Quests are a rolled activity where a Rukaan encounters a specific circumstance which they must figure out how to solve or overcome. They are divided into three types (Defense, Solution and Migration) with various quest prompts within each type. For completing a quest, a Rukaan will receive a reward specific to that quest prompt and also will be rolled for a potential additional item depending on the type of quest.
Because quests have a specific reward and cannot be failed, they are a good way to gain items if you are looking for something specific or something more valuable than the average exploration drop. Only one Rukaan may enter per submission, and the entry must be made by the Rukaan's owner.
Art entries must be full body, colored, and have a complex background. Shading is optional.
Literature must be at least 800 words for a single Rukaan.
Quest pieces must be done by the Rukaan’s owner.
One Rukaan per quest entry. Other Rukaan may be pictured and rolled for rune marks but only the one entered will receive the quest reward.
"Sheets" are not permitted. One entry per submission only.
Prompts are all open to either wild or tame Rukaan. Handlers are not required.
Unless specified, you are free to choose the location where the quest takes place.
Quest prompts can be completed more than once by the same Rukaan.
You do not have to use one of the suggested solutions listed for each prompt, they are just ideas as a starting point.
We should be able to tell from the submission or description which prompt is being addressed (for example, there should be ruins visible in a "Warded Ruins" submission).
If a group NPC is named and linked in the quest prompt, they must be included fullbody in art or significantly involved in literature in the entry.
Rukaan which are not entering the quest can be included in the piece for rune marks only. A maximum of five Rukaan can be rolled for rune marks per submission.
Two Rukaan may enter a quest in one submission if both are a member of the same herd with the quest herd bonus, or if one of the Rukaan has the 1250 rune mark reward level questing buddy bonus.
The minimum wordcount for a literature quest submission with two Rukaan is 1200 words.
The piece must be by the Rukaan's owner (if owned by one player) or a collaboration between both owners (if owned by two different players).
For the Quest Herd Bonus: The herd journal displaying proof of the bonus must be linked in the submission form.
Like elk, Rukaan are a migratory species. Wild and tame Rukaan alike will often move from summer birthing grounds to winter grazing grounds each year with their herd and will follow lead of the herd elders who remember the ancient paths. This instinctive behavior offers them an advantage in finding food during all seasons but it also brings unique perils as they travel.
There is a chance to bring back one of these on any Migration quest in addition to the prompt-specific reward.
250 Kroner
Map Piece
+1 Stamina stat
Good Instincts trait
Well Traveled trait
Ancestral Connection trait
Through The Market
A large traveling market has set up shop along your migration route in a narrow canyon and there is no way to go around it; you must go through. Do you sprint through so no one can catch you, curiously greet those you pass by or threaten anyone who comes near you with your rack? Do you try to avoid touching the displays, break things to show your disdain, or steal something for yourself as you go on your way?
Prompt specific reward: 1x Market Item (Corn Cluster, Honeyed Oats, Salt Lump, Alfalfa Cube, Spring Clover, Silky Lupine, Cleverness Potion, Raw Meat, Vet Consult, Supplemental Feed)
Avalanche
As you attempt to make your way to the Ancestral Lands, you find that an avalanche has buried the mountain trail ahead. You find another trail but it is overgrown and appears treacherous. Do you follow the risky trail or backtrack and look for a safer way around and risk arriving too late?
Prompt specific reward: 1x (Stone, Shale, Shiny Rock) and 1x (Iron Ore, Copper Ore, Zinc Ore, Myth Ore)
Respect Your Elders
As you lead your herd onward to the spring grazing grounds one of your revered elders collapses. Some illness or injury is preventing them from keeping up with the rest of the herd. Your herd clearly doesn’t want to leave their beloved member behind, but you know you’ve got to get them to safer pastures before the does start giving birth to their new calves or they will all be at risk. How do you decide to proceed?
Prompt specific reward: 1x Rune Magic Item (Empty Stone Rune, Empty Bone Rune, Bone Meal, Essence of Birch, Stone Slate, Adhesive)
On Thin Ice
On your winter travels you come across a frozen river. You begin to cross, but you or one of your companions shatters the ice and falls into the freezing water below. Are you able to get them (or yourself) out in time? How will you get them safely warm once you’ve got them out before they freeze to death?
Prompt specific reward: 1x (Wolf Pelt, Bear Pelt, Lynx Pelt, Otter Pelt) and 1x Fish (Perch, Pike, Trout, Eel)
The Road Less Traveled
During your migration, you and your herd come across a place where the trail divides. One path seems longer, but easier to travel, the other is a harder road, but a shorter trek to reach your destination. Which road do you choose, and what do you find along the way? Perhaps the easier way holds a secret ambush, or the harder way proves to be less difficult than expected? Who can say, you won't know until you take the trail yourself.
Prompt specific reward: +1 Stamina
Troublesome Terrain
The harsh north brings its challenges to the Rukaan who migrate through its lands. On their way, they have to cross elements from fire to ice, including boiling hot geysers, and slippery unpredictable glaciers. How steady is your foot, when you cross terrains where one missed step can be fatal?
Prompt specific reward: 1x (Stone or Charm of Steadfastness or Calcium Supplement)
Final Destination
You reach the end of your migration only to find some catastrophe- blight, famine, wildfire, earthquake, malevolent spirit infestation- has rendered your destination uninhabitable. Do you attempt to find a way to rebuild, adapt to the changed environment, or look for another land to call home for the season?
Prompt specific reward: Pathfinder Trait
Storm Warning
You see a massive storm approaching as you migrate through. What shelter can you find or create in the wilderness? Do you try to hunker down under cover and wait it out, or run away before it hits, or go warn others that it is coming?
Prompt specific reward: 1x Wood Chunks and 1x Shale
Test of Friendship
Spending a long journey with someone can make or break a relationship. Did your Rukaan make a new friend, win over a mate, or quarrel with their traveling companion after so much time close to each other?
Prompt specific reward: 1x (Devoted Trait or Love Rune or Battle Scars)
Lost Child
You find a small human child on a shore not far off a settlement in your travels. It doesn’t seem scared or lost, but it looks very young to be left alone with no parents in sight. The riptides and the wildlife in the area could pose a threat to the unwary. Do you intervene, or decide it is more important to keep moving?
Prompt specific reward: Redheaded Child Trait or 250 kroner
River Rapids
Heavy rains have caused severe overflow of the waterways along your migration trail, causing deep standing water with no end in sight. In many areas the water is flowing fast enough to knock a Rukaan off their hooves and send them rushing down the river. How do you get through the waters and on your way?
Prompt specific reward: 1x (Eel, Pike, Trout, Fish Scraps)
Sudden Sinkhole
While traveling through the desert in search of food and water, the sand begins to swirl beneath the feet of your Rukaan. With no hope of escape, they are sucked down into an underground tomb or natural cavern in the sandstone that once was someone’s home or burial ground. What do they find inside, and how will they get back to the surface?
Prompt specific reward: 1x Stone and 1x (Map piece, Intact Bones or Gemstones)
Delayed
While migrating, you are injured and cannot walk for several days and the herd is forced to move on without you. How do you defend yourself until you rejoin them? How do you find their trail to follow after them, or how do you make up the time you lost to catch up with them?
Prompt specific reward: +1 Speed
Knowledge of Ages Past
An elderly Rukaan seeks to share their knowledge with as many youths as possible before leaving this mortal coil. For this purpose, they've been traveling along popular migration routes, seeking out those willing to learn. Will your Rukaan stop on their journey to listen to a stranger's tale? What do they do with this knowledge?
Prompt specific reward: Ancestral Connection Trait OR Oral History
Mired in the Mines
Your herd stumbles upon an abandoned dwarven mineshaft on your journey. You're unsure if it goes through the mountain or not, but it could be a potential shortcut. Do you lead your herd through and risk it being a dangerous dead end, or do you decide to take the long way over the mountain?
Prompt specific reward: 1x (Iron ore, Copper ore, Zinc Ore, or Myth Ore)
Desert Divide
Your herd has to cross the sands of a vast desert along your migration, though a few vulnerable members are tired from the journey you've taken already. You’ve made it a fair way through already but with no sheltered spot to rest you must press on or give up and turn back the way you came and lose the progress you’ve made. Do you ask the young and ill to take that risk for the rest of the herd?
Prompt specific reward: Family Pride Trait OR Map Piece and Broken Bones
Ship On Fire
On your migration you observe the customs of the local humans. They seem to be hosting a funeral, with a ship full of treasure and goods ready to be burned. Do you take the opportunity to snag some of the treasure for yourself, or pay your respects to the dead?
Prompt specific reward: 1x Charcoal and 1x Broken Bones OR 1x Jewelry
Lean Times
While traveling on the seashore, you observe some villagers dig up a particularly rancid smelling fish out of the sand, while others scrape bark and lichen off of the trees. It seems a food shortage has stricken the local village. You’re in no danger of starving yourself; maybe you could learn something if you stayed to observe or help. But are you willing to risk running into a food shortage of your own if you delay your travels for too long and winter sets in?
Prompt specific reward: 1x Charm of Foraging OR 1x Fish Scraps
A Bridge Too Far
The local villagers have forgone their responsibility of maintaining the bridges in their territory, and so your migration comes to a sudden stop when you find one precariously ill kept with no alternate route. Will you brave the dangerous crossing or find a way to repair the bridge?
Prompt specific reward: 2x Wood Chunks OR 2x String
Have a quest piece you'd like to nominate as an illustration for this space? Note RukaanOfficial!
Spun Around
It seems that there is more than one reason why N-010 Styrmir so rarely leaves the Howling Range - he has a terrible sense of direction! You find the proud Rukaan looking a bit sheepish, and in dire need for assistance in finding his way back home after his wanderings have brought him to some faraway place. Are you willing to help, and how do you get him to accept if you do?
Prompt specific reward: Homebody Trait OR Empty Stone Rune
Rivals on the Road
You encounter N-004 Ove on your migration route and you have something that he's eyeing. You aren't willing to give it to him but the migration route is no place for a fight. How will you diffuse the situation? Do you try and keep your distance? Make an attempt to talk it out? Or Ignore him entirely?
Prompt specific reward: Stalwart Trait OR Essence of Stone
The Retired Champion
N-023 Biyn, a famed past champion of Merilian Grand Arena, has decided to migrate this year. The route she's taking is crowded with aspiring gladiators and those who want to show off their skills to the legendary fighter. If you fight through the crowd you can finally see Biyn, What will you do once you meet her? Will you try and get her to reveal her fighting secrets? Ask her to tell some stories from her arena days? Or get her to critique your technique? Can you even get her attention through the crowd?
Prompt specific reward: +1 Strength or Ribbon
Beat The Heat
While traveling through the harsh desert you hear N-016 Naveen behind you. He tells you how the heat is killing him, and how he knows a great place to cool off. He offers to bring you there, do you take up his offer? Do you offer him something in exchange for the tip, or do you even trust him enough to follow him into unknown territory? Or do you decide it's better to keep going so you won't be delayed?
Prompt specific reward: +1 Stamina or +1 Attack
Caught in a Tree
On your migration route you encounter N-014 Hvassan struggling in branches of a sturdy tree. It seems his mutated antlers have gotten him stuck, but he insists that he's fine and that you need to get off his turf! Will you do as he says? Help him get down? Or just laugh at his current predicament and hope he doesn't get free in time to exact revenge?
Prompt specific reward: Tactician Trait or Essence of Birch
In their daily lives, Rukaan might encounter situations which require them to think or reason their way out of a predicament. These are situations where cooperation, trust, ingenuity, resourcefulness and looking to your elders for guidance may offer a more agreeable solution than fighting your way out or running away.
There is a chance to bring back one of these on any Solution quest in addition to the prompt-specific reward.
250 Kroner
Map Piece
+1 Intelligence stat
Wisest trait
Savvy trait
Loner trait
Market Malfeasance
You find yourself at a bustling marketplace where a Rukaan auction is taking place. In one pen you spot a lone Rukaan calf, far too young to be taken from its mother. Do you decide it is none of your business and leave it alone, attempt to find its mother, try to figure out how it got there or perhaps just attack the nearest human who looks like they may have something to do with it? Or do you find another solution?
Prompt specific reward: 1x Crafted Item (Leather, Leather Strips, Brass Ingot, Iron Ingot, Woven Cloth, String, Raw Fish)
Marooned
You led your herd onto a small rocky island at low tide but a huge and violent thunderstorm has rolled in. The water is rising and soon the island will be underwater. Some unknown humans have spotted your predicament and are approaching with a boat. Do you risk trusting the strangers and accept their aid, or do you brave the churning waters to swim back to the mainland? Or do you find another way out?
Prompt specific reward: 2x Fish (Trout, Pike, Perch or Eel)
Solve or Starve
Famine has hit your home. A long drought and heatwave have killed off all the grasses and caused the trees to drop their leaves. How do you survive? Perhaps some Ancients know some long lost secrets from scarce times, or you seek out the aid of a friendly settlement nearby? Or do you scrape by on your own, eating dead grass and bark and hoping the rains come before it is too late?
Prompt specific reward: 1x (Wild Strawberry, Lingonberry, Gooseberry, or Cloudberry) and 1x (Plant Fibers, Leaves, Wood Chunks or Birch Bark)
Tomtar Trouble
An inhabitant of the local village spotted several Tomtars, and failed to leave out any form of offering. The result is a constant pranking and rigging of traps throughout the household, and it's inhabitants are ready to declare war. How do you handle the situation? Do you attempt to make peace with each party? Convince one to apologize to the other? Or try to ban them from ever being near each other again?
Prompt specific reward: 1x (250 kroner, Stink Bomb, War Paint or Adhesive)
Dwarven Exchange
Dwarven smiths are known to be the greatest at making metal marvels- creations so complex they often seem magical or alive. You want one of these masterpieces for yourself- or perhaps to give to some special someone in your life- but the dwarves are proud and know their unique craftsmanship is worth a fortune. How do you convince them to give you one of their wares? Do you try to steal it, or shower them in compliments, or offer to help them with their work, or something else?
Prompt specific reward: 1x (Buckles, Metal Ingot, or Brass Armor)
Dam It All
You notice the local river beginning to dry up despite plenty of rain. This river provides you and your herd with their main supply of drinking water so this is a pressing problem. You follow the river upstream and find that some farmer, industrious beaver, or storm-felled trees and debris has formed a dam or blockage there. Do you attempt to dismantle it, fight off whoever built it, or plead for them to stop?
Prompt specific reward: 1x Wood Chunks and 1x Birch Bark
Fossegrim
The fossegrim is a talented fiddle-playing water spirit. You may come across one in sea-caves or behind waterfalls. Legend has it there are a few ways to induce one to share the secrets of its song with you. Rumored successful tributes include a white he-goat thrown into the waterfall or stolen smoked mutton brought several days in a row. Fail to appease the spirit and you risk a watery death.
Prompt specific reward: Fossegrim’s Song trait
Send Help
A Rukaan with no rider, but fully equipped is walking in the opposite direction of your Rukaan. There is a note pinned to its saddlebags, "send help!"
Prompt specific reward: 250-500 Kroner or 1x Saddle or 1x Bridle
The Pied Piper
A ghostly apparition is using Fossegrim's song to lure the young of your village or herd into danger in the woods. How will you protect the youngsters? How can you fend off a ghost with no physical form?
Prompt specific reward: Snake Charmer Trait
Tan Their Hides
You come across a Tanner in great distress. Seems that during the night, thieves broke into his workshop and made off with a bunch of furs, leather goods, and tools. The man offers you a reward if you can track down those thieves somehow and return his goods to him. Time to play detective and track down those thieves!
Prompt specific reward: 1x Leather and 1x Leather Straps
The Troll Toll
A very large and very mean troll guards a bridge or path that you need to get across. The last time you met, he made it clear he dislikes you in particular and would deny you entry. He's not very bright but you know he remembers your face. Do you trick him into letting you cross, bribe him, disguise yourself, or attempt to fight him for your right to passage?
Prompt specific reward: 1x Cosmetic Item (Pretty Flowers, Flower Crown, Ribbon, War Paint, Recreation Stone, Bone Adornments, Camouflage, Chisel, Battle Scars)
More Than Meets The Eye
You meet an old man and get the feeling there is more to him than meets the eye. Is he perhaps a spirit, a wizard, a trickster, or a god in disguise? He won't answer your questions but instead gives you a riddle, offering you riches if you can answer correctly. You get the feeling if you answer incorrectly things will not go well for you. Do you try to guess, or ask someone nearby for help, or run away before he can trap you?
Prompt specific reward: 1x (Gemstones or Charm of Foresight or Guise)
Dream Realm
You find yourself in a strange surreal place that makes no sense. Eventually you realize that you are dreaming, or else trapped in a vision, spell or hallucination. Whatever it is, you feel your grip on reality slipping away. You must find some way to wake up and return to yourself before it is too late and you are trapped in this unsettling realm forever.
Prompt specific reward: 1x (Empty Gemstone Rune, Cleverness Potion, Recreation Stone, Reinvention Stone, Redistribution Stone or Change Rune)
Art of the Duel
You come across a young Rukaan who begs for your help in staging a fake fight to impress their crush. Do you help them like they ask, teach the youth how to fight for real, or help them come up with an entirely different way to impress their love? Or will you perhaps take the opportunity to best someone in an easy fight?
Prompt specific reward: 1x of (250 kroner, Shed Antler (Copper), Highly Fertile Trait, Joy Rune)
Cursed Land
You're invited to investigate a farm known for its awful luck - sick and dead livestock and rotting wheat in the fields. The villagers suspect a vindictive tomtenisse, but some fear it might be a vengeful spirit instead. Can you find the source of the malady, and a way to end it?
Prompt specific reward: 1x Essence of Life OR 1x Meat Scraps
Know Your Herbs
You've been requested by an elf to find a list of herbs for their apothecary. Where do you gain the knowledge you need to locate and identify the right ones? Are they a toxic imitation or the real thing? How will you find out?
Prompt specific reward: 1x of (Moss, Succulents, Pretty Flowers, Herb Pouch)
Read the Future
Your Rukaan is concerned about an upcoming migration, birth, rut season, or other major life event. They seek out the aid of a seer, or perhaps even the Norns themselves, to see what the best course of action is. Do they find the answers they were seeking? What do they do with the information if they get it?
Prompt specific reward: 1x of (Intact bones, Broken bones, Fish bones, Coinflip Potion)
Tense as a Bowstring
On your travels you come across a tense confrontation between elves and humans. The elves feel that humans are encroaching on their territory, while the humans claim that they need to be allowed within the elven realm to forage, or they won't survive the winter. Do you pick sides, seek an equitable solution, or perhaps use the rising tension to your own advantage?
Prompt specific reward: x1 Leather Armor item OR 1x Flower Crown
Personal Trainer
A herd of Rukaan has lost multiple members to misfortune, predators and the elements. Moved by their troubles (or the promise of rewards), you take it upon yourself to teach them something that might help them protect themselves in the future - whether that be combat, scavenging or better migration routes. Are they happy for the assistance, suspicious of your intentions or feel they’re being insulted?
Prompt specific reward: +1 Defense OR Highly Trained trait
Have a quest piece you'd like to nominate as an illustration for this space? Note RukaanOfficial!
Magnhild's Gift
N-006 Magnhild is looking for something special to give her elven handler. While she knows exactly what her handler likes, they've been together for a very long time and she thinks that her recent gifts have been repetitive, so she's asking for some ideas. Will you help Magnhild find a novel gift? Or tell her that it's better for her to choose something she knows her handler likes?
Prompt specific reward: Ear Extensions or Flower Crown
Uplifting Njord
Another auction has come and gone, and N-015 Njord remains without a home. Though he's come to expect it, it's still a blow to his spirits. Do you try to help? Perhaps you could try to make him more appealing for the next auction by helping spruce up his looks or teaching him some tricks? Or do you just try to lift his spirits up with a game or tell him that he should just keep being himself?
Prompt specific reward: Neighborly Trait OR +1 Intelligence
Mini Mouths To Feed
N-011 Haust has saved so many abandoned and injured woodland creatures that he's running out of supplies! There is plenty of food to be foraged for but someone needs to stay with the critters who can't look after themselves. Will you help get Haust get the supplies he needs? Or will you watch over the animals while he's away, though they might not trust you?
Prompt specific reward: Binding Stone OR Fertility Tribute
Ghost Stories
Recently there have been rumors of evil spirits in the forests of Timbervale and N-021 Svana is being mistaken for a ghost! It's becoming harder and harder for her to help people since everyone's afraid of her now, how do you help Svana's predicament? Do you try to dispel the rumors, or try to find whoever started them? Maybe even look for the real ghosts?
Prompt specific reward: Dissolution Potion OR 3x Leaves
Calf Caretaker
You find N-009 Alma tending to an injured calf, it seems she's having a little trouble juggling between watching the other calves and healing this one. Do you take over caring for the injured calf? Play with the group of little ones to let Alma focus on the one? Or do you walk away and ignore the situation, hoping everything will work itself out?
Prompt specific reward: Family Ties Trait OR Symbolic Dye
Sometimes you find yourself in a situation where the only way out is to put up your hooves and fight for your freedom! Enemies may come from anywhere so you’d best be prepared to defend yourself and your herd. Though similar in concept to Battles, defense quests submissions are always successful and do not depend on having battle stats or traits.
There is a chance to bring back one of these on any Defense quest in addition to the prompt-specific reward.
250 Kroner
Map Piece
+1 Defense stat
Bravest trait
Daring trait
Sociable trait
Big Bad Wolf
A group of wolves has been tracking your herd and it seems they’ve finally become hungry enough to make their move. Do you attempt a preemptive strike, try to run away, or defend the youngest members of the herd? (Wolf must be a wolf and not another ARPG species)
Prompt specific reward: 1x Wolf Skull, 1x Wolf Pelt, 1x Intact Bones
Rival Rukaan
Another Rukaan has decided that they want something of yours (your territory, your mate or your favorite handler). They’re bigger than you and stronger than you but that doesn’t mean you’re just going to let them walk all over you! How do you protect what is yours from this unwelcome encroachment?
Prompt specific reward: 1x random Shed Rukaan Antler (Iron, Copper, Gold, Ancient , Gem or Mutated)
A Brave New Threat
Your Rukkaan has gone exploring, migrating, or has otherwise ended up in a new and unfamiliar land. With that strange new land comes unfamiliar threats in the form of large predators and mythical creatures they have never encountered before. Will they be able to figure out their unknown foe’s weaknesses in time to get away or defeat them? (New species can be another ARPG species)
Prompt specific reward: 1x Pelt (random) and 1x Skull (random)
Strange Spirits
Not all spirits wandering the world are evil- but not all of them have good intentions, either. You stumble upon one that seems to be seeking your assistance and realize too late that they have lured you into a trap. What spirit have you encountered, and how do you escape or attempt to defeat the spirit?
Prompt specific reward: Ghost Whisperer Trait
Stolen Stash
After diligently stockpiling food to prepare for winter, your Rukaan discovers that someone has been stealing from their stash. Angered by the theft, they track them down. Who has been stealing from them (species/race of your choice), why, and how does your Rukaan react? Do they take their food back, let them go with a warning, or teach them a lesson about stealing what doesn't belong to them?
Prompt specific reward: 1x (Supplemental Feed, Alfalfa Cubes or Wild Strawberry)
Warded Ruins
You stumble upon some ruins of an ancient civilization. As you explore, your hair begins to stand on end and you feel that you're being watched by something much older and stronger than yourself. The inhabitants of this place may be long gone, but the protective wards and spells they left on their building are still intact- and still quite dangerous to trespassers. Do you find anything interesting in the ruins, and how do you escape?
Reward: 1x Unlock Item (Map Piece, Map, Shipwreck Island Map, Runewood Map, Dragon's Lair Key)
It’s a Trap!
After not drinking for a while, you come across a large creek. The water looks clean, there is a lot of vegetation around, with tall, green trees. The creek looks very inviting.
As you get closer, a shadow is revealed at the far end of the creek, large eyes watching you from under a very thin layer of water. It looks like nothing you have seen before. It doesn’t look intimidating, just sitting there. Thinking it’s safe, you come to the creeks edge. At this, the shadow moves quickly towards you. You step back just in time and discover the creature does not like visitors to its pristine creek. What water creature have you encountered, and will you escape or send the creature back into the creek?
Prompt specific reward: 1x Fish Trap
Defend The Wildlife
A local population of an endemic animal has been in decline as the local human village grows in population and hunts them or takes over their breeding territory. Do you raid the human camps to stop them? Do you try to explain to the humans why they need to respect the local wildlife? Or do you decide this is not your fight?
Prompt specific reward: 1x (Companionable Trait or Doting Trait)
Defend Against The Wildlife
Every now and then, the hare population explodes and everyone struggles to find enough food. How does your Rukaan defend their resources against the incursion? Do they fight off the cute little critters, or lure in wolves, or try to live in harmony despite their calves’ rumbling bellies?
Prompt specific reward: 1x Gooseberry and 1x Cloudberry
Erratic Elder
There is a respected elder in your herd who has long been known and sought after for his sage advice. However lately he has become irrational and erratic, advising people to do things which seem to you to be dangerous and senseless. He has been respected for so long that the rest of the herd continues to listen to him, and they will view you as the enemy if you speak ill of him. How will you protect your herd against his dangerous ideas?
Prompt specific reward: +1 Intelligence
Captured
You have been caught or stolen by bandits or thieves! You must find a way to fight them off or escape so you can return to the wild or to your home and handler.
Prompt specific reward: 1x Flint Knife
Bully
They may not be a dire threat but bullies can cause a lot of damage, particularly in a close community like a herd. They may be bothering you or someone else, but something needs to be done. Will you stand up to them and show your strength?
Prompt specific reward: +1 Strength or 1x Protein Supplement
Trapped Between Trolls
Trolls are often quarrelsome creatures, even with other trolls. Two neighboring groups have descended upon each other in a wild brawl, unfortunately leaving yourself and some other souls (Rukaan, humans or other creatures of your choice) caught in the middle. Do you try to help those stranded by fighting off the trolls, or provide a distraction, or sneak away and avoid putting yourself in danger?
Prompt specific reward: 1x (Ghillie or Camouflage)
Don't Spear the Messenger
While seeking a glimpse of the future with their seiðr, a shaman seems to have angered the villagers with bad tidings. You find the shaman hiding in their hut, scapegoat for all the recent misfortunes. Will you help clear their name, chase away the accusers, or perhaps seek a more creative defense?
Prompt specific reward: Loyal Trait OR 1x Dissolution Potion
Guard Your Shores
Hardened human raiders are on the move, by longboat and on foot, and rumor has it they’re coming to plunder your lands! How do you respond to defend your territory?
Prompt specific reward: +1 Attack OR Leather Chaffron OR Woven Cloth
Ethereal Evil
The village elder spoke of an ancient evil without physical form seeping from the depths, and you have inadvertently stumbled upon it in the woods. Do you defend Midgard with tongue tangling riddles to stall it, or find another way to keep it at bay when you can’t lower your antlers to fend it off?
Prompt specific reward: Cleverness Potion, Birch Bark or Salt Lump
Dead Awake
Impudent treasure hunters have disturbed an old tomb, and now the draugr from within are posing a danger to locals, Rukaan and human alike. The villagers are at their wits end, and need someone brave enough to face the draugr. Are you bold enough to face them head on, or do you perhaps lure them back to their tomb to seal them within?
Prompt specific reward: x1 Essence of Bone OR x1 Bone Meal
Avian Eyes
A local herd has grown disquieted by a massive flock of ravens, led by either an unusually large bird with a single ruby red eye or a pair of oversized, over-intelligent ravens. Fearing it to be an omen, the local Rukaan ask for your help in chasing away or otherwise appeasing the flock. Do you use violence or bribery, and are you afraid that the All Father might be watching?
Prompt specific reward: Favored Trait OR Charm of Scavenging
Best Left Forgotten
You've come across some particularly old runestones that are too worn to be read, but are said to contain the wisdom of ancients. When rubbing the stone clean, you are overcome by a feeling of dread - like something old and angry is watching you. What sort of guardian have you awoken, and will the wisdom be worth the cost?
Prompt specific reward: Forest Rune or Empty Stone Rune or Empty Wood Rune
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Old Doe, New Tricks
N-019 Nana might be old, and she might look a bit fragile, but she is not a Rukaan to be trifled with. Today, she has asked your help in teaching a self-defense class to her many young wards. Do you agree to help, even if you’re likely to wind up with bruises, or let the old doe figure out some other way to teach the calves?
Prompt specific reward: +1 Defense
Petty Rivalries
Passing by some of the large pastures around Merilian City, you learn of a long-standing (and somewhat one-sided) feud between the racing Rukaan, and the racehorses that both share the local racetrack. N-017 Aeldit, the “lead pony” for the Rukaan racers, wants your help in showing the horses how much faster and stronger Rukaan are. He just needs to figure out how to get into their pasture for a brawl or a race. Are you in?
Prompt specific reward: Adventurous Trait OR Scale
Flee The Flames
A wildfire rages through the wheat fields of Barsett! As you run toward safety, you spy a spotted stag running in the opposite direction. After catching him to tell him he's going the wrong way, he explains that he's heading toward the danger to help trapped Rukaan escape from a barn that's in the path of the flames. Do you assist with N-022 Gustav's mission, or do you continue fleeing to save your own skin?
Prompt specific reward: 2x Charcoal OR 1x Essence of Bone
The Backroads
N-020 Hofvarpnir and the traveling trader are running a bit behind schedule. In order to make it to their next destination on time, they're going going to have to forego their normal route, in favor of a shortcut. The only problem is, the shortcut is much more dangerous than the longer, safer road. They hire you to provide a bit of extra muscle. What dangers might you encounter on the road, and how do handle them?
Prompt specific reward: +1 Speed or Flashing Feet Trait
Like The Good Ol' Days
N-018 Esbern has been seen pacing around and seems to be troubled by something. When you ask him what's wrong he tells you have after seeing so many new Rukaan participating in feats he's begun to miss the days he was young enough to compete himself, and he asks if your up for a friendly spar. Do you take this fight seriously? Or do you go easy on the old stag, or weasel out of it entirely?
Prompt specific reward: Charming Trait OR Change Prevention Potion
Some items and traits will give a boost to your success at the different types of quests.
Click to show possible quest bonuses.
Bravest - 15% chance of an extra quest type-specific item given when completing a 'Defense' quest.
Wisest - 15% chance of an extra quest type-specific item given when completing a 'Solution' quest.
Good Instincts - 15% chance of an extra quest type-specific item given when completing a 'Migration' quest.
Daring -15% chance of one extra prompt specific reward in a Defense type quest.
Well Traveled - 15% chance of one extra prompt specific reward in a Migration type quest.
Savvy - 15% chance of one extra prompt specific reward in a Solution type quest.
Charming - Rukaan has a 10% chance to drop a useful item (Oral History, Cleverness Potion, Stink Bomb, Herb Pouch, Flint Knife and Fish Trap) in addition to their roll in Quests if a group NPC or Starter is pictured fullbody or significantly involved in the story. NPC/Starter must be linked in the activity bonuses.
Sigurd’s Calling - Allows the possibility for the Rukaan to find ‘monsters’ in quests in addition to their quest reward: Dragons in Migration-type quests, Krakens in Solution-type quests, and Fenrir in Defense-type quests.
Goat - +15% breeding success and +15% chance to drop an additional item in all quest prompt types
Skunk - 10% chance to bring back a random stat point in exploration or quest art/stories if set in a forest. If the Rukaan with the skunk also has the skunk marking, this increases to a 15% chance.
Pine Marten - Chance to bring back a companion in addition to the quest roll in any quest set in winter.
Common Lizard - The Common Lizard companion allows a player to reroll a single activity roll (battle, exploration, quest) one time.
Jormungungar - 25% chance to drop one additional item in explorations and quests. Does not use up a companion slot. Is applied to Ruk who earned it and cannot be removed.
Stink Bomb (Crafted item) - Drive your enemies away with the overpowering smell of rotting fish! 50% chance of an extra rolled item when completing a Defense quest
Cleverness Potion (Market item) - Eureka, now you’ve got it! 50% chance of an extra rolled item when completing a Solution quest
Oral History (Rune Magic item) - Let your elders share their wisdom. 50% chance of an extra rolled item when completing a Migration quest
Charm of Foraging (Rune Magic item) - 15% chance to drop a plant item in quests.
Charm of Scavenging (Rune Magic item) - 15% chance to drop a crafting item in quests.
Overcoming Obstacles Together (Quest Herd Bonus) - Allows two Rukaans from the same herd to be included and rolled for the same prompt in one quest submission rather than just one. If the Rukaans are owned by different owners, both owners must collaborate on the entry.
Questing Buddy Bonus (1250 Rune Mark Reward Level Bonus) - Allows the Rukaan to bring one other Rukaan along on quests, both will be rolled. Does not stack with quest herd bonus, but allows them to bring a Rukaan who is not a member of their herd. Still must be completely by owner or collaborated by both owners. List in the quest bonuses when you submit your quest.
Investigator Profession
Apprentice Investigator: They gain a 5% chance to drop an extra extra quest-type reward items in quests.
Trained Investigator: They gain a 10% chance to drop an extra extra quest-type reward items in quests and 5% to drop additional quest-type reward items in solution quests.
Adept Investigator: They gain a 15% chance to drop an extra extra quest-type reward items in quests, 5% chance to drop additional quest-type reward items in solution quests and 5% chance to drop quest-type reward items in explorations.
Adventurer Aptitude
Apprentice Adventurer: They gain a 5% chance to drop extra quest-type reward items in quests.
Trained Adventurer: They gain a 10% chance to drop extra quest-type reward items in quests and 5% chance to drop additional quest-type reward items in migration quests.
Adept Adventurer: They gain a 15% chance to drop extra quest-type reward items in quests, a 5% chance to drop additional quest-type reward items in migration quests, and a 5% chance to drop quest-type reward items in explorations.
Treasure Hunter Profession
Adept Treasure Hunter: They gain a 15% bonus to finding rarer items in exploration, a 5% chance to find an extra item in exploration and a 5% increase in chance to find locked exploration area unlock items in quests.
Scavenger Aptitude
Adept Scavenger: They gain a 15% chance to roll an additional item on explorations, a 5% increased chance of finding rare items in explorations and a 5% increase in chance to find locked exploration area unlock items in quests.
Lore Guide Aptitude
Adept Lore Guide: They gain a small additional rune mark bonus for all pieces set in Runewood, a moderate increase to the rune mark bonus for Lore, and a small chance to drop Odin's Eye token in quests.
Please include this information block for each Quest submission.
Submit to the Quests folder in the gallery.
Be sure the trackers you are linking are the exact comment you want the result posted to unless you want it posted to the journal itself!
Import Link:
(Literature only) Nicknames/descriptions: (Please list any nicknames or descriptions used for this Rukaan in the story to allow our activity admins to see where and how much they are present in the story)
Rune Mark Tracker: (This is the exact link where the result will be posted. Please check that all tracker links lead to the correct place before submitting.)
Rune Mark points and bonuses: (for example; fullbody colored art by owner, common adder companion. See the full list of potential bonuses here: Rune Marks)
Quest Bonuses: (Quest items, companions, traits, professions/aptitudes)
Quest Type: (Migration, Solution or Defense)
Quest Prompt: (The name of the prompt you are responding to)
Activity Tracker Link: (This is the exact link where the result comment will be posted. Please check that all tracker links lead to the correct place before submitting.)
Bank Name: (This is where item/kroner/trait/stat drops will be automatically deposited when rolled. If you don't have an account, list the name you would like it to be created under.)
There are a number of Achievements which can be obtained through Quests.
Please see the achievements journal for more details!
Problem Solver Achievement
Complete five different quest prompts of each type with a single Rukaan
Rock Collector Achievement
Collect one of each stone item with a single Rukaan