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Difference between revisions of "v0.31:Quest"
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Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. | Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. | ||
==Obtaining a quest== | ==Obtaining a quest== |
Revision as of 12:53, 13 July 2011
This article is about an older version of DF. |
Quests offer direction to adventure, and are the best way to locate Template:Ls, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest.
Obtaining a quest
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.
Site governments
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.
- Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table.
- Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.
- Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.
Civilization governments
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map, so long as they are not completely separated by mountain or ocean.
- Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.
- Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.
- Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the right one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.
Priesthoods
Template:Ls in are commonly referred to any offer of 'Service' and can be found in their Template:Ls, but do not currently offer quests. More details in their respective articles.