The book holds hundreds of quests across the two crowns, and a hero walks only the ones for his own side and level. The main line is a single story; around it hang chains of a few quests each, and many quests are small games — herding, racing, counting, riddles, holding still at a fire. This page lists the shape of the road, not its rewards.
The main line
- The gate camp and the first road: the mentor’s gift, the wardens’ orders, the first beasts.
- The starter roads: twenty-four places, each with its keeper’s small chain; the Mother trees give the first blue pendants.
- The watch-posts at the causeway, then the snowline: enclaves, fords and the terraces of the plateau lords.
- The Middle Road: neutral villages, the ship to your island at level ten, the palms or the spires, the frontier ring.
- The Truce and the Caravanserai: the ledger of flicker nights, the stolen shards, the reopening of the old khan.
- The Kahf: four descents, with the Truce’s own errands between them, then the questline of the rifts.
Chains that feed it
- The Chipped Crown: the chisellers of the Dove Tower, the criers of the watch-posts, the dig at the Kahf, the Seer.
- The Sundering’s dead: the standing dead, the orchard graves, the salt crust, the Lost Palace, the bones at the well.
- The neutrals: honey for Al-Hadr, wool for the mountain, iron seams, warning beacons.
- The sea: the island questlines of about fifty quests each, and the little games of the ship’s cabin.
How a quest reads
Quests are told in two short lines, Najdi in flavour. Humour lives with the neutrals, the tea-drinkers and the children; dread lives at the totem line and in the Kahf. A text says what to do and why somebody cares, and the quest arrow leads you to the person or place.






