caverns and more. The guards are not suited for this type of work, and while some of the Scouts more familiar with the cities sewer layout have taken the job, none that ventured too far have yet to return. The Order of Shadows seems particularly quiet about their progress in this case, despite the rumors of such a place being a highway for their illegal businesses. With no one else to turn to, one Mary Alvani, the mother in question along with relatives of some of the other missing people, have offered a collected sum of 300 silver for the quest.
The mountain pass of Yurel Nova was already a steep, cold, terrible road to cross; despite its obvious shortcut, the harsh conditions made caravan travels risky, and when the guardian of the pass dubbed Boris first emerged as a vicious, traveler-hungry monster; Road traffic had all but ceased, for the most part. But every now and then some foolhardy salesman or traveler makes the mistake of not heading the warnings and taking the path anyway. Its believed this Caravan's occupants were all killed, as there has yet to be no sign or word of the Gamberson's Elixir company team from returning. Mr Gamberson, the head of the company, has hired a wealthy sum of 1,200 silver to recover the lost cargo of the caravan. Optionally, any remains for the families if you can find them.
A priest, mr Morris, once to travel to the middle of the ashlands to recover an old village; his aim is to sanctify the church again, to restore the Light and hopefully bring back people to his old home town. Unfortunately for him, the route is perilous and as the church has been left to ruins and unsanctified, it may have been lost to demonic influence. This hasn't deterred him, and he is will to part with 800 silver for any adventurer to escort him on his quest to revive this town.
The village, in the outskirts of the ashlands, is roughly a five day journey on foot, two and a half on Caravan.
The village, in the outskirts of the ashlands, is roughly a five day journey on foot, two and a half on Caravan.