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Aviar Cove

Aviar Cove is the fourth town in Dappervolk. Your quest begins when you stumble upon Lief. Quest guides have been condensed for readability. Full transcripts are available at each section.

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This page contains spoilers for the Dappervolk story, pets, and/or lore.
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Tips[]

You will be given a decision which will later on unlock either Lief's Chance Shop or Astra's.

  • Requirements:
    • 150 Charm. (Charm), which can include equipped clothes and pets.
    • 2000 Potatoes. and a world hop to and from Silvie's Mine.
  • You will need to raise your permanent Honour. (Honour) stat by 22 points.
  • You will need 250 Tenacity. (Tenacity) for Johaness, which can include equipped clothes and pets.


Inventors of the Cove[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: A Voyage to the Unknown
Description "You find the inventors Cairn gave you directions to."
Full Transcript
After finally gaining your travel permit from the Officiator, you return to the road towards Aviar Cove. It familiarly meanders across the pleasant meadow flatlands and eventually passes by that nameless large, clear lake surrounded by lush greenery. A few nights and about five separate picnics later, you begin to hear the distant sound of waves crashing against a beach and the plaintive cries of sea birds. The barricade is still in place, but as soon as they spot the permit dangling from your clothes, they motion for the gate to be lifted.


As you venture past the gate and closer to town, you finally set eyes on it - a vast, glittering ocean with gentle waves lapping at the shores of a sandy cove. Sure enough, perched on the edge of a nearby sea cliff is an elegant array of buildings with twinkling lights in every window and street corner. You sigh happily at the sight of civilization once again and eagerly begin hiking up the cliffside pathways to reach your new destination.

When you arrive, you are met with an elegant flag fluttering in the ocean breeze, which reads "Aviar Cove" in hand-lettered script. You begin to wander the neatly cobbled paths of the town surrounded by well-manicured green grass, asking passersby about the inventor that Cairn described. Without a moment's hesitation, the townspeople point you in the direction of a shop nestled in the canopy of a tree, its surrounding branches adorned with strange glass orbs. You remember what Cairn said about "artificial lights" and climb the winding stairs to reach the entrance. Arriving at the doorstep, you notice that the front windows are blocked by thick black curtains.

  • a) Knock.
    • You knock on the door and wait. You hear the sounds of people talking inside. A moment later, the door opens a crack and a tall, shadowy figure hurriedly waves you inside.
    • Pellier: Come in, come in.
    • Pellier: Pardon the lights, we'll just be one moment.
    • Go inside.
  • b) Open the door.

As soon as the door closes behind you, the last of the light from outside disappears from the room... All of the curtains are drawn and every lamp on the walls extinguished. On a table in the center of the room sits the sole source of light, a small glass orb fitted into a brass stand, radiating brilliant golden light. The source of the light appears to be a strange twisted wire inside the orb - but somehow it doesn't appear to be on fire. From the other side of the table, a short bird-like girl notices you come in.

Lief: Who...? Never mind, just wait a second.

She goes back to examining the light, jotting down notes in a journal.

  • a) Who are you?
  • b) What is that?

She ignores your question, still absorbed in her note-taking.

Lief: Just another moment... She finishes her memos with a flourish, then sets the quill and journal down. There! Alright Pellier, get the lights!

You hear someone fumbling around in the dark for a moment, before the curtains are pulled back and the room is bathed in natural light. The bird girl extinguishes the strange wire-light with the flip of a switch, then peers at you curiously.

Lief: Who are you? Wait... Are you a chronicler? Are you here because you heard about our business?

  • a) Yes.
  • b) No.
    • Lief: Well, it's not too late to become one! Are you in the market for a new profession? Either way, do us a favor and let us practice on you.

Lief: Pellier, do we have the cards ready?

Pellier: Just one moment!

The one who opened the door for you, apparently named Pellier, rummages through a desk before producing a small calling card. He hands it to you with a respectful nod and a smile.

Pellier: Thank you for stopping by. My name is Pellier, of Portlight Illuminations.

Lief: And my name is Lief, of the same! This is our shop, and you've caught us in the middle of our latest experiment. What did you think?

  • a) It was incredible! +1 Affection.
    • Lief: Isn't it?
  • b) What exactly was it?
    • Lief: It's a lightbulb!

Lief: Would you be interested in buying one of our prototypes?

Pellier gently nudges Lief's arm and leans down to whisper in her ear.

Pellier: Lief, we probably shouldn't sell our prototypes before we're done testing them...

Lief: Great point, we'd be missing out on good data if we did that.

Lief turns back toward you.

Lief: Or an even better idea, we can put you on a waiting list for the next batch. What do you say?

Pellier: Maybe it would help if we explained what lightbulbs are, and what they can do.

  • a) What are they?
  • b) What can they do?

Lief: Allow me!

Lief sweeps her hand over the now-dark glass orb on the table.

Lief: This is a lightbulb! Rather than burning a combustible wick, it produces light through electricity! What is electricity, you ask? Well...!

Pellier: We don't have to go that far into it, Lief. Maybe I can tell our guest about how they're used?

Lief: But this is the most interesting part...

Pellier: It's also where customers always get confused, remember? I'm sure the word "electricity" is new to you, right?

  • Actually, I may have seen something similar...

Lief: Really?

You explain your adventures with a certain robotic armadillo in Silvie's Mine. Now that you think about it, the light from Lief's lightbulb is a little like the light that shone from inside Cairn's armor.

Lief: You mean you've met a real roboticist?! That's incredible!

Pellier: You say that they wanted to visit us? We would be honored to meet them. Currently our technology is geared toward lighting residential spaces at night, but there are definitely many other possibilities out there. As someone who has worked with another electrical inventor, we would love to hear your thoughts.

Lief: Yes! Could you see yourself using one of our lightbulbs?

  • a) Yes, definitely.
    • Lief: We'll have you added to the waiting list right away then!
    • Pellier: What a happy coincidence that you arrived when you did.
  • b) I don't really have a use for one.
    • Lief: Really? Not even to light your cellar, or to hang a light in the rain? We'll just have to show you how cool our lightbulbs are until you want one!

Lief: I've got big plans for our lightbulbs. I want to have them lighting up towns all over the continent someday. Just think, what if you didn't have to worry about bringing your lantern outside at night anymore because the streets would be brightly lit for you? We're going to make the world a better place with these lightbulbs - and get rich while we're at it!

Pellier: People might get the wrong idea at that last part, Lief.

  • a) Ask about their other customers.
  • b) Ask about their sales so far.
    • Pellier: Well, at the moment... zero.

Pellier: We have a number of interested parties, but our lightbulbs are still under development. It's also been a little difficult helping people understand the technology and why it's so useful...

Lief: So we've started putting our lightbulbs out at night to help people understand. Seeing the town all lit up in the pitch dark really drives the point home!

Pellier: Still, I think we could do more to talk to our potential customers directly and see what they think. But lately our hands have been full with designing the new prototype...

At this, Lief slowly turns to look at you with a mischievous smile.

  • a) Uh... what is it?
  • b) Can I help you?

Lief: Pellier, why don't we ask them to do a little customer research for us? They've worked with roboticists, so they should be able to explain the technology well!

Pellier: Is it really okay to ask them so suddenly? We only just met them.

Pellier turns and looks you over carefully.

Pellier: Do you have any experience conducting market research?

  • Well, sort of...

Lief: Hm, maybe I spoke too soon. We want someone with people skills, right Pellier?

Pellier: What Lief means to say is that we appreciate you coming here and taking an interest in our lightbulbs... But it feels mutually unfair to send you out there if you don't have much experience with talking to people. If you'd still like to help us once you've gained more experience, you know where to find us.

Lief: Now don't get down on yourself! Half of marketing is basically performance, so just come back when you've got better acting chops.

Pellier: This is why we can't send Lief out there to do this. Thank you for being understanding.

If you want to help Lief and Pellier, you'll need to become more charming first. Raise your overall charm to 150 and speak to them again.

  • Okay, I'll be back!


You enter Portlight Illuminations to see Lief and Pellier huddled around their work bench, deep in discussion.

Lief: Oh, welcome back! Still working on those acting chops? Don't worry - unlike a lightbulb, you can't build charm overnight!

  • a) Am I charming enough to help out now?
  • b) Okay, I'll be back!

Both Lief and Pellier do a double-take when they see you.

Lief: Is this the same person who walked in our shop the other day, Pellier? It can't be - they seem much more charming!

Pellier: Not to say that you weren't charming before. But Lief is right, you do seem different.

Lief: If they worked that hard to improve their skills, I think we can trust them.

Pellier: If you're still interested in speaking to people on our behalf, we would be happy to have you. It would also be helpful to have a neutral third party talk to our potential customers instead of us. If you're new here, maybe just try introducing yourself to some other Cove residents and get a feel for the town. We'll be hard at work here in the meantime.

You should go introduce yourself to other townspeople to learn more about Aviar Cove.

  • Head back into town.
Unlocked: Pellier, Astra, Meeting the Astronomer (Main Quest)


While exploring the town, you ask around for the inventor mentioned by Cairn. It leads you to the door of a shop inside a tree. The windows are covered up by black curtains.

  • a) Knock.
  • b) Open the door.

You are greeted by Pellier who invited you inside. A light sits in the middle of the room that seems to function even without fire. Lief asks you to wait a minute.

  • a) Who are you?
  • b) What is that?

She ignores your question and scribbles away on her notebook.

Lief: "Wait... Are you a chronicler? Are you here because you heard about our business?"

  • a) Yes.
  • b) No.

Lief and Pellier introduce themselves. Lief asks you what you thought of their experiment.

  • a) It was incredible! Affection.+1
  • b) What exactly was it?

Pellier: "Maybe it would help if we explained what lightbulbs are, and what they can do."

  • a) What are they?
  • n) What can they do?

Lief: "Could you see yourself using one of our lightbulbs?"

  • a) Yes, definitely.
  • b) I don't really have a use for one.

Lief tells you about their big business plans.

  • a) Ask about their other customers.
  • b) Ask about their sales so far.

Pellier tells you they have been busy working on their new prototype. Lief turns to you with a mischievous smile.

  • a) Uh... What is it?
  • b) Can I help you?

Lief asks you to be a neutral party to help explain the concept of lightbulbs to the townsfolk. She suggests going around and introducing yourself to some of them first. They both suggest you need some more charm before being able to help them.

Raise your overall Charm.Charm to 150 and speak to them again.

Satisfied, they send you out for introductions.

Unlocks
20-63
NPC: Pellier
21-64
NPC: Astra
1-site-announcements
Main Quest: Meeting the Astronomer


Meeting the Astronomer[]

Quest Information
Quest Giver Astra
Prerequisites Main Quest: Inventors of the Cove
Description "You meet Astra and learn about the stars."
Full Transcript
When you set out to explore more of the town, one of the first things to catch your eye is a tower with a large telescope mounted beside it. There are no signs of anyone inside the tower, but the telescope appears to be in pristine condition. Someone must be looking after it. After some circling around the tower, you manage to find the front door - but after all the effort of finding it, it's hard to say if you can call it the "front."
  • a) Knock.
  • b) Open the door.
    • The door is locked. Unlike Portlight Illuminations, this tower seems like someone's private residence.

For several moments you hear no response. Then, without warning, a peephole slides open in the center of the door. A bright blue eye squints through it, looking you over.

Astra: What do you want?

  • a) Just wanted to introduce myself.
    • Astra: Hmph. That's what the notice board in the town square is for.
  • b) That's a rude way to greet visitors.
    • Astra: Just as rude to show up on someone's doorstep without being called for.

Astra: Was that all? I'm quite busy.

  • a) Ask what he's busy with.
    • Astra: ...If you truly want to know, I am analyzing the movements of stars in the night sky. Or rather, recent anomalies in said movements...
  • b) Ask about the telescope.
    • Astra: What about it? I use it to observe the stars in the night sky and analyze their movements. ...Well, today specifically, recent anomalies in said movements.

Astra: If I am away for too long, I will lose my place and have to start my calculations all over again.

He starts to slide the peephole closed, when something makes him pause to look at you again.

Astra: Unless... By chance, are you interested in astronomy?

  • a) I find it fascinating! +2 Affection.
    • At your response, the door flies open fully. You're greeted by the imposing figure of an ageless harpy, decked out from collar to toes in star-studded blue robes.
    • Astra: You should have said so sooner. If you are looking to begin or continue your astronomical studies, you have reached the correct place.
  • b) Not really. What's so great about it?
    • At your response, the door flies open fully. You're greeted by the imposing figure of an ageless harpy, decked out from collar to toes in star-studded blue robes.
    • Astra: "What's so great" about one of the chief wonders of our world? I cannot abide such ignorance. If you are audacious enough to appear on my doorstep uninvited, certainly you can spare a moment to educate yourself.

Astra: Come inside.

Astra turns on his heel with a swoosh of his robes, leaving the door wide open for you to follow.

  • Go inside.

You follow Astra inside the tower. The front room is a bit of a mess, with the looks of a cluttered combination of kitchenette and laundry room. Without giving one glance to the mess, Astra leads you up a set of stairs that wind along the inner wall of the tower.

Astra: I am Astra. The chief... and only member of the Aviar Cove Astronomical Association. Tell me, what do you know of the stars?

  • a) They're bright.
    • Astra: Indeed! The Breaker of Dawn shares their radiance with the other deities, so that their heavenly bodies might provide us solace and wonder in the night time.
  • b) They're far away.
    • Astra: Why yes. The realm of the deities is a distant and mythical place and we know it only by the twinkling lights in the night sky.
  • c) They're made of gas.
    • Astra: Gas? However did you come up with such a strange notion? The stars are how the deities reveal themselves to us, wondrous and radiant. Their heavenly forms are but only of their many manifestations in our plane. True, it is not as if you can reach out and touch them, but that does not mean that the guardian deities are made of mere air. What a silly thought.

Astra: But I was after something more specific. For instance, have you studied the constellations?

  • a) Yes.
    • Astra: Good, good. It is heartening to hear that modern education is not complete rubbish.
  • b) No.
    • Astra clicks his tongue and frowns.
    • Astra: This is the problem with modern education. So focused on terrestrial goings-on that you lose sight of the big picture.

As you talk, the two of you come to the second floor landing of the tower, an expansive study with grand bookshelves and star charts on the walls. Astra leads you over to one of the star charts, gesturing with a dramatic wave of his harpy wings.

Astra: Now, rather than wasting time with idle chitchat, it will be faster to assess your character with the help of the stars. In what season were you born?

  • I don't remember, actually...

You explain that you're a world-hopper.

Astra: Oh, that would explain your rather different overall aura. Well no matter, it is said that even without memory, one can feel an attachment to the season they were born in. For the sake of our discussion at hand, what season would you say calls to you most?

  • a) Spring.
    • Astra: Ah, so the Spring Bard's celestial gaze may have twinkled upon your birth. They say that children under the Spring Bard's patronage are fickle, but artistically gifted - quick to spin a turn of phrase or melody. Though at a glance it seems you're more <trait> than anything else. No matter, if your patron hero is the Musician, it is no wonder that you came so blithely to my doorstep.
  • b) Summer.
    • Astra: Ah, so the Lightning Knight might have overseen your birth with her fierce, watchful gaze. They say that children under the Lightning Knight's patronage are hot-headed, but steadfast in their dedication to their friends. Though at a glance, it seems that you're more <trait> than anything else… Well, if your patron hero is the Warrior, it is no wonder that you were so persistent to speak to me.
  • c) Autumn.
    • Astra: Ah, so the Autumn Cleric's benevolent smile may have graced the day of your birth. They say that children under the Autumn Cleric's patronage are timid, but kind- with an inner strength unparalleled. Though at a glance, it seems that you're more <trait> than anything else... Well, if your patron hero is the Healer, I suppose it is no surprise that you will not simply leave an old harpy be.
  • d) Winter.
    • Astra: Ah, so the Winter Mystic could have graced your birth with their knowing, heavenly gaze. They say that children under the Winter Mystic's patronage are unpredictable and wild, but have a keen eye for the true ways of the world. Though at a glance, it seems that you're more <trait> than anything else... Well, if your patron hero is the Mage, I can understand why you were so curious to come to my tower.
  • What's a patron hero?

Astra raises a brow at you.

Astra: You don't know...? That's impossible, unless - Ah, right. You are a world-hopper, of course you were not raised with the same bedtime stories as ordinary children. The patrons are four legendary heroes from the distant past. Each of them watches over their respective season of the year from their heavenly resting place. Mind you, this is not limited to Aviar Cove. They are known by many names in different parts of the world. They are not deities, but their mortal deeds earned them a seat in the stars among the gods.

He gestures to four different locations on the star chart, then shakes his head and sighs.

Astra: Paper does not do them justice. The best way to educate you would be to show you their constellations as soon as possible, but...

Astra clutches at his robes as if physically pained.

Astra: In recent nights, the stars have not shown themselves to me.

  • What happened?

Astra: I am not sure... In all my years of stargazing, this has never happened before. In order to fully understand their mysteries, I have structured my day-to-day life around their movements. This is not unique to me. In early times, and still in some parts of the world, there are people who plan their lives around the passage of the stars. But to suddenly be left in darkness... I'm sure the civilizations of old could not have imagined a fate so terrible. It would be unthinkable that Sol, the breaker of the dawn and provider of all light, would withhold their luminosity from their fellow deities. That is why I have my own suspicions about the cause of this phenomenon. Have you seen the glowing orbs scattered about town lately?

  • a) What orbs?
    • Astra: If you are new to town, I can see how you would have missed them. They are clear, glass orbs during the day, but they give off a strange glow at night.
  • b) You mean the lightbulbs?
    • Astra: "Lightbulbs?" Is that what those glass orbs are called? ...I suppose that is a fitting name. They are bulbous, and indeed give off light.

Astra: I only noticed a few days ago, but they seemed to have sprung up all over town out of nowhere. Surely their appearance has something to do with the stars disappearing. Whatever they are, they're certainly no good for this town, nor for the Astronomical Association. You are new to Aviar Cove, yes? As you are getting your bearings in town, investigate these orbs for me. I will be inspecting my telescope to make sure that no parts are out of order. It is rather old, and that could also be a factor in this whole mess. Yes... that should do. More time-effective to split it up. Shall I see you to the door?

Astra seems to have already decided that you'll be helping him. He guides you over to the staircase and back down to the front door.

  • Go outside.

The moment you step out of Astra's tower, he swiftly shuts the door behind you. As you leave the tower behind, you reflect on what you've learned so far... Lief has been using her lightbulbs at night to show off her new technology, but those lightbulbs seem to be making it difficult for Astra to stargaze. Lief doesn't seem to be aware that her lightbulbs are hurting anyone. You should share with her what Astra told you before doing anything else.

  • Return to Lief.
Unlocked: A Scientific Dilemma (Main Quest)


A large telescope mounted to a house catches your eye. You find the front door and decide to find out who lives there.

  • a) Knock.
  • b) Open the door.
    • Knock.

Astra looks out at you through the peephole but doesn't open the door.

Astra: "What do you want?"

  • a) Just wanted to introduce myself.
  • b) That's a rude way to greet visitors.

Astra says he's busy.

  • a) Ask what he's busy with.
  • b) Ask about the telescope.

He begrudgingly answers your question and gets ready to close the peephole.

Astra: "Unless... By chance, are you interested in astronomy?"

  • a) I find it fascinating! +2 Affection.
  • b) Not really. What's so great about it?

Depending on your answer, Astra opens the door for a different reasons. Exited to chat with a fellow astronomy fan or determined to enlighten you about its greatness.

Astra: "Tell me, what do you know of the stars?"

  • a) They're bright.
  • b) They're far away.
  • c) They're made of gas.

Astra asks if you've studied your constellations:

  • a) Yes.
  • b) No.

He says he will determine your character with the help of the stars and asks for the season of your birth. You tell him that you don't remember.

Astra: "For the sake of our discussion at hand, what season would you say calls to you most?"

  • a) Spring.
  • b) Summer.
  • c) Autumn.
  • d) Winter.

After Astra finishes describing what he believes to be your character and patron hero.

He wants to show you the constellations but tells them that he has not been able to see the stars in many nights.

Astra: "Have you seen the glowing orbs scattered about town lately?"

  • a) What orbs?
  • b) You mean the lightbulbs?

Astra suspects the orbs as the cause for the stars not appearing. He decides you'll help him investigate them. You stand before a dilemma. Lief wants to help people with her lightbulbs but are unaware that it hurts Astra. You'll have to talk to her about this.

Unlocks
1-site-announcements
Main Quest: A Scientific Dilemma


A Scientific Dilemma[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: Meeting the Astronomer
Description "You return to Portlight Illuminations and consider both sides of the problem."
Full Transcript
Lief: Welcome back! You just missed Pellier, he went downstairs to check on something. Are you getting a feel for Aviar Cove? Meet anyone interesting?
  • Do you know a harpy named Astra?

Lief: Astra? Yeah, I know him. He's the old guy holed up in that tower with the telescope, right? I'm surprised you got a hold of him! He's always sleeping at weird hours, so we don't see him much around town.

  • Explain Astra's situation.

Lief: He can't see the stars because of our lightbulbs? How does that make any sense? Although, I suppose if the light were bright enough, it might brighten the night sky to the point that the stars would become hard to distinguish... Which means that our lightbulbs were powerful enough to do that? That's incredible! ... But that's not the point here, is it. So what are you suggesting that we do here? My business - my dream depends on showing my lightbulbs to everyone.

Lief looks at you expectantly. You sense that her faith in you is riding on your answer and will impact how she regards you in the future.

  • a) Your lightbulbs are important for the town. We need to think of some other way to help Astra.
    • (Text missing)
    • Unlocked: A Scientific Dilemma (Part 2)
  • b) Astra can't live without the stars. We need to do something about your lightbulbs to help him. -1 Dislike.
    • Lief: But my lightbulbs are meant to help everyone in Aviar Cove! We can't just take them down because of one cranky old man.
    • Lief takes a deep breath and pinches the bridge of her nose for a moment before speaking again.
    • Lief: I'm sorry, I got a little carried away. I shouldn't have said that about Astra, he's a citizen of Aviar Cove too. I just thought that you were more excited about our business than that. I was looking forward to working with you more... Anyway, you didn't say that we had to take our lightbulbs down, right? Just that we had to do something about them. I'll talk to Pellier and see if we can think of any ways to modify the design to meet Astra's needs. You should go talk to Astra and see if he has any ideas too.
    • a) Return to Astra.
      • Unlocked: Helping Astra (Main Quest)
    • b) Apologize to Lief.
Unlocked: A Scientific Dilemma (Part 2) / Helping Astra (Main Quests)


Lief: "So what are you suggesting that we do here? My business - my dream depends on showing my lightbulbs to everyone."

Lief looks at you expectantly. You sense that her faith in you is riding on your answer and will impact how she regards you in the future.

  • a) Your lightbulbs are important for the town. We need to think of some other way to help Astra.
  • b) Astra can't live without the stars. We need to do something about your lightbulbs to help him. -1 Dislike.
    • Unlocks Astra's Chance Machine in the future!
    • a) Return to Astra.
    • b) Apologize to Lief.
Lief's Route Unlocks
1-site-announcements
Main Quest: A Scientific Dilemma (Part 2)
Astra's Route Unlocks
1-site-announcements
Main Quest: Helping Astra


Lief's Route: A Scientific Dilemma (Part 2)[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: A Scientific Dilemma
Description "Missing description."
Full Transcript
This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it!
Rewards: +2 Charm, +3 Affection with Lief

Unlocked: A Favour From Cairn (Main Quest)


Lief: "The problem is that the lightbulbs are making the sky seem brighter, so the stars are harder to see. So that means we need..."

  • a) A way to make the sky darker.
  • b) A way to make the stars brighter.

Lief: "Let's try a different line of thinking. Is there something we can do for Astra?"

  • a) Lift him closer to the stars.
  • b) Move him somewhere less bright.

Lief and Pellier suggest you try to convince Astra to move his observatory to the tallest cliff in Aviar Cove where the light pollution won't interfere. Since Astra is very proud and might be hard to convince, Pellier suggests a peace offering combined with interviewing the townspeople to prove that the lightbulbs do more good than harm.

Pellier: "Any questions before you start?"

  • a) What kind of questions do I ask?
  • b) Where should I go?
  • c) Nope, I got it.

You head to the town square. Who do you talk to first?

  • a) Approach a nobleperson.
    • You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
      • A friendly traveler.
      • A gentleperson in distinction.
        • They admit lightbulbs would be useful to have around as to not waste wax and remove the bad combination of an open flame next to important papers.
  • b) Call out for the courier.
    • The courier tells you about his appreciation for the lightbulbs as they light up his usual paths, letting him skip balancing a lantern together with the letters.
  • c) Investigate the food stalls.
    • The salesperson admits that the lightbulbs would be nice to have around the places where she puts up her stall, as she wouldn't have to waste as much on lantern fuel and it would attract more customers. The other stalls hold the same opinion.

You return to Lief and Pellier and share your findings. They are delighted people like their invention. While you were away, they decided a new telescope lens would be an appropriate gift for Astra. They have the materials but don't know how to make one, suggesting you ask Cairn for help.

Lief: "Think you could talk to Cairn for us?"

  • a) I can try.
  • b) Sure thing!
Rewards
Charm. 2 Charm
Affection. 3 Affection with Lief
Unlocks
1-site-announcements
Main Quest: A Favour From Cairn


Lief's Route: A Favour From Cairn[]

Quest Information
Quest Giver Cairn
Prerequisites Main Quest: A Scientific Dilemma (Part 2)
Description "Lief wants you to commission a custom lens schematic from Cairn."
Full Transcript
This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it!
Unlocked: Returning to Lief (Main Quest)


You are required to travel to Silvie's Mine for this quest.

You make your way to Silvie's Mine to bring Cairn the proposal.

Cairn: "...I'm actually looking for research funds right now. So I'll make your design schematics, but it'll cost 2000 potatoes."

  • a) Sounds fair enough!
  • b) That much?

Cairn: "So do you have the potatoes on you n-now, or...?"

  • a) Yes I do, right here. -2000Potatoes.
  • b) Not yet, I'll be right back.

Cairn needs some time to work on the schematics.

Do 2 daily errands or raise pet affection by 10, then come back to pick up the design schematics from Cairn.

After finishing your task and returning to Cairn, they give you the finished design and instructions on how to make the lens. You should head back to Lief and Pellier.

Unlocks
1-site-announcements
Main Quest: Returning to Lief


Lief's Route: Returning to Lief[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: A Favour From Cairn
Description "You go back to Aviar Cove with the lens."
Full Transcript
This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it!
Unlocked: Break the News to Astra (Main Quest)


You return to Lief and Pellier with the plans. Lief heads out to her uncle, who is a master glassblower, for help. You stay and chat with Pellier, who tells you about Lief's conservative family who wanted her to do glass artwork. Lief soon returns with the finished lens. She asks you to be the one who delivers it.

  • a) Sure, I'll do it.
  • b) I guess...

Lief: "We're counting on you, world-hopper!"

  • a) Wait, how did you know I was a world-hopper?
  • b) I'm off, then!
Unlocks
1-site-announcements
Main Quest: Break the News to Astra


Lief's Route: Break the News to Astra[]

Quest Information
Quest Giver Astra
Prerequisites Main Quest: Returning to Lief
Description "Make Lief's case to Astra in hopes of a solution."
Full Transcript
This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it!
Unlocked: Back to Lief (Main Quest)


You lay out your case to Astra and give him the gift. When you suggest him moving his lab to the cliff, he gets upset.

Astra: "Are - are you kicking me out of my own home?! Do you have any idea for how many years I have observed the stars from the comfort of this tower?!"

  • a) Think of it as a scenery change. -5 Dislike.
  • b) Maybe the cliff will be even better. -5 Dislike.

Astra: "Now, begone! Away from here at once. Or do you feel the need to gloat as well?"

  • a) Apologize.
  • b) Retreat.
Unlocks
1-site-announcements
Main Quest: Back to Lief


Lief's Route: Back to Lief[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: Break the News to Astra
Description "You return to Lief with Astra's reply."
Full Transcript
This quest hasn't been transcribed yet. You can help Dappervolk Wiki by adding it!
Rewards: 1500 Potatoes, 2 Tenacity, 5 Affection with Lief, 5 Affection with Pellier, Feather Quill

Unlocked: Lief's Chance Machine, Lief's Daily Errands, Astra's Daily Errands, Advanced Product Design With Pellier (Main Quest), Solving Inventor's Slump (Side Quest), The Voice of the Stars (Side Quest)


Lief thanks you joyfully after you tell her Astra agreed.

Lief: "It would have been a shame to take any steps back after we've come so far."

  • a) What was it like before?
  • b) What do you have planned now?

Lief: "So thank you. From the bottom of my heart."

  • a) It was my pleasure. +3 Affection.
  • b) Don't mention it. +3 Affection.
Rewards
Potatoes. 1500 Potatoes
Tenacity. 2 Tenacity
Affection. 5 Affection with Lief
5 Affection with Pellier
810-feather-quill
Feather Quill
Unlocks
19-62
Lief's Chance Machine
Lief's Daily Errands
21-64
Astra's Daily Errands
1-site-announcements
Main Quest: Advanced Product Design With Pellier
Side Quest: Solving Inventor's Slump
Side Quest: The Voice of the Stars


Astra's Route: Helping Astra[]

Quest Information
Quest Giver Astra
Prerequisites Main Quest: A Scientific Dilemma
Description "You decide to help Astra with his stargazing problem."
Full Transcript
This time when you knock on Astra's door, he only briefly opens the peephole to check who it is before pulling the door open completely.


Astra: So? Were you able to determine if those glowing orbs were the cause of the problem?

  • Explain the situation.

You explain that the lightbulbs were the cause of the stars disappearing, and that they are the brainchild of an inventor named Lief. Astra begins to huff and puff at the news, but you quickly add that she'd be willing to make modifications to her design to help solve Astra's problem.

Astra: Hmph. A bare minimum compromise, I see. I'd prefer to have the lightbulbs removed completely. Who does she think she is, blotting out Sol's brilliance with her paltry artificial light? ...I suppose a compromise is better than nothing at all though. We might as well see if it does any good. So? What are her proposed modifications?

  • We're going to help her think of some ideas.

Astra: Hah! We're to provide solutions for a problem of her making? How very typical of young folk these days. For starters, we could smash all the blasted bulbs...

As he starts musing aloud, Astra lets go of the door and begins to walk upstairs again. You quickly slip through the doorway and hurry after him before the door falls shut.

Astra: ...First, let us review our objectives. Lief wants to keep her lightbulb contraptions out at night, but is willing to make changes to preserve the night sky. The most logical starting place is to...

  • a) Make dimmer lightbulbs.
    • Astra: Dimmer? Is that possible?
  • b) Make smaller lightbulbs.

Astra: At any rate, if she intends to fill the town with them, even dimmed lights will eventually accumulate and become an issue. Let us consider another angle. Normally when one wants to protect something from the light...

  • a) You move the light.
  • b) You cover the light.
    • Astra: Cover them? As one might place a cloth over a lantern? Hmm... Perhaps you have lighted upon something, world-hopper. What if we were to place covers on these bulbs, to limit the aperture of their light? Like Sol hiding themself in the shade of a great tree, the light would not shine upward, and the sky would be dark again.

Astra: This is the only solution I can imagine that doesn't involve dousing the lightbulbs completely. In the very least, it will remind inventors like Lief to consider the importance of astronomy before meddling with Sol's dominion of light.

  • I'll ask Lief what she thinks.

Astra: Good. I trust you'll make a good case for our proposal.

You say goodbye to Astra and leave his tower to return to Lief's shop.

  • Return to Lief.
Unlocked: The Importance of the Stars (Main Quest)


You explain the situation to Astra and that Lief is willing to modify her design. Astra is still angry and would rather have the lightbulbs removed completely, but he agrees to a compromise.

The most logical starting point is to...

  • a) Make dimmer lightbulbs.
  • b) Make smaller lightbulbs.

Astra says this still won't work if she fills the town with them. If you want to protect something from light:

  • a) You move the light.
  • b) You cover the light.
    • Astra agrees that blocking the light from shining upwards would work.

You return to Lief.

Unlocks
1-site-announcements
Main Quest: The Importance of the Stars


Astra's Route: The Importance of the Stars[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: Helping Astra
Description "You help gather information by interviewing townspeople."
Full Transcript
As you make your way back to Lief's shop, you see Pellier waiting for you near the base of the tree.


Pellier: Ah, there you are. I was hoping to catch you before you spoke to Lief again. I heard the whole situation from her. Our lightbulbs are making it difficult for Astra to see the stars, right? It's a good thing that you spoke to Astra when you did. He usually keeps to himself, so it's possible that we would have never known about this problem if not for you. Even if Lief seems upset, I think she's glad to have learned about this sooner rather than later. Still, it wouldn't hurt to prepare some more evidence before you talk to her. She's understanding, but still prideful.

  • Evidence?

Pellier: Even if you have an idea for how to fix Astra's problem, Lief is still hung up on the idea that his obsession with the stars is an outlier issue. In other words, she's more likely to listen to your request if you can prove to her that there are more people in town than just Astra who care about being able to see the stars.

Pellier hands you a slim journal and a pencil.

Pellier: My suggestion would be to talk to some people around town and ask what they think about stargazing and astronomy. Maybe ask if they've noticed any difference in whether or not they can see the stars lately.

  • a) Where should I go to talk to people?
    • Pellier: The town square seems appropriate. There should be plenty of different people passing through, no matter the time of day. You can get there by the main road from our shop. Just head toward city hall and you'll see it.
    • Okay, sounds good.
  • b) Sounds good.

Pellier: Oh, and one more thing. It wouldn't hurt to have some sort of peace offering to give to Lief when you make your case. Just to smooth things over, in case she still has trouble taking in the evidence. She's not an irrational person, but she's very emotionally invested in the project. I think it would help her to know that you still support her in some way, even if you want to help Astra. As far as what that should be, I'll try to come up with some ideas when you're interviewing people. I can meet you by Astra's tower when you're done. Any last questions?

  • a) Nope, I got it.
  • b) Why are you helping me like this?

Pellier: Is it that strange? I know Lief. I've known her since we were both young. She's stubborn and proud, but I know that she wants to do the right thing. Sometimes she just needs a little help getting there. Anyway, you'd better get going.

  • Go to the town square.

You part ways with Pellier and head out onto the main road, following it until you come to a large cobblestone plaza around a fountain. It's bustling with all sorts of foot traffic. Primly dressed nobles trade gossip behind folding fans while couriers in sharp uniforms cut expertly through the crowd. On the edges of the square are several stalls selling hot buns, roasted vegetables - even some with small baubles and knick-knacks. Who do you talk to first?

  • a) Approach a nobleperson.
    • You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
      • A friendly traveler.
        • The nobleperson sizes you up and nods, apparently approving of your self-description.
      • A gentleperson of distinction.
        • Have you had any trouble seeing the stars lately?
          • They seem surprised by your query, but when they think about it for a moment, a wistful look enters their eyes. Suddenly, softened somehow by their thoughts of the sky, they don't seem quite so unapproachable anymore. They tell you that they hadn't really noticed it until now, but the stars do seem to be missing lately. They haven't stargazed very much since they were a child looking at the night sky with their grandmother, but seeing the stars always reminds them of those memories. The nobleperson looks off into the distance. You sense that they want to be left alone to reminisce.
          • Thank them and move on.
    • You ask the other nobles in their group about their experiences with astronomy, which mostly mirror the story of the first. They all have fond childhood memories of using their parents' or grandparents' handheld telescopes to watch the stars, and take comfort in reliving those moments on starry nights. After thanking them, you look back out onto the busy town square. Who will you talk to next?
  • b) Call out to a courier.
    • You spot a young bird courier hurrying through the crowd, holding his cap onto his head and a bundle of letters to his chest. When you call out to him, he stops in his tracks and peers around until he spots you.
      • Have you had any trouble seeing the stars lately?
        • He says that he has, which is strange because it only seems to happen when he glides over Aviar Cove. Couriers are trained to use the stars as guideposts when they're making long distance deliveries in the countryside, so he looks up a fair bit more than most. He tells you it's not a huge problem because it only happens near the city, and there are plenty of physical landmarks to use, but he still looks troubled. Squirming a little under your gaze, he admits that it just doesn't feel right to not be able to see the stars, especially when he's used to having them there.
        • How do you feel about the stars?
          • The courier admits that he's never thought about it before, but that might just prove how important the stars are to him. They've always been there, like air or water. He thinks about it for a moment, smiling slightly, then tells you about his patron hero and how nice it feels to know that they're up there watching over him.
        • Thank him and move on.
          • The courier bids you goodbye with a cheerful wave before disappearing into the crowd again. Who will you talk to next?
  • c) Investigate the food stalls.
    • You make your way over to the food stalls on the sides of the plaza. An old harpy standing behind a cart of baked goods waves you closer. A sign on her stall advertises fine cheese and spinach pies.
      • Have you had any trouble seeing the stars lately?
        • She clicks her tongue when she realizes you're not here to buy a spinach pie, but nods and tells you that she hasn't been able to see the stars in a while now. With a suspicious glint in her eye, she demands to know why you're asking.
      • I'm trying to see how people feel about the stars.
        • She eyes you for a moment, then brushes her hands off on her apron and leans out of the side of the cart to talk to you privately. After a moment of embarrassed hesitation, she admits that she isn't just a baker, she's a landscape painter as well. She's been working on a new piece called Starlit Night, but lately hasn't been able to touch it at all. Her voice grows louder with frustration, but she collects herself with a shake of her head. She sounds gruff and distant when she tells you she has to get back to work.
          • Thank her and move on.
            • You thank the stall owner for her time and leave her to her business. Who will you talk to next?
  • d) I think I've talked to enough people now.

You take a moment to sit down by the fountain and record what you've learned in the journal that Pellier gave you. You decide that you've gathered enough evidence to show Lief that the stars are important to the townsfolk. You should check in with Pellier and see if he has any ideas for a good gift to give Lief.

  • Return to Pellier.

When you return to the treehouse, you find Pellier waiting for you near the end of the walkway.

Pellier: Welcome back. Did the interviews go well?

  • a) They went great.
  • b) They weren't bad.

Pellier: Hopefully it'll be enough to convince Lief. Speaking of which, I thought of a peace offering that I hope Lief will appreciate, but it's a bit of a challenge. Do you remember the new lightbulb prototype that you saw at the shop earlier? We've been experimenting with different filaments, but we haven't found one that matches our requirements yet... I think a new metal filament would be just the thing we'd need! Perhaps you could ask one of your acquaintances in Silvie's Mine if they might have anything like that. If I'm remembering correctly, a famous metalworker named Marvel lives there - right? I have a list of the properties that we're looking for in our filament, if you wouldn't mind showing it to her. It's a bit complicated, but I'm sure she'll understand.

Pellier hands you a folded square of paper sealed with wax.

  • a) No problem, I'll ask Marvel about it!
  • b) Ugh... I guess I could do that.

Pellier: Thank you for going out of your way. We'd love to work with Marvel more in the future, so please give her my regards. In the meantime, I'll check in on Lief and make sure that she's not getting too antsy. When you have the filament ready, you can come straight to the shop.

  • Go find Marvel in Silvie's Mine.
Unlocked: A Favour from Marvel (Main Quest)


On your way back to Lief, Pellier stops you. He says Lief would be more likely to listen to your solutions if you can prove that Astra is not the only one interested in stargazing. He suggest interviewing people in the town square.

Pellier also suggests bringing Lief a peace offering. He'll try to think of one while you interview the townspeople.

Any last questions?

  • a) Nope, got it.
  • b) Why are you helping me like this?
    • He says that Lief wants to do the right thing, she just sometimes needs help getting there.

You go to the town square. Who do you talk to first? (You ask each person whether they've had trouble seeing the stars lately.)

  • a) A nobleperson.
    • You approach a small group of tittering noblepersons, one of whom notices you first and coyly asks to know who you are.
      • a) A friendly traveler.
      • b) A gentleperson of distinction.
        • The nobles talk about fond childhood memories of stargazing with parents or grandparents.
  • b) A courier.
    • He says that couriers are trained to use the stars as guideposts. It's not a big problem near the city with other landmarks, but it doesn't feel right not to see them. He says the stars have always been there, like air or water. He also likes knowing his patron hero is watching him.
  • c) The food stalls.
    • She says yes she has been having trouble seeing the stars and wants to know why you're asking. You tell her you're trying to see how people feel about them. She admits she's also a painter and hasn't been able to complete her night landscape.

You return to Pellier.

Pellier: Did the interviews go well?

  • a) They went great.
  • b) They weren't bad.

Pellier suggests a new metal lightbulb filament as a peace offering. He thinks Marvel would know how to make one that has the right properties.

  • a) No problem, I'll ask Marvel about it!
  • b) Ugh, I guess I could do that. (?)
Unlocks
1-site-announcements
Main Quest: A Favour from Marvel


Astra's Route: A Favour from Marvel[]

Quest Information
Quest Giver Marvel
Prerequisites Main Quest: The Importance of the Stars
Description "Find Marvel to commission a special filament."
Full Transcript
After journeying back to Silvie's Mine, the familiar sounds of machinery and mountain wind greet your ears. You make your way up the plateau to Marvelous Metalworks, Marvel's in her usual place behind the counter when you go in.


Marvel: Welcome back. Been on the road? What can I do for you?

  • Explain Pellier's request.

Marvel: Inventors in Aviar Cove? Sounds like you're meeting all sorts of interesting folk. What was it you said they wanted? A "filament?"

You take out Pellier's filament specifications and hand them to Marvel.

Marvel: Let's see what we have here...

Marvel unseals the paper and scans through it, pursing her lips.

Marvel: Huh, so it's basically a metal wire. Not many folks outside the family who use all this metal jargon. It'll take some experimenting, but I think I can put something together. It'll cost you about 2000 potatoes.

  • a) Sure.
  • b) That much?
    • Marvel: You're darn right, that much. I'm running a business here. Complex mixes of metal aren't cheap to make.

Marvel: Since you were so helpful before, I even gave you a discount. If I were you, I'd say "yes, thank you Marvel" before I change my mind. I'll need payment upfront. Do you have the potatoes on you now?

  • a) Give Marvel 2000 potatoes.
  • b) I'll be right back.

Marvel: Alright, time to fire up the furnace. I'll be working on this for a bit, so you go get one of your own tasks done, or look after your pet while you wait.

Do 2 daily errands or raise a pet's affection by 10, then come back to pick up the metal filament from Marvel.

  • I'll be back.

When you peer past the counter into the back room, you can see Marvel hunched over her workbench, deep in concentration.

  • a) I've done some daily errands! How's the work going? (Completed Daily Errands 2/2 Times)
  • b) I've spent time with my pet! How's the work going? (Raised Affection 10/10 Times)
  • c) I'll be back.

Marvel: Good timing, I've just finished here too. I think your inventor friends should be able to get some decent mileage out of this.

Marvel holds up a coil of thin metal wire, which she bundles up in packing paper and seals shut.

Marvel: If they'd like to order more, you tell them I'm more than happy to do business. Anything else you needed?

  • That's all, thank you.

You thank Marvel and say goodbye. Now that you have your evidence and peace offering, you should head back to Aviar Cove and present your argument to Lief.

  • Head back to Aviar Cove.
Unlocked: Returning to Lief (Main Quest)


You must travel to Silvie's Mine for this quest.

You go back to Silvie's Mine and talk to Marvel. She says she can make the filament for 2000 Potatoes., up front.

While you are waiting for Marvel to finish, Do 2 daily errands or raise a pet's affection by 10.

Unlocks
1-site-announcements
Main Quest: Returning to Lief


Astra's Route: Returning to Lief[]

Quest Information
Quest Giver Lief
Prerequisites Main Quest: A Favour from Marvel
Description "You go back to Aviar Cove with the filament."
Full Transcript
The trek back to Aviar Cove is breezy and pleasant, the perfect weather for a picnic and a relaxing nap in the shade of a tree. Nevertheless, you remain focused and manage to return to Portlight Illuminations in just over a day's time. As soon as you set foot inside the shop, Lief rushes over to you with Pellier in tow.


Lief: Took you long enough! Did you think of any good ideas with Pellier and Astra?

Pellier: ...! Lief, how did you...?

Lief: Hmph, I've been friends with you long enough that I know when you're sneaking around playing diplomat.

Pellier: I should have known better than to try to keep it a secret from you. Are you mad?

Lief: No, I get it. Anyway, back to the main topic. What did you come up with for a modified lightbulb design?

  • Make your case.

You tell Lief about how you and Astra decided that the best way to keep the night sky dark would be to put covers on the lightbulbs, to prevent the light from shining upward.

Lief: Covers? But that will look so ugly on our lightbulbs - they'll look just like lanterns! If it's just Astra with the problem, do we really have to go that far?

  • Present your evidence.

You hand over the interview records in the journal you received from Pellier and explain that many people in Aviar Cove care about the stars, not just Astra. She flips through the pages, her scowl gradually evaporating.

Lief: Well, when you put it like that...

Last, you present Lief with the package from Marvel, saying that it should make up for some of the trouble of building covers.

Lief: What is this?

She opens the package, her eyes slowly widening as she realizes what she's holding.

Lief: Is this... a new filament? For the prototype? Pellier, did you...?

Pellier: It seemed like a good opportunity to call in a favor from them.

Lief: World-hopper... Thank you. I'm still not happy about this whole cover thing! But this makes a big difference in our new prototype development... Fine. You win. I'll install little nightcaps on the lightbulbs starting tonight. You can go tell Astra the news. I want to start experimenting with this new filament as soon as possible.

Pellier: After the nightcaps, right?

Lief: Right, right. See you around, world-hopper!

You should head to Astra's tower and tell him the news.

  • Go tell Astra the news.
Unlocked: Back to Astra (Main Quest)


You tell Lief your solution. She's not happy with it, so you present your evidence and explain that it's not just about Astra, many other people also care about the stars. You also give her the peace offering you bought from Marvel. Lief finally agrees with you and you go back to tell Astra the good news.

Unlocks
1-site-announcements
Main Quest: Back to Astra


Astra's Route: Back to Astra[]

Quest Information
Quest Giver Astra
Prerequisites Main Quest: Returning to Lief
Description "You return to Astra with the results of your convincing."
Full Transcript
Mere seconds after your knock on the door of Astra's tower, he opens the door without bothering to check the peephole. He looks proud of himself for anticipating your presence correctly.


Astra: I had a premonition that you would arrive soon. So? What news from that lightbulb duo?

  • It took a little convincing, but she agreed.

Astra: Hah! Well done! How did you manage to convince her?

  • Explain your evidence-gathering from Aviar Cove.

Astra: All those people... To think that there were such astronomy aficionados so close by, and I never knew. Because I have been observing the stars alone for so long, I thought that most people had lost interest in the mysteries of the heavens... Thank you. For speaking to all those people, then to Lief on my behalf. I have learned much through you. To be honest, I do not know if these "lightbulb covers" will solve the problem. It may only be an imperfect solution at best. However, your going out of your way to champion my cause, and sharing with me the stories from my neighbors... That is a much more valuable gift. I must give you something in return... Come with me!

With a sudden swoosh of his robes, Astra spins on his heel and hurries up the stairs.

  • Follow him.

You follow after Astra into his study, just in time for him to finish rummaging through one of his bookshelves.

Astra: Here! I would like you to have this. To further your astronomical studies! Of course, if you are ever in need of further resources, you are welcome to come back here. I have never been exceptionally skilled at interacting with others, but hearing those stories from you has opened my eyes. Perhaps I will open my telescope to the public. The Aviar Cove Astronomical Association is always ready to screen new member applications. Now, I must make preparations for my next star observations. I will need to measure the effectiveness of these lightbulb covers. Farewell. Until we meet again.

  • Exit the tower.

Rewards: Looking glass, +2 Comprehension, 1500 Potatoes, +5 Affection with Astra

Unlocked: Astra's Chance Machine, Astra's Daily Errands, Lief's Daily Errands, The Voices of the Stars (Side Quest), Solving Inventor's Slump (Side Quest)

You step outside of Astra's tower to see Pellier standing a short ways down the path, waiting for you.

Pellier: Sorry, I wanted to speak to you privately after you left the shop, but I thought you needed a moment with Astra first. He's a little rough around the edges, but he's really not a bad person. I'm sure he appreciates that you spoke out for him. As someone who often plays that advocate role, I can appreciate the effort that it took. I also want to say thank you for everything you've done. Lief and I want to run a responsible business, and that means paying attention to everyone's needs. Even if they're not good at voicing it themselves. Please don't think that there is any bad blood between us. You're always welcome to visit my office on the ground floor of the treehouse. Since you've shown a knack for negotiating, I might just call on your help sometime soon. In the meantime... Take care, world-hopper.

Reward: +5 Affection with Pellier

Unlocked: Pellier, Advanced Product Design with Pellier (Main Quest)


You tell Astra that you managed to convince Lief. He asks how, so you tell him about the townsfolk. He's touched that other people are also interested in the stars and thanks you for sharing their stories with him. He says he might open his telescope and the Aviar Cove Astronomical Association to the public.

Then he kicks you out so he can do his next observation.

As you leave, you spot Pellier standing nearby. He thanks you for advocating on Astra's behalf and for making sure that Lief and Pellier pay attention to the needs of the community as they run their business. He asks you to drop by and visit him in his office sometime.

Rewards
Potatoes. 1500 Potatoes
Comprehension. 2 Comprehension
Affection. 5 Affection with Astra
5 Affection with Pellier
812-looking-glass
Looking Glass
Unlocks
21-64
Astra's Chance Machine
Astra's Daily Errands
19-62
Lief's Daily Errands
1-site-announcements
Main Quest: Advanced Product Design With Pellier
Side Quest: Solving Inventor's Slump
Side Quest: The Voice of the Stars


Advanced Product Design With Pellier[]

Quest Information
Quest Giver Pellier
Prerequisites Main Quest: Lief's Route / Astra's Route
Description "Pellier needs some help designing the perfect lamp."
Full Transcript
You wander around town for a while, taking in the lively scenery and even managing to grab a pastry from a nearby bakery before you remember Pellier's request to visit his office. The office is easy to find with Lief's brightly lit treehouse just above it. A soft blue light is cast from the partially open doorway, you enter to find Pellier just inside.


Pellier: Ah, welcome back. On behalf of both Lief and myself, I wanted to thank you for helping with the lightbulb business. We really do appreciate it. I also wanted to ask if perhaps you might be interested in helping out as an official contractor. It would be great to have an extra hand in our product design department. Only if you're not busy, of course! It's just that you handled this dispute very well, and it would be very helpful to have the advice of someone who can understand complex situations.

  • a) Agree to help.
  • b) Say you don't have time.

Pellier: Excellent! It'll be so good to have you on the team. You're actually our first employee, which means you're guaranteed to win Employee of the Month as the only person in the running. Though... before you can officially start, Lief and I have a policy that everyone who works here has to learn about ethical business practices first. If we're going to run a company, we have to do it the right way. We've read a whole curriculum of how-to guides, and I've compiled them all into a comprehensive Employee Handbook.


Pellier proudly presents you with a hardcover journal full of extensive notes. They're very well-organized, with all the important terms and concepts highlighted and underlined, but it's still a lot of text. There's a short table of contents right on the first page - Health and Safety, Cultural Sensitivity, See Volume Two.

You look up at Pellier, who's already brought out an entire set of journals. There are at least eight volumes in the stack. He catches you looking and gives you an embarrassed grimace.

Pellier: Ah... I'm only just now realizing how much work reading all of these would be. I'm afraid I've gone quite overboard. It'll take me a while to rework all these volumes. Do you think you could study up on how to run an honourable business on your own? You can use the handbook if you like. Whatever's easiest for you!

It seems like you're going to have to learn more about Honour in order to work with Pellier.

Raise your permanent base Honour by 22 before returning. Try doing the daily stat bonus tasks!

  • Okay, I'll be back!

Pellier: I'm so excited to actually have an employee! Have I told you about our parental leave policy? You also get a discount on lightbulbs. In hindsight I didn't really need to dedicate a whole volume to lab safety procedures... but they're still important! I would never be able to forgive myself if one of our employees got hurt on the job.

  • a) I've finished learning about Honour. (Increased 22/22 Times)
  • b) I'll be back!

Pellier: Amazing! You might even be more of an expert than I am now! I'll have to ask you about your studies sometime, though right now I have a product design department meeting on my schedule. All my department meetings have just been me sitting alone in my office, but now that you've joined us the two of us can have a meeting with each other! Come right this way.

Pellier takes you back to the shop, where he guides you to a small, cramped back room full of neatly filed and organized papers. On the desk are at least five different inkwells, each with their own corresponding quill pens. Pellier ushers you into a comfortably cushioned chair.

Pellier: Would you like anything to drink? Tea, coffee, water, turnip juice?

  • a) Ask for tea.
  • b) Ask for coffee.
  • c) Ask for water.
  • d) Ask for turnip juice.

Pellier bustles out of the room, and you take the time to look around. Though everything is neatly stacked or organized, the sheer amount of files and papers in the office makes it look a little cramped. You glance at the files on the desk. They're all labeled in the same neat handwriting, an elegant cursive that makes even the words "Filament Merchants" look beautiful and refined. Pellier returns with a pitcher full of water and floating lemon slices. He pours you a glass.

Pellier: Now, let's begin.

Pellier sits across from you, takes out a fresh sheet of paper and writes "PRODUCT DESIGN MEETING NOTES" across the top in bright blue ink. He reads out his notes to you as he takes them.

Pellier: Participants are myself and our world-hopper consultant, notes taken by me, and the matter at hand is the design of our new lamps.

He puts his pen back into its inkwell and picks up another. When he continues his note-taking, this time the ink is purple.

Pellier: The Market Research Department conducted a survey of several focus groups to determine customer preferences for lamp design, and... Oh! Sorry, I'm moving a little quickly, aren't I? Do you have any questions so far?

  • a) Ask about the different ink colors.
    • Pellier: I like to color code just to keep everything organized. See, blue ink is for administrative tasks, purple is market research, brown is for sales and customer service, black is for financial records and accounts, and magenta is for purchasing and inventory. Lief has green for research and red for business development. I could assign you a color of your own for consultant notes, if you like. You can have orange.
  • b) Ask about the Market Research department.
    • Pellier: Pellier: That would be me. Administration is also me, and sales and customer service, and accounting, and product design... I actually drew up an organizational chart when we first started the company."
    • He shows you the organizational chart and it has his name in almost every role.
  • c) Ask about the new lamps.
    • Pellier: My job is to handle the purchasing, product design, market research, advertising and retail setup... Essentially everything that'll bring these lamps to the shelves.
  • a) You do a lot.
    • Pellier: I do what I can. Or, well, I do whatever's needed. I've had to do a fair amount of learning on the job so far.
  • b) Lief doesn't do as much as you do, does she?

Pellier: Though I don't think I could ever learn how to do what Lief does. She's tried to explain it to me, but just looking at her schematics makes my brain hurt. Honestly, I think she's a genius. Her lightbulbs are like nothing I've ever seen before, and if we figure out how to make them popular, I really think we could change the way people live. I'll do whatever I can to make that happen. Speaking of which... we should get back to work.

Pellier takes out a sheaf of papers from yet another file and lays them out neatly in front of you.

Pellier: I've already logged and recorded the survey responses, but I'll need your assistance to decipher some of the more, ah... eccentric answers. Like this, from the Aviar Cove Poets Society. The question was, "What do you look for in a source of light?" They answered... ahem. "When white frost touches the surface of the sea and makes sparkling diamonds out of sand, the eyes of you, my love, shine brighter than any sun." The problem is, I'm not their love! I haven't spoken to any of them in my life, except to present that survey! A-and my eyes are perfectly ordinary and not a source of light at all, so I'm not sure what they mean.

  • a) You have beautiful eyes.
    • Pellier: No I don't!
  • b) They like indirect light.
    • Pellier: Ah, so instead of a direct source, like the sun, they prefer refracted light, from water or from... my eyes, I suppose. We could probably work that into the structure of the lamp. I'll make a note of that.
  • c) They like moonlight.
    • Oh! That would be the white frost, then... Poets! Why can't they just say what they mean?
  • d) They want a diamond lamp.

Pellier: Next... I asked the Artists of Aviar Cove to do a quick sketch of their ideal lamp, but they gave me well, this.

Pellier shows you a sketch of a painter's workshop, with an easel standing in the middle of the room and a cat curled up on the windowsill.

Pellier: At first I thought it might be an optical illusion, but no matter which way I turn it, I can't see anything that looks even remotely like a lamp.

  • a) Maybe it's the easel.
    • So what you're saying is that the easel is... a metaphor? Maybe their ideal lamp is tall and sturdy, like an easel. I would never have thought of that, but it makes sense. Let's hope you can help with this last survey too.
  • b) Maybe it's the cat.
  • c) Nothing looks like the lamp.
    • Pellier: Nothing... that's it! Part of the drawing is empty, right there between the cat and the easel. In that case, their ideal lamp would be something that fits right there. I would never have thought of that, but it makes sense. Let's hope you can help with this last survey too.

Pellier: I debated whether or not to include this with the other results, but I do like to be thorough. This is a survey I did of the children who always hang around the local candy shop but never actually buy anything. Surveying them was more convenience than anything, since I was in line and I already had my notebook, but I thought it would be good to get a range of responses. I asked them if they'd ever been in a situation where they wished they'd had more light, and they told me "when the monsters come." Putting aside how utterly disquieting I find that statement, what do you think they could be talking about?

  • a) When they have nightmares.
    • Pellier: I see... Children do tend to be scared of the dark. N-not me, of course, I was a composed and mature child. It was Lief! Lief was the one who'd get scared.
  • b) When they play pretend.
    • Hmm... it's true that children want to stay out and play more instead of going home when it gets dark. They might like to have some lamps then, though I don't think their parents would be so fond of the idea.
  • c) Look behind you. -1 Dislike.

Pellier shuffles his papers and checks off a few items on a list.

Pellier: Alright, based on these survey answers, I've narrowed it down to a few basic lamp designs. Since you're a bit of a traveler, I was hoping you might be able to help us acquire some potential lamp materials. You don't have to bring all of them on my list! Three should be enough for us to get a sense of the range of the preliminary options. Thank you again for helping. I'd go myself, but I have so much to do in Aviar Cove, and I wouldn't have the slightest idea where to buy anything. Here's the list!

  • a) Let me take a look at the list.
  • b) Okay, I'll be back with the materials!
    • Pellier: Hello again, did you forget what was on the list? It's a lot to keep in your head and I understand some of the items are rather rare. That's why I have so many files and papers, I like to write everything down so I don't forget. Just ask if you'd like to see the list again!

Pellier: Oh! Thank you!

Pellier puts the items in a neat row on the floor, placing a lightbulb carefully beside each one. When he turns the lightbulbs on, the prototype materials are transformed by the lightbulbs' brilliant glow.

Pellier: Hmm...

Pellier inspects the items carefully, the frown on his face only becoming more pronounced with each one.

Pellier: All of them look good! Ah, not that that's a bad thing... It just makes my job a little more difficult. I was hoping I could rule some of them out or that one would be the obvious choice, but they seem to all be equally good options. I don't just want our lamp to be good, I want it to be the best. What I don't know is how to make the decision.

  • a) You should base it off the surveys.
    • Pellier: That seems to be the most logical option. There was a wide range of responses, but most people wanted something that would fit with their own home decor. They generally wanted something well-crafted, but not too fussy. Something that wouldn't look out of place next to the dirty dishes. In terms of items, that would probably be...
  • b) What do you want from a lamp?
    • Pellier: Me? I don't know if I have a refined enough aesthethic sense for my tastes to be popular... Though, I suppose it's better for me to make a product I can believe in, rather than trying to cater to the preferences of the market. If it was me, I'd want a lamp with a touch of elegance, something pretty that would make me smile a little every time I saw it. The Golden Flower Vase would make a good start, I think... Though my preferences aren't universal, of course. We could always choose something else.
  • c) What would Lief want from a lamp?
    • Pellier: They generally wanted something well-crafted, but not too fussy. Something that wouldn't look out of place next to the dirty dishes. In terms of items, that would probably be...

Pellier: In terms of items, that would probably be...

  • a) An Ornate Lantern.
    • Pellier: Right. Most people have similar lanterns already, we'd just be changing the power source and improving the design.
  • b) Golden Flower Vase.
    • Pellier: Are you sure? It might be a bit too ostentatious for the average household, but I suppose our customers might also appreciate its elegance.
    • a) I think the Golden Flower Vase is the best choice.
    • b) Another item might be better.
  • c) The Bronze Globe.
  • d) The Split Geode.
    • Are you sure? I suppose it could blend in outdoors, to light up doorways and garden paths.
    • a) I think the Split Geode is the best choice.
    • b) Another item might be better.

Pellier: It's decided, then! Do you think you could animate one so we can study it more thoroughly? It sounds strange, but Lief learned how to make lightbulbs from studying world-hopper pets, and having this animated will tell us a lot about how it'll interact with our technology. We only need to look at it for a little while. If you can bring an Ornate Lantern to life, I'll go set everything up and tell Lief the good news.

Hatch [Hatching Item] and set the resulting pet as your active pet to show Pellier.

  • Okay, I'll be back!

Pellier: Oh, you're back already! Have you animated [Hatching Item] yet? Remember, we need to study how its magical properties will interact with our technology in order to ensure the quality of our lamps.

  • a) Yes, I've hatched [Hatching Item]! (Hatched 1/1 Times)
  • b) I'm still working on it, I'll be back shortly.

The shop appears to be empty at first, but as you move further inside, you can hear voices coming from Lief's workshop. You can see them both through the open door. They appear to be taking a bit of a break, Lief wolfing down a sandwich and Pellier taking careful bites of his own.

Lief: So what if we made an extendable hook that you can use to turn on your lightbulb from across the room? That way you wouldn't even have to get up! Though we'd need another mechanism to keep it from accidentally knocking things over...

Pellier: Of course, because there is no problem that can't be solved by adding more technology.

Lief: Exactly!

Lief beams, mouth full of sandwich, then pauses, squinting at Pellier's carefully blank face.

Lief: Hey... You're making fun of me, aren't you?

Pellier: Only a little.

Pellier can't manage to keep a straight face anymore and breaks into a smile. Lief brandishes her sandwich at him threateningly.

Lief: You better watch yourself, or else I'll tell everyone about the times you hid in the bathroom all night because you were scared of the monsters under your bed.

Pellier: Lief! I haven't done that in years!

Lief: Yeah, but the story only gets funnier with the passage of time.

Pellier sighs theatrically. That's when he happens to glance at the doorway and spots you bringing your pet in.

Pellier: Oh! I didn't see you there. How long have you been... never mind. Lief, here's the prototype we ended up deciding on.

Lief inspects your pet and the materials intently, her usual lighthearted expression replaced by serious contemplation. She scratches your pet under its chin, then ducks down to peer at its legs and inspect its belly. After her examination, she beams at you and Pellier.

Lief: This might just be the cutest pet in all existence. This lamp is going to be amazing, I can already tell! What would I do without you?

Pellier: The credit isn't entirely mine. This was a team effort, the world-hopper had just as much input as I did. I couldn't have done it without their help. It was a lot of work, but now I'm sure we can make a lamp that everyone will love. Please, let me show you around town a little as thanks. I know you're an experienced traveler already, but it's always nice to have a guide.

Pellier shows you back outside into town. As you walk, he asks what you like to do for fun when you travel.

  • a) Experience art and culture.
    • Pellier: Aviar Cove is an excellent place for the artistic pursuits! We're home to quite a few philanthropists who sponsor those sorts of things. See this statue?
    • You'd have missed it if Pellier hadn't pointed it out, but there's a marble statue of a bird in big poofy dress tucked in an alcove at the corner of the street.
    • Pellier: That's one of our local heroes, Ms. Cartesia. She was a mathematician who calculated rhythm of the tides. The town's invested quite a bit into public art over the centuries. If you keep your eyes open, there are always beautiful things just around the corner. And of course there are art galleries and the orchestra and... there's absolutely too much to list, so I'll stop here for now. Unless you have any more questions about the town...?
  • b) Eat delicious food.
    • Pellier: We certainly have many of those. If you go down to the beach at night on weekend's there's a bit of market there. The fishermen will grill their catch for you right into the open air. What else... Oh! This way.
    • Pellier leads you further into town, stopping at a small city square filled with most the wonderful smells, from the clean, yeasty smell of freshly-baked bread to the salty brine of clam chowder.
    • Pellier: Here's where I like to get my meals. They bake the bread here with sea salt, which gives it a nice kick, and I like their lemon cakes with sweet icing, too. The chef at the restaurant across the street used to work for a grand family before they retired. They mostly focus on stews and roasts these days, but once a year they'll throw a most magnificent dinner with the most delicious caviar. There's no shortage of eateries in town, but I'll let you discover the other ones yourself. Is there anything else you'd like to know about Aviar Cove?
  • c) Go to fun parties.
    • Pellier: Oh! Er... I'm a little less familiar with that aspect of the town life. I'm not exactly a party person. Not that I've never been invited to parties! It has happened a few times. Just not very often, perhaps because even when I'm invited I, er, don't often go... Sometimes there are festivals and dances and such in the town square. I think Carneau would know more about those. He helps organize them, after all.
  • d) Shrug.
    • Pellier: Well if you're not certain what to do, why not stop by the beach? You can take boats out on day trips, or have yourself a nice beachside picnic...

You and Pellier have been walking as you speak, and soon enough you notice that he has a destination in mind; a cozy shop with nautical decorations in the windows.

Pellier: I must get back to the office, but here's a store I think you'd like. I think it's a fairly unique part of our town's character. An entire shop devoted to toy boats! The toy maker is rather friendly, even though he's, ah... not the most responsible shopkeeper. Don't hold that against him though, he's still quite young. But don't let his youthful nature fool you, he's a pretty well-known crafter in this area! Please come and visit my own shop sometime as well. We won't have the new lamps ready for a while, but I do have a bit of an inventory of my own if you are ever interested. Oh! And if you ever need work, Lief and I could take all the help we can get while we're getting the business running. You really were a great help with the lamps today. And... if you'd like to make a social call sometime, it would be nice to have some tea together. Only if you're not too busy, of course. I hope you have an excellent time in Aviar Cove.

Rewards: Feather Quill, 1500 Potatoes, +5 Affection with Pellier

Unlocked: Johaness, Pellier's Chance Machine, A Boy by the Sea (Main Quest), Pellier's Daily Errands, Pellier's Day Off (Side Quest)


You visit Pellier in his office. He asks if you would be interested in becoming an official contractor.

  • a) Agree to help.
  • b) Say you don't have time. (?)

Pellier wants you to learn about ethical business practices.

Raise your permanent base Honour Honour. by 22 before returning. Try doing the daily stat bonus tasks!

Tip: 22 permanent points to Honour takes only a few days worth of completing daily stat boost tasks to collect. Premium Accounts get six daily stat boost tasks. Additionally, you can check and see if you have any Side Quests that reward Honour.

After raising your honour, Pellier officially hires you and invites you to his product design meeting.

Pellier: "Would you like anything to drink? Tea, coffee, water, turnip juice?"

  • a) Ask for tea.
  • b) Ask for coffee.
  • c) Ask for water.
  • d) Ask for turnip juice.

Pellier: "Do you have any questions so far?"

  • a) Ask about the different ink colors.
  • b) Ask about the market research department.
  • c) Ask about the new lamps.
  • d) You do a lot.
  • e) Lief doesn't do as much as you do, does she?

Survey response 1: "When white frost touches the surface of the sea and makes sparkling diamonds out of sand, the eyes of you, my love, shine brighter than any sun."

Pellier: "The problem is, I'm not their love! I haven't spoken to any of them in my life, except to present that survey! A-and my eyes are perfectly ordinary and not a source of light at all, so I'm not sure what they mean."

  • a) You have beautiful eyes.
  • b) They like indirect light.
  • c) They like moonlight.
  • d) They want a diamond lamp.

Survey response 2: Pellier asked the artists to sketch their ideal lamp. He shows you a sketch of a painter's workshop, with an easel standing in the middle of the room and a cat curled up on the windowsill.

Pellier: "At first I thought it might be an optical illusion, but no matter which way I turn it, I can't see anything that looks even remotely like a lamp."

  • a) Maybe it's the easel.
  • b) Maybe it's the cat.
  • c) Nothing looks like a lamp.

Pellier notices an empty space between the cat and the easel where the ideal lamp would fit. He seems satisfied with that answer.

Survey response 3: "I asked some children if they'd ever been in a situation where they wished they'd had more light, and they told me "when the monsters come". What do you think they could be talking about?"

  • a) When they have nightmares.
  • b) When they play pretend.
  • c) Look behind you. -1 Dislike.

The survey analyzes are done.

Bring Pellier some materials for lamps.

Tip: Take a look at the recipes for conecakes alchemy, as a lot of the items he asks for can be created.

After getting the materials, Pellier tests out some lamp prototypes. He gets frustrated that all of them look good and wonders how to decide.

  • a) You should base it off the surveys.
  • b) What do you want from a lamp?
  • c) What would Lief want from a lamp?

What material should you use?

  • a) An Ornate Lantern.
  • b) Golden Flower Vase.
    • Pellier: "Are you sure? It might be a bit too ostentatious for the average household, but I suppose our customers might also appreciate its elegance."
      • I think the Golden Flower Vase is the best choice. (?)
      • Another item might be better.
  • c) The Bronze Globe.
  • d) The Split Geode.
    • Pellier: "Are you sure? I suppose it could blend in outdoors, to light up doorways and garden paths."
      • I think the Split Geode is the best choice.
      • Another item might be better.

Hatch the item you chose and set the resulting pet as your active pet to show Pellier.

You return with your pet to find Lief and Pellier chatting on a break. After looking over your pet, Pellier shows you back outside into town. As you walk, he asks what you like to do for fun to see if he could give you any tips.

  • a) Experience art and culture.
  • b) Eat delicious food.
  • c) Go to fun parties.
  • d) Shrug.

Pellier asks if you have any more questions. [Note: you don't get this option if you answered "Shrug."]

  • a) What kind of art do you have?
  • b) Where should I get food?
  • c) Where are all the cool parties at?
  • d) No, I think I'm fine.

Pellier concludes his tour and drops you off at a store that sells all kinds of toy ships.

Rewards
Potatoes. 1500 Potatoes
Affection. 4-5 Affection with Pellier
810-feather-quill
Feather Quill
Unlocks
20-63
Pellier's Chance Machine
Pellier's Daily Errands
22-65
NPC: Johaness
1-site-announcements
Main Quest: A Boy by the Sea
Side Quest: Pellier's Day Off


A Boy by the Sea[]

Quest Information
Quest Giver Johaness
Prerequisites Main Quest: Advanced Product Design with Pellier
Description "You look for the toy maker Pellier told you about."
Full Transcript
As you open the front door of the shop entitled Artisan Sailing Crafts, you're immediately greeted by the warm smell of various types of wood. Intricately crafted toy ships are lined up in single file across the shelves of the shop, ranging from small dinghies to four-masted galleons. The whole shop is full of nautical goods and decorations. On the front counter, there are even small ornamental charms shaped like steering wheels and anchors. Behind the counter, however, there is not a person in sight. The shop seems to have been left unmanned, despite the front door being unlocked...
  • a) Call out.
    • You approach the shop counter and lean against it, calling out for the shopkeeper. As you lean over, you notice that a small door at the back of the shop is standing ajar, a light sea breeze wafting through the opening.
      • Hop the counter and peer outside.
        • You hop over the counter and make your way back to the open door.
    • Circle around to check outside.
  • b) Check around the back.

Poking your head outside, you see a small footpath leading down to the seashore.

  • Follow it.

You follow the path down the dunes toward a small stretch of seashore. Unlike the port side of the cove, this area appears relatively unused. Near the water's edge, you spot a young boy crouched in the pebbly sand with a bucket.

  • a) Call out a hello.
    • The boy looks up when you call out and lifts one hand to wave.
    • Johaness: Hiya!
      • What's your name?
      • Introduce yourself first.
        • You introduce yourself.
        • Johaness: Nice to meet you! I'm Johaness.
  • b) Walk over to him.

Johaness: I'm looking for shells right now, wanna help?

  • a) Sure. +1 Affection.
    • Johaness: Yay! Thanks, friend.
  • b) Why are you doing that?

Johaness: I want a lot of these round white ones, they make good sails. And then I also want these twisty pointy ones for the hulls. But I can still crush up other kinds and use them for decoration. Especially if they're shiny. You can put all of the shells in this bucket here.

  • a) Start looking for shells.
    • You crouch down and start sifting through the sand for seashells. With minimal effort, you find enough shells to fill your palm. When you turn to deposit the shells into the bucket, you notice that Johaness has disappeared...
      • Johaness?
      • Look around.
  • b) Skip the play and cut to the chase. [Skip next section.]

Start looking for shells

Johaness, having abandoned the bucket, had wandered a short distance down the beachside and seems to now be examining something in the sand. When you stand up and approach him again, he looks up and grins at you.

Johaness: Look, it's a quartz crab!

You search the ground at his feet and sure enough, there's a translucent, shining shell scuttling along the sand.

Johaness: Cool, huh? They're kinda rare, so we must be lucky.

  • What happened to the shells?

Johaness: Oh, right. I'll finish that later. Hey, you wanna see something else cool? Come on, follow me!

  • a) Oh uh... I guess?
  • b) Absolutely, lead the way!

Completely abandoning his bucket in the sand, Johaness runs off and scrambles up the dunes. You follow him, trying to avoid the sand he kicks up in his hurry, and join him on top of the dunes.

Johaness: You got here just in time. The trading ships are gonna come around the cove in a few minutes. They always pass through about this time.

You turn toward the cove and see the tips of white sails coming over the ridge, just like Johaness said. Johaness watches the scene unfold, spellbound.

Johaness: ...Hey, have you ever been on a big ship like that?

  • a) Of course. +1 Comprehension.
  • b) Nope, never. +1 Honour.
    • Johaness: Haha, then you're a landlubber like me. Don't worry, I'm sure we'll both get a chance someday.
    • Your honesty seems to have earned you a sense of camaraderie with Johaness.
      • Speaking of sailing...

You ask if Johaness knows anyone at the toy shop you just came from.


Johaness: That's my shop! I make toy boats, model ships, ships in a bottle... Basically everything except real boats.

  • a) Aren't you a little young to be running a shop?
  • b) Why isn't there anyone at the counter?
    • Johaness: Right, um. Well, I'm out here now, so there's nobody in there. I was going to head back once I got all my shells.

Johaness: My grandpa left me in charge when he went on his retirement trip, so it's just me watching the shop now. We don't get that many customers anyway, so it's not a big deal if I leave the counter sometimes. Wait, did you wanna buy something?

  • Yes.
    • Johaness: Great! I've got lots of cool stuff. What kind of ships do you like? Big ones? Fast ones? I guess we need to head back up to the shop so I can show you.
  • No, I just wanted to meet you.

Johaness: You ready to go?

  • Follow Johaness back to the shop.

Johaness wanders back to his bucket of shells and picks it up before leading the way back to Artisan Sailing Crafts.

Johaness: So you came to the shop looking for me and no one was there, huh? Yeah, the beach is just too far from the shop to hear when someone comes in. It gets boring just sitting in the shop all day when no one stops by.

  • What if you made a doorbell?

Johaness: A doorbell, huh? But even if I put a bell on the door, I don't think the sound would reach down to the beach... Unless... I could somehow put the bells on the beach, but make it so you can ring them from the shop... I think I have an idea! Do you wanna help?

  • a) Okay!
  • b) I'm a little busy right now.

Johaness: Cool! I'll have to postpone showing you the shop, but it should be done quickly.

Johaness walks over to the back door of the shop and examines the hinge.

Johaness: I think I can run some string from the front desk, out the door, and to the beach. I'll need to build some posts, but that'll be easy. Do you have any bells? I'll also take some bell making materials if you don't have any actual bells.

Bring Johaness either Fantastical Bells, or 2 items from a list.

  • a) I have Fantastical Bells here! +3 Affection.
    • Johaness: Hey, these bells are really nice. Thanks!
  • b) Let me take a look at the materials list instead!
  • c) I'll be back with something!
    • Johaness: Hiya! Did you manage to find some bells or bell making materials for our project?

Johaness: Here, you can have this in return. I made it myself! I'm going to build the bell system now, if you wanna hang out while I'm working.

  • a) I'll keep you company. +1 Affection.
  • b) I'll just wait here, you do it yourself. -1 Dislike. [Skip next section.]

Reward: Toy Boat


"I'll keep you company."

Johaness: Cool, let's go!

You follow Johaness a short ways into town into a supply shop full of various materials. He quickly picks out a few couple of hooks and a coil of string while cheerily greeting the shop keeper. They seem to know each other pretty well. You help Johaness carry the supplies to the back door of his shop. He explains that he's going to install the string in the shop that can be pulled to ring the bells on the beach. You hold Johaness' step ladder steady while he installs hooks in the ceiling of the shop to carry the string. What kind of conversation will you make in the mean time?

  • a) Ask about Johaness' family.
    • Johaness: Well, my grandpa's retired, like I said. He's going on a vacation around the world right now, but he sends letters whenever he's in port. My mom and dad send letters too! They're professional seafaring explorers - isn't that cool?
      • Very cool. +1 Affection.
        • Johaness: Right??
    • What does that mean?
      • Johaness: It means they go to places where there aren't many people, so no one knows for sure what's there. Then they survey the area, and make maps, and... and study the plants and animals, and that stuff gets put into books so everyone else can be smarter! For now I'm taking care of the shop, but I wanna be just like them someday.
      • Johaness: They explore all sorts of different places and make maps, and study the plants and animals that live there. For now I'm taking care of the shop, but I wanna be just like them some day.
  • b) Ask about Johaness' hobbies.
    • He tells you that he likes making boats and walking on the beach, and asks what you like. [Full transcript needed.]
      • I like making things too. +1 Affection.
      • I like playing with things more than making them. (?)

As you chat with Johaness, the long-distance bell system starts to take shape. After threading a string from the front counter through the back door, you help Johaness set up several posts to carry the string down to the seashore. At the very end, you set up a post to hang the bells so that anyone on the beach can hear them.

Johaness: I think I can add an amplifier and a wind guard later, but this is good for now! Thanks for your help, friend!


  • You're really good at making things.

Johaness: I guess so! I've been making stuff since I was super little, so that's probably why. But what I really want to make is a real boat, the kind that you could actually take out on the water. That way, I can practice sailing and navigating for when I go out on my journey.

  • a) Sounds like a good plan.
  • b) Why not do it?

Johaness: So I want to do it, but I need a dock license if I want to store my boat at the port. Carneau's the one in charge of the licenses since he's the mayor, but he won't give me one. He says that the sea isn't that great, and that I'm still too young to go out on a boat. Or something like that, anyway. He uses lots of long words.

  • a) Maybe you could prove to him that you can handle it.
    • Johaness: But how am I supposed to prove it to him if I don't have a boat to do it?
  • b) Maybe you could ask someone to convince him.
    • Johaness: I don't know, I don't talk to the adults that much... But you've been talking to lots of people around Aviar Cove, right? Maybe you can convince him! You know how good I am at making stuff, so you can convince him that I can handle it. All I need is a dock license! Please?
      • Alright. +3 Affection.
      • Sorry, kid. -2 Dislike.
        • I was just kidding, I'll help you. +2 Affection.

Johaness: Yessss! Thank you thank you thank you! I promise I'll make it up to you! For sure! Carneau works up at the city hall, that's the big building with the gold cage around it. I'll be waiting here, just let me know when you get the dock license! I'm counting on you!

You should go ask Carneau about a dock license for Johaness.

  • Go look for Carneau.
Rewards: 1500 Potatoes, +5 Affection with Johaness

Unlocked: Carneau, Johaness' Daily Errands, Meeting the Mayor (Main Quest)


As you enter the toy store, there is not a person in sight. The shop seems to have been left unmanned, despite the front door being unlocked.

  • a) Call out.
  • b) Check around the back.

You notice that a small door at the back of the shop is standing ajar, a light sea breeze wafting through the opening.

  • a) Hop the counter and peer outside.
  • b) Circle around to check outside.

You follow the path down the dunes toward a small stretch of seashore. Near the water's edge, you spot a young boy crouched in the pebbly sand with a bucket.

  • a) Call out a hello.
  • b) Walk over to him.

Johaness: "I'm looking for shells right now, wanna help?"

  • a) Sure. +1 Affection.
  • b) Why are you doing that?

Johaness explains that he's making seashell ships and asks you to help. You can either help him or directly ask him if he knows who the toy shop belongs to. If you choose to cut to the chase, you will miss the chance to earn either +1 Honour. or +1 Comprehension..

  • a) Start looking for shells.
    • When you turn to deposit the shells into the bucket, you notice that Johaness has disappeared. He has was wandered off to look at a quartz crab and tells you that he can worry about the seashells later. He leads you up on some dunes to look at the big trading ships and asks if you've ever been on big ships like those.
      • Of course. +1 Comprehension.
        • Your knowledge of the sea seems to have made a good impression on Johaness.
      • No, never. +1 Honour.
        • Your honesty seems to have earned you a sense of camaraderie with Johaness.
  • b) Skip the play and cut to the chase.

Johaness tells you he owns the toy shop.

  • a) Aren't you a little young to be running a shop?
  • b) Why isn't there anyone at the counter?

Johaness: "My grandpa left me in charge when he went on his retirement trip, so it's just me watching the shop now... Wait, did you wanna buy something?"

  • a) Yes.
  • b) No, I just wanted to meet you.

Johaness explains that it's a family business, and invites you back to the shop to see. As you head back to the shop with Johaness, he tells you it gets boring staying in the shop all day with so little customers. You suggest a doorbell to hear if anyone come by. He explains that it wouldn't be heard from the beach.

Johaness: "I think I have an idea! Do you wanna help?"

  • a) Okay!
  • b) I'm a little busy right now. (?)

Johaness: "I'll need to build some posts, but that'll be easy. Do you have any bells? I'll also take some bell making materials if you don't have any actual bells."

Bring Johaness either Fantastical Bells, or 2 metal items.

  • a) I have fantastical bells here. +3 Affection.
  • b) Let me take a look at that list instead.

Johaness mentions that he's going to begin building the bell system, and you can choose if you'd like to help or not. If you choose to let him do it himself, you will miss the chance to earn extra affection.

  • a) I'll keep you company. +1 Affection.
    • Ask about Johaness' family.
      • He tells you that his parents are professional seafaring explorers and asks if you think it's cool.
        • Very cool. +1 Affection.
        • What does that mean? (?)
    • Ask about Johaness' hobbies.
      • He tells you that he likes making boats and walking on the beach, and asks what you like.
        • I like making things too. +1 Affection.
        • I like playing with things more than making them. (?)
  • b) I'll just wait here, you do it yourself. -1 Dislike.
Reward
813-toy-boat
Toy Boat

You finish building the bell system.

Johaness : "I really want to make is a real boat, the kind that you could actually take out on the water. That way, I can practice sailing and navigating for when I go out on my journey."

  • a) Sounds like a good plan.
  • b) Why not do it?

He tells you that while he wants to build a boat, the mayor, Carneau, won't give him a dock license.

  • a) Maybe you could prove to him that you can handle it.
  • b) Maybe you could ask someone to convince him.

Johaness: "Hey, why don't you ask him for me? You can tell him I'll prove that I can handle it, but first I need a dock license!"

  • a) Alright. +3 Affection.
  • b) Sorry, kid. -2 Dislike.
    • I was just kidding, I'll help you. +2 Affection.

You go to ask Carneau about a docking license for Johaness.

Rewards
Potatoes. 1500 Potatoes
Affection. 5 Affection with Johaness.
Unlocks
22-65
Johaness' Daily Errands
24-67
NPC: Carneau
1-site-announcements
Main Quest: Meeting the Mayor


Meeting the Mayor[]

Quest Information
Quest Giver Carneau
Prerequisites Main Quest: A Boy by the Sea
Description "You make your way to the city hall and are greeted by the mayor, Carneau."
Full Transcript
You make your way to the north of town, and sure enough, an imposing looking city hall building stands with golden cage like columns all around it. The doors are heavy and could use a little grease as you push them open. You notice a primly dressed pigeon who puffs up in a regal fashion at the sight of you entering.


Carneau: Ho, there! I daresay yours is an unfamiliar face! Welcome to Aviar Cove! My name is Carneau, and I am the mayor of this magnificent town.

  • a) Introduce yourself. +1 Affection.
    • Carneau: A pleasure to make your acquaintance. I must say, it's encouraging to meet a youth with some manners. Some of the young ones these days, they don't seem to know the first thing about etiquette. Why, in my day... Oh, but where are MY manners?
  • b) Actually, I've been here for a while.

Carneau: By chance, have you come to city hall with some purpose in mind?

  • Ask about Johaness.

Carneau: Open the port for Johaness, you say? He has been going on about that for some time, yes. To think that he would go so far as to involve a visitor from out of town... I apologize for his brashness on the boy's behalf. He hasn't yet learned the importance of restraint. Of course, his inheritance of the family shop at such a young age likely has something to do with it. I do wish that I could do more for the boy... And that is precisely why I must refuse your request.

  • a) ...I don't get it.
  • b) Politely ask for an explanation.

Carneau: What the boy needs is discipline! Routine! A little guidance and a strong role model! Considering his situation, I have proposed that he become a Junior Air Carrier.

  • a) A what now?
  • b) I'm unfamiliar.

At this, Carneau puffs out his chest and clears his throat dramatically.

Carneau: A-hem! Allow me to offer a brief explanation of the history of Aviar Cove! Since days of old, Aviar Cove has been home to a proud line of air couriers. Be it written letter, verbal message, packet, or parcel - no deliverable is beyond the capabilities of the Aviar Cove Air Carriers! Why, in more dangerous times, we even offered escort services through perilous regions. Thank goodness, those days are long behind us. Nowadays, we focus our services on missives and packages. The modern Aviar Cove Air Carriers boast a 99.9% successful delivery rate at unparalleled speeds!

  • a) That's incredible! +1 Affection.
    • Carneau: Indeed!
  • b) So you're a postal service?
  • c) What about the remaining 0.1%?
    • Carneau: To tell you the truth, this has been something of a proverbial barb in my beak. We occasionally receive letters for a "Professor" who seems to live somewhere near Silvie's Mine... ...but no matter how many passes we make, we just cannot seem to find their residence! A bit of an embarrassment as a conveyance professional, quite frankly. Nonetheless! We will continue our search, and soon bring our delivery rate to 100%!
    • a) Wow!
      • Carneau: Indeed!
    • b) But basically, you're a postal service.

Carneau: The largest reason for this is our flying machines, which can be modified for use by both avians and flightless beings. Land-based transport simply cannot compete with an ACAC flying machine, and they are quite fashionable to boot! I even extended an invitation to join the Air Carriers to Johaness, but he refused!

  • Did he say why?

Carneau: Johaness seems to be under the impression that the sea is more interesting than the majestic sky. While there is certainly nothing wrong with nautical travel, Aviar Cove has arrived at where it is today through our mastery of the air. If he would simply don the flight suit of an Air Carrier but once, I am certain that his heart would change. ...Say! The boy seems to respect you - what do you say to donning a flight suit yourself, and sharing the experience with him afterward?

  • a) Sure, why not! +1 Affection.
    • Carneau: I like your spirit! I see you have the heart of a fledgling Air Carrier!
  • b) Me?

Carneau: Rest assured, you will not regret the experience. Nothing compares to flying through the sky on the power of your own wings! Outfitted with a flying machine, even a seasoned bird such as myself can ride the winds with ease. Say, shall we make your first flight more interesting with a little friendly competition?

  • What kind of competition?

Carneau: The art of speedy letter delivery, of course! It just so happens that I have a pair of letters to deliver, one for Lief and one for Pellier. Their shop is just at the entrance to town and makes for an easy landmark, what with the size and the lightbulbs. This is your first flight, so we'll just do a quick spin around the Cove, eh? We will suit up at the launch point and see who can deliver their letter first. Follow me!

  • a) Follow Carneau with a bounce in your step.
  • b) Follow along reluctantly.

You follow Carneau out from city hall and up a series of complicated ladders and stairs built into the cliffside. Some of them look old enough to break at any moment but Carneau forges ahead, well-practiced and nimble. He whistles a merry tune as he makes his way up the cliff with a confident spring in his step. After some near-falls and terrifying gusts of wind, the two of you arrive at the top of the cliff. Immediately, you see the flying machines that Carneau described. Inside an open hangar bearing the emblem of the Aviar Cove Air Carriers, you find a number of flight suits designed to be worn by beings of different shapes and sizes. Most are designed for one person to wear and fly with a bag of cargo, but some are large enough to be powered by two flyers and carry even more weight. At the edge of the peak is a smooth dirt runway leading up to a small gateway marked with twin flags, and then... nothing but open air.

Carneau: Ahh, just feel that fresh breeze! No time to waste! Let's get you suited up.

  • a) Don your flight suit.
  • b) I don't know about this...

Carneau selects a mostly you-shaped suit from the hangar and helps you put it on. The suit's front appendages extend your natural arms into two artificial wings, large enough to support your weight on the wind. As he helps you get outfitted, Carneau explains how to maneuver the suit, pointing out the little hand-operated pulls to produce more drag.

Carneau: Impressive, eh? Our Aviar Cove Flight Engineers perfected this design through generations of experiments and study. It's quite intuitive, even for beginners. I'm confident you'll get the hang of it once you're actually in the air! Now, I will prepare my own suit. Please wait for me on the takeoff strip!

Sounds like it's too late to turn back now. You gulp a little as the wind whips you about, the town spreading out like a sprawling scene of miniature toys below you.

  • Prepare for takeoff.

Carneau joins you at the starting line of the runway, dressed in a matching flight suit and holding two sealed envelopes.

Carneau: Now, it only seems fair to give you the chance to take off first, as you are new to the skies. Here is your letter to deliver to Lief. I will be responsible for Pellier's letter. You will find their personal mailboxes on the landing of their treehouse. May the best flier win!

  • a) Get ready to lose!
  • b) Here goes nothing!
  • c) I... yes!

Spreading your wings, you run full speed down the runway and, with as much courage as you can muster, leap off from the cliff's edge. For one terrifying moment, it feels like you're going to fall and crash into the ocean... ...when suddenly, you feel an updraft of air beneath the suit's wings. Sure enough, you're gliding - flying, even! You feel the wind whistle past your ears and carry you through the air. The whole majesty of Aviar Cove and its cliffs spreads out beneath you, the residents just small dots on its surface. Shortly after you get the hang of your balance, you spot Lief and Pellier's treehouse off to your left.

  • a) Angle gently to the left.
    • You gently tilt toward the left, which is just enough to set you on the right trajectory.
  • b) Bank hard to the left.

With the wind whipping past you, it's hard to tell if Carneau is far behind you or hot on your tail.

  • a) Turn around to check.
  • b) Keep your eyes on the goal.
    • You keep your eyes forward and the treehouse comes hurtling ever closer. In fact, it's no time at all before it's nearly beneath you.

What do you do?

  • a) Nosedive.
    • You crank your head down and enter a sharp nosedive at full speed toward the treehouse full of breakable lightbulbs. The ground seems to rush up toward you, the force of your own fall making your wing-arms bend in the wind. Then, with a burst of energy, you pull up again and come out of your dive just in time to swoop over the ground and back up toward the second floor of the treehouse. You smack into a few branches as you come to a rough landing on the stairs, but you made it.
  • b) Circle down carefully.
    • You tilt your head down and begin a wide circle of descent, like you've seen birds do in the sky. Keeping your eyes on the treehouse, your circles gradually become smaller as you zero in on your target. Eventually, you lower your speed enough to come out of your circle and land shakily on the treehouse stairs. You're a little dizzy, but you made it.

Success

When you look up to the top of the stairs, you see Lief and Pellier's mailboxes, just as Carneau said. Carneau himself is nowhere in sight.

  • Deliver Lief's letter.

Hurrying to the top of the stairs, you pull the letter from the pocket on your suit and slip it through the mail slot. As soon as the slot door flaps shut, you hear a gust of wind and ruffling feathers from behind you. You turn around to see Carneau standing behind you on the stairs, looking flabbergasted.

  • a) Be gracious. +2 Tenacity. Tenacity
  • b) Gloat.

Carneau: I can't believe it... I lost? To a fledgling? You are a world-hopper, correct? Surely you had help from some of your newfangled magic. Still, I must admit that I'm not the flier I used to be.


After catching his breath, Carneau hops up the remaining steps to slide Pellier's letter into the mailbox.


Failure

[Missing text]


Carneau: All the more reason to train up future Air Carriers! Given the tenacity you displayed today, I'd say you're a stellar candidate. So? How was it being up in the air? +1 Comprehension.
  • a) Amazing! +1 Affection.
    • Carneau: I knew you'd say so! As expected from a fledgling Air Carrier.
  • b) Awful!
  • c) It was ok, I guess.

Carneau: Now, all that remains is to bring Johaness around as well.

  • That might be more difficult.

Carneau: Yes, I'm aware of the boy's stubbornness. In truth, I wish I could say that Johaness was the only youth who concerned me. In recent years, the Air Carriers have seen fewer and fewer junior members. Don't even get me started on all this lightbulb nonsense. It all speaks to a distressing lack of interest in our town traditions, I'll say. That's why I've been putting together a plan for how to best re-engage our youth, and maintain the glorious traditions of Aviar Cove. Come! We shall talk as we go.

  • Follow Carneau back to the city hall.

Carneau collects both of your flight suits and leads the way back to city hall, continuing to speak as he goes.


Carneau: You see, what Aviar Cove needs now are strong stewards of our traditions. And who better to champion those traditions than the oldest members who understand them best? That's why I've been thinking of proposing a Council of Elders, to assist one another in guiding the youth and preserving our history.


You arrive back at city hall. Carneau leads you straight inside. Compared to the grand exterior of the building, the interior feels true to a local government office. You pass several offices and filing rooms as you make your way down the hall.


Carneau: Here is my office! Please, come in.

  • Enter Carneau's office.

You enter Carneau's office, a scene of organized chaos. By the sheer amount of paperwork and calendars, you can tell that Carneau is involved in just about everything in town. The walls are lined with portraits of past mayors and landscape paintings of Aviar Cove through the years. He even has a small 3D paper model of Aviar Cove on his desk.


Carneau: May I offer you anything in the way of a beverage? Coffee? Tea?

  • a) Coffee, please.
    • Carneau: An excellent choice.
  • b) Tea, please.
  • c) Just water, please.
    • Carneau: An excellent choice.

Carneau sets about preparing your drink at a side table.


Carneau: As I was saying, the Council of Elders. As you can no doubt imagine, such an undertaking would require the support of the other adults in town. Johaness can rail against old Carneau all he likes, but if the adults present a unified front, I'm sure we'll get through to him and the rest.


With a determined nod, Carneau hands you your cup.


Carneau: For starters, I was hoping to invite Celestine and Astra to join my cause. Have you met either of them, by chance?

  • I've met Astra, but not Celestine.

Carneau: Oh, you simply must meet Celestine. She's one of the most influential people in town. She comes from a long line of scholars who have lived in Aviar Cove for generations. If Celestine were to throw her metaphorical hat in to the cause, I've no doubt that the youths would be lining up to join the Air Carriers!

  • a) What makes you say that?
    • Carneau: She tends to keep to herself most of the time, but her manner of speaking is quite persuasive.
  • b) She sounds like an interesting person.
    • Carneau: Indubitably! She has a certain magnetism about her.

Carneau: As it happens, I've already drafted her letter of invitation. Would you be able to deliver it to her manor on my behalf?

  • a) Sure.
  • b) Why not do it yourself?
    • Carneau: Well, you see, I have not yet drafted my letter to Astra. And what better way to continue your initiation into the Air Carriers than by running a field comparison of land-based and air-based transport? Of course, if you haven't the time, then I will not ask the impossible of you.
    • a) I have time.
    • b) I'm a little busy.
  • b) I'm a little busy.

Carneau: Splendid! I will entrust you with that task while I begin drafting a letter for Astra. You can find her manor quite close to city hall - it's notable for its historic architecture and well-maintained foliage. Feel free to finish your beverage before you go. The time for speed contests is behind us.

When you're ready, you should go deliver Carneau's letter to Celestine.

  • a) I'm ready to go.
  • b) Quietly sip your drink.
    • You sip your drink quietly and watch Carneau get to work.
      • Carneau: "Dear Astra, my most esteemed colleague... How have you been faring these past few moons?"
      • Carneau looks up and winks at you.
      • Carneau: He'll like that, he loves when people join in on his astro-whatsits.
      • It seems that Carneau takes letter writing just as seriously as letter delivery. You finish your drink and set it down on the end table.

Carneau: Take care, fledgling! Send Celestine my regards!

  • Time to go.
Unlocked: Celestine, Celestine's Manor (Main Quest)


Carneau: "Welcome to Aviar Cove! My name is Carneau, and I am the mayor of this magnificent town."

  • a) Introduce yourself. +1 Affection.
  • b) Actually, I've been here for a while.

You tell him about Johaness.

Carneau: "I do wish that I could do more for the boy... And that is precisely why I must refuse your request."

  • a) ...I don't get it.
  • b) Politely ask for an explanation.

Carneau: "What the boy needs is discipline! Routine! A little guidance and a strong role model! Considering his situation, I have proposed that he become a Junior Air Carrier."

  • a) A what now?
  • b) I'm unfamiliar.

Carneau: "Since days of old, Aviar Cove has been home to a proud line of air couriers. Be it written letter, verbal message, packet or parcel - no deliverable is beyond the capabilites of the Aviar Cove Air Carriers! Why in more dangerous times we even offered escort services through perilous regions. Thank goodness those days are behind us. Nowadays we focus our services on missives and packages. The modern Aviar Cove Air Carriers boast a 99.9% successful delivery rate at unparalleled speeds!"

  • a) That's incredible! +1 Affection.
  • b) So you're a postal service?
    • Carnau gets a bit ruffled and explains that ACAC is superior because of their flying machines.
  • c) What about the remaining 0.1%?
    • Carnau explains that these are letters for a "Professor" near Silvie's Mine, but they can't seem to find the person's residence.
    • a) Wow!
    • b) But basically you're a postal service?

Carneau: "Say! The boy seems to respect you - what do you say to donning a flight suit yourself, and sharing the experience with him afterward?"

  • a) Sure, why not! +1 Affection.
  • b) Me?

Carneau has a letter for Lief and one for Pellier. He suggests a race to see who can deliver their letter first.

  • a) Follow Carneau with a bounce in your step.
  • b) Follow along reluctantly.

Carneau leads you up to the flight station at the top of a cliff.

  • a) Don your flight suits.
  • b) I don't know about this...

You get ready for takeoff. The rules are simple: The first to deliver a letter to Lief and Pellier's treehouse wins.

Carneau: "May the best flier win!"

  • a) Get ready to lose!
  • b) Here goes nothing!
  • c) I... yes!

Tip for a winning path: Angle gently, eyes on goal, nosedive. A Losing path: bank hard, eyes on goal, circle carefully.

Shortly after you get the hang of your balance, you spot Lief and Pellier's treehouse off to your left.

  • a) Angle gently to the left.
  • b) Bank hard to the left.

With the wind whipping past you, it's hard to tell if Carneau is far behind you or hot on your tail.

  • a) Turn around to check.
  • b) Keep your eyes on the goal.

You're almost above the treehouse. What do you do?

  • a) Nosedive.
  • b) Circle down carefully.

You deliver the letter to Lief.

If you won: You turn around to see Carneau standing behind you on the stairs, looking flabbergasted.

  • a) Be gracious. +2 Tenacity.
  • b) Gloat. (?)

If you didn't win: You turn around to see Carneau standing proudly beside the mailbox. +1 Comprehension.

Carneau: "So? How was it being up in the air?"

  • a) Amazing! +1 Affection.
  • b) Awful!
  • c) It was ok, I guess.

You tell him that it might be hard to bring Johaness around. He says that many youths have been troubling him, as they do not seem to care about tradition and doesn't want to become air carriers, and don't even get him started on this "lightbulb" nonsense. As you walk back to his office, Carneau tells you about his plan to create a Council of Elders to inspire youth and uphold tradition.

Carneau: "May I offer you anything in the way of a beverage? Coffee? Tea?"

  • a) Coffee, please.
  • b) Tea, please.
  • c) Just water, please.

He tells you about the Council of Elders he plans to start in order to inspire upholding tradition and asks if you've met Celestine and Astra.

Carneau: "If Celestine were to throw her metaphorical hat in to the cause, I've no doubt that the youths would be lining up to join the Air Carriers!"

  • a) What makes you say that?
  • b) She sounds like an interesting person.

Carneau: "As it happens, I've already drafted her letter of invitation. Would you be able to deliver it to her manor on my behalf?"

  • a) Sure.
  • b) Why not do it yourself?
  • c) I'm a little busy.

When you're ready, you should deliver the letter to Celestine. You're welcome to finish your drink.

  • a) I'm ready to go.
  • b) Quietly sip your drink.
Unlocks
23-66
NPC: Celestine
1-site-announcements
Main Quest: Celestine's Manor


Celestine's Manor[]

Quest Information
Quest Giver Celestine
Prerequisites Main Quest: Meeting the Mayor
Description "You visit Celestine's Manor for the first time."
Full Transcript
You follow Carneau's description of the house around a winding path up the base of a cliff and arrive at a traditional-looking brick manor with vines curling around the windows and a well maintained garden. The grounds seem quiet, but the lights appear to be on inside.
  • Knock on the front door.

You take the carved gold door knocker in hand and knock on the door. ... ... After a moment, the door slowly swings open. There is nobody standing in the front hallway. Did the door open on its own?

  • a) ...
  • b) ...Celestine?

As you take one step forward, for a moment you feel a strange wind at your back, softly propelling you over the threshold. You glance over your shoulder but the door remains ajar, with no one or no thing to be seen. Closing the door behind you, you enter the front hall of the manor. The entrance is well lit, revealing a long corridor and grand staircase. To your right, you see an open door. As soon as you turn to look, you hear a woman's voice from within.

Celestine: Please, come in.

  • a) Enter the room.
  • b) Tiptoe into the room.

You enter a large, brightly lit library with a lush red carpet. Fine mahogany bookshelves line the walls, packed with colorful tomes. As soon as you pass through the door, your eyes are immediately drawn to the strange contraptions suspended overhead, seeming to float in midair without strings. In the air directly above the center of the room, you see a slowing rotating set of golden rings arranged in a rough orbit around a small cluster of gold spheres. Beneath those slow-spinning rings, an elegantly dressed woman sits in an armchair with a book. A delicate lace umbrella sits closed propped against her chair at her feet.

Celestine: I was not expecting a visitor. Have a seat.

She gestures to the armchair across from her.

  • Sit down.

Celestine: I don't believe I've had the pleasure of making your acquaintance. My name is Celestine. Please, tell me about yourself. I would also love to hear about your pet. I cannot help but be curious about a being so cute.

  • Introduce yourself and your pet.

You introduce yourself and your pet, explaining that they were originally made from hatching magic.

Celestine: I see. So you are indeed a world-hopper. Have you experimented with alchemy, perchance?

  • a) Yes.
    • Celestine: That is quite encouraging. You world-hoppers have such fascinating talents, you mustn't squander them.
  • b) No.

Celestine: The Fantastical pets that can be created through alchemy are marvelous, to be sure... But there also exist Legendary pets, which are even rarer and more difficult to alchemize. Just imagining how many different combinations there could be... It stimulates the mind, does it not?

  • a) It sure does.
  • b) Uh, I guess.

Celestine smiles serenely.

Celestine: Now, on to the purpose of your visit. I believe you have a question for me, yes?

  • a) Hand over Carneau's letter.
  • b) Ask about the front door.
    • You ask Celestine how the front door opened on its own, when nobody was there to open it.
    • Celestine: A system of my own devising. Convenient, is it not? Rest assured, I have also taken measures against burglary. You needn't be concerned on that account. Surely you did not visit to ask about my front door?

Celestine takes the letter, unseals it, and scans its contents with a faintly amused smile.

Celestine: Interesting. Out of curiosity, what do you think of Carneau's proposal? More specifically, of the motivations behind his Council of Elders.

  • a) I agree that Aviar Cove traditions are important.
    • Celestine: Oh? Is it because you have no memories of your past that you envy our traditions, I wonder?
  • b) I think he's a little out of touch.
    • Celestine: Oho. You do not mince words. However, I believe you are correct. Carneau should not be speaking for the whole town on this.

Celestine: For my part, I have few attachments to the past, save for what we can learn from it. A certain amount of upheaval is necessary for innovation and growth. You may inform Carneau that I respectfully decline. Or, perhaps...

  • Perhaps..?

Celestine: A proactive response may be more appropriate. With Carneau's tenacity, I am sure he will continue to promote his beliefs. An admirable trait, but the results of which are misaligned with the progress of this town. I will draft my own letter in response. May I ask you to stay until it is completed, then deliver it to Carneau?

  • a) No problem. +1 Affection.
  • b) You people really like your letters. +1 Affection.
    • Celestine chuckles.
    • Celestine: Carneau might say that it is in our blood. More practically, it is a method of conveying your argument from beginning to end without interruption.

Celestine: Might I offer some refreshment while you wait? I will just be a moment.

Celestine rises from her seat with a cordial bow of her head, then exits the library.

  • a) Wait patiently.
    • You lean back into the plush armchair and look out onto the garden through the library windows. It looks like a variety of fruits and vegetable are growing out there. Does Celestine tend to them all by herself? As you try to identify some of the types of plants she has growing, you catch a glimpse of small shimmering shapes moving about between the leaves. When you look closely, however, the garden appears to be a normal garden.
  • b) Poke around the library.
    • As soon as Celestine is gone, you stand up from the armchair and begin to wander about the library. No matter how long you stare at the floating contraptions, they don't seem to make sense, so you turn your attention to the books lining the walls. The book collection is almost as big as a whole city's library, and there are curtained archways leading to whole other sections of the room. The titles appear to be sorted by section. Mathematics, history, geology, astronomy, agriculture... Is there anything that Celestine doesn't study?

Reward: Charming Mousse Cake

Before long, you hear the sound of Celestine coming back down the hall. She re-enters the library with a sealed letter in hand, which she hands over to you.

Celestine: I've drafted a sort of "innovator's support pledge." It is a letter of support for new creations and ideas in Aviar Cove. However, the wording is quite soft. It merely states that the joiners to the pledge will not maliciously obstruct the youth from their growth. Put simply, "I will stop being so old-fashioned and fussy, and promise to let young people seek their own happiness." Even Carneau cannot argue against a statement like that. In addition, I would like you to also request Astra's signature. If both Astra and myself are agreed in this, Carneau will relent.

  • a) Do you think Astra will sign?
    • Celestine: Astra is not unreasonable. He was once young too, and understands the value of being left to one's own devices. ...That said, I would not be surprised if he were hesitant to even look at the letter without a good reason. As I said, he understands the value of privacy. You'll have to rely on your relationship with him to smooth over your delivery. As for the proposal itself, you needn't make an argument on my behalf. Simply hand him the letter. It will speak for itself.
  • b) You must really care about the young people here.

Celestine: I am sure you can find Astra's observatory without my assistance. Shall I see you to the door?

  • Take your leave.

Celestine escorts you to the entrance and offers a polite nod before closing the door behind you. By now, Carneau should be done with his own letter to Astra. You should check back with him before heading to Astra's place.

  • Return to the city hall.
Unlocked: Peeking into Carneau's Office (Main Quest)


You seek out what you believe to be Celestine's house and knock on the door. It opens, but no one is there.

  • a) ...
  • b) ...Celestine?

You close the door behind you, walking inside. Another door stands ajar and you hear a voice urging you inside.

  • a) Enter the room.
  • b) Tiptoe into the room.

Celestine greets you inside the room. You introduce yourself and your pet per her request.

Celestine: "I see. So you are indeed a world-hopper. Have you experimented with alchemy, perchance?"

  • a) Yes.
  • b) No.

Celestine: "Just imagining how many different combinations there could be... It stimulates the mind, does it not?"

  • a) It sure does.
  • b) Uh, I guess.

Celestine: "Now, on to the purpose of your visit. I believe you have a question for me, yes?"

  • a) Hand over Carneau's letter.
  • b) Ask about the front door.

Celestine: "Out of curiosity, what do you think of Carneau's proposal? More specifically, of the motivations behind his Council of Elders."

  • a) I agree that Aviar Cove traditions are important.
  • b) I think he's a little out of touch.

Celestine says that she disagrees with the belief and feels no connection to old traditions.

Celestine: "I will draft my own letter in response. May I ask you to stay until it is completed, then deliver it to Carneau?"

  • a) No problem. +1 Affection.
  • b) You people really like your letters. +1 Affection.

Celestine rises from her seat with a cordial smile, then exits the library.

  • a) Wait patiently.
  • b) Poke around the library.
Reward
Charming-mousse-cake
Charming Mousse Cake

Celestine : "I've drafted a sort of "innovator's support pledge." It is a letter of support for new creations and ideas in Aviar Cove. In addition, I would like you to also request Astra's signature."

  • a) Do you think Astra will sign?
  • b) You must really care about the young people here.

You are given the letter and take your leave. Before convincing Astra, you head back to check on the process of Carneau's letter to him.

Unlocks
1-site-announcements
Main Quest: Peeking into Carneau's Office


Peeking into Carneau's Office[]

Quest Information
Quest Giver Carneau
Prerequisites Main Quest: Celestine's Manor
Description "You go back to look for Carneau before visiting Astra."
Full Transcript
You return to city hall and proceed down the hallway toward Carneau's office. The door is already open when you arrive. You can see a sealed envelope on the desk, waiting for you.
  • Examine the letter.

Sure enough, the letter is addressed to Astra in a neat hand and sealed with Carneau's mayoral seal. Carneau must have had to leave on sudden mayor business. You can take responsibility for Astra's letter while he is out. As you pick up the letter, you notice another letter hastily pushed to the side of the desk. It is unsealed and appears to be addressed to Celestine. Perhaps this is an addendum to the letter you just gave her?

  • Take a peek.

You pick up the letter to glance at the first few sentences. It reads...


"Dear Celestine,

I hope that you will pardon my writing to you out of the blue. The truth is, I have admired you from afar for some time now ..."


It appears to be a love letter.

  • a) Keep reading.
    • The letter continues...
    • "The truth is, I have admired you from afar for some time now, and I believe the day has come to make my feelings clear. I have always found your unwavering pursuit of knowledge to be praiseworthy, and have nothing but respect for your family's contributions to Aviar Cove. If you would grant me the profound honor of your company for an afternoon, with your leave, I would be eager to begin a period of courtship. You need not supply a response right away. I will wait for as long as you require. Yours most faithfully, Carneau"
    • Put the letter back.
  • b) Leave it where it is.

You put the letter back where you found it and place Astra's letter in your bag.

  • Head to Astra's observatory.
Unlocked: Astra's Participation


You return to Carneau's office to find no one there, but Astra's letter is on his desk. As you pick it up, you notice what appears to be a love letter to Celestine.

  • a) Keep reading.
  • b) Leave it where it is.

If you pick up the letter and keep reading, you see that it says:

Dear Celestine,
I hope that you will pardon my writing to you out of the blue. The truth is, I have admired you from afar for some time now, and I believe the day has come to make my feelings clear. I have always found your unwavering pursuit of knowledge to be praiseworthy, and have nothing but respect for your family's contributions to Aviar Cove. If you would grant me the profound honor of your company for an afternoon, with your leave, I would be eager to begin a period of courtship. You need not supply a response right away. I will wait for as long as you require.
Your most faithfully,
Carneau


Unlocks
1-site-announcements
Main Quest: Astra's Participation


Astra's Participation[]

Quest Information
Quest Giver Astra
Prerequisites Main Quest: Astra's Participation
Description "You need to convince Astra to give his support."
Full Transcript
You knock on Astra's door with both Celestine's letter and Carneau's letter in hand. After a few moments, Astra comes to the door.


Astra: What is it now? I am in the midst of an important task. Please make it quick.

Before you can speak, he hones in on the pledge letters in your hand.

Astra: What are those?

  • If I could just have a moment of your time...

Astra: Oh, I know the look of those letters. Are you here to sell me something? Must I nail a "No Solicitors" sign to my tower to avoid all these petitions and surveys? And to think they've started roping in world-hoppers. With all due respect, this is truly shameless. Good day.

Astra shuts the door in your face.

It seems you'll need to get Astra to trust you more before he'll hear you out. Raise Astra's affection to 75 and speak to him again.

Astra opens the door and looks at you pointedly.

Astra: You again? With all due respect, I don't take solicitors, not even if we are acquainted.

  • Trust me, it's worth reading.

Astra: ...Were it anyone else, I would not be this patient. Very well. Given your good will recently, I will give you three minutes. State your case plainly. Nothing complicated, I have no tolerance for politics.

It seems like you will need to choose a side, something important is riding on this decision. Whose letter will you present for Astra's signature?

  • a) Present Celestine's innovator support pledge.
    • You hand Celestine's innovator support pledge to Astra, who narrows his eyes and unseals it.
    • Astra: I'm meant to read this now? Very well... ... ... ... I see. A request very typical of Celestine. No doubt the talk of the lightbulbs has reached her ears. With the terms outlined as they are here, I believe I can sign. After all, one of the stipulations of these "creations" is that they cause no undue stress to the residents.
    • Astra signs the pledge and hands it back to you.
    • Astra: You're to receive Carneau's signature by now, by the looks of it. Be on your way.
      • You should return to the city hall and see if Carneau has returned.
        • Return to the city hall.
        • Unlocked: Supporting Innovation (Main Quest)
  • b) Present Carneau's elder council invitation.
    • You hand Carneau's elder council invitation to Astra, who narrows his eyes and unseals it.
    • Astra: I'm meant to read this now? Very well... ... ... ... I see. Carneau is hoping to unite the leadership of this town in a council, then. With the terms outlined as they are here, I believe I can sign. Provided that the meetings are not too frequent, it would be a good opportunity to advocate for dark night skies.
    • Astra signs the pledge and hands it back to you.
    • Astra: Now, if you'll excuse me.
    • You should return to city hall and see if Carneau has returned.
      • Return to the city hall.
      • Unlocked: Supporting Tradition (Main Quest)
Unlocked: Supporting Innovation / Supporting Tradition (Main Quests)


You visit Astra in his home to give him the letters.

Reach 75 total Affection Affection. with Astra to make him want to hear you out.

Astra tells you that he has no time for politics. You have to be quick, and can only present one letter.

It seems like you will need to choose a side, something important is riding on this decision. Whose letter will you present for Astra's signature?

Whichever letter you give him, Astra finds it reasonable and signs it.

Celestine's Route Unlocks
1-site-announcements
Main Quest: Supporting Innovation
Carneau's Route Unlocks
1-site-announcements
Main Quest: Supporting Tradition


Carneau's Route: Supporting Tradition[]

Quest Information
Quest Giver Carneau
Prerequisites Main Quest: Astra's Participation
Description "Tell Carneau about the reception to his petition."
Full Transcript
This time, when you head down the hall to Carneau's office, you find him sitting behind his desk.


Carneau: Ho, there! I came back to my office to find that you'd been here ahead of me! You delivered the invitation to Astra as well as Celestine, then? Good, good! You have my thanks. How was their response?

  • Astra signed, but Celestine...

Carneau: I see. That is... unfortunate. I was so certain that she would feel similarly, what with her family history and all she's done for the town... Perhaps I should go over and make my case in person? No, that might be too forward of me, I'd best not... But then again...

  • Ask Carneau about his feelings for Celestine.

Carneau: What... That's - I beg your pardon! I haven't the foggiest what you mean.

  • a) Carneau, why do you hide how you feel?
    • Carneau: "As one proud flier to another, may I confide in you?"
      • Of course. +1 Affection. +1 Comprehension.
      • What is it? (?)
  • b) Come on, there's no use in pretending.
  • c) I saw the letter on your desk. -1 Dislike.
    • Carneau: You WHAT? Do you mean to tell me that you committed the gravest sin of all, MAIL FRAUD? This is unacceptable! Outrageous! I demand an honest apology!
      • I'm sorry for reading your letter, but...
      • You're the one who needs to be honest.

Carneau: The truth is... I have harbored romantic feelings for Celestine for quite some time. I need not explain why one would admire such an accomplished and beautiful woman, I imagine. But if I must, I can list the ways...

  • a) You must love her a lot.
  • b) That's okay, you don't have to...
    • Carneau clears his throat and looks a bit embarrassed.
    • Carneau: Yes, of course. Even in confidence, one must maintain some discretion.

Carneau: But despite the strength of my feelings, I have never had the courage to tell Celestine how I feel. Being in her presence is like bathing in the most glorious sunlight, and yet it is so bright that I cannot look directly at its brilliance without losing my resolve. Do you understand my plight?

  • a) I think so.
    • Carneau: Ah, then you have flown the path of the timid romantic as well. This heartens me somewhat. But I'm afraid I'm still at a loss...
  • b) Not really.
    • Carneau: Ah, perhaps you have had more luck in romance than I. Or perhaps you care not for romance at all!
    • Carneau: Either way, I envy you. Meanwhile, I'm afraid I'm still at a loss...

Carneau: I would love for the chance to convince Celestine of my plan for a Council of Elders, but I do not trust my own demeanor around her. A vexing state of affairs indeed.

  • Tell her through a letter.

Carneau: Yes, I have considered this many times... But even the act of delivery presents a problem. I would want as spectacular a delivery as possible, and I do not have the confidence to manage this on my own. Nor do I wish for my fellow Air Carriers to be aware of this exchange. Although...

Carneau slowly turns to look at you.

  • a) I can do it.
  • b) Don't look at me like that...
    • Carneau hastily waves it off, shaking his head.
    • Carneau: No, of course not! It was a foolish request. Perish the thought. This matter is best kept secret between you and me, eh? Now, back to work!
    • Carneau's smile fades as soon as he turns back to his desk.
      • Leave.
      • Actually, let me help you.
        • Carneau: You... You will?

Carneau: At first, I was aghast to learn that you had uncovered my secret, but perhaps it was a blessing in disguise. You could gain Celestine's favor, then deliver the letter on my behalf! Not only that, you are a world-hopper, and Celestine is very fond of world-hopper pets and their magic... What if you were to have one of those pets deliver my letter? I can just imagine her surprise!

  • Will any pet do?

Carneau: When you put it like that, it makes me want to say, "No, only the finest pet will do!" It's meant to be a gesture of my respect and admiration for Celestine, after all. I have heard that she is fascinated with what you call "Fantastical" pets. I even happened to come by a "recipe" for one of them - am I using that term correctly? If I recall correctly, it was for a Sunrise Celestial - that would be just the thing to make a lasting impression! Apparently it's made through "alchemy." Would such an "alchemization" be feasible?

Carneau makes this request with his heart in his throat. It seems like it will be difficult to say no at this point.

  • I'll do my best.

Carneau: Splendid!! Here is the most recent draft of my letter to Celestine. I fear that if I attempt another draft, I will simply lose my nerve.

Carneau hands you a sealed letter in a crisp white envelope.

Carneau: Please perform your alchemy, then once you feel you have gained enough of her favor, have your Sunrise Celestial deliver it to her. My goodness, my heart is beating quite fast. I feel as though I might fly across the whole continent. Godspeed, fledgling! Until we meet again!

You should raise Celestine's affection to 75, alchemize a Sunrise Celestial using the recipe you received, then bring it as your active pet to Celestine's manor and deliver Carneau's letter.

  • Okay, I'll be back.

Reward: Sunrise Celestial Recipe

Unlocked: Celestine's Daily Errands


Carneau: Ho, there! How goes the alchemy? Do not lose heart, fledgling! While I am also quite beside myself at all this, I am counting on you to stand by me until that letter is safely in Celestine's hands.

  • a) My new pet and I are ready! (Alchemized 1/1 Times)
  • b) I'm working on it.

Carneau: Oh, my! Is that the Sunrise Celestial from your alchemy? It has quite a sense of presence... Yes I believe Celestine will be impressed to receive a letter from such worthy messengers. Best of luck, fledgling! For both our sakes!

You will need to have the Sunrise Celestial as your active pet before going to Celestine's manor and delivering Carneau's letter.

  • Go to Celestine's manor.
Unlocked: Carneau's Letter to Celestine


You go back to the town hall and tell Carneau about the result. You ask him about his feelings for Celestine, who becomes flustered and denies it.

  • a) Carneau, why do you hide how you feel?
    • Carneau: "As one proud flier to another, may I confide in you?"
      • Of course. +1 Affection. +1 Comprehension.
      • What is it? (?)
  • b) Come on, there's no use in pretending.
  • c) I saw the letter on your desk. -1 Dislike.
    • a) I'm sorry for reading your letter, but...
    • b) You're the one who needs to be honest.

Carneau: "I need not explain why one would admire such an accomplished and beautiful woman, I imagine. But if I must, I can list the ways..."

  • a) You must love her a lot.
  • b) That's okay, you don't have to...

Carneau: "Being in her presence is like bathing in the most glorious sunlight, and yet it is so bright that I cannot look directly at its brilliance without losing my resolve. Do you understand my plight?"

  • a) I think so.
  • b) Not really.

You suggest he should write her a letter about his feelings. He says he has thought about it but would want an extravagant delivery and doesn't want the Air Carriers to know about it. He slowly turns to look at you.

  • a) I can do it.
  • b) Don't look at me like that...

Carneau: "Celestine is very fond of world-hopper pets and their magic... What if you were to have one of those pets deliver my letter? I can just imagine her surprise!"

You should raise Celestine's total affection to 75 Affection., alchemize a Sunrise Celestial using the recipe you received, then bring it as your active pet to Celestine's manor and deliver Carneau's letter.

Reward
1417-sunrise-celestial-recipe
Sunrise Celestial Recipe
Unlocks
23-66
Celestine's Daily Errands

You return to show your new pet.

You will need to have the Sunrise Celestial as your active pet before going to Celestine's manor and delivering Carneau's letter.

Unlocks
1-site-announcements
Main Quest: Carneau's Letter to Celestine


Carneau's Route: Carneau's Letter to Celestine[]

Quest Information
Quest Giver Celestine
Prerequisites Main Quest: Supporting Tradition
Description "You bring the letter to Celestine in an attempt to win affection for Carneau."
Full Transcript
You arrive at Celestine's manor and knock the gold door knocker. Just like before, the door opens for you. You step into the bright entry hall and look around, but Celestine does not call out to you like before. The library door is shut. What do you do?
  • a) Celestine?
  • b) Check the library.
  • c) Check a different room.
    • You choose a door at random and knock first before peeking inside. It looks like a sitting room. There are three tall armchairs arranged around an oval marble table, with the largest armchair in the center. On the wall is a large painting of a forest grove with a lake, though it doesn't look like any lake that you've seen around Aviar Cove. Perhaps this is where Celestine receives guests? You enter the room and start to walk around the marble table, which is when you notice the large bowl-shaped depression in its center. The hollowed-out basin in the center of the table is filled with crystal clear water and covered with a glass lid. Although the room feels perfectly still, a even series of ripples emanate steadily from the center of the pool. Could Celestine be causing the ripples from somewhere else in the house...?
    • Continue searching for Celestine.

Celestine: Looking for something?

You turn around to see Celestine standing in the doorway. Somehow, you hadn't heard her coming at all.

  • I have something for you.

You step aside and let your Sunrise Celestial approach Celestine with Carneau's letter. Celestine stares at the Sunrise Celestial in wonder and graciously accepts the letter.

Celestine: This is from Carneau? Did he request that you bring this pet to me?

She unseals the letter and slowly reads through it.

Celestine: ...Will you wait a moment in the main library?

  • Okay.

You follow Celestine back to the large library and the same armchairs you sat in before. She waits until you are seated, then sees herself out with a small nod. You get the feeling that poking around any more would be a bad idea.

  • Wait for Celestine.

After a short while, Celestine returns to her armchair with yet another sealed envelope.

Celestine: I have composed a response to inform Carneau, in no uncertain terms, that his feelings are not reciprocated. Please do not embellish or soften this message when you deliver it. Is that understood?

  • a) Yes, ma'am.
    • Celestine: Good. Thank you for accommodating personal matters such as these, I don't know if it was right of Carneau to impose this upon you.
  • b) Are you sure you won't reconsider...?

Celestine: On an entirely separate note, this pet that you've alchemized is very impressive. Such lovely wings and a striking gaze. It floats upon the air so effortlessly, such grace. This may strike you as sudden, but I must ask. May I purchase this pet from you? For such a magnificient creature, 25,000 potatoes seems appropriate.

If you choose to sell your pet to Celestine, the pet will be removed from your account and it will become Celestine's.

  • a) What?
    • Celestine: Perhaps you object to selling your pet on emotional grounds. If that is the case, that is perfectly valid and I will not argue. However, my offer of 25,000 potatoes stands. I assure you that I would treat this pet with nothing but the utmost kindness and respect.
      • Okay, I will sell to you.
      • Sorry, I don't want to sell them.
  • b) Okay, they're yours!
  • c) Sorry, I don't want to sell them.
    • Celestine: ...I can see that no amount of reasoning will sway you. Very well, I will not argue. I am grateful for the chance to even see this lovely one.

Celestine: That said, I believe we have no more to discuss. Here is my response for Carneau.

You take the letter from Celestine. She rises from her seat and escorts you back to the entrance.

Celestine: Good day.

You should deliver the last letter to Carneau.

  • Return to Carneau.
Unlocked: Delivering the Response (Main Quest)


Note: You will need to have the Sunrise Celestial as your active pet before going to Celestine's manor and delivering Carneau's letter.

You enter Celestine's manor but are not greeted by her voice. The library door is shut. What do you do?

  • a) Celestine?
  • b) Check the library.
  • c) Check a different room.

Celestine finds you and with the help of your pet, you deliver the letter. After she has read it over in privacy she returns to you with a response letter telling Carneau that his feelings are in no ways reciprocated. She asks that you do not soften or embellish the message as you deliver it.

  • a) Yes, ma'am.
  • b) Are you sure you won't reconsider...?

Celestine asks if she could possibly purchase your Sunrise Celestial from you for 25,000Potatoes.. If you choose to sell, the Sunrise Celestial will be removed from your account and become Celestine's. You are free to refuse without consequences.

  • a) What?
    • Celestine promises that she will treat them with the utmost kindness and respect but understands if you do not want to sell them.
      • Okay, I will sell to you.
      • Sorry, I don't want to sell them.
  • b) Okay, they're yours!
  • c) Sorry, I don't want to sell them.

Celestine accepts whatever decision you make and you leave to deliver the response to Carneau.

Unlocks
1-site-announcements
Main Quest: Delivering the Response


Carneau's Route: Delivering the Response[]

Quest Information
Quest Giver Carneau
Prerequisites Main Quest: Carneau's Letter to Celestine
Description "You return to Carneau to deliver Celestine's response letter."
Full Transcript
Carneau is in the main hall by the front door as you return, pacing anxiously back and forth.


Carneau: Did you deliver the letter? What did she say? Oh, stars. I should sit down.

  • I have a response letter.

With trembling feathers, Carneau unseals Celestine's letter and reads it. For several moments, he says nothing, but he looks as though he was struck across the face.

Carneau: ... ... Ahh... Celestine is impressive as always. Her command of language is unparalleled. I must say, I had no idea that she could be quite so...

  • a) Intense?
  • b) Harsh?
  • c) Straightforward?

Carneau: Perhaps? It is almost as if this letter was written by a different person entirely. But you say that Celestine handed you this letter herself. It could be that.. My initial understanding of Celestine was mistaken. There is much more to her than I ever realized. I will have to reconsider a great many things, in light of this letter... Ah, but before you go, allow me to reward you for your hard work. The item was meant to be a gift for Celestine, but it seems a bit inappropriate now. It is yours. And... I would take it as a great kindness on your part if you spoke of this to no one.

  • a) Don't worry, I won't tell anyone. +2 Affection.
    • Carneau: Much appreciated, fledgling.
    • And about Johaness...
  • b) About Johaness...

Rewards: Ornate Gold Cage, 2000 Potatoes, +2 Affection

Carneau: Johaness? What of him? Oh, the matter of the port license? In light of this exchange with Celestine, it seems I'm no longer able to trust my gut instincts. Yet, I still worry for the boy...

  • a) Johaness needs to be his own person.
    • Carneau: Perhaps my concern for the boy has blinded me to his needs. I only ever wanted what was best for him. Please tell him so.
  • b) I'll keep an eye out for him too. +1 Affection
    • Carneau: Truly, it is comforting to hear you say that. I will grant Johaness' request for a dock license. Please tell him this. No letter will be necessary this time.

Carneau: If it is a request from you... I will grant Johaness' a dock license. And do come back and visit when I am in higher spirits. I truly appreciate what you have done for me, and I wish to repay the favor. Farewell for now, fledgling! May you see clear skies ahead.

Reward: +3 Affection

Unlocked: Carneau's Chance Machine, Carneau's Daily Errands, The History of the Cove (Side Quest), Uplifting Discoveries (Side Quest), Returning to Johaness (Main Quest)


You enter Carneau's office and deliver the letter.

Carneau: "I must say, I had no idea that she could be quite so..."

  • a) Intense?
  • b) Harsh?
  • c) Straightforward?

Carneau says she feels like a different person in this letter and that he didn't know her as well as she thought. He gives you the gift meant for her, feeling it would be inappropriate to still deliver it and asks of you to not tell anyone about this ordeal.

  • a) Don't worry, I won't tell anyone. +2 Affection.
  • b) About Johaness...
Rewards
Potatoes. 2000 Potatoes
Affection. 2 Affection with Carneau
815-ornate-gold-cage
Ornate Gold Cage

Carneau: "In light of this exchange with Celestine, it seems I'm no longer able to trust my gut instincts. Yet, I still worry for the boy..."

  • a) Johaness needs to be his own person.
  • b) I'll keep an eye out for him too. +1 Affection.

Carneau grants him the docking license per your request.

Rewards
Affection. 3 Affection with Carneau
Unlocks
24-67
Carneau's Chance Machine
Carneau's Daily Errands
1-site-announcements
Main Quest: Returning to Johaness
Side Quest: Uplifting Discoveries
Side Quest: The History of the Cove


Celestine's Route: Supporting Innovation[]

Quest Information
Quest Giver Celestine
Prerequisites Main Quest: Astra's Participation
Description "Missing description."
Full Transcript
This time, when you head down the hall to Carneau's office, you find him sitting behind his desk.


Carneau: Ho, there! I came back to my office to find that you'd been here ahead of me! You delivered the invitation to Astra as well as Celestine, then? Good, good! You have my thanks. How were their responses?

  • a) Deliver the news gently.
    • You gently explain that Celestine and Astra had different ideas for the future of the town and hand over the innovator support pledge. As Carneau reads it, you watch his expression drop.
    • Carneau: This... This is quite disappointing. After all these years, I thought that they would surely see the values of this town's traditions.
  • b) Deliver the news straight.
    • You tell Carneau that not only did Celestine reject his invitation, she drafted a counter-statement that she asked Astra to sign. Carneau looks devastated as you hand over the innovator support pledge.
    • Carneau: I... I can't believe it. Celestine truly thinks this?

Carneau: And you? You agree with this - this slap in the face to our history?

  • I agree with Celestine.
  • Well... (?)

Carneau: I am disappointed in you. At first I thought, here is a youth with a good head on their shoulders, who understands the importance of history. I was even going to induct you into the Junior Air Carriers! I will not sign this document. To do so would be an insult to my forebears, and to all who worked hard for the future of our town. You will leave my office immediately.

  • a) But...
    • Carneau: Go! Out of my sight!
  • b) Retreat.

You hurry out of Carneau's office, still clutching Celestine's pledge letter. You should probably tell her about what happened.

  • Return to Celestine's Manor
Unlocked: Returning to Celestine


You go back to the town hall and tell Carneau about the result. You tell him Astra chose Celestine's proposition.

Carneau: "How were their responses?"

  • a) Deliver the news gently.
  • b) Deliver the news straight.

Carneau is devastated to learn that Astra and Celestine think this way, and since you feel the same, he declares you unfit to join the Junior Air Carriers and refuses to sign the document. He then orders you out of his office.

  • a) But...
  • b) Retreat.

You return to the manor to tell Celestine what happened.

Unlocks
1-site-announcements
Main Quest: Returning to Celestine


Celestine's Route: Returning to Celestine[]

Quest Information
Quest Giver Celestine
Prerequisites Main Quest: Supporting Innovation
Description "Missing description."
Full Transcript
You arrive at Celestine's manor and knock with the golden door knocker. Just like before, the door opens for you. You step into the bright entry hall and look around, but Celestine does not call out to you like before. The library door is shut. What do you do?
  • a) Celestine?
    • You call out Celestine's name. Your voice echoes in the hallway, but there is no response.
  • b) Check the library.
    • You open the door to the library and peer inside. The lights are on, but the room is empty. You notice that the curtain is drawn back on one of the other areas of the library.
    • a) Investigate.
      • Crossing the floor beneath the spinning golden rings, you head farther back into the library to find a separate, secluded reading room. The curtains to the outside are drawn, and the room is furnished with a writing desk, a divan, and a harp in addition to more armchairs. Unlike the rest of the library, the bookshelves are made of gold and marble, and the carpet is a brilliant blue color. The books in this room look much older than the ones in the main room, with several of their spines fraying and titles worn away by time. As the curtains are closed, the room is illuminated by glowing globes suspended artfully from the ceiling, their light pulsing like a heartbeat.
      • Continue searching for Celestine.
  • c) Check another room.
    • You choose a door at random and knock first before peeking inside. It looks like a sitting room. There are three tall armchairs arranged around an oval marble table, with the largest armchair in the center. On the wall is a large painting of a forest grove with a lake, though it doesn't look like any lake that you've seen around Aviar Cove. Perhaps this is where Celestine receives guests?
    • You enter the room and start to walk around the marble table, which is when you notice the large bowl-shaped depression in its center. The hollowed-out basin in the center of the table is filled with crystal clear water and covered with a glass lid. Although the room feels perfectly still, a even series of ripples emanate steadily from the center of the pool. Could Celestine be causing the ripples from somewhere else in the house...?
      • Continue looking for Celestine.

Celestine: Looking for something?

You turn around to see Celestine standing in the doorway. Somehow you hadn't heard her coming at all.

  • I was looking for you.

Celestine: My apologies. I did not mean to leave you unattended. Come, let us sit in the main library.

You follow Celestine back to the large library and the same armchairs you sat in before. She waits until you are both seated before addressing you again.

Celestine: Did my letter make it safely to both Astra and Carneau?

  • Astra took it well, but Carneau...

Celestine: I am not surprised by Carneau's reaction. He is largely driven by sentiment rather than reason. I cannot believe that he threw you out of his office. How juvenile. Nevertheless, it may be of import for you to work on reconciling with him if you can... I anticipate that his help may eventually be necessary. However, Astra's response is encouraging. Good work. Oftentimes the comportment of the messenger is just as important as the message itself. I am glad that my messenger was one so charming. Before you go, I have one more request.

  • What is it? +2 Charm.

Unlocked: Carneau's Daily Errands

Celestine: I would like you to alchemize a particular Fantastical pet for me. It's called a Glass Orb Fox. I have heard stories of it, but I have never seen one myself. The components required to alchemize it are in this scroll that I'll give you. I would very much like to witness the alchemy first hand. Can you do this for me?

  • a) Sure.
  • b) Why?
    • Celestine: Call it academic curiosity. Will you assist me in this?
  • c) I'm a little busy right now.

Reward: Glass Orb Fox Recipe

Celestine: Wonderful, I await your triumphant return. I'm very interested in the scientific properties of pet alchemization.

Alchemize the Glass Orb Fox and equip it as your active pet to show Celestine. Use the recipe to see the required ingredients!

  • a) I've alchemized the Glass Orb Fox!
  • b) I'll be back.

Celestine: ... My. What an amazing pet you have brought to life. Look how it shines and sparkles, such beautiful fur and an intelligent gaze. I was right to request this favour from you. This may strike you as sudden, but I must ask. May I purchase this pet from you? For such a magnificent creature, 25,000 potatoes seems appropriate.

If you choose to sell your pet to Celestine, the pet will be removed from your account and it will become Celestine's.

  • a) What?
    • Celestine: Perhaps you object to selling your pet on emotional grounds. If that is the case, that is perfectly valid and I will not argue. However, my offer of 25,000 potatoes still stands. I assure you that I would treat this pet with nothing but the utmost kindness and respect.
  • b) Okay, they're yours!
  • c) Sorry, I don't want to sell them.
    • Celestine: ...I can see that no amount of reasoning will sway you. Very well, I will not argue. I am grateful for the chance to even see this lovely one. Regardless, I would like to compensate you for your hard work. A small token of my appreciation. Perhaps it will hatch into an interesting pet.
      • Thank you.

Reward: Feather Bottle, 2000 potatoes

Celestine: If you will, please come by and visit from time to time. I believe that we can continue to be of service to one another. Now, one last item of business...

  • a) What is it?
    • Celestine: We must do something about Carneau's current disposition toward you. It is unfair of him to misdirect his frustrations onto you, but the fact remains that your relationship must be repaired. Even if you are not in the wrong, it is good etiquette to extend an olive branch to restore relations.
  • b) More alchemy?

Celestine: For my part, I drafted a letter to make my stance perfectly clear. Please deliver it to him once you have settled things between the two of you. The contents should also be helpful to Johaness.

  • a) What does it say?
    • Celestine: You will see.
  • b) Take the letter.

You take the letter from Celestine and she escorts you back to the entrance.

Celestine: Ah yes, one more piece of advice. You may need to raise your level of camaraderie with Carneau before he'll hear you out. I wish you good luck.

You should raise Carneau's affection to 75, then deliver the last letter to him.

  • Time to persuade Carneau.
Unlocked: Reconcile with Carneau


You enter Celestine's manor. She's not there.

  • a) Celestine?
  • b) Check the library.
  • c) Check a different room.

Celestine eventually appears behind you, and she accompanies you to the library before asking you if her letter arrived safely to Astra and Carneau.

  • Astra took it well, but Carneau...

She explains that she isn't surprised by Carneau's reaction, as he is largely driven by sentiment, but encourages you to reconcile with him eventually. She also mentions that Astra's response is heartening, and then asks you for one last request.

  • What is it? Charm. +2

Celestine: "Could you alchemize a Glass Orb Fox for me? I want to bear witness to its creation."

  • a) Sure.
  • b) Why?
  • c) I'm a little busy right now.
Reward
267-glass-orb-fox-recipe
Glass Orb Fox Recipe

Alchemize a Glass Orb Fox using the recipe you received and equip it as your active pet to show Celestine.

  • a) I've alchemized the Glass Orb Fox!
  • b) I'll be back.


You present your Glass Orb Fox to Celestine. She adores it, and asks if she could possibly purchase your Glass Orb Fox from you for 25,000 Potatoes..

If you choose to sell your pet to Celestine, the pet will be removed from your account and it will become Celestine's. You are free to refuse without consequences.

  • a) What?
    • Celestine promises that she will treat them with the utmost kindness and respect but understands if you do not want to sell them.
      • a) Okay, I will sell to you.
      • b) Sorry, I don't want to sell them.
  • b) Okay, they're yours!
  • c) Sorry, I don't want to sell them.

Celestine accepts whatever decision you make. She gives you a letter to deliver to Carneau, saying it involves you and Johaness; however, you need to raise Carneau's Affection to 75 before he will listen to you.

Reward
814-feather-bottle
Feather Bottle
Potatoes. 2000 (+25,000 if Glass Orb Fox sold)
Unlocks
24-67
Carneau's Daily Errands
1-site-announcements
Main Quest: Reconcile with Carneau


Celestine's Route: Reconcile with Carneau[]

Quest Information
Quest Giver Carneau
Prerequisites Main Quest: Returning to Celestine
Description "Missing description."
Full Transcript
You quietly open the door of the city hall, feeling slightly apprehensive about how Carneau will receive you.


Carneau: What is it now? Have you come to ruffle an old man's feathers for sport?

Several feathers are sticking out at odd angles on Carneau's usually well groomed head.

  • Are we okay now?

Carneau eyes you critically for a moment, then relaxes with a sigh.

Carneau: I have noticed your kindness these past days, fledgling. I can tell that you are trying to make things right. It would take a bird made of stone to ignore your sincerity. I was disappointed, yes, but we are friends. One cannot remain cross with friends. Thank you for your patience with me. Now, did you need something from me?

  • I have this letter from Celestine.

Carneau hesitates, eyeing the letter for a moment before carefully accepting it from you. He reads the letter slowly, his eyes slowly widening as he goes through.

Carneau: O-Oh... This is...

  • What?

Carneau: I... I did not know that Celestine was one to use language so severely. She has always struck me as so reserved. ... Perhaps there is much more to Celestine than I had initially realized. I will have to reconsider a great many things, in light of this letter...

  • a) Did it say anything about me? (?)
  • b) Did it say anything about Johaness?
    • Carneau: Yes, she was quite specific on that point. She states that I should stop meddling in the lives of the youth and allow them to grow however they see fit. I must say, in Johaness' case, that seems like a rather irresponsible demand, but...
      • Johaness needs to be his own person.
        • Carneau: Perhaps my concern for the boy has blinded me to his needs. I only ever wanted what was best for him. I will grant Johaness' request for a dock license. Please tell him this. No letter will be necessary this time.
      • b) I'll keep an eye out for him too. +1 Affection.
        • Carneau: Truly, it is comforting to hear you say that. I will grant Johaness' request for a dock license. Please tell him this. No letter will be necessary this time.

Carneau: Please do not be afraid to drop by now and again, I feel we can learn much from each other in the future. Should you ever want to join the Air Carriers or find new recruits, do let me know. Take care now, young fledgeling.

For convincing Carneau, you have won favor with Celestine and her shop will now be available to you.

Reward: 500 Potatoes, +3 Affection with Carneau

Unlocked: Celestine's Chance Machine, The History of the Cove (Side Quest), Uplifting Discoveries (Side Quest), Returning to Johaness (Main Quest), Celestine's Daily Errands


You return to Carneau's office to Deliver Celestine's Letter.

  • a) Are we okay now?
  • b) Come back later

You must have a minimum of 75 total affection Affection. with Carneau for him to accept the letter.

Carneau eyes you critically for a moment, then relaxes with a sigh.

He tells you he's noticed your kindness and realizes you're trying to make things right. He says he can't remain cross at a friend and thanks you for your patience.

  • I have this letter from Celestine.

Carneau is surprised at the tone of the letter. Perhaps he didn't know her as well as she thought, and he has to reconsider some things in light of this new information.

  • a) Did it say anything about me?
    • Carneau: "Celestine is of the opinion that my treatment of you was too harsh. Having had time to reflect on my actions, I agree unconditionally. Allow me to offer my deepest apologies."
      • Apology accepted
      • And what about Johaness?
  • b) Did it say anything about Johaness?
    • Carneau: "Yes, she was quite specific on that point. She states that I should stop meddling in the lives of the youth and allow them to grow however they see fit. I must say, in Johaness' case, that seems like a rather irresponsible demand, but..."
      • a) Johaness needs to be his own person.
      • b) I'll keep an eye out for him too. +1Affection.

Carneau grants Johaness the docking license per your request.

Rewards
Potatoes. 500 Potatoes
Affection. 3 Affection with Carneau
RewardsUnlocks
23-66
Celestine's Chance Machine
Celestine's Daily Errands
1-site-announcements
Main Quest: Returning to Johaness
Side Quest: The History of the Cove
Side Quest: Uplifting Discoveries


Returning to Johaness[]

Quest Information
Quest Giver Johaness
Prerequisites Main Quest: Carneau's Route / Celestine's Route
Description "You go back to find Johaness with the good news."
Full Transcript
You enter Sailing Crafts and Curios to find... that it's empty. The back door is open and there is a small sign next to a string on the wall that says "ring me!"
  • a) Ring the bells.
    • You tug on the string a few times. You can't hear anything, but you assume that the bells on the beach are ringing. Sure enough, after a few moments, you hear someone's running footsteps coming up the footpath. Johaness bursts in through the back door, his cheeks red and his eyes bright.
  • b) Go down to the seashore.
    • Leaving the bell string alone, you head outside and follow the footpath down to the seashore. Sure enough, you find Johaness kicking around in the sand and laughing at nothing in particular. As you come down the path, he notices you coming and perks up immediately. He drops what he's doing and runs over to meet you.

Johaness: Did you get it?!

  • I got it.

Johaness: Yesssss!! Woohoo!! This is the best day of my life! Do you have it on you? No, I guess I need to go get that from Carneau - but he said yes?? That's great! I can't wait to start building my new boat! How many sails do you think it should have? How big should the cabin be? Maybe I should start with a rowboat for practice? And then I could - Oh, that reminds me - I made you something! It's a lucky charm! I thought we could both carry one when we go out on the boat together. You'll go on the boat with me, won't you?

  • a) Of course! +1 Affection.
    • Johaness: Yeah! It's gonna be so much fun!
  • b) Well, about that... (?)

Reward: Luck Totem

Johaness: Anyway, I'm going to get to work on the plans for my boat! It'll take a while before it's finished, but you can stop by the shop any time! I'll let you know when it's ready to ride! Bye, friend! See you soon!

Rewards: Starry Seaside Post Border, 1500 Potatoes, +5 Affection with Johaness

Unlocked: Johaness' Sailing Crafts and Curios, A Voyage to the Unknown (Main Quest), Stories from Across the Sea (Side Quest)


You return to an empty Sailing Crafts and Curios. The back door is open and there is a small sign next to a string on the wall that says "ring me!"

  • Ring the bells.
  • Go down to the seashore.

You deliver the good news to an excited Johaness. He gives you a Luck Totem and starts talking about his plans for his ship and asks whether you'll go on the boat with him.

  • Of course! +1 Affection.
  • Well, about that... (?)

Johaness leaves to work on the boat.

Rewards
Potatoes. 1500 Potatoes
Affection. 5 Affection with Johaness
794-luck-totem
Luck Totem
260-starry-seaside-post-border
Starry Seaside Post Border
Unlocks
22-65
Johaness' Chance Machine
1-site-announcements
Main Quest: A Voyage to the Unknown
Side Quest: Stories From Across the Sea


A Voyage to the Unknown[]

Quest Information
Quest Giver Johaness
Prerequisites Main Quest: Returning to Johaness
Description "You drop by Johaness' beach shop and find stirrings afoot."
Full Transcript
This quest hasn't been fully transcribed yet. You can help Dappervolk Wiki by adding to it!


You pop your head into Artisan Sailing Crafts to say hello to Johaness, but he's nowhere to be found. On the counter rests a small card that reads: "Be back sometime."

  • Head to the beach.

You head down the path behind the shop, past the bell system, and down to the beach. Johaness is planted near the bottom of the dunes, drawing in the sand with a ruler and scratching his head.

  • a) Hi Johaness!
    • Johaness: Hiya! How's it going?
  • b) Slacking off again?
    • Johaness: Who's a slacker? I'm doing important work!

Johaness: Good timing! I was just making a supplies list for my boat! I've been working on it ever since you got me that dock license from Carneau, and now it's basically ready to go. We just need to load it up with seafaring supplies, give it a name, and the open oceans are ours! You're coming with, right?

  • a) Obviously! +1 Affection.
    • Johaness: Yesss! We're gonna be real seafaring adventurers!
  • b) Uh... Do I have to?

Johaness: So here's what I've got so far... Sea charts, compass, lamp, paper, quills, ink, then two people's worth of orange juice and snacks, board games... Oh, and lots of rope and a utility knife! Am I forgetting anything?

  • a) First aid. +1 Honour. Honour
    • Johaness: Ohh, right! Like if one of us skins a knee or something. Hmm, I think I've got some ointment back at the shop, but I think I used the last of the bandages for crafting. But you can just make bandages out of anything, right? If you've got some old clothes, we can turn those into bandages in a jiffy! Then we'll be ready to go!
    • Bring two old articles of clothing for Johaness to turn into bandages for the voyage.
      • a) Be right back.
      • b) Do any of these work? (Bearnard's Shirts, Calbet's Pantaloons, Glume's Dresses, Barclay's Capes, Johaness' Vests, Johaness' Shirts, Visindy's Robes)
        • Johaness: Yeah, this is perfect! I'll throw this in my seafaring pack on the boat, so we can make our bandages once we're at sea.
  • b) Clothes. +1 Charm. Charm
    • Bring two articles of child size clothing for Johaness to wear on the voyage.
      • a) Be right back.
      • b) Do any of these work? (Buli's Dresses, Calbet's Armour and Pantaloons, Trout's Jacket and Shorts, Cairn's Jacket and Shorts, Johaness's Shi Armour, Poe's Robes and Coat)
        • Johaness: (?)
  • c) Soap. +1 Comprehension.
    • Bring two good-smelling items for Johaness to put into your adventuring soap.
      • a) Be right back.
      • b) Do any of these work? (Artifact Soup, Barclay's Garland, Barclay's Flower Mantle, Glume's Rose Eyepatch, Irin's Succulent Hair Clips, Mycel's Herbal Pouch)
        • Johaness: (?)

Johaness: Speaking of the boat, you wanna come see it?

  • a) Sure.
  • b) Might as well.

Supplies in hand, you and Johaness start to make your way down the beach toward the docks. Johaness whistles a merry sea shanty and swings his arms by his sides.

  • a) So where are we sailing to?
  • b) So why are we doing this?

Johaness: I don't know! I've got my parents' old sea charts for the waters around Aviar Cove, but there's a spot on the map with no markings. So I think I want to go there. Sounds great for a first adventure, right? Then when I see my parents again, I can tell them that I filled it in.

  • a) I'm sure they'll be proud. +1 Affection.
    • Johaness: Yeah!
  • b) Sounds like a waste of time.

You and Johaness arrive at the docks. A number of large trading vessels are moored here, their flags flapping in the wind. Johaness leads you past the large trade ships, the pleasure barges of the nobility, and the weathered fishing rigs... to a small sailboat with a carving of a soaring bird on its bow.

Johaness: Here she is! The Plucky Pigeon!

It's a humble, but solidly constructed vessel. You can feel Johaness' love radiating from every board and beam.

  • a) Wow, she's beautiful!
    • Johaness: Right? She's small, but she's got it all!
  • b) That's a little underwhelming.

Johaness: I wanted my first voyage as captain to be in the perfect ship. And I wouldn't have been able to dock her here without your help. Thanks again. So, first mate! Are you ready to set sail?

  • a) Sure am!
  • b) Give me a minute.

Johaness: Then as captain, I grant you permission to come aboard!

Johaness grabs one of the mooring ropes and tugs the boat closer, hopping aboard and holding it in place for you to do the same. You jump aboard the Plucky Pigeon, a spring in your step.

  • a) Weigh anchor!
    • Johaness: Now you're talking like a real sailor!
  • b) Drop sails!
    • Johaness: Now you're talking like a real sailor!
  • c) Where can I take a nap?

Johaness: Alright, anchors aweigh! Drop the sails! We're off!

Unlocked: On the High Seas (Main Quest)


You meet up with Johaness.

  • a) Hi Johaness!
  • b) Slacking off again?

Johaness asks if you'll accompany him on his first voyage.

  • a) Obviously! +1 Affection.
  • b) Uh... Do I have to? (?)

Johaness: So here's what I've got so far... Sea charts, compass, lamp, paper, quills, ink, then two people's worth of orange juice and snacks, board games... Oh, and lots of rope and a utility knife! Am I forgetting anything?

  • a) First aid. +1 Honour.
    • Bring two old articles of clothing for Johaness to turn into bandages for the voyage.
Viable First Aid Items
142-barclays-ragged-cape
Barclay's Ragged Cape

All variations (?)

95-bearnards-farming-shirt
Bearnard's Farming Shirt

All variations (?)

105-calbets-pantaloons
Calbet's Pantaloons

All variations (?)

159-glumes-bone-dress
Glume's Bone Dress

All variations (?)

565-johaness-sailing-tunic
Johaness' Sailing Tunic

All variations (?)

559-johaness-medallion-vest
Johaness' Medallion Vest

All variations (?)

764-visindys-chiffon-robes
Visindy's Chiffon Robes

All variations (?)

  • b) Clothes. +1 Charm.
    • Bring two articles of child size clothing for Johaness to wear on the voyage.
Viable Clothing Items
99-bulis-mysterious-dress
Buli's Mysterious Dress

All variations (?)

355-cairns-mechanical-jacket
Cairn's Mechanical Jacket

All variations (?)

349-cairns-ceremonial-shorts
Cairn's Ceremonial Shorts

All variations (?)

107-calbets-armour
Calbet's Armour

All variations (?)

105-calbets-pantaloons
Calbet's Pantaloons

All variations (?)

565-johaness-sailing-tunic
Johaness' Sailing Tunic

All variations (?)

998-poes-coral-sleeve-coat
Poe's Coral Sleeve Coat

All variations (?)

992-poes-layered-robes
Poe's Layered Robes

All variations (?)

130-trouts-jacket
Trout's Jacket

All variations (?)

128-trouts-puffy-shorts
Trout's Puffy Shorts

All variations (?)

  • c) Soap. +1 Comprehension.
    • Bring two good-smelling items for Johaness to put into your adventuring soap.
Viable Good-Smelling Items
841-artifact-soup
Artifact Soup

Artifact Soup only (?)

145-barclays-flower-mantle
Barclay's Flower Mantle

All variations (?)

144-barclays-garland
Barclay's Garland

All variations (?)

160-glumes-rose-eyepatch
Glume's Rose Eyepatch

All variations (?)

138-irins-succulent-hair-clips
Irin's Succulent Hair Clips

All variations (?)

151-mycels-herbal-pouch
Mycel's Herbal Pouch

All variations (?)

Johaness: Speaking of the boat, you wanna come see it?

  • a) Sure.
  • b) Might as well.

You and Johaness start to make your way down the beach toward the docks.

  • a) So where are we sailing to?
  • b) So why are we doing this?

Johaness wants to visit a spot on the map with no markings that he can tell his parents about later.

  • a) I'm sure they'll be proud. +1 Affection.
  • b) Sounds like a waste of time. (?)

Johaness ship, the Plucky Pigeon, is a humble, but solidly constructed vessel.

  • a) Wow, she's beautiful!
  • b) That's a little underwhelming. (?)

Johaness: Are you ready to set sail?

  • a) Sure am!
  • b) Give me a minute.

You jump aboard the Plucky Pigeon, a spring in your step.

  • a) Weigh anchor!
  • b) Drop sails!
  • c) Where can I take a nap?

Johaness: Alright, anchors aweigh! Drop the sails! We're off!

Unlocks
1-site-announcements
Main Quest: On the High Seas


On the High Seas[]

Quest Information
Quest Giver Johaness
Prerequisites Main Quest: A Voyage to the Unknown
Description "You board the Plucky Pigeon with Johaness. Onwards, sea scrub!"
Full Transcript
Johaness: The salt spray in your face... The wind in your hair... Who knew that life on the sea would feel so different! The water is just so... blue! The sky... is also blue!


You and Johaness have only been out at sea for a few hours. Regardless, it seems that Johaness has already become a different person. It was rough getting out of port. The Pigeon nearly crashed into several boats and rocks on its way out, but you're now cutting through the waves at a good speed. Johaness keeps drifting away from his post at the helm to look out over the port or starboard side, a joyous smile on his face.

Johaness: I could live out here forever! I'm never going back to land!

  • a) What about the shop?
    • Johaness deflates.
    • Johaness: Yeah, I guess you're right. Grandpa did ask me to take care of the shop while he's gone. Maybe I could ask someone to take care of it for me, just like Grandpa did. You're my first mate, so I can't ask you... Maybe Pellier would do it? He likes money and boring stuff like that. I can craft all the toy ships on the Pigeon, then drop them off whenever I'm in port. Perfect plan!
  • b) What about visiting me?
    • Johaness: Wait, you're going back to land? That's no fun. Who's gonna be my first mate? But I never said I couldn't stop at port every now and then. I'd need to restock on snacks and orange juice anyways. I could visit you whenever I was in port, and tell you all of my sea stories, and show you all the new sea charts I've drawn... So don't worry, we'll be friends no matter what.

Johaness: Anyway, we should be on course for the unmarked spot on my parents' chart. Do you wanna tell some riddles to pass the time - Whoa!

The boat suddenly rocks hard to one side, waves crashing against the hull. Johaness grabs onto the helm with a yelp. You quickly grab onto the nearest railing for balance as well.

Johaness: Th-That was weird. We've got clear skies and good winds... I wonder what caused that. I'm gonna go look below deck and make sure everything is secured. Can you hold the helm for a second?

  • a) Sure.
  • b) How am I supposed to do this?
  • c) Only if you call me Captain.

Johaness: Okay, just hold our course due northwest. The compass is right there. Dad used to say that Aeolin looks out for new sailors, so you'll be fine.

Johaness puts your hands on the helm and claps you on the arm.

Johaness: I'll be right back! Hold her steady, first mate!

With that, Johaness scurries down a hatch and leaves you alone above deck.

  • a) Hold course northwest.
    • You stand before the helm and keep a steady eye on the compass, making sure the ship is pointed northwest.
  • b) Aeolin take the wheel.
    • You figure if you're meant to get where you're going, you'll get there. You let the helm go and lean against the railing, appreciating the weather and the view.

It's difficult to get your bearings because there's nothing but water in all directions. You can't even see the coastline behind you anymore. But as you peer out over the waves, you catch sight of a single landmark - a small boat on the horizon. Just as you notice the boat, you hear a deep rumbling from beneath the water. Is there something moving beneath the surface? With the natural rocking of the boat, it's hard to tell.

  • a) Call Johaness.
  • b) Check it out yourself.

When you let go of the helm, another large wave rocks the boat. You stagger sideways and barely grab hold of a railing in time to keep yourself from toppling over. A moment later, Johaness pokes his head above deck.

Johaness: I don't know what's going on, but it looks like we hit some rough waters! Hold on to something!

  • a) Hey, while you were gone...
  • b) Can we go join that other ship?

Johaness: Huh? Another ship?

Johaness looks out to the horizon, his eyes widening when he spots the other ship.

Johaness: Hey, maybe they know what's going on! We can signal them to ask for help.

Johaness grabs a flag with a bird emblem from a nearby net and fastens it to some ropes on the mast.

Johaness: Help me pull this up!

As your boat sways heavily side to side, you hoist the signal flag up to the top of the mast.

  • a) Now what?
    • Johaness: Now we stay course, and hopefully the other ship sees our signal and comes to help us before anything worse happens.
  • b) I want to go home.
    • Johaness: No bellyaching! This isn't even that bad. I'm sure it'll be smooth sailing once we get through this rough patch.

It sounds like Johaness is comforting himself more than he's comforting you. With the waves knocking the boat back and forth, the two of you have your hands full adjusting the sails and keeping the Pigeon on course. Meanwhile, the ship in the distance slowly draws closer, but so does the rumbling sound that you heard earlier. Before long, the ship is close enough to see its flags. Johaness extends his looking glass and peers through.

Johaness: ...Oh no.

  • a) What?
  • b) That doesn't sound good.

Johaness: It's pirates. Ahh, why was I so stupid?! I shouldn't have signaled them! Now they're going to come take our stuff!

  • It's okay, we can handle it! +1 Affection.
  • It's not like we have anything valuable.

Johaness: I sure hope so. Because it looks like their boat is way faster than ours.

Sure enough, the ship cuts through the rough waters at an alarming speed. Before long, you can see the black pirate flag without the looking glass. The ship is twice the size of the Pigeon, cannons and battle-scars decorating its hull. At the helm stands a pirate with a cruel grin, barking orders to the rest of his crew. When the ship comes close, he leaves the helm to another pirate. He then saunters to the side of the ship to shout across the waves at you.

Wras: Hah hah hah!! What have we here?! A pair of lost greenhorns from the surface? Sorry, but I'm going to have to cut your nice little voyage short! We've got some sea snakes to wrangle and, well... They sure won't stop charging for the likes of you! You'd best hold on to your caps, kid!

The pirate ship begins to steer away, the pirates aboard cackling at you and Johaness as they leave you both behind.

Johaness: What was that all about?! What sea snakes? I don't see any -

Just then, you hear the rumbling noise again. It sounds like it's right beneath you.

  • a) Uh oh.
  • b) Take cover!

Johaness: Quick, the helm...!

It's too late. A loud crash rocks the ship from below. You feel the world start to spin around you as the ship's deck slides out from under your feet.

Johaness: Ahhhh!

You and Johaness tumble toward the ship railing, narrowly catching your balance again for a brief, perilous moment. Out of the corner of your eye you see countless long, writhing forms bursting from the water and diving down again. Their large jaws gnash the empty air in a frenzy. But before you can get a good look at any of them, something crashes into the ship again and sends both of you overboard.

  • Brace for impact.

You hit the water with a hard splash. The taste of salt quickly fills your nose.

  • a) Where's my pet?
    • You flounder to the surface and immediately look around for your pet. Thankfully, you see them paddling in the water not far from you. Your eyes meet and you quickly paddle back to one another.
    • Johaness: Hey! Are you both okay?!
    • You turn to see Johaness swimming over to you as well, looking drenched and upset but otherwise unhurt.
  • b) Where's Johaness? +1 Affection.
    • You flounder to the surface and immediately look around for Johaness. Thankfully, you see him pop up to the surface not far from you. He coughs and gasps for air.
    • Johaness: The Pigeon... The Pigeon...!
    • He treads water in a panic, trying to get his bearings. You swim over to Johaness as quickly as you can manage.
    • Johaness: Oh, there you are. Thank goodness you're okay.

Johaness: I think those sea snakes are gone now. I don't hear anything, do you?

You listen and look around. Sure enough, the rumbling is getting quieter and all you can see are the waves... and bits of wood floating around you.

Johaness: The Pigeon is still afloat, but who knows what's happened to her hull. What if it's broken? What if...

You both look up at the pigeon to see her mast snapped clean in half.

Johaness: ...

  • a) Yikes.
  • b) Johaness, I'm sorry...
  • c) Tough break. Haha, get it?

Johaness suddenly bursts into tears, thrashing his arms in the water.

Johaness: It's not fair! Why did this have to happen! I didn't do anything wrong! It's not... fair...

He continues bawling, grabbing hold of a piece of driftwood and holding onto it for dear life.

Johaness: My boat... I worked so hard on her. And now she's like this. Why did I ever want to become a seafaring adventurer... So stupid.

  • Try to encourage Johaness.

You try to offer some words of encouragement to Johaness, but he just cries even harder. Perhaps he can hear your own doubt in your voice. Maybe if you were more tenacious, you could help him get his confidence back.

Raise your Tenacity. tenacity to 250, then try to console Johaness again.

  • I'll try my best.

Offer some words of encouragement to Johaness to cheer him up, try raising your tenacity to 250 if you're not getting through to him.

  • Encourage Johaness.

You muster all of your tenacity to help Johaness through his loss.

  • a) It's okay! We can repair the Pigeon.
    • Johaness looks up and sniffs, rubbing his nose with his drenched sleeve.
    • Johaness: ... Yeah. Yeah, you're right! I'm the best carpenter in Aviar Cove! I can fix my own boat!
  • b) You can do it! Your parents probably faced this too.
  • c) You're not alone! I'm here to help.
    • Johaness looks up and sniffs, rubbing his nose with his drenched sleeve.
    • Johaness: ...Really? Yeah, you're right. You're like, a real world-hopping adventurer. We're captain and first mate! Who cares about some silly sea snakes!

Johaness hefts himself out of the water and up onto the driftwood so he can extend his hand to you.

Johaness: Thanks, friend.

You take his hand and he pulls you onto the driftwood as well.

Johaness: Okay, so first things first.

  • a) We should survey the damage.
  • b) We should call for actual help.
  • c) We should recover the foodstuffs.

Johaness: Okay, well to do that we need to get back on board. I don't have any rope, so...

Johaness trails off as he looks straight over your shoulder. You turn to see what he's looking at. As if out of thin air, the pirates are back. The pirate captain stands at the bow of the ship, sneering down at the two of you.

Wras: Well well well! Decided on a mid-day swim? Or did those sea snakes scare you so much that you jumped overboard? Gyah hah hah!

You see Johaness tremble for a moment, then clench his hand into a fist and shake it at the pirate.

Johaness: Go away, you big bully! We're not scared of you!

  • a) That's right!
  • b) Well, one of us isn't scared of you!

Wras: Ooh, big words. Looks like you toughened up while I was gone, huh? Say, that's a pretty nice boat you got there... or at least it was, before those sea snakes came barging through. Tell you what, why don't I take that boat off your hands? I'll give you a tidy sum of spuds, drop you off ashore... ...and you don't have to worry your cute little heads about the repairs. Is that a great deal or what? We in business?

Johaness: You want to... buy the Pigeon?

  • a) Take the offer!
    • Johaness: Wait, you agree with him? He's obviously evil! If we're the adventurers, then he's the bad guy! Trust me on this one!
  • b) Tell him no!
    • Johaness: This might be my first adventure, but my grandpa taught me the difference between right and wrong. Bullying people into making a decision is wrong. That's what bad guys do! Just watch, I'll tell him.

Johaness takes a deep breath, then grabs onto the driftwood so he can jab his finger up at Wras.

Johaness: You're not getting my boat for all the money in the world! I built her for honest seafarers, not dirty pirates!

Wras stares down at the two of you with a raised brow, then offers some half-hearted applause.

Wras: Wow, nice speech. Very threatening... for two waterlogged guppies. We were going to play extra nice since you're just a kid. But you know what pirates normally do when we want something? We just take it. Prepare to board, crew! Leave those two guppies for the gulls!

Eyes widening, Johaness throws himself off the driftwood and splashes wildly toward his boat.

Johaness: Hey, you can't steal my ship! Stop it!

Wras: Hah! I'd save my energy if I were you. It's a long swim back to shore.

Wras waves a hand and... Sploosh! One of the cannons fires into the water between Johaness and the boat with a big splash. The shock of the impact knocks Johaness back, the waves crashing over his head.

Johaness: Arghh!

  • a) Save Johaness.
  • b) Confront Wras.

Just as you get ready to spring into action, you hear another splash and another unfamiliar voice.

Olievar: That's enough, Wras!

You turn to see a... talking fishbowl? Upon closer inspection, they look like a person in a strange sort of armor. Their voice sounds hollow and echoes out from the suit as if through a metal tube.

Olievar: Leave them alone. You're not so desperate that you need to steal from a child now, are you?

Wras: Hah, you need to learn to mind your own business, seanaut! I'm clearly just doing the kid a favor here. The open ocean is filled with all sorts of dangers, it’s no place for a child.

Olievar: It sure looks a lot like bullying from where I'm swimming.

Wras: And what’s it to you? You stay out of my way, I’ll stay out of yours - that was part of the deal. Now get lost!

Wras defiantly turns his back on the mysterious seanaut, barking orders to his crew to immediately commandeer the stranded vessel and pilfer everything of value aboard it.

Johaness: No! You can’t do this - this isn’t fair!

In a matter of moments, scores of pirates descend on the Plucky Pigeon and begin to ransack the main cabin. Johaness cries out for help at the sight of his ship being torn apart, as the seanaut watches in dismay. The seanaut seems to hesitate for a moment with a conflicted look on their face, before fiddling with their helmet to amplify their voice to a booming volume.

Olievar: Wras, if you don’t leave these two alone, you can forget our arrangement! You may not be above stealing from a child, but I refuse to cut any deals with individuals of that sort - even if it’ll set me back years!

Wras’ gaze quickly snaps back to the seanaut, seemingly taken aback by such a demand. His eyes narrow, silently surveying the seanaut’s resolve and evaluating the potential trade offs of the situation. Several long seconds go by as the two stare each other down... Wras then scoffs angrily, breaking eye contact with the seanaut. As if by some sort of miracle, it seems that the pirate was begrudgingly convinced that whatever he could get out of stealing Johaness’ boat probably wouldn’t be worth risking his other dealings for.

Wras: Hmph. Fine. If you've got nothing better to do than babysit some kid, that's no scales off my back. But don’t be surprised if that boat mysteriously disappears the second you’re not around to protect them. The open ocean is filled with dangers, remember that!

The pirate captain flashes a threatening smile toward you and Johaness before turning to his crew once more.

Wras: Alright, pack it up! We're getting out of here!

And just like that, the pirate ship lurches away and swiftly speeds off through the waves.

Olievar: I'm sorry about him, he's just... like that, I guess. I'm glad that neither of you were hurt.

  • a) Thanks for the help.
    • Olievar: Don't mention it. I heard the commotion and when I realized what was going on, I couldn't just stand by and watch Wras steal your ship.
    • Wait, who are you again?
  • b) Uh, who are you?

Olievar: Oh! Pardon me, I'm so out of practice introducing myself. Everyone on the reefs seems to know me, even without me knowing them. It's been so long since I've spoken with a surface dweller. My name is Olievar, but you can call me Olie. It's very nice to meet you!

  • a) My name is...
    • Without questioning, you introduce yourself to the mysterious seanaut named Olie.
    • Johaness: And I'm Johaness! I'm the captain of this voyage.
    • Olievar: Again, it's a pleasure to meet you all.
  • b) How can we trust you?
    • Olievar: Oh dear. I suppose I can't blame you for being suspicious of me. Anyone would be distrustful after an encounter like that. For my part, all I can do is assure you that I mean you no harm. But if you don't feel comfortable with me being here, I will go.
      • Yeah, get out of here.
      • No, you can stay.
      • ...Okay, we'll give you a chance.
        • Olievar: Thank you. I'll do my best to be worthy of your trust. In the interest of getting to know each other better, may I ask your names?
        • You introduce yourself to the seanaut before Johaness eagerly chimes in.
        • Johaness: And I'm Johaness! I'm the captain of this voyage.
        • Olievar: Well met, Captain

Olievar: By the way, what brings you to these waters?

  • a) Exploring.
    • Olievar: Exploring, you say? Are you also conducting marine research?
      • Uh, sure?
        • Olievar: Well, you've come to the right place! Vaer Reef is full of amazing life forms and magic phenomena. I've been studying it for years and there's still so much more to discover.
          • Vaer Reef?
      • Not even close.
  • b) Getting lost.
    • Johaness: We weren't lost! We would've been on course if it wasn't for those pirates! Don't listen to them, Olie. We're seafaring adventurers, and we were exploring!
    • Olievar: Exploring, you say? Are you also conducting marine research?
      • Uh, sure?
      • Not even close.
        • Olievar: Oh. Well, that's a shame. I was hoping I might be able to share my research about Vaer Reef with you. I've made so many exciting discoveries since I moved here.
          • Vaer Reef?
  • c) Slacking off from actual work '-1 Dislike.

Johaness: What's Vaer Reef?

Olievar: Oh, right. Of course you wouldn't know. It's an underwater city very close to here, just a little ways down. It's built on a multi-tiered structure in symbiotic harmony with the reef - Hmm, perhaps seeing it for yourself would be easier than explaining it. If you'd like, I could give you a little tour. It just so happens that I have some extra breathing apparatus in my safety kit. Here you are!

Olievar hands you a squishy half-face mask with a notch for your nose and bands for your ears. The front has a strange mesh contraption built into it.

  • a) Neat!
    • Olievar: Thank you! I designed them myself.
  • b) Gross.
    • Olievar: Don't mind the texture. It's perfectly safe.

With Olievar's instruction, you and Johaness wrap the breathing apparatus around your ears and over the lower half of your faces.

Olievar: The construction is quite clever, if I may say so myself. It processes water into breathing air and translates your speech into vibrations that the reef-dwellers will understand. As long as you're wearing this, you'll be able to breathe and speak normally underwater.

  • a) Genius!
    • Olievar: Isn't it?
  • b) Convenient.
    • Olievar: Isn't it?
  • c) Weird.

Johaness: I wanna try!

Johaness dunks his face into the water. You can hear him yelling from beneath the surface. A second later, he pops up with a delighted grin.

Johaness: This is so cool!

Olievar: I'm glad you think so! One more thing before we go. Do you happen to have a pet that can manage being underwater?

Olievar would like you to set your active pet to an aquatic pet.

  • Actually, no...
    • Olievar: Ah... Perhaps it would be best to bring a pet that feels comfortable in the water? It might be a difficult journey without a pet that can swim and dive.
    • a) How about this?
    • b) One second.
  • You bet.

Olievar: That's a relief. It can be a struggle for some surface creatures to move around in the water, and vice versa.

Johaness: What about that pirate? Was he a water creature?

Olievar: Yes, but some creatures handle it better than others. You'll see what I mean soon. So without further ado, let's be on our way!

  • Dive.

You and Johaness double-check your masks and, at Olievar's signal, plunge beneath the water. Just as Olievar said, you can breathe in the water as if you were above the surface.

Olievar: You can still hear me, yes? Good! Follow me.

Olievar activates a little propeller in their suit, sending bubbles up in their wake as they dive deeper into the water. You and Johaness kick your legs quickly to keep up, your pet helping you along the way.

Johaness: This is so cool, this is so cool..! Just wait until I tell mom and dad!

Your group descends deeper still, with Olievar turning back occasionally to make sure that everyone is still together. Gradually, the light from above the water starts to fade away... ...and you notice an ethereal glow emanating from the dark waters below. As your eyes adjust, you start to make out an illuminated structure beneath you.

Olievar: There it is. Welcome to Vaer Reef.

Unlocked: Olievar, Vaer Reef, The Seanaut (Main Quest)


Johaness: I could live out here forever! I'm never going back to land!

  • a) What about the shop?
  • b) What about visiting me?

The boat suddenly rocks hard to one side, waves crashing against the hull.

Johaness: I'm gonna go look below deck and make sure everything is secured. Can you hold the helm for a second?

  • a) Sure.
  • b) How am I supposed to do this?
  • c) Only if you call me Captain.

Johaness: Okay, just hold our course due northwest. The compass is right there. Dad used to say that Aeolin looks out for new sailors, so you'll be fine.

  • a) Hold course northwest.
  • b) Aeolin take the wheel.

You lose sight of the coast but see a ship by the horizon. Something moves beneath the ship.

  • a) Call Johaness.
  • b) Check it out yourself.

Johaness: I don't know what's going on, but it looks like we hit some rough waters! Hold on to something!

  • a) Hey, while you were gone...
  • b) Can we go join that other ship?

Johaness signals the other boat to see if they know anything about the situation.

  • a) Now what?
  • b) I want to go home.

Before long, the ship is close enough to see its flags. Johaness extends his looking glass and peers through.

Johaness: ...Oh no.

  • a) What?
  • b) That doesn't sound good.

Johaness: It's pirates.

  • It's okay, we can handle it! +1 Affection.
  • It's not like we have anything valuable.

Wras: We've got some sea snakes to wrangle and, well... They sure won't stop charging for the likes of you! You'd best hold on to your caps, kid!

The pirate ship sails past. Sounds come from right beneath you.

  • a) Uh oh.
  • b) Take cover!

You hit the water with a hard splash. The taste of salt quickly fills your nose.

  • a) Where's my pet?
  • b) Where's Johaness? +1 Affection.

You resurface and see the Pigeon's mast snapped in half.

  • a) Yikes.
  • b) Johaness, I'm sorry...
  • c) Tough break. Haha, get it? (?)

Johaness starts bawling, grabbing hold of a piece of driftwood and holding onto it for dear life and regretting becoming a seafarer. You try to console him to no avail.

Raise your total Tenacity. tenacity to 250, then try to console Johaness again.

You muster all of your tenacity to help Johaness through his loss.

  • a) It's okay! We can repair the Pigeon.
  • b) You can do it! Your parents probably faced this too.
  • c) You're not alone! I'm here to help.

Johaness: Okay, so first things first.

  • a) We should survey the damage.
  • b) We should call for actual help.
  • c) We should recover the foodstuffs.

As Johaness climbs on board, Wras returns.

Johaness: Go away, you big bully! We're not scared of you!

  • a) That's right!
  • b) Well, one of us isn't scared of you!

Wras has an offer: He gets Johaness' boat and in return he takes you both to land.

Johaness: You want to... buy the Pigeon?

  • a) Take the offer!
  • b) Tell him no!

Johaness refuses to be blackmailed into giving up his ship. Wras decides to take it by force and shoots a cannon into the water close by.

  • a) Save Johaness.
  • b) Confront Wras.

Olievar: That's enough, Wras!

A seanaut arises from the water and successfully persuades Wras to go on his way without the ship.

Olievar: I'm sorry about him, he's just... like that, I guess. I'm glad that neither of you were hurt.

  • a) Thanks for the help.
  • b) Uh, who are you?

Olievar: My name is Olievar, but you can call me Olie. It's very nice to meet you!

  • a) My name is...
  • b) How can we trust you?

Olievar: By the way, what brings you to these waters?

  • a) Exploring.
    • Olievar: Exploring, you say? Are you also conducting marine research?
    • a) Uh, sure?
    • b) Not even close.
  • b) Getting lost.
  • c) Slacking off from actual work. -1 Dislike.

Olievar tells you about Vaer Reef, an aquatic town nearby. They give you and Johaness breathing apparatuses to get there.

  • a) Neat!
  • b) Gross.

Olievar: As long as you're wearing this, you'll be able to breathe and speak normally underwater.

  • a) Genius!
  • b) Convenient.
  • c) Weird.

Olievar: Do you happen to have a pet that can manage being underwater?

Olievar would like you to set your active pet to an aquatic pet.

  • a) Actually, no...
  • b) You bet.
List of Aquatic Pets
Ancient Abyss Seabun Image.
Ancient Abyss Seabun
Anemone Sprite Image.
Anemone Sprite
Aurora Sealing Image.
Aurora Sealing
Celestial Sea Serpent Image.
Celestial Sea Serpent
Coral Seamaid Image.
Coral Seamaid
Cosmic Sea Caprine Image.
Cosmic Sea Caprine
Dappole Image.
Dappole
Faerie Froglet Image.
Faerie Froglet
Ferry Mermaid Image.
Ferry Mermaid
Floral Tewt Image.
Floral Tewt
Gloomy Marine Imp Image.
Gloomy Marine Imp
Golden Seasnake Image.
Golden Seasnake
Goldfish Sealing Image.
Goldfish Sealing
Gilded Seashark Image.
Gilded Seashark
Lotus Dragonlet Image.
Lotus Dragonlet
Luminous Seashark Image.
Luminous Seashark
Marine Kelphorse Image.
Marine Kelphorse
Mechanical Sea Nomad Image.
Mechanical Sea Nomad
Mercat Image.
Mercat
Octopirate Image.
Octopirate
Petal Rainfrog Image.
Petal Rainfrog
Pond Mage Image.
Pond Mage
Potatoad Image.
Potatoad
Scaled Oceanling Image.
Scaled Oceanling
Scenic Crab Image.
Scenic Crab
Seanaut Pup Image.
Seanaut Pup
Shining Kelpcat Image.
Shining Kelpcat
Silky Pondling Image.
Silky Pondling
Sneering Pirate Eel Image.
Sneering Pirate Eel
Sorbet Seal Image.
Sorbet Seal
Summer Peony Dragon Image.
Summer Peony Dragon
Swamp Sage Image.
Swamp Sage

You dive under water and follow Olievar.

Olievar: There it is. Welcome to Vaer Reef.

Unlocks
Vaer reef
Location: Vaer Reef
34-131
NPC: Olievar
1-site-announcements
Main Quest: The Seanaut


Site Navigation[]

Quest Types
Louise Hill Main Quests  •  Side Quests  •  Daily Quests
Three's Forest Main Quests  •  Side Quests  •  Daily Quests
The Red Tower Side Quests  •  Daily Quests
Silvie's Mine Main Quests  •  Side Quests  •  Daily Quests
Aviar Cove Main Quests  •  Side Quests  •  Daily Quests
Vaer Reef Main Quests  •  Side Quests  •  Daily Quests
Peddler's Port Side Quests  •  Daily Quests
The Frog Pond Daily Quests
Other Event Quests
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