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Quests and the Wilds

Beyond the fifteen sites of every province lies the Wilds (site 16): unmapped land where a host can camp and see what fortune brings. A quest is a mission like any other, but it needs a free quest slot and its outcome is left to chance.

Sending a quest

  • Target: site 16 of any province.
  • Camp time: 1 hour up to as many hours as your Cartography level (at least 1).
  • Quest slots: ⌊√Cartography⌋, + 1 with the Marshal, + 2 for a Wayfarer.
  • The camp's aether is paid at departure with the march: each unit burns a tenth of its base aether per hour camped.
  • The Circle of Sages marches 10% faster into the Wilds.

When the camp time is over, one event happens and you receive a quest report. The host then marches home (sooner or later, if it found a shortcut or lost its way).

Quest points

The size of most finds depends on the host's quest points:

Quest points = Σ units × (iron + runestone cost) × 5 ÷ 1,000, capped by the renown of the foremost lord in the world:

Renown of the foremost lord Quest point cap
0 – 100,000 2,500
100,000 – 1,000,000 6,000
1,000,000 – 5,000,000 9,000
5,000,000 – 25,000,000 12,000
25,000,000 – 50,000,000 15,000
50,000,000 – 75,000,000 18,000
75,000,000 – 100,000,000 21,000
100,000,000 and more 25,000

Picked clean: a province's Wilds give less when visited often. After three quests in the same province within 24 hours, each further visit lowers finds by 10%, down to 30%.

Events

Event Chance
A hoard of resources 29.7%
A tale to tell (nothing) 23.2%
Sellswords join the host 20.4%
Fateshards 8.4%
Lost path or shortcut 8.4%
Brigands attack 5.6%
Fell beasts attack 2.8%
A wandering merchant 0.6%
A boon 0.6%
Swallowed by the Wilds 0.3%
A hoard of resources
A common hoard (89%) is worth 10 to 50 × the quest points, a rich hoard (10%) 50 to 100 ×, and a dragon's hoard (1%) 100 to 200 ×, times the picked-clean factor and quest-find bonuses. It is iron (60%), runestone (30%, halved) or aether (10%, a third). Rangers in the host double it, and a Wayfarer finds 1.5 × the world's economy speed more. Only what fits in the host's free load is taken.
A tale to tell
Nothing happens, but you get a story.
Sellswords join the host
Wandering companies join for free: three draws of units no better than the best (non-calling) unit in the host, worth 5 to 25 × the quest points × 10 in all. They march home with the host and stay.
Fateshards
300 to 600, 600 to 1,200 or 1,200 to 1,800 Fateshards (each band equally likely), raised by Fateshard-find bonuses.
Lost path or shortcut
Two times in three the host loses its way and the march home takes 1.5 to 3 times as long. Otherwise it finds a shortcut and comes home in half the time.
Brigands attack
A real battle against brigands numbering 30% to 60% of each of your fighting units, two levels weaker in each war discipline than you.
Fell beasts attack
A real battle against beasts numbering 80% to 130% of your fighting units, two levels stronger than you.
A wandering merchant
A free trade with the moneychanger at the base rates, valid for a day. Use it from the Merchant panel.
A boon
A shrine grants one boon: a lesser blessing, a potion or a Ley Surge.
Swallowed by the Wilds
The host is lost with everything it carried.

When a Wayfarer's quest host fights brigands or beasts, the fallen of both sides leave a spoils field in that province's Wilds. Only Rangers can salvage it.