Quest Book
Part 3: The Road
Part 3 of the Nytheria quest book has two chapters, 34 quests, and sends you out to villages, ruins, dungeons and raids. Read what to bring, what each chapter pays and which quest opens Part 4.
Part 3, The Road, is the first part of the quest book that sends you away from home. It has two chapters and 34 quests: structure and biome tourism in Ruins and Rumours, and villages, trading and raids in Bells in the Mist. <!-- src: Q §1.2, §2.3 -->
The part opens when you complete Where She Went, the gate quest at the end of The Marked Road in Part 1. Both chapters open together, so you can work on them side by side. Completing Bells in the Mist, the capstone of the second chapter, is what opens Part 4: The Deep. Ruins and Rumours is not a gate, so nothing else waits for it. <!-- src: Q §1.5, §2.3 -->
The book uses flexible progression: work you do early still counts, but a quest completes only once the quests before it are done. See Chapter Gates & Book Order for the whole chain. <!-- src: Q §1.3 -->
At a glance#
| Chapter | Quests | Required | Optional (hidden) | What you do |
|---|---|---|---|---|
| Ruins and Rumours | 19 | 16 | 3 | Visit villages, ruins, dungeons and five biomes; fill six maps |
| Bells in the Mist | 15 | 13 | 2 | Trade, survive a raid, clear an illager fort and ring a bell |
Every optional quest in this part is a hidden one, so the visible quests are all required. The quests named in this page are the visible ones; the hidden quests appear only in the spoiler blocks at the end. <!-- src: Q §2.0, §1.4 -->
Ruins and Rumours#
Places worth a day's detour, and the maps to prove it. <!-- src: Q §1.2 -->
What you do#
This chapter is a tour. It has 19 quests, 16 of them required, and its first quest is The Extra Day. The first half sends you to villages, a fire tower from
Structory, a shipwreck where you find a nautilus shell, an X-marks-the-spot treasure map that gives a heart of the sea, and five biomes: mountain, badlands, jungle, savanna and taiga. <!-- src: Q §2.3 -->
The second half visits a small dungeon from
YUNG's Better Dungeons (Fabric), the Greenwood Pub, a lighthouse, an old manor, a mage tower from
Terralith, the Coliseum, and ends with a mimic kill. Visible quest titles include Five Horizons, A Stranger Country, The Mage Tower, The Coliseum, The Greenwood Pub, The Lighthouse, An Old Manor, X Marks It and A Wreck. <!-- src: Q §2.3; data/quests.json titles -->
The capstone, The Hill's Far Side, wants six filled maps, a written book and a read at a lectern. The lectern read is a custom task that the quest marks as optional, so the quest can finish without it. <!-- src: Q §2.3, §3.2 -->
Structure tasks count when you stand inside the structure, and the pack's QuestBridge setting also credits the structure's whole bounding box. <!-- src: Q §3.1 -->
What to bring#
- Materials for six maps and a book and quill for the written book, because the capstone asks for both. <!-- src: Q §2.3 -->
- Food, a bed and a way home for the long walks between structures, and combat gear for a small dungeon and the mimic. <!-- src: Q §2.3 -->
Rewards#
- Many quests pay a roll on a reward table: five Lamplighter's Cache rolls, four Kindling Cache rolls and five Traveller's Cache rolls across the chapter. <!-- src: Q §2.3 -->
- The capstone pays a choice of one kit from Marks for the Road (16 lanterns, 4 notice boards or 6 white banners), a Lamplighter's Cache roll, 4 levels and 2 embers. <!-- src: Q §2.3, §4.4 -->
- Chapter totals: 18 XP levels and 2 embers. <!-- src: Q §2.0, §2.3 -->
Bells in the Mist#
Trades, raids, and one bell worth ringing. <!-- src: Q §1.2 -->
What you do#
This chapter is about villages and the people who attack them. It has 15 quests, 13 of them required, and starts with Never Won a Bargain. <!-- src: Q §2.3 -->
First comes trade: a first trade (The First Emerald), a librarian's lectern with an enchanted book (The Librarian), and 20 trades in total (The Twentieth Trade). The Thing in the Cave asks you to look at a goblin trader for a moment. <!-- src: Q §2.3, §3.3 -->
Then comes the raid line: an ominous bottle, a pillager outpost with 10 pillagers (The Outpost), and the
Illager Invasion fort in the snow (The Fort in the Snow), where you defeat an iceologer, 3 bashers, a provoker and an inquisitor. <!-- src: Q §2.3 -->
The capstone, Bells in the Mist, needs a bell, the Hero of the Village advancement and ringing the bell yourself. It is the gate that opens The Deep. <!-- src: Q §2.3, §3.2 -->
What to bring#
- Items to trade, and a village with a librarian for the enchanted book and the twentieth trade. <!-- src: Q §2.3 -->
- Combat gear and healing food for the pillager outpost and the illager fort, which hold 10 pillagers and a mixed group of illagers. <!-- src: Q §2.3 -->
- A bell: the capstone needs one, and you ring it yourself. <!-- src: Q §2.3 -->
Rewards#
- Emeralds, a crossbow, bookshelves, iron and blue ice, plus Lamplighter's Cache rolls on the illager quests. <!-- src: Q §2.3 -->
- The capstone pays a cornflower, a Lamplighter's Cache roll, 5 levels and 2 embers. <!-- src: Q §2.3 -->
- Chapter totals: 17 XP levels and 2 embers, from six Traveller's, four Lamplighter's and two Kindling Cache rolls. <!-- src: Q §2.0, §2.3 -->
Tips for this part#
- Items are never consumed by quests, so the same lantern, bell or map can satisfy more than one task. <!-- src: Q §5 -->
- Open each quest and click its rewards; nothing is claimed automatically, and each team member claims their own copy. <!-- src: Q §4.2 -->
- Look-at tasks only count once their quest is unlocked, so finish the quest before it first. <!-- src: Q §1.3 -->
- The ember rewards go to your wallet in the journal. <!-- src: Q §6 -->
- Reward tables such as the Traveller's Cache also drop from hostile mobs, so fighting on the road adds loot beyond quest rewards. See Rewards, Loot Caches & Choice Kits. <!-- src: Q §4.3 -->
Spoilers#
These blocks name the hidden quests of this part. Open one only if you want to be told.
Spoiler: hidden quests in Ruins and Rumours
There are three hidden quests, all optional.
- a name scratched out: visit the graveyard structure from Structory.
- she drew this twice: visit the out house structure from Moog's Voyager Structures.
- a lamp, gone out: see the sign of a dark lamp somewhere in the world.
Spoiler: hidden quests in Bells in the Mist
There are two hidden quests, both optional.
- he wanted to play: look at a Friends and Foes rascal for a moment.
- a candle, dropped: obtain a lost candle from Illager Invasion.
See also#
- The Quest Book - the hub for all ten visible parts
- Part 1: The Journal - where the road starts and the gate to this part
- Part 4: The Deep - the next part, opened by Bells in the Mist
- Chapter Gates & Book Order - how the chapters unlock
- Rewards, Loot Caches & Choice Kits - what caches and kits contain
- Structures & Dungeons - the structures the ruins chapter sends you to
- Exploration & Travel - waystones, maps and travel help