Side Quests from Aviar Cove are optional quests given by Aviar Cove NPCs. They are unlocked by progressing through the main storyline and reaching affection milestones. They're the source of rare and unique items and will on rare occasions unlock Chance Machines or other side quests. Quest guides have been condensed for readability. Full transcripts are available at each section.
Lief: Solving Inventor's Slump[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | Main Quest: Lief's Route / Astra's Route |
Description | "Lief's trying to make a new discovery, but she's got some weird ideas about how." |
Full Transcript |
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Lief: It's no use. My mind is blank. Nothing! Nothing works!
Lief: I've been working on an improvement to the lightbulbs, a portable power source so people can take them along wherever they need to go. Imagine how helpful that'd be! To ship's captains navigating through thunderstorms, adventurers exploring dark caves... I could even make a whole hat out of lightbulbs if I wanted to, and believe me, I really do. I've almost figured it out, but I've hit a wall in my research. No matter what I try, nothing works. You know when there's an itch on your back that you just can't reach, and the more you try to scratch it, the worse it gets? That's how I feel right now. I know there's a solution, but I don't know how to find it. All my guesses are just confusing me instead of getting me anywhere closer. I can't ignore it anymore. I'm in a slump, That's where you come in.
Lief rummages around her worktable until she's cleared a space around a single light bulb, its wire looped around in a snarl.
Lief: I have to fix this and get my inventor's spirit back, but I can't do this alone. World-hopper, are you with me?
Lief: Great! With you by my side, I know I'll be bursting with inspiration in no time. I already have a few ideas of how to deslumpify myself. We'll just have to go through them one by one until we find something that works.
Lief: So quickly? You're good, world-hopper. I knew you were a winner the minute I first saw you.
Pellier: I'm honestly still not certain drinking that won't poison you. You're just putting too much pressure on yourself, Lief. If you take it slow-
Pellier comes to the rescue as well, having gone to his office to fetch a baguette and a large chunk of pale cheese.
Cleaning done, Lief returns to her drafting table with an air of satisfaction, beckoning you over as she begins to scribble out her next idea.
Your eyes crack open as you watch Lief scramble over to cover the very slight gaps of light peeking through the curtains. She doesn't stop getting distracted afterwards, darting up every few moments to go to the bathroom or grab a snack. Eventually, the two of you are situated in comfortable perfection. You're wrapped in the finest blankets and surrounded by soft pillows, lavender sachets filling the workshop with a soothing scent.
Your eyes snap open. Even in the darkened workshop, you can see very clearly that Lief has slumped forwards, eyes closed as she snores in her sleep.
Lief: Sorry about passing out on you. I guess that's just what happens when you're really comfortable and aren't allowed to think about anything.
Taking barely any time to scribble down one last note, Lief gets ready in a flurry and heads out the door, seemingly secure in the knowledge that you'll follow her.
Lief: I suppose real genius requires sacrifice. Or something.
Carneau seems to be giving Lief a long lecture on the importance of Aviar Cove tradition. She has a fixed smile on her face, but her eyes are begging you to finish Carneau's tasks soon.
Carneau: Excellent! Allow me to arrange for all the necessary equipment. Oh, it's so good to finally see young people take an interest. You won't find anything more noble or wonderful than a good long flight.
The two of you climb higher and higher, struggling just a little with the increasingly steep path.
Lief: What a rush! Maybe Carneau really is onto something with this flying thing.
Pellier: That, or you ate something, took a nap and did something fun with a friend. Who could have known that taking care of yourself would be good for your productivity?
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Rewards: Lief's Mystery Beverage, 1500 Potatoes, +3 Affection with Lief |
You visit Lief, who is visibly upset.
- a) What's wrong?
- b) Are you alright?
- c) Look at her in confusion.
Lief explains that she has been trying to invent a portable light but has gotten into a slump
Lief: "I can't ignore it anymore. I'm in a slump, That's where you come in."
- a) I didn't do anything!
- b) Me?
- c) What's a slump?
Lief: "I have to fix this and get my inventor's spirit back, but I can't do this alone. World-hopper, are you with me?"
- a) Of course I am.
- b) I don't have time right now. (pause quest)
Lief suggests some kind of super nutritious food to kick of her creative powers.
Get 2 vegetables for Lief's "Brain Brewery."
She begins mixing everything she has gathered. It gives of a putrid smell and Pellier smells it all the way from his office, coming over to ask what it is.
Lief: "It's brain juice! We think it'll help get me out of my slump."
- a) Nod in agreement.
- n) Subtly shake your head.
She drinks the concoction and erupts into a series of hacking coughs, too unsteady to go pour herself some water or grab a bite to eat. She holds out her hand, clearly expecting you to give her one of the leftover ingredients around you.
- a) Give her an apple.
- b) Give her a whole onion.
- c) Give her the fish. (?)
- d) Watch her suffer. (?)
The horrible drink did, in fact, now help. Pellier says she's on her own in cleaning up. She throws you some puppy dog eyes.
- a) No, I'm not touching that.
- b) Maybe I could help a little. +1
After cleaning up the mess, Lief suggest meditating to gain inspiration. It never goes anywhere though, as she keeps getting distracted every few minutes. Finally, with every distraction out of the way, Lief begins a mantra. After a yawn, she grows quiet.
- a) Check to see if she's okay.
- c) Ignore her and try to find inner peace.
She has fallen asleep.
- a) Try to wake her up.
- b) Let her nap.
- c) Take a nap yourself.
After some time she wakes up.
Lief: "Sorry about passing out on you. I guess that's just what happens when you're really comfortable and aren't allowed to think about anything."
- a) I meditate just fine.
- b) Did you have a nice nap?
- c) We probably should've expected that.
Lief's last idea is to have a near-death experience, as it always seems to work in books.
- a) Uh, that sounds dangerous.
- b) Are you sure your epiphany will be light bulb-related?
- c) How are we going to do this...?
She leads you to Carneau and asks to borrow his gliders. He explains he has some errands left to be done and doesn't trust Lief with helping, so you set out to do them.
Help Carneau out by doing 3 daily errands for NPC's of your choice.
You borrow the gliders and Lief leads you out of town.
- a) Where are we going?
- b) Do you really think this'll give you an epiphany?
- c) What if this doesn't work?
She takes you to the top of the cliff. With her glider ready, she leaps off with a laugh.
- a) Jump after her.
- There's a certain perfect clarity to your fall, with nothing around you but the open sky. As you ready your flight suit, you can't help but think about...
- a) Whether you're living up to your values. +1
- b) Everything you still haven't accomplished. +1
- c) Essential truths about the universe. +1
- d) Your connections with those around you. +1
- There's a certain perfect clarity to your fall, with nothing around you but the open sky. As you ready your flight suit, you can't help but think about...
- b) Freeze in fear.
- Lief holds out her hand.
- a) Take her hand.
- Same as Jump after her.
- b) Jump on your own. (?)
- a) Take her hand.
- Lief holds out her hand.
- c) Yell her name.
You meet up with Pellier at the ground.
Pellier: "Did you have your portable light bulb epiphany?"
Lief: "Hmm... Nope! But something must have worked, because I feel so much more energized now."
- a) It was the juice.
- b) It was the meditation.
- c) It was the jump.
Pellier concludes that it's taking care of herself (eating, sleeping, and doing something fun with a friend) that made her feel better.
Rewards | |
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Lief's Mystery Beverage | |
1500 Potatoes | |
5 Affection with Lief |
Lief: A Lief of Her Own[]
Quest Information | |
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Quest Giver | Lief |
Prerequisites | 500 Affection |
Description | "Something appears to be making Lief antsy, Pellier wants your help with an enterprising occasion." |
Full Transcript |
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You find your way once again to the winding staircase of Portlight Illuminations. Making your way up the staircase, the canopy of the tree causes the light from the shop to dapple.
Lief: World-hopper! Hey. Come stand here. No, try two and a half steps to the left.
Lief darts back into the workshop, and the moment she disappears inside Pellier hurries out from round back. Pellier: Thank goodness you're here. She's been like this all day. We're hosting her family and most of mine for dinner tonight, and Lief won't admit it, but she's nervous. All that fussing over the doorway... Do you think you could talk to her? You don't have to do anything special, really. I think she just needs a listening ear right now, and for whatever reason she isn't talking to me.
Pellier: Thank you. Here she comes. Act like everything's normal, alright? I don't think she likes it when people fuss over her. Lief: By the time I'm done with this display, the whole house'll be brighter than daytime! Pellier: Actually, do you think that can wait? I was thinking of asking the two of you to pick up some extra decorations in town. Lief: On it! Lief breaks into an all-out run, leaving you in her dust. You glance at Pellier, who gives you a helpless shrug and motions for you to follow her.
She doesn't even comment on the funny drawing of a boat somebody (probably Johaness) has painted on a wall. Lief: Hey, maybe you should go get the decorations while I run back and see if Pellier's doing alright. Maybe add a couple more light bulbs to the display, you know? Here's the list of everything Pellier wanted. I even wrote it down for you. You look down at the list, at the top is written "Get any 3 items from the following!" with a list of decorative items listed out in point form.
Balancing everything carefully in your arms, you return to the workshop only to find Lief adding yet another lightbulb to the display outside. Pellier: World-hopper, hello! Thanks for fetching everything for us. You can leave it on the doorstep over there. Why don't you and Lief go take a walk down by the beach? It'll do her nerves some good. Lief: Nerves? I'm not nervous! What would I even be worried about? Nothing, that's what. Pellier: Well, if you're not worried about anything, then you won't have any problem taking a relaxing afternoon off so I can make my famous crab cakes in peace. Lief: Fine! I will have a good time! Come on, world-hopper, let's go have some fun. Lief stomps away in a huff, but very quickly runs out of steam. She doesn't seem to have a destination in mind, hesitating at the crossroads even though she'd seemed so purposeful before.
Lief: You know what? It doesn't have to be that complicated. You're a fun person, I'm a fun person. Maybe we can just decide to have a good time and bam! Instant happiness. Isn't that right... Hoppy?
Lief shrugs, idly smoothing down her feathers. Lief: I'll admit it. I'm worried about dinner. It's our first time hosting ever, and it feels like... this is my one chance to prove to my family that I'm a responsible adult now. It's not a huge deal, just something I've been thinking about. Don't tell Pellier.
Lief: It's kind of my job to be the confident one, you know? Pellier gets nervous easy, and he frets about things not working out. When I let him know just how much I believe in us, it's like that gives him permission to believe in us, too. He shouldn't have to... It's not his job to deal with me being all insecure. This is my mess, and I should be able to handle it.
Lief is usually quick with an answer, but that question makes her stop and think. She considers it for a long moment, then lets out a tiny laugh. Lief: He'd tell me I was an idiot. And he'd make me get over myself and just talk to him already. Imaginary Pellier always has the best ideas. Lief stands up straighter, already looking in the direction of the workshop. Lief: "Thanks for being patient with my moods today. I think I needed someone to talk to. Come on, let's go home."
When you get back to the workshop, Lief ignores the door and goes straight to the kitchen window, banging her fist against the glass. The noise immediately gets Pellier's attention and he cracks the window open. Pellier: What are you trying to do now, break the glass with your bare hands? Lief: No! Even though I probably could. I'm... I'm here to talk to you. About being nervous about dinner and my family and everything. The world-hopper kind of convinced me. Pellier: Come on in. You can help me with dinner. He opens the door, and you and Lief follow him into the kitchen, where he's lined up baking ingredients neatly against the counter. Lief picks up the mixing bowl without a word and continues working with the dough. Lief: It's not a huge deal, really. I decided I was okay not doing what the family wanted for me ages ago. It's not I'm going to stop making light bulbs if they disapprove of me now. Worrying about it is useless. It shouldn't matter what they think, but... Pellier: But somehow it still does? Lief: Yeah, and I hate it! It feels like I'm back to being a kid again, trying to make them proud of me. I'm not going to change anything for them, but I still want them to be happy with me the way I am. If that makes sense. Pellier: Of course it does. I feel the same way about my family. Lief: Really? But you're the good kid! You're everyone's favorite! You used to be in charge of me when we were home alone. Pellier: I may have a reputation for being well-behaved, but my parents didn't expect me to follow you into the lighting industry, remember? I wouldn't say they disapprove, but they do worry. I understand why, but I still wish they'd trust me to succeed on my own. It's just difficult to convince them that I'll be alright.
Pellier: Well! Bottling up your feelings didn't do any good. You're feeling nervous about dinner tonight. What are we going to do about it? Lief keeps mixing the dough as she digests Pellier's words, staring downwards with a slight frown as she considers her problem. She stirs, she thinks, and then, slowly, she begins to smile. Lief: We do what we always do. We're going to make a plan. Abandoning the mixing bowl on the counter top, Lief springs up with renewed energy. She starts pacing through the kitchen, using the spoon to gesture instead of her usual pencil. Lief: First, our goal. What do I want? Total light bulb popularity, fame for the light bulbs, a fortune from selling light bulbs... No, that's too broad. What do I want from this dinner? She sweeps the spoon through the air to punctuate her sentence. Pellier has to move a pitcher of water out of the way before she can smack it to the floor. Lief: What I want is for my family to understand why I decided to start a light bulb business instead of going into glass-blowing like everyone thought I would. I want them to believe in me like you do. Step two, obstacles. What's our biggest problem here?
Lief: If they still don't understand after tonight I'll let it go, but I want to at least try to meet them on their level. I have to find a way to talk about light bulbs that they'll actually understand. Pellier: Almost like marketing to a very specific audience. Lief: Yes! That's exactly it. Pellier, you're a genius! I might not be good at talking to my family, but half of what we've been doing with the store is learning how to market. Lief brandishes the spoon like a conductor's baton as she speaks, punctuating her sentences with swishy waves or little twirls. Lief: Customer number one: Auntie Esma. So, so, boring. All she cares about is her stupid jam cellar. How do we sell her a light bulb?
Lief: Hey, there's an idea! She's always complaining about dropping jars down there. She has to clean up the glass by candlelight, can you imagine? Perfect! I can see her standing in a nicely-lit jam cellar already. Lief: Customer number two is Grandpa Hain. He spends all his time lecturing everyone about street crime, which I guess was more of a problem decades ago when he was our age. What are we going to say to him?
Lief: Right! Like grandpa always says, criminals love the dark! Always thought he had "criminals" and "vampires" mixed up, but... Grandpa would love the idea of a network of streetlights. He might even get one for his porch! Lief: Next up are my little cousins. Pellier's might show up too. Our families like having all the kids play together. That's how we met each other, though I was always his favorite. Pellier: Your cousin Theren's my favorite. You always got me into trouble, and they always brought me snacks. It's no contest. Lief: You just won't admit I'm the best. Anyway, we've stocked up the kid's table with colored pencils, but I still want something light bulb-y that they'll remember. They don't really care about business, but I still want them to think I'm cool. Pellier: Well, if we're reduced to seeking the approval of children, perhaps we should meet them on their level as well. Animate a light bulb for a mascot, have it do some tricks... Lief: Perfect! That's what we call branding in the business. Lief and Pellier seem to want you to bring a pet hatched from a lightbulb of some sort.
Lief: Oh! What a cool pet, it's all shiny and everything. Pellier: I bet it's going to be a real hit at the party. You, Lief and Pellier scramble to get everything ready for her guests' arrival, taking the crab cakes out of the oven and double-checking that you have enough cutlery for everyone. The first people to show up are Pellier's relatives, cousins who come bearing an entire pre-sliced pineapple. Lief's grandfathers show up next. Sure enough, one of them is talking about street crime. Pretty soon, Lief and Pellier are overwhelmed with relatives hugging them and offering food. When a bird couple with Lief's golden hair approaches the three of you, she presents you to them, looking a little nervous. Lief: "Mom, Dad, this is the world-hopper I've been telling you about."
Lief's parents seem surprisingly ordinary for a couple that's raised such a strange girl, but their enthusiastic greeting makes you finally see the resemblance. Lief introduces you to her uncle, to her grandfathers on her mother's side and grandparents on her father's, and to Pellier's aunt, who's brought her new baby. There's an overwhelming amount of relatives around, and Lief seems like she's going to greet each and every one of them. Before she goes to fulfill her hostess duties, she checks in with you first. Lief: Don't worry about us. Go mingle! Have some food! Hide in the kitchen if you don't want to talk to anyone. Just let me know when you're done being social.
Lief: Enjoying the party? Come sit with us! You're sat right next to Lief and Pellier at dinner, giving you a front-row view of their coordinated light bulb sales pitch. They even drag you in to give testimonials. The night passes in a blur of laughter, delicious food and long conversations. Lief's family lingers at the table long after the leftovers have been packed away, but when they finally start to go Lief motions for you to stay behind. Lief: I, uh, just wanted to say... I'm glad you were here tonight. Not just because you gave me good advice, but because it wouldn't have felt right without you. You're really important to me, world-hopper. You might not actually be related to me, but if I get to choose you count as part of my family. Pellier: That means you're obligated to come to the next reunion.
Lief: And as a token of our affection... you can have some of the leftovers from tonight. Pellier: Please help us finish them. We have so many. Lief hands you a basket, already packed. You peek inside. Along with little containers of leftover food, including several whole crab cakes wrapped in a pretty handkerchief, Lief's snuck in a gift as well. Lief: Surprise! Bet you weren't expecting an extra present. It's to remind you that you're always welcome here, no matter what happens. We won't forget you, even if you're cast away to a deserted island and you can't find your way back for fifty years! If that happened, I'd leave a giant light bulb lit at our doorstep so you could always find your way back home. I mean, I hope it doesn't take fifty years before I see you again. We have so much fun together, and I always feel like I can talk to you... let's try for tomorrow! Or next week. Or whenever, really. Come visit again soon, okay? We'll be waiting. |
Rewards: Lief's Green Gold Hanging Lights, Bundle of Bulbs, Lief's Totem, Lief's Lightbulb Crown, 5000 Potatoes, +3 Affection with Lief |
Lief: "World-hopper! Hey. Come stand here. No, try two and a half steps to the left."
- a) Follow Lief's directions.
- b) What's this about?
Lief flicks a switch and a display of light bulbs blinks into brilliance, forming a glowing arch around the entryway of the shop.
Lief: "Do you think it's got wow factor?"
- a) Definitely.
- b) Kind of.
- c) Not really.
- *d) What's wow factor?
- *e) What's this for?
Lief breaks into an all-out run, leaving you in her dust. You glance at Pellier, who gives you a helpless shrug and motions for you to follow her.
- a) Slow down!
- b) Race you to that tree! +1
Lief: "Here's the list of everything Pellier wanted. I even wrote it down for you."
After getting the decorations, you, Pellier and Lief start discussing how to win over the family with the lightbulbs.
Lief: "Customer number one: Auntie Esma. So, so, boring. All she cares about is her stupid jam cellar. How do we sell her a light bulb?"
- a) Make light bulb jam.
- b) Make light bulb-shaped jam containers.
- c) Use light bulbs for her dark jam cellar.
Lief: "Customer number two is Grandpa Hain. He spends all his time lecturing everyone about street crime, which I guess was more of a problem decades ago when he was our age. What are we going to say to him?"
- a) You can use light bulbs for self-defense.
- b) Criminals hate light bulbs?
- c) Good lighting makes things safer at night.
To impress Lief's little cousings, Pellier proposes a mascot.
Show Lief and Pellier a lightbulb deer. The pet is not taken from your account.
- a) The business?
- b) Are you going to keep my pet?
- c) The pet I have happens to be hatched from a lightbulb!
- d) I'll see what I can do.
Among the guests, Lief's family shows up.
Lief: "Mom, Dad, this is the world-hopper I've been telling you about."
- a) Say hello.
- b) Nod at them nervously.
Lief says you're part of the family and Pellier explains that means you're invited to the next reunion.
- a) Hug her. +1
- b) I don't want to be part of your family.
- c) You're part of my family, too. +1
- d) Just smile.
Lief hands you a gift basket.
Rewards | |
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Lief's Green Gold Hanging Lights | |
Bundle of Bulbs | |
Lief's Totem | |
Lief's Lightbulb Crown | |
5000 Potatoes | |
3 Affection with Lief |
Astra: The Voice of the Stars[]
Quest Information | |
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Quest Giver | Astra |
Prerequisites | Main Quest: Astra's Route / Lief's Route |
Description | "Astra can't shake his slump after the lightbulb incident." |
Full Transcript |
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When Astra comes to the door to greet you, he seems to be much more sullen than the last time you spoke.
Astra scowls and whirls around to stalk back into his tower, leaving you to catch the door and hurry after him. Astra: Lief's "solution" to the lightbulb problem is, as I expected, proving rather ineffective. Before, I could view the stars clearly from the comfort and warmth of my home. Now, all I can see from my room is a washed out night sky. Even when I sneak out and shut off the lights closest to my tower, it is no use. This town that has long been my home suddenly feels cold and unwelcoming. Even my very livelihood is at risk of collapse.
Astra: In addition to my astronomical endeavors, I also perform star divination. The local periodicals purchase my prognostications and publish them every week. Considering that there are very few who can hear and interpret the voices of the stars, the pay is a mere pittance... but it is enough to supplement my grants and ensure my livelihood. Yet, with this new state of affairs, it is as if my connection to the stars has been severed. I can barely hear their voices at all. When once their celestial messages would wash over me as a heavenly rain, now I stand in the middle of a desert… World-hopper, it is more than a danger to my subsistence. It threatens my very state of mind. That is why, if you are done poking your nose in my affairs, I would ask you to leave. What I need now is peace and quiet.
Astra eyes you skeptically for a moment, but your overflowing charm wins him over. Astra: ...You appear to have an idea, world-hopper. What are you suggesting? I'll remind you that it's not simply a matter of turning off some lightbulbs, or heading just outside town. I've tried both, and it does no good. Perhaps Aviar Cove is simply cursed by the gods now.
Astra: Much farther... Are you suggesting that I go all the way out into the hills? True, that would be far enough from Aviar Cove that there should not be any interference from the lightbulbs… But it is hardly a distance one could cover on a daily basis, especially not when carrying astronomical equipment. It would require at least one overnight trip. I used to go on such excursions with my mother, in fact. But there is simply too much luggage needed for one person to make the trip alone. It is too much of a hassle.
Astra no longer seems to be listening to you. Astra: Perhaps such a trip would shake me from my stupor so that I can hear the stars again. Even if I am unsuccessful, at least you will have had the rare opportunity to observe the stars with an expert astronomer. Yes, this is an excellent plan indeed. We will need to begin making preparations at once. I will collect my tools and portable telescopes. You will be responsible for gathering your own outdoors supplies. Because we will be working in darkness, you will need a reliable light source, as well as sufficiently warm clothing. It would also be wise to pack rations for yourself and your pet. I will not be responsible for feeding you. Does this seem manageable?
Astra: Good. Return here when you have assembled your travel supplies. We will set a departure time only when you are ready. Collect 2 food items, a light source, and equip at least 5 warm pieces of clothing before speaking to Astra again.
Astra: Have you gathered the necessary travel supplies? We will set a departure time only when you are ready. Astra looks you up and down, inspecting your clothes and supplies. Astra: Are you sure you will be warm enough like that? Well, I suppose you know your own needs best. I see that you've also prepared your own food and source of light. The latter will be useful in referencing star charts and taking notes. You'll also help me carry the equipment. Here is your pack. Astra gestures to a large bag stuffed full of scroll cases and brass instruments. Astra: As you are the younger of the two of us, I took the liberty of making your pack heavier. My thanks for your consideration of my age.
Astra: Anyway, let us be off. There is no reason to wait. The sooner we arrive, the sooner we will be able to see the stars as they were meant to be seen.
Astra: Follow me.
The two of you walk toward the town limits, heading over toward the cliffs. Presumably, the hills that Astra mentioned are on the other side. Astra walks at a surprisingly brisk pace, but does not bother to make conversation. He occasionally looks up to glower at a lightbulb fixture, but otherwise seems caught up in his own thoughts.
He looks stern enough to be mad about something, but as you continue to walk aside him, you realize that this is just his default expression. Astra's path takes you up and over the cliffs around Aviar Cove, through a small patch of woodland, and finally out onto a series of rolling hills. Even though his pack is lighter than yours, the long trek makes Astra's breath ragged and his steps more sluggish.
Astra: I am fine. We are almost there. Some time after Astra saying this, you finally arrive at a tall hilltop. The lookout point is completely bare except for some ferns and a lone tree. Astra: This is the place. We will make camp and wait for it to get darker. You and Astra busy yourselves with setting up your camp. Astra's luggage includes sleeping pallets and simple seat cushions, which you arrange next to the astronomical equipment. Astra: Before we get started, I will explain these tools and how they are to be used. This is an astrolabe. This will allow us to make precise measurements of the inclination of the stars, so that we may record their position in the sky. I have brought my measurements from the most recent months, as well as a reference file in the event that the sky should suddenly change phases.
Astra: What? Even non-astronomers should know that the sky changes phases. But you are a world-hopper, and I will chalk up your ignorance to unavoidable memory loss. Unlike the changing faces of the moon, which are cyclical by virtue of Sol's ever-shifting nature, the phases of the night sky are irregular and sudden. Of course, scholars have been trying to uncover the pattern of the sky phases for years, myself included. But until their secrets are revealed to us, we must be prepared for the whims of the gods. Now, hand me that tripod. I will assemble your viewing station. Before long, the two of you have completed your stargazing camp. Astra extinguishes the lamps and you are both cast into total darkness. You look up to see a vast ocean of stars, the moon drifting among their multitudes. Astra lets out a soft sigh.
Astra: It is simply... a relief. I suppose it feels like coming home after a long absence. Come. Put your eye to the eyepiece and we will begin. Do not forget to remove the lens shutter. At Astra's direction, you begin to observe the stars. Occasionally, he re-lights the lamps to show you an illustration of a constellation, instructing you in how to locate it. Despite his gruff demeanor, Astra is a surprisingly good teacher. Astra: It seems you have grasped the basics. I will leave you to look for any constellations you wish. The sky has not changed phases, so these references should be sufficient.
Astra: ...I assume you are referring to my main goal in coming here. Astra lowers his hands from his telescope and sighs. Astra: ...I cannot hear them. My soul is much more at ease out here, but I still cannot hear the voices of the stars. Perhaps the gods have turned their backs on me for allowing Aviar Cove to go astray from their light.
Astra: After coming all the way out here, what else is there to try? Journeying across the whole continent?
Astra: I can... I can hear the voices of the stars. Astra's eyes are wide, reflecting the twinkling lights above. Astra: It is faint, but I - I can hear them. Oh, world-hopper, this is so wonderful...!
Astra: It is thanks to your encouragement and wisdom. I was wrong to doubt you. Forgive me, world-hopper, we can go back to our originally scheduled star viewing shortly. For just a moment, I would like to listen to the stars.
Astra: I had meant to save this for when we returned to Aviar Cove, but here. I would like to give it to you now. A small gift to encourage a fellow star enthusiast. With a perfectly content smile, Astra closes his eyes and tilts his head back to continue listening to the stars. Listen as hard as you might, you can hear nothing except the whistling of the wind, and very occasionally, Astra humming softly to himself. |
Rewards: Astra’s Cosmic Canape, 1500 potatoes, +3 Affection with Astra |
Astra: "Oh. It's you. What do you want?"
- a) I wanted to say hello.
- b) How's the stargazing lately?
Astra tells you about his livelihood being at stake, as he can no longer sell prognostics based on the stars.
Astra: "That is why, if you are done poking your nose in my affairs, I would ask you to leave. What I need now is peace and quiet."
- a) Are you sure I can't help?
- Hidden stat gate: 90 charm to pass
- b) Ok, goodbye. (?)
You suggest Astra take trips to look at the stars further from town. He notes that he could not carry the equipment on his own all the way as it is a night's journey.
- a) Why don't you ask someone to go with you? (?)
- b) I could help you.
Astra: "World-hopper, perhaps I underestimated your interest in the stars."
- a) Yes, I love the stars.
- b) Actually, I just want to help you.
Astra tells you to gather things needed for the journey.
Collect 2 food items, a light source, and equip at least 5 warm pieces of clothing before speaking to Astra again.
Astra: "As you are the younger of the two of us, I took the liberty of making your pack heavier. My thanks for your consideration of my age."
- a) ...Don't mention it.
- b) I don't remember offering to do that. (?)
Astra walks at a surprisingly brisk pace, but does not bother to make conversation. He occasionally looks up to glower at a lightbulb fixture, but otherwise seems caught up in his own thoughts.
- a) Strike up a conversation. (?)
- a) Ask about Astra's mother.
- b) Ask about Astra's tower. (?)
- b) Maintain companionable silence.
Even though his pack is lighter than yours, the long trek makes Astra's breath ragged and his steps more sluggish.
- a) Ask if he wants to take a break.
- b) Offer to carry more of his luggage.
You arrive at your destination and Astra starts explaining the equipment.
Astra: "I have brought my measurements from the most recent months, as well as a reference file in the event that the sky should suddenly change phases."
- a) Change phases?
- b) Are you confusing it with the moon? (?)
Astra explains what is known of sky phases. After assembling the equipment and extinguishing the lights, the stars are made visible. Astra lets out a soft sigh.
- a) What's the matter?
- b) Are you afraid of the dark? (?)
He explains that he feels relief, proceeding to teach you about constellations. After some time, he admits that he can no longer hear the stars.
Astra: "Perhaps the gods have turned their backs on me for allowing Aviar Cove to go astray from their light."
- a) That seems harsh.
- b) Maybe they have. -1
Astra: "After coming all the way out here, what else is there to try? Journeying across the whole continent?"
- a) Try looking inside yourself.
- b) Try bringing yourself closer to the stars.
Astra: "What about you, world-hopper? Is there some special trick that you can recommend for effective meditation?"
- a) Count your breath. (?)
- b) Close your eyes. (?)
- c) Clear your mind.
Astra: "World-hopper, you will meditate with me. I will not have you rustling around and breaking my focus."
- a) No problem.
- b) If I have to... (?)
Astra closes his eyes and rests his hands on his knees, inhaling and exhaling deeply.
- a) Take it seriously.
- b) Fake it. (?)
You get different narrations depending on your class.
- Galactic: Something about the silent night sky calls out to your galactic nature. You enter a deep meditative state.
- Human: It takes you some time to clear your mind, but you draw on your natural tenacity to keep at it until you can focus on your breathing.
- Animal: Tapping into your animal instincts, you find yourself merging with the flow of the natural world.
- Elven: You lose track of how much time passes, but eventually you release your concentration to check on how Astra is doing.
After a short while, Astra opens his eyes as well.
- a) Well?
- b) Can you hear them?
Astra: "It is faint, but I - I can hear them. Oh, world-hopper, this is so wonderful...!"
- a) That's great!
- b) About time. (?)
Astra: "Forgive me, world-hopper, we can go back to our originally scheduled star viewing shortly. For just a moment, I would like to listen to the stars."
- a) That's fine with me. (?)
- b) I'll try to listen to them too.
Rewards | |
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Astra's Cosmic Canape | |
2 Comprehension | |
1500 Potatoes | |
5 Affection with Astra |
Astra: Astra's Astrological Quandary[]
Quest Information | |
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Quest Giver | Astra |
Prerequisites | 500 Affection |
Description | "Astra appears to be ruminating over something recently, hear him out." |
Full Transcript |
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As per Astra's instructions, you make your way up to his tower. The night is clear and some stars can even be seen despite contesting for clarity with the lightbulbs around town.
Astra: Hello, world-hopper. Good of you to come, I have a matter that I was just hoping to discuss with you. You and I have continued our association for some time. Would you describe me as... Astra glances down at a letter in his hands. Astra: ..."ornery" or "dark?"
Astra: I received this letter from my editor recently. She says... Ah, I am losing my temper again! I will simply read it to you. "Dear Astra, I hope that you are well. I received your divination manuscript for this week and it looks great, as usual -" I am not embellishing, world-hopper. My prognostications are nothing but the true voices of the stars put into our language, but she tends to rate them for their entertainment value. Anyway, she goes on to talk about the manuscript, and then, please listen to this: "Lately I have been concerned about your mental and emotional well-being. Ever since the lightbulb debacle, you seem a little darker than usual. Your fans are used to your being ornery, but I still worry that you're not getting out enough. Please let me know if there's anything I can do to help. Signed, your faithful editor and fan, Vienna." Can you believe this? Never before has she been this meddlesome!
Astra: I'm providing the divinations she wants, am I not? How I spend my personal time is no concern of hers. And what is this nonsense about "getting out more?" I have always been an indoors harpy and that is not going to change.
Astra: In fact, her notion of "getting out more" and, I'm sure, interacting with others would only give me less time to dedicate to my studies. What's more, the biggest piece of evidence for my rebuttal stands right in front of me.
Astra: I have fostered a relationship with you, have I not? I have bestowed upon you my great knowledge of the stars and you have helped me in return. I know! I shall perform a star divination for you, right here and now. I still owe you a debt from our previous trip to the countryside. What's more, this will show Vienna that I am spending "quality time" with a close associate.
Astra: Good. Come with me. Astra leads you up the winding staircase of his tower, passing through the floor containing his study and proceeding to the top floor. You pass through a gauzy curtain to enter the narrow room, which features a few floor pillows and full wall paintings of the night sky. Astra: This is where I normally perform my star divinations. Forgive the sparse furnishings, it's meant to minimize distraction from the voices of the stars. Sit down.
You sit down on one of the floor cushions across from Astra, who settles down with his legs folded. Astra: Now, everyone in this world is born under the protection of a certain guardian deity, depending on when they were born. Before we proceed, I will need to know your date of birth - Ah. You don't remember such things, do you? It did not occur to me until now, but world-hoppers have no memory of where they came from, correct? That would mean that you do not recall your birthdate either. This is... unfortunate, but not unsalvageable. We will turn to the stars for this as well. Surely they will be able to lead us to your guardian deity.
Astra: Do not worry. I will be your guide. Close your eyes. Astra closes his eyes and lifts his palms into the air. Astra: Stars above, lend us your wisdom... Reveal to us the guardian deity of this hopper of worlds... World-hopper, I will describe to you each of the guardian deities. You will open your soul to the heavens and feel for which guardian deity resonates with you. Let us begin. From what season does your soul hail? a) Spring, the season of transformation. (March-May) Astra: Spring, you say... A time of transitions, of upheaval and growth. The guardian deities of spring are Kelbi, Signi, and Aeolin. Kelbi, the deity of the spiral shell, is responsible for our changing seasons. Their emergence from their snail shell heralds the beginning of spring. Signi, on the other hand, presides over the weather. The tears of the weeping one bring us the life-sustaining rain. Last of the spring deities is Aeolin, guardian of the roads and skies. His broad wings and watchful eyes protect travelers from harm. Which of these deities calls out to you? Search in yourself, and the answer will be the month of your birth.
b) Summer, the season of celebration. (June-August) Astra: The summer months, you say? They are known for their vibrant energy and warmth, as are their guardian deities - Turara, Ivita, and Ingi. Turara the Multifaceted represents beauty and strength, reflecting both virtues in his glittering prisms. Ivita presides over luck and leisure, batting possibilities back and forth between their flighty paws. The final summer deity is Ingi the Unquenchable, deity of heat and flame. Her blazing warmth is the most characteristic of the season. Which of these deities calls out to you? Search in yourself, and the answer will be the month of your birth.
c) Autumn, the season of life. (September-November) Astra: The autumn months... A time of both harvest and decay, when nature's powers are on full display. The guardian deities of autumn are Thalies, Pann, and Ombra. Thalies, the deer of many branches, presides over wild nature in all of its forms. Every tree and sprout finds refuge in the skyward roots of his antlers. At the same time, the parsnip deity Pann watches over the crops of farmers across the realm, providing rich harvests to see us through the winter. The final autumn deity is Ombra, the sleeping bear. She oversees the waning of all things, from day's light to life itself. When beings are ready to go to their final rest, Ombra welcomes them into her shade.
d) Winter, the season of wisdom. (December-February) Astra: The winter months have long been considered a time for reflection and introspection. Their guardian deities, Vaer, Soll, and Ravan, are perhaps the wisest of them all. Vaer, the shark deity of the deep seas, is the keeper of order and bringer of justice. His ferocity is only matched by his dedication to discipline. Soll, the foremost deity of them all, is the many-faced deity of the sun and all light. It is by their benevolence that we have the sun, the stars, and the moon. The final winter deity is Ravan, keeper of ancient wisdom. Steward of scholars and students everywhere, all knowledge in the world can be found behind her wide, curious eyes. Which of these deities calls out to you? Search in yourself, and the answer will be the month of your birth.
Astra: Well? What do you think?
Astra: Of course, there may be small degrees of variation depending on your thoughts and actions. The best way to ensure a positive outcome... Yes, let us see... Astra spreads his arms wide dramatically, tilting his head backward and taking a deep breath.
Astra looks up at the sound of a knock on the door. Astra: World-hopper, did you bring someone with you? I am not expecting any visitors. The two of you return to the front door and open it to see a young woman standing on the front step of the tower. Vienna: Hello, Astra! I just stopped by to see how you were doing. Did you receive my letter? Noticing you standing beside Astra, she leans over to get a better look at you. Vienna: Oh, who's this?
Astra: Indeed! In fact, we have just finished a star divination. As you might imagine, it was challenging because world-hoppers have no memory of their previous lives, and therefore cannot know their birth months. However! With my guidance, this was no problem at all. For starters - The woman holds up her hands to stop him, laughing. Vienna: That sounds great! Why don't you turn it into a column for next week's issue? I'm sure your fans would love to hear all about it. She turns back to you. Vienna: So you're the famous world-hopper. My name's Vienna, I'm the editor of Astra's astronomy section at the Cove Herald. I've heard so much about you, it's a pleasure to meet you in person.
Astra rolls his eyes and turns with a dramatic sweep of his robes. Astra: I don't have time for your idle pleasantries, Vienna. If you're going to use my front door for your social calls, I'll have no part in it. World-hopper, feel free to see yourself out when you've gotten rid of her. You did well today. With that, Astra heads up the stairs to his study. Vienna: He seems like he's in a good mood today.
Vienna: Did you see the way his eyes lit up when he was talking about the divination he did for you? I haven't seen him so animated in a long time. Ever since the lightbulb incident, I've been worried about how much time he's been spending just sulking in his tower, but it seems like I worried for no reason. I'm glad he's got a confidant like you. He even seems to trust you with his astronomy talk, which is great. I'm a huge fan of Astra's divinations too - he's a real genius! But I don't really understand all the astronomy stuff, so he can get a little cranky with me. Anyway, while I'm here, will you let me say thank you on Astra's behalf? Don't worry, I'll make sure that Astra's divinations have a place in our paper for years to come! So if you could keep on spending time with him, I'd really appreciate it. As a fan and his editor.
She offers you a broad smile. Vienna: Thanks. You know, they say that the world-hoppers are always running around and causing trouble for people. But if world-hoppers are all like you, I think we could really use more of them. |
Rewards: Astra's White Harpy Wings, Looking Glass, Astra's Totem, Astra's Golden Telescope, 5000 Potatoes |
You head to Astra's, and he greets you at the door with a letter in his hand.
Astra: "Would you describe me as......"ornery" or "dark?""
- a) No, not at all. + 1
- b) ...Maybe a little.
- c) Sounds about right. -1
Astra complains about this letter from his editor Vienna, who expresses concern for his mental well-being and wants him to get out more.
- a) She sounds like she's worried about you.
- b) Yeah, don't listen to her.
Astra: "And what is this nonsense about "getting out more?""
- a) Maybe she wants you to have a hobby.
- b) Maybe she wants you to have more friends.
Astra: "What's more, the biggest piece of evidence for my rebuttal stands right in front of me."
- a) Me?
- b) What do you mean?
Astra proposes spending "quality time" with him as his close associate in order to both to pay you back and prove Vienna wrong.
- a) Right now?
- b) Do we need to go outside?
Astra asks you if you're ready for his grand plan.
- a) No, I'm ready to go!
- b) Actually...
Astra wants to perform a star divination on you. He takes you up to his tower to begin, but then realizes something: since world-hoppers don't have any memories of the past, your birth month - and guardian deity - are unknown. To get around this, he proposes letting the stars guide you.
- a) Uh...
- b) What do I need to do?
Astra: "From what season does your soul hail?"
Full Readings | |
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Spring, the season of transformation. (March-May)
Spring, you say... A time of transitions, of upheaval and growth. The guardian deities of spring are Kelbi, Signi, and Aeolin. Kelbi, the deity of the spiral shell, is responsible for our changing seasons. Their emergence from their snail shell heralds the beginning of spring. Signi, on the other hand, presides over the weather. The tears of the weeping one bring us the life-sustaining rain. Last of the spring deities is Aeolin, guardian of the roads and skies. His broad wings and watchful eyes protect travelers from harm. Which of these deities calls out to you? Search in yourself, and the answer will be the month of your birth.
A child of Kelbi, then... In divination circles, we call them "snails." Snails are hard-working and adaptable, but can be easily swayed.. Their patience sometimes makes them slow-moving, but they get there in the end. Divination: Missing.
A child of Signi, is it? In divination, we call them "goldfish." Goldfish are sensitive and kind, but they tend to live in their own heads. They can sometimes be too idealistic, preferring their imaginations to reality. Divination: "It is easy to re-think the same problem over and over again. Change your perspective to shake free of your stagnation. If given the choice, green will guide you toward brighter pastures."
A child of Aeolin, then? In divination, we call them "seabirds." Seabirds are whimsical and creative, but their unique perspective makes them resistant to authority. They can often be restless, preferring new opportunities to stability. Divination: "Regrets serve their purpose only in propelling you forward. Do not let the past restrain you from spreading your wings again. If you need a push in the right direction, open a new book. Use lily of the valley to create a serene space." Summer, the season of celebration. (June-August) The summer months, you say? They are known for their vibrant energy and warmth, as are their guardian deities - Turara, Ivita, and Ingi. Turara the Multifaceted represents beauty and strength, reflecting both virtues in his glittering prisms. Ivita presides over luck and leisure, batting possibilities back and forth between their flighty paws. The final summer deity is Ingi the Unquenchable, deity of heat and flame. Her blazing warmth is the most characteristic of the season. Which of these deities calls out to you? Search in yourself, and the answer will be the month of your birth.
A child of Turara, then... In divination circles, we call them "gems." Gems are social and empathetic, their strength is in their understanding of others. However, as they tend to be aware of their virtues, they can be arrogant or self-centered. Divination: "Different shades of yearning draw your attention in all directions at once. Stay focused on what is truly important and move toward it. Make use of deep, deep blue to clear your mind and heart."
A child of Ivita, you say? In divination circles, we call them "cats." Cats are free-spirited and relaxed, as well as gifted communicators. But when something threatens their calm, they can be nervous and unreliable. Divination: To you, world-hopper, I present the following divination... "When the pendulum swings far one way, it then rebounds in the opposing direction. Do not be shocked by the universe balancing itself around you. Be an island of peace, a refuge for your loved ones. Good things will come in twos."
A child of Ingi, then. In divination, we call them "embers." Embers are determined and strong-willed, with a magnetic presence that draws others to them. However, they can also become very stubborn and reckless in their pursuit of their goals. Divination: Missing. Autumn, the season of life. (September-November) The autumn months... A time of both harvest and decay, when nature's powers are on full display. The guardian deities of autumn are Thalies, Pann, and Ombra. Thalies, the deer of many branches, presides over wild nature in all of its forms. Every tree and sprout finds refuge in the skyward roots of his antlers. At the same time, the parsnip deity Pann watches over the crops of farmers across the realm, providing rich harvests to see us through the winter. The final autumn deity is Ombra, the sleeping bear. She oversees the waning of all things, from day's light to life itself. When beings are ready to go to their final rest, Ombra welcomes them into her shade.
A child of Thalies, you say.. In divination, we call them "deer." Deer are gentle and loving, with a knack for organization and analytical thought. However, their perfectionism and efforts to care for others can be overbearing. Divination: To you, world-hopper, I present the following divination... "Waiting is the most difficult challenge of all, but sometimes you must wait even longer before the right path will present itself. You have done nothing wrong, do not fear. Take comfort in lilac and remember to breathe."
A child of Pann, then. In divination, we call them "parsnips." Parsnips are honest and reliable, with an adventurous outlook and quick wit. Because they are always reinventing themselves, so they can also grow unpredictable and unstable. Divination: Missing.
A child of Ombra, you say... In divination, we call them "bears." Bears are dedicated and dutiful, sometimes to the point of selflessness. However, this can make them too serious or seemingly unemotional, even though they often care the most. Divination: Missing. Winter, the season of wisdom. (December-February) The winter months have long been considered a time for reflection and introspection. Their guardian deities, Vaer, Soll, and Ravan, are perhaps the wisest of them all. Vaer, the shark deity of the deep seas, is the keeper of order and bringer of justice. His ferocity is only matched by his dedication to discipline. Soll, the foremost deity of them all, is the many-faced deity of the sun and all light. It is by their benevolence that we have the sun, the stars, and the moon. The final winter deity is Ravan, keeper of ancient wisdom. Steward of scholars and students everywhere, all knowledge in the world can be found behind her wide, curious eyes. Which of these deities calls out to you? Search in yourself, and the answer will be the month of your birth.
A child of Vaer, you say... In divination circles, we call them "sharks." Sharks are judicious and prudent. Their strong self-discipline can make them seem pessimistic, although their reserved nature often hides a good sense of humor. Divination: To you, world-hopper, I present the following divination... "Plan ahead, but plan to replace those plans with new ones. Each resolution is a reflection of your state of mind, not chains to bind you. Be ever scheming, ever accommodating. Red will remind you to be bold."
A child of Soll, then. In divination circles, we call them "moons." Like the moon in our night sky, they are all small manifestations of Soll's light. Moons are visionary and and intuitive, capable of picking up a number of roles or skills. But much like the changing faces of the moon, they can also be temperamental. Divination: "The winds of fate are churning and not always in your favor. Find a safe haven to ride out the storm, there will be clear skies on the other end. When faced with numerous options, sets of three are your friend."
A child of Ravan, then.. In divination, we call them "owls." Owls are ambitious and curious, always eager to learn and explore. However, their passion can also come across as arrogant or overcritical. As it so happens, Ravan is my guardian deity as well. Divination: To you, world-hopper, I present the following divination... "What you see as a slump is perhaps merely a time for rest and renewal. Silence your inner critic and reflect on your triumphs until you are ready to move again. Triangles will be conducive to creating harmonious spaces." |
- a) Spring, the season of transformation. (March-May)
- a) Kelbi, deity of change. (March)
- b) Signi, deity of rain. (April)
- c) Aeolin, deity of travel. (May)
- d) Hmm, maybe spring doesn't resonate with me after all...
- b) Summer, the season of celebration. (June-August)
- a) Turara, deity of beauty. (June)
- b) Ivita, deity of luck. (July)
- c) Ingi, deity of flame. (August)
- d) Hmm, maybe summer doesn't resonate with me after all...
- c) Autumn, the season of life. (September-November)
- a) Thalies, deity of nature. (September)
- b) Pann, deity of harvest. (October)
- c) Ombra, deity of shadow. (November)
- d) Hmm, maybe autumn doesn't resonate with me after all...
- d) Winter, the season of wisdom. (December-February)
- a) Vaer, deity of order. (December)
- b) Soll, deity of the sun. (January)
- c) Ravan, deity of knowledge. (February)
- d) Hmm, maybe winter doesn't resonate with me after all...
Astra announces your divination based upon your chosen birth month/deity.
Astra: "Well? What do you think?"
- a) Wow, that's spot-on. +2
- b) That doesn't sound right... -1
- c) Sounds bogus to me. (?)
Astra assigns you a task based on your guardian deity.
- a) Sounds good.
- b) Sounds like mumbo-jumbo. (?)
The task will vary based on your previously chosen birth month.
- January: Change outfit 1 time, change adventuring sprite 1 time, change pet totem 1 time.
- February: Interact with your pet 4 times.
- March: Alchemize 3 items.
- April: Complete two NPC's daily quests.
- May: Answer 3 adventuring riddles correctly.
- June: Play Silvie's Artifacts 3 times.
- July: Play Turnip Thief 3 times.
- August: Increase pet affection by 10.
- September: Play Forest Clean Up 3 times.
- October: Feed a pet 3 times.
- November: Play Starry Night 3 times.
- December: Play Vaer Sea Forage 3 times.
Astra is pleased to have helped you and most importantly, proved Vienna wrong.
- a) I'm grateful too. +1 , +3
- b) It seemed pretty arbitrary though. -1 , +2
A knock upon the door turns out to be Vienna, the author of the letter, who is making a surprise visit in order to check in on Astra.
Vienna: "Oh, who's this?"
- a) A friend of Astra's. +3
- b) An acquaintance of Astra's. (?)
- c) A fellow astronomer. (?)
Vienna: "I've heard so much about you, it's a pleasure to meet you in person."
- a) A pleasure to meet you too. +3
- b) It must be tough dealing with Astra. (?)
Astra makes a dramatic exit, instructing you to show yourself out once you've "gotten rid" of Vienna.
Vienna: "He seems like he's in a good mood today."
- a) I thought so too.
- b) That's a good mood?
Vienna mentions that she's a fan of Astra's divinations and will ensure to keep them in the newspaper for a long time to come. She then thanks you on Astra's behalf for spending time with him and asks you to keep visiting him.
- a) Count on me.
- b) Sure, why not.
Vienna: "Thanks. You know, they say that the world-hoppers are always running around and causing trouble for people. But if world-hoppers are all like you, I think we could really use more of them."
Rewards | |
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Astra's White Harpy Wings | |
Looking Glass | |
Astra's Totem | |
Astra's Golden Telescope | |
5000 Potatoes |
Pellier: Pellier's Day Off[]
Quest Information | |
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Quest Giver | Pellier |
Prerequisites | Main Quest: Advanced Product Design with Pellier |
Description | "After overworking himself, Pellier finally gets a vacation." |
Full Transcript |
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Pellier seems to be arguing with Lief, his voice getting progressively more irritated as they talk.
Lief: Come on. I hate to see you working yourself so hard. Just take a day off. The business will still be here when you come back.
Pellier: Oh! I certainly didn’t mean... I’m sure you’re excellent company, and I’d probably enjoy getting to know you a little better...
weather is perfect for a picnic, sunny but with a slight breeze that makes the heat easier to bear. Even then, the beach isn’t too crowded. Although you’re not alone at the seaside, there’s enough sand for the whole town to fit if they wanted to. The colourful sails of different kinds of ships dot the horizon, and seagulls cry out across the waves.
Pellier takes a deep breath, staring at the seaside around you with perhaps a little too much determination.
You return to your nicely claimed picnic spot and sit down, opening the basket Lief packed for the two of you.
As you produce the vegetables and proceed with slicing them up on a small flat stone, you turn away from Pellier. You finish with the vegetable preparation rather quickly, and as you turn back around, Pellier stands up in a scramble of movement, trying to hide something behind his back. A single piece of paper, knocked away by Pellier’s urgency, drifts slowly onto the floor. You pick it up and Pellier lets out a noise of protest. Is it a love letter? His diary? You scan the page, and find only a detailed list of home appliance safety standards and procedures.
Pellier scoffs, and when you glance at him he’s making a face that looks like he just bit into a lemon.
"Keep going down two streets, then go right, then left, then left again. Now, close your eyes, make a wish, turn right and walk backwards forty paces."
You close your eyes and wish...
Pellier: Are you ready? One, two...
Pellier is still absorbed in the New Releases shelf. It looks almost as if he’s decided to read every book on the shelf, there are stacks of books placed neatly around him in little piles.
Pellier: Very good! I should be about done when you are. Or, well, I might not be, but it would be terribly rude to make you wait any longer than that, in my opinion.
Pellier’s opened one of his books and has started reading the first chapter. Is he trying to finish it while he’s still at the library?
Increase your permanent base Comprehension by 3, try doing the daily stat bonus tasks!
Pellier has finally reached the end of the New Releases section, but his stack of books to borrow has already grown to ten. As you watch, he places an eleventh book onto the dangerously tilting pile.
Pellier helps you sign up for the library, and chats happily to the librarian as they check out your books, stamping the due dates on your paper library checkout card with a satisfying thunk. When you step outside, you realize with a start that the sun’s already gone down, the barest hint of light glimmering across the horizon.
Lief: I’m glad the two of you had fun. Here, I got you this.
Pellier: Thank you for today. I mean it. I needed that day off more than you know.
|
Rewards: Pellier's Honey Lemon Tea, 1500 Potatoes, +3 Affection with Pellier |
You visit Pellier, who is arguing with Lief and growing more irritated as they speak. Pellier insists he is fine, despite Lief saying he has dark circles under his eyes. Lief notices you and waves you over frantically, to ask if Pellier look stressed or not.
- a) He does look a little tired.
- b) It's none of my business.
- a) Pellier, you look exhausted.
- b) Good luck. I'll see you later. (pause quest)
Lief suggest Pellier takes a day off to go to the beach with you. He's still hesitant.
Lief: "You know, if you keep looking like that, the world-hopper's going to think you don't want to spend a nice day out together."
- a) Look sad.
- b) Look offended.
- c) Look friendly.
- d) Look reassuring.
At beach, Pellier asks if he could read Lief's letter, as he'd like to know what she has planned now, rather than later.
- a) Sure.
- b) No way.
Pellier is very determined to have some leisure time, but cannot come up with anything to do.
- a) We could build a sandcastle.
- a) Sand in your pocket?
- b) Are you okay?
- c) Pellier, you’re at the beach. Of course there's sand.
- b) We could swim in the water.
- a) Float on your back.
- b) Dive underwater.
- a) Grab his foot. (?)
- b) Leave him alone.
- c) Just splash him.
After returning to the picnic, it turns out Lief has packed plethora of sweets and desserts. Pellier says it's too unhealthy, so he asks you to bring 3 vegetables for nice lunch.
Bring 3 vegetables for Pellier's lunch.
After Pellier works on paperwork in secret, you both agree to read Lief's letter. The letter says Lief predicted everything and sends you two on small adventure. At one point, it asks for you to close your eyes, make a wish, turn right and walk backward forty paces.
You close your eyes and wish...
- a) That Pellier has good time today.
- b) For a nice reward for helping him out.
- c) That two of you will understand each other more.
- d) World peace.
You have arrived at Aviar Cove's Official Library. He's very excited for the New Arrivals section and then suggests you both browse for a while.
Pellier: "What are you in the mood for right now?"
- a) A nice story.
- b) I want to read something educational.
- c) Shrug.
- d) I can't read.
- e) Ask Pellier where another section is. ↵
- f) Tell Pellier you're ready to go.
Increase your permanent base Comprehension by 3, try doing the Daily stat bonus tasks!
Pellier brings you a book of Aviar Cove mysteries.
- a) Thanks. +2
- b) That's not really my thing.
Lief welcomes you both back and says she hopes Pellier was not too difficult.
Pellier: "Hey, I'm not that bad, am I?"
- a) He was a little difficult.
- b) Pellier was perfectly well behaved.
- c) We bring trouble together, like a team. +1
Lief is glad we had fun and pushes basket in Pellier's arm. It has a card attached that reads "Happy Pellier Day!" He seems to have forgotten it's his birthday. Again. But, no, that was two months ago and Lief is merely present for all his hard work. Pellier is overcome with emotions and then invites you to stay for dinner.
- a) Stay for dinner.
- b) Go home.
Rewards | |
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Pellier's Honey Lemon Tea | |
1500 Potatoes | |
+5 Affection with Pellier |
Pellier: Pellier's Marketing Venture[]
Quest Information | |
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Quest Giver | Pellier |
Prerequisites | 500 Affection |
Description | "Pellier is all nerves and asks you to help out with Portlight Illumination's first product demonstration." |
Full Transcript |
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You find yourself strolling along the familiar grass lined paths of Aviar Cove. Before long, your steps take you to the entrance of Portlight Illuminations. Before you have a chance to go in or knock, Pellier appears from around the corner.
Pellier pushes a crate at you. It's labeled "fragile," and its weight is heavy in your hands.
Pellier: I ordered a crateful of pears so I could pick through them and select the most perfect specimens. Er, I'm only just now realizing how odd that sounds, but it's for a special occasion.
Pellier's chest puffs out a little as he makes his announcement, his voice brimming with pride. Pellier: I managed to get Portlight Illuminations a product demonstration with Celestine! If we impress her with our lightbulbs and convince her to become a customer, all of Aviar Cove high society will follow. We'd set a trend! Imagine us making our debut as the most sought-after artisans in town, with a stamp of approval from Celestine herself... Pellier's voice drifts off, lost in happy imagination. Lief pokes her head down from the roof, where she's setting up a string of lights, just so you can see her roll her eyes. Lief: He's pretty much been like that all day. Hey, Pellier, if you like Celestine so much, why don't you marry her? Pellier: Marry her? I want to be her! Celestine's position in polite society didn't just come from her family. No, she maneuvered her way up there with poise, good taste and excellent organizational skills. I can only hope to one day become half as great. Honestly, I don't know if our product demonstration can even hope to compare to the events she must be used to… Lief: Pshh. You're already great! Give it a couple years and you'll be the king of fancy party land. This product demonstration's going to dazzle her. Pellier: Thank you for your faith in me, Lief. It won't be easy making things perfect, but if we all work very hard... Especially if you have time to help, world-hopper. We could really use your good judgment and, er, willingness to help with random tasks.
Pellier: Great! I've got a special mission for you while I rearrange the furniture here. Lief, you're going to have to help me with that. Lief: Only if you say the magic words.
Pellier: It's alright. I know what they are, they haven't changed since she was eight. Very mature! Pellier takes a deep breath, directing his words to no one in particular as he announces… Pellier: Lief... is cooler than me. Lief: That's all I've ever wanted to hear. Sure, I'll carry anything you want. Pellier: You see now why I need your diplomatic skills. If I sent Lief on this mission... I don't want to think about it. You see, if we want to make tonight a success, we need to really impress Celestine. I want to match everything to her preferences, from the food to the decor. There's no way for me to find out what she likes myself, since our social circles are so different, but you... You're a world-hopper! The rules don't really apply to you. It wouldn't be rude for you to talk to anyone! Or, well, at least not very much more awkward than any normal conversation you'd have, which is still less uncomfortable than me attempting casual conversation with a noble. Try helping her out with a thing or three like usual, and then when she least expects it, find out everything she likes so we can make sure she has a good time! I think all we'd need is her favorite color, flower and fruit.
"You go to try and figure out what Celestine likes at Pellier's behest." You make your way at Pellier's behest up the winding paths to Celestine's Manor. It's as pristine and well cultivated as ever, with flowers winding artfully around the front gardens. Entering through the garden door, you knock on it hesitantly. Celestine: Ah, world-hopper. Are you here to offer your usual assistance? As always, you are too kind. Pellier said to help Celestine out with 3 errands before you started asking questions.
Celestine: Thank you for always helping to take care of my most pressing tasks. Perhaps if you come back later we can have tea. Make sure you've helped Celestine with 3 errands before you try to ask her questions.
Celestine: That was quite an amount of work for both of us. I think we deserve a moment of rest. Don't you? There's a tea set waiting for you on a side table, two cups already poured.
"After conversing with Celestine, you return to deliver the information to Pellier and prepare for the big day." As you walk towards the shop, you can hear Lief calling to Pellier from their backyard. Lief: This chair is way too heavy! Get over here and come help me. Pellier: I don't know, Lief. I thought someone so much cooler than me didn't need any help. If you want me to carry that chair for you, you'll have to admit it. I'm the coolest of them all. Lief: Aren't you supposed to be the mature one in this partnership? Pellier: I am, but that doesn't mean I won't sink to your level... Oh! World-hopper! You're here! Pellier spies you coming down the road and rushes over, all thoughts of coolness or chairs abandoned. He takes out a tiny notebook, poised to record your findings. Pellier: World-hopper! How was Celestine? Did you find out her favorite color?
Pellier: I'll make a note of it. Did you manage to discover her favorite food?
Pellier: I see... We can definitely prepare that in time. What about her favorite flowers?
Very Incorrect: Pellier: Are you really sure all of this is correct? I don't presume to know anything about Celestine, but it's a little odd that her preferences would be so different from her public persona.
Somewhat Incorrect: Pellier: Oh, that sounds quite lovely. Though… Are you really sure all your answers are correct? I don’t presume to know anything about Celestine, but it’s a little odd that her preferences would be so different from her public persona.
Correct: Pellier: Alright. That's all the information I need. Now it's time for me to order all Celestine's favorites, set up the decorations, prepare our script, rehearse with Lief so she doesn't forget her lines... Pellier continues to recite his to-do list in a nervous mutter, interrupted only by Lief having to nudge past him with a big sign that reads "Portlight Illuminations: This Way." Lief: You can do it, Pellier! I believe in you! Pellier: You don't even know what I'm supposed to be doing. Lief: Doesn't matter. Still believe in you. Pellier: Well, I suppose I ought to try and live up to your faith in me. World-hopper, I have one last job for you. We both know Celestine is fond of world-hopper pets. Do you think you could lend one of them to us for a little while? A pet that's been socialized well would be perfect. Maybe you could interact with it to get them used to playing with humans? If you could make it more affectionate… You're going to have to raise a pet's affection by 20 to meet Pellier's exacting standards.
Pellier: Perfect, and right on time! Everything else is prepared, so all we have to do is wait. Which is the hardest part, because if I wait I start to think, and if I think I'll start to panic... I need a distraction. Shall I tell you a story?
Pellier: The traveler thought about it for a little while and said, "When I saw this child crying, I chose not to look away. I may not know his family, but I too have sorrowed. Understanding his pain, I felt it as my own." Though they tried to harden their hearts, the birds could not help but look at the child again. Seeing his fear and his worry, they imagined how they would have felt if it had been their family caught in the flood. One by one, they understood, and together they flew into the storm. It was a long night, but my ancestor and the traveler had each other, and the traveler's friend with the honourable face held the door shut against the wind. When morning came, my ancestor's family had all been rescued. Out of gratitude and empathy, the two families swore to always understand each other, and we've been close ever since. The traveler was my favorite as a child. I'm not physically strong or a scientific genius like Lief, but I can be persuasive and kind. Just like the traveler and Celestine. Pellier gazes out the window, a tiny smile on his face. His thoughts seem more contemplative now than nervous, and it isn't long before the two of you spot Celestine coming down the street, flanked by two of her maids. Pellier: Right. I hope we're ready for this. Pellier looks around at his decorations with pride. He and Lief have scattered the path to the shop with flower petals and hung up cheerful ribbons and strings of light along the garden fence. Pellier: Welcome to Portlight Illuminations! Would you like something to drink? A snack? Perhaps an informational brochure? Please, have a seat. As Lief and Pellier bustle around her, Celestine glances your way and gives you a subtle nod of acknowledgement.
Pellier and Lief have set up comfortable chairs and a table full of food in the back garden, as well as an overwhelming amount of lightbulbs. Though they're turned off right now, the glass still twinkles in the setting sun. Various flowers hang from the garden walls as extra decoration. They start with a comparison of a lightbulb's glow to the traditional oil lamp, then move into a lively explanation of the technology. So in tune they finish each other's sentences, Lief and Pellier completely transfix their audience. In a grand finale, Lief flips a switch and turns on every lightbulb in the garden at once, filling the air with a brilliant glow. One of Celestine's maids is so impressed that she drops her plate. Unfortunately, your pet is curled up in her lap, which means it gets covered in bits of food and runs off. When the maid tries to catch it, she slips on a flower petal and has to grab a string of lightbulbs to steady herself. Lief's lightbulb display begins to topple under the maid's weight, knocking over the oil lamp onto Pellier's explanatory posterboards. They immediately catch on fire, and Pellier's jaw drops as he watches his careful plans literally go up in flames. Failure
Celestine's calm voice cuts through the chaos in the situation. Her maid helps you up with an outstretched hand. Celestine: Don't do that again, or it'll only get worse! The fire is still small. If we clear the area of flammable objects, it'll burn itself out in a few hours. Pellier: Oh. I... I'm sorry. That, er, concludes our demonstration, I suppose. Celestine: I'm sorry too, for being unable to purchase your products at this time. Your lightbulbs look impressive, but it doesn't seem as if Portlight Illuminations is ready to be an official supplier for my family's homes. I am, however, still interested to see how your business develops. Perhaps we should set up another meeting next year, when you have more experience. Pellier: Of course! That would be absolutely fantastic. Thank you for giving us another chance. Pellier keeps up a polite smile until Celestine and her staff have left, then sinks to the ground in despair, staring at the still-flickering flames. Pellier: We messed up. I messed up. This was such a huge chance for us, and I failed you, Lief. If we can't get any clients, how is the business even going to survive? Lief: It's not your failt, the fire was a freak accident! And it was only your first time doing a presentation anyway, and we have other ways to make money even if we can't sell any lightbulbs... Lief waves to get your attention and mouths the words "chance shop" several times. Maybe she wants you to give Pellier's chance machine a spin?
Pellier: Oh, world-hopper... our best and only customer. Lief: Yeah, we can't let the world-hopper down, can we? We have to keep going. Pellier: You're right. I'll find other customers, and we'll keep practicing our demonstration until it's perfect. We can't give up now. Next year, when we meet Celestine again, we'll have the experience we need. World-hopper, let me at least give you something for your help today. I know your tried as hard as you could. I'm sorry it didn't work out, but facing failure is a lot easier with you by my side. I think it helps to just know I'm sharing my experience with you, good or bad. I hope you'll be there with us as we try to improve. We weren't good enough to win the contract today, but we will be. I just... I just have to be better. You can go home first. I should probably stay here to make sure nothing else catches on fire. I'll see you next time you come visit, world-hopper. Success
Pellier looks just as surprised as you are for a split second, but then he pulls himself together and turns to address his audience. Pellier: Behold! With oil lamps, disaster is always just around the corner, but if you use our lightbulbs… He takes a lightbulb and smashes it against the fence behind him. It shatters loudly, but doesn't catch on fire. Pellier: You'll be in much less danger of burning the house down. Just in time, Lief runs out of the house, carrying a heavy rug that they both use to smother the flames. Pellier takes a bow for both of them, his shoulders slumping in relief, and Celestine rewards them with a round of applause. Celestine: Very impressive. Not only the technology, but your grace under pressure as well. Supplying lighting for my family's homes will be no small task, but I have faith that you two will rise to the challenge. I'll place my first order now, and I'd like to invite the two of you to a dinner I'm hosting next week. It'll be a chance to meet potential business partners and scientific peers. Pellier: Of course! Yes! We'd be delighted. They chat for several more minutes, hammering out the details of the lighting order, before Celestine takes her leave. Pellier seems very composed and professional as he says goodbye, but as soon as she's gone he lets out a tiny cheer. Pellier: We did it! We've got customers! Portlight Illuminations will survive! We won't have to borrow money from Lief's mother anymore! With a whoop, Lief links Pellier's arm with her own and spins him around in a victory dance. She holds her other hand out to you as well.
Lief: I'm gonna start cleaning up. Pellier, don't you dare move a muscle. You've worked hard enough today, so just stay there and take a break for once. Pellier doesn't complain, leaning back in his chair with a dazed look on his face. Pellier: I almost can't believe all that actually happened. Did you see us up there? That was amazing! I've never felt more scared... or more alive. He reaches under the snack table and takes out a gift wrapped in shiny blue paper, which he places in your lap. Pellier: I really couldn't have done it without you, world-hopper. You know, whenever I heard that old story about my ancestor, I only ever thought about how persuasive the traveler was, but there's more to her than her skills. She chose to stand by a stranger just because she knew they needed help. You did the same thing when we first met. You helped us even though you didn't know who we were. Maybe you should be one of my role models, too! No, wait, that might be awkward since we're already friends…
Pellier: And... I just wanted to say... I'm glad you're in my life, world-hopper. I really am. |
Rewards: Pellier’s Fluffy Golden Vest, Feather Quill, Pellier’s Totem, Pellier’s Bookshelf, 5000 Potatoes, 0-3 Affection with Pellier |
Pellier pushes a crate at you. It's labeled "fragile," and its weight is heavy in your hands.
- a) Drop it.
- b) Keep carrying it.
- c) What's in it?
Pellier: "I ordered a crateful of pears so I could pick through them and select the most perfect specimens. Er, I'm only just now realizing how odd that sounds, but it's for a special occasion."
- a) What's happening?
- b) Wait for Pellier to tell you what's going on.
- c) Eat one of the pears.
Celestine has agreed to attend a Portlight Illuminations product demonstration. Pellier has a special mission for you while he prepares.
Lief: "Only if you say the magic words."
- a) Or else?
- b) You better?
- c) Please?
- d) Say nothing.
Pellier wants you to find out what Celestine likes to be able to replicate it at the demonstration. You leave to visit Celestine.
Conversing with Celestine
Help Celestine out with 3 errands before starting to ask questions.
There's a tea set waiting for you on a side table, two cups already poured.
NOTE: Choosing "Tell her what Pellier asked you to do" at any option will immediately complete this questline, and you won't get the rest of the dialogue with Celestine.
- a) Your dress... has pretty colors on it.
- Celestine: "Thank you. I was very pleased to find such a beautiful turquoise fabric for the shawl."
- b) Start talking about the philosophy of color.
- She mentions that she's scientifically interested in white, navy and silver but they may not be her favorites,
- c) Tell her what Pellier asked you to do.
- Celestine: "Is that so? All the flattery in the world won't sway my opinion if the technology isn't up to par, but it is considered a courteous idea to tailor an event to the likes of a potential patron."
- a) He wants to be you when he grows up. ↵
- b) Do you think you'll start using their lightbulbs? ↵
- c) Can you just tell me your favorites?
- Celestine: Of course. My favorite colours are turquoise, silver and champagne, my favorite foods are roasted Brussels sprouts, fresh bread and fresh fruit, and my favorite flowers are the white amaryllis and gladiolus.
- Celestine: "Is that so? All the flattery in the world won't sway my opinion if the technology isn't up to par, but it is considered a courteous idea to tailor an event to the likes of a potential patron."
- a) So! Food. Do you like eating?
- Celestine: "I must eat to live, so I do try to enjoy the experience, yes. Fortunately, our family chef is quite talented, and of course the cuisine in Aviar Cove is excellent as well. Roseheart Bistro makes some excellent salads."
- b) Pretend to be hungry and see what snacks she has.
- You're not sure if soup is her favorite meal, but at least she doesn't hate it.
- c) Ask her what restaurants she likes in town.
- Celestine: "Well, I don't think anywhere quite compares to the kitchens at my estate. If I must eat at a restaurant, though, I prefer Roseheart Bistro by the library. They make some very delightful salads."
- d) Tell her what Pellier asked you to do.
- Celestine: "Is that so? All the flattery in the world won't sway my opinion if the technology isn't up to par, but it is considered a courteous idea to tailor an event to the likes of a potential patron."
- a) He wants to be you when he grows up. ↵
- b) Do you think you'll start using their lightbulbs? ↵
- c) Can you just tell me your favorites? ↵
- Celestine: Of course. My favorite colours are turquoise, silver and champagne, my favorite foods are roasted Brussels sprouts, fresh bread and fresh fruit, and my favorite flowers are the white amaryllis and gladiolus.
- Celestine: "Is that so? All the flattery in the world won't sway my opinion if the technology isn't up to par, but it is considered a courteous idea to tailor an event to the likes of a potential patron."
- a) Ask her what flowers are planted in her gardens.
- Celestine: "A few years ago, half our garden space had to be given over to honeysuckle. Of course, we replanted once that particular experiment was finished, but the smell of honeysuckle brings back such memories…"
- b) Do you ever think about flowers?
- Celestine: "Once someone gave me a bouquet of glowing hyacinths and snapdragons... unfortunately, we never could discover how to replicate the effect."
- c) Tell her what Pellier asked you to do.
- Celestine: "Is that so? All the flattery in the world won't sway my opinion if the technology isn't up to par, but it is considered a courteous idea to tailor an event to the likes of a potential patron."
- a) He wants to be you when he grows up. ↵
- b) Do you think you'll start using their lightbulbs? ↵
- c) Can you just tell me your favorites?
- Celestine: Of course. My favorite colours are turquoise, silver and champagne, my favorite foods are roasted Brussels sprouts, fresh bread and fresh fruit, and my favorite flowers are the white amaryllis and gladiolus.
You thank Celestine and return to Pellier.
Returning to Pellier
Pellier: "World-hopper! How was Celestine? Did you find out her favorite color?"
- a) Turquoise, silver and champagne. (correct)
- b) Red-brown, white and emerald.
- c) White, navy and silver.
- d) Yellow-brown, vomit green and beige gray.
Pellier: "I'll make a note of it. Did you manage to discover her favorite food?"
- a) Baked Brussels sprouts, fresh bread and fresh fruit. (correct)
- b) Soups, and a lot of them!
- c) Salads from Roseheart Bistro.
- d) Stale bread, rotten apples and pure grease.
Pellier: "I see... We can definitely prepare that in time. What about her favorite flowers?"
- a) Honeysuckle.
- b) Glowing Hyacinths and snapdragons.
- c) Stinky swamp flowers.
- d) White amaryllis and gladiolus. (correct)
Incorrect: Pellier: "Are you really sure all your answers are correct? I don’t presume to know anything about Celestine, but it’s a little odd that her preferences would be so different from her public persona."
- a) I'm sure.
- b) No, I was just messing with you. ↵↵
Correct: Pellier: "Alright. That's all the information I need. Now it's time for me to order all Celestine's favorites, set up the decorations, prepare our script, rehearse with Lief so she doesn't forget her lines..."
Pellier wants to borrow a pet, since Celestine is interested in them, and make sure they are friendly.
You're going to have to raise a pet's affection by 20 to meet Pellier's exacting standards.
Pellier: "I need a distraction. Shall I tell you a story?"
- a) Nod.
- b) Shake your head.
Pellier tells a story of Lief's ancestor's saving his during a storm when no one else would. Why would they do that?
- a) Because she was a busybody?
- b) Because he was really loud and annoying? (?)
- c) Because she'd secretly met him before?
- d) Stay quiet and listen to the story.
Pellier finishes telling the story. Cekestine arrives. As Lief and Pellier bustle around her, Celestine glances your way and gives you a subtle nod of acknowledgement.
- a) Nod back.
- b) Make a funny face.
- c) Raise an eyebrow.
- d) Wink.
A string of events causes Lief's notes to catch on fire.
- a) Find some water.
- Failure: You pour water on the flames. Since it's an oil fire, this only worsens it.
- Success: Celestine stops you from pouring water on the flames, since it's an oil fire. Pellier manages to turn the situation to their advantage, showing the dangers of oil lamps.
- b) Gape in shock.
- Success: Pellier manages to turn the situation to their advantage, showing the dangers of oil lamps.
- c) Scream as loud as you can.
Overall Failure: Celestine does not feel that Portlight Illuminations are ready for a partnership but is willing to give them another chance next year.
Overall Success: Celestine is impressed and is willing to discuss a partnership.
Pellier: "Maybe you should be one of my role models, too! No, wait, that might be awkward since we're already friends…"
- a) We'll be each other's role models. (+3 Reward)
- b) You're not my friend. (?)
- c) You can be my apprentice. (+2 Reward)
Pellier thanks you for your help, no matter the outcome.
Rewards | |
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Pellier's Fluffy Golden Vest | |
Feather Quill | |
Pellier's Totem | |
Pellier's Bookshelf | |
5000 Potatoes | |
0-3 Affection with Pellier |
Johaness: Stories from Across the Sea[]
Quest Information | |
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Quest Giver | Johaness |
Prerequisites | Main Quest: Returning to Johaness |
Description | "Johaness wants to hear stories from distant lands to inspire his future adventures." |
Full Transcript |
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Johaness: Hiya, friend! Been doing all kinds of exciting world-hoppery things? I'm jealous... I wish I could be out exploring, but I need to do my chores and take care of the shop… But since you're visiting today, I can take a break, right? Let's play for a while!
Johaness rummages around beneath the counter and plunks down a hand painted wooden sign that reads "BE RIGHT BACK."
You and Johaness head outside, strolling down the path to the seaside. Johaness swings his arms energetically, looking out toward the water.
You follow Johaness up onto the dunes, where he plops down onto a patch of grass and pulls a battered notebook from his bag and opens it up in his lap.
Johaness: I could think about this stuff all day. I wonder what kind of boat Mom and Dad ended up choosing for their voyage? Maybe they picked something bigger since they've got two people to sail it instead of just one. I guess I'll find out when I see them - then we can exchange sea stories! I've read a lot in books, but it's different when you hear it from someone who's really been across the sea, you know? Hey, do you have any stories like that?
Johaness: Aw, bummer. But you know lots of people from traveling around the world, right? There's gotta be someone who's been across the sea and can tell a story. If I can't go out there and make my own stories, or hear my mom and dad's stories yet, I can at least hear other people's stories for now. Can you go find one of your friends who's been across the sea and bring back a story for me?
Johaness: I'll be around, so just come back to the shop when you've got a story to share. Johaness wants to hear a story from across the sea. Who do you know who might have been to the other side of the world? You think for a while and conclude that it has be someone who's not from around here. They would have to be old enough to have traveled around the world.
UNLOCKED: ASKING THE FARMHAND ABOUT HIS PAST
You explain the situation to Farmhand, saying that you're looking for a story for your friend in Aviar Cove.
Old Farmhand: Well, perhaps if I had something to jog my memory, I would be able to remember a story or two… If I recall correctly, I used to wear a fair amount of gold in those days. A special sort of gold that can only be created through artificing... or in your case, item alchemy. Perhaps if I had some new garments that resembled what I wore back then, I'd be able to remember more clearly. What do you say, youngster?
Old Farmhand: As for the garments in question, they were much like the clothes I wear now, but colored in a fine iridescent gold. While it would have taken a royal tailor and artificer to craft them before, I imagine your alchemy can make short work of it! I look forward to seeing the final product.
You hand over the alchemized clothing to the Old Farmhand, who turns it over in his hands with a broad smile.
Old Farmhand: Yes, the town of which I speak is a large walled kingdom on the continent across the sea… For some dozens of generations it has been ruled by a powerful royal family of gargoyles. Well, whether or not they're "pure" gargoyles is a somewhat contentious point. There have been dragons in and out of the royal lineage for some time as well. Where was I? Ah yes, the royals. Don't let the grandeur of gargoyles and dragons fool you, the royal family and their ilk are a boring lot. All talk, no action. Their kingdom boasts some of the most exceptional magical talent in the world, yet all they do is squabble about politics. Such a waste. Come to think of it, I suppose a kingdom where nothing happens won't make for a very interesting story.
Old Farmhand: That reminds me, there was a bit of interesting activity around the woodlands on the edge of the kingdom...
Old Farmhand: "Rebel forces" is perhaps too strong a word, but "bandits" is not giving them enough credit. "Enthusiastic political dissenters," you could say? At any rate, there was a group of people who disagreed with the decisions of the nobility, and by extension the monarchy. Occasionally they would steal from some baron and use the funds to put on an anti-royal demonstration. I cannot say that they were numerous or effective, but when that is the only remotely interesting news in the kingdom, word does spread. In summary, the kingdom itself was filled with stuffy politics and slow moving decrees. The only interesting things happened outside of it on the outskirts. I wonder how that kingdom is doing nowadays... Back when I was still there, it was getting quite… Hm... Ahem, in any case. I'm afraid nothing else is coming to mind. As I said, I was only in the kingdom briefly, and I really had nothing to do with the people there. Is that sufficient for a story?
Old Farmhand: Please give my regards to your friend, and thank you again for the lovely garments.
Johaness: Oh boy! I wanna hear, I wanna hear!
You and Johaness head over to the last dry spot on near the waves, Johaness rambling the whole way.
Clearing your throat, you set the stage for your story in kingdom ruled by a gargoyle royal family and dragon nobility, a land of gifted wizards and political intrigue. At all the talk of gargoyles and magic, Johaness' face lights up with wonder.
Thanks to your spruced-up storytelling, Johaness seems completely in love with this fantasy of a faraway land. He continues asking questions and you answer to the best of your ability, sometimes adding extra details on the fly.
|
Rewards: Johaness’ Ship Hat, Johaness’ Seaside Sorbet, 1500 Potatoes, +3 Affection with Johaness. |
You visit Johaness in his shop. He tells you he has many chores to do and has to attend to the shop but since you're over, he could take a break to play.
- a) Yeah, let's play!
- b) You should take care of your chores first. (?)
Johaness decides you'll go on a walk on the beach.
- a) Lead the way!
- b) Sigh and follow Johaness outside.
As you're walking, Johaness starts talking about his parents. He says he wishes he could be out on the sea with them.
- a) Maybe when you're older.
- b) There are still things you can do on land.
Johaness shows you the drawings for the ship he wants to build. He hasn't decided between two of the models, one who would be faster and one who would be safer in bad weather.
- a) I'd pick the faster one. (?)
- b) I'd pick the safer one. +1
He asks if you've got any cool stories from across the sea.
- a) No.
- b) Not yet.
Johaness wants you to find a friend who's been across the sea and bring back a story for him.
- a) Sure.
- b) What's in it for me? (?)
You conclude that it has to be someone old who would have traveled some in their life.
Asking the Farmhand About His Past[]
Travel to Louise Hill and talk to the Old Farmhand. You ask him if he's ever traveled across the sea. He says that he has been to another continent but seems reluctant to talk about it, saying that his memory is a little hazy.
- a) That's not something you forget.
- b) Please? It's for a young boy.
Old Farmhand says he would need clothes like the ones he used to wear back in the day to "jog his memory". Gold ones, made from item alchemy.
- I can do that.
- Sounds like you want some free clothes.
Give the Old Farmhand an alchemized piece of clothing from his clothing set.
With the item in his hands, Old Farmhand says he can feel the memories coming back to him.
- a) About time.
- b) Tell me more.
Old Farmhand tells you about a walled-off kingdom on the continent across the sea ruled by a royal family of gargoyles. Dragons have also been on the throne. He says that while it sounds interesting, they are a boring lot, all talk and no action. Exceptional magic talent wasted on political squabbles. He reckons it wouldn't make for a very good story.
- a) What did you do there?
- b) Nothing happened at all?
He tells you that in the woods by the outskirts of town, there were something like a rebel group who would steal from the baron to put up anti-royal demonstrations. It was supposedly the most interesting thing there. Old Farmhand asks if that is sufficient for a story.
- a) Look at him suspiciously, but nod.
- b) I think this will make my friend happy.
Returning to Regale Johaness[]
After you travel back to Aviar Cove, you meet up with Johaness to tell him the story. Will you tell him the story exactly how the Old Farmhand told it to you?
- a) Tell him the story as-is. (?)
- b) Jazz up the story for him.
You finish telling the story. Johaness thanks you, inspired, and heads back to the shop to do his chores.
Some of these items might be a bonus for jazzing up the story, as Johaness mentions a bonus because it was so good - please verify! (Verifying: If you tell the story as-is, you do not get the Ship Hat.)
Rewards | |
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Johaness' Seaside Sorbet | |
Johaness' Ship Hat | |
1500 Potatoes | |
7 Affection with Johaness |
Johaness: Myths and Legends[]
Quest Information | |
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Quest Giver | Johaness |
Prerequisites | 500 Affection |
Description | "You join Johaness for a cozy game night while a storm rages outside." |
Full Transcript |
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You make your way over to Johaness' Seaside house, as usual he doesn't appear to be at the register. The back door is ajar and instead of ringing the beach bell, you head out to find him. Rather than being farther down by the beach however, you see Johaness a few feet away, stacking some outdoor stools under the awning.
Johaness: Hiya, friend! Do you wanna come over and hang out later? It’s supposed to storm today.
Johaness: Okay, great! It’ll be like a slumber party! We’re gonna need games and snacks, obviously. How about I get the games and people snacks, and you get the pet snacks? Come to think of it, why haven’t we done this before? This is gonna be the best party ever! Get 4 Candied Shells, one of each colour, then talk to Johaness again.
Johaness: Oh, nice! Your pet should be good to go, even if it storms for a while. Johaness: I got lots of snacks for us too! Sea salt crackers, salty caramels, salt and lemon potato wisps… I hope you like salty stuff! Okay, are you ready to play the game I prepared?
Johaness: Nice! Let’s go! Johaness takes you behind the shop counter and up the narrow stairs to the second floor of Artisan Sailing Crafts. Johaness: My room’s at the end of the hall. You pass a couple of closed doors on your way down the hall, presumably belonging to Johaness’ parents and grandfather. Johaness throws open the door to his room and beams. The slant-ceiling room is impressively tidy for a kid’s bedroom, which he seems to have accomplished by throwing everything onto his desk. Although you can already see storm clouds through the skylight, the room is illuminated by warm candlelight. Johaness sits down on a worn, marine patterned rug, and pulls out some scratch paper and books. Johaness: The game is called Myths and Legends. Have you ever played before? It’s like playing make-believe, except you just say what you’re gonna do instead of actually doing it. And then you just imagine your character doing it in the world of Myths and Legends - maybe it’s easier to just do it instead of explaining! I’m going to be the Myth Master for this game.
Johaness: So you’re going to play a Hero, which is like a legendary person who goes around the world helping people and finding treasure! The Myth Master makes all sorts of quests for the Heroes, and gives them help from NPHs - those are Non-Player Heroes. Basically I’ll give you a situation and you just tell me what your Hero does, okay?
Johaness: Okay, let’s choose your hero class first. You can be a bard, a healer, a warrior, or a mystic. Depending on what class you choose, you’ll be better at certain things. Each class... Uh.... Johaness opens one of his books, hunts for the appropriate passage, then starts to read. Johaness: “Bards are charismatic and friendly. They excel in artistic expression, socializing, and communing with nature.” Johaness: “Healers are compassionate and wise. Using their healing arts, they cure diseases and bring hope to the land.” Johaness: “Warriors are strong-willed and just. Unafraid of confrontation, they solve problems by facing them head-on.” Johaness: “Mystics are cunning and bold. They often seek an alternate path from the rest, armed with their wits and rogue magic.” So you pick one of those, and you use your Hero’s special talents to complete your quest. Which kind of Hero do you want to play?
Johaness: Nice! Okay, now we can start the game. Just remember what your Hero’s strengths are, okay? If you make good choices, I can award you more Hero Points so your character gets stronger! The quest we’re going to play is from this book… Johaness picks up one of the game tomes when a flash of lightning illuminates the whole room through the skylight for just a moment, then leaves you both in dim candlelight again. Johaness is frozen, the book clutched tightly in his hands.
Johaness: You know, it’s like when you see lightning, you want to wait until you hear the thunder. Right? As if on cue, you hear a low rumble of thunder in the distance. It’s hard to tell in the dim light, but you think you see Johaness flinch. Johaness: Haha. There it is. Anyway, let’s get back to the game!
Johaness: Okay! Remember, I’ll tell you what’s happening in the story, and you tell me what your character does. Easy! Johaness clears his throat and begins to read from the Myths and Legends game tome in an exaggeratedly mystical voice. Johaness: “Long, long ago... In the land of Myths and Legends... A lone hero rose to challenge the might of the evil princess Barette! Princess Barette had broken the treaty her people made with the dragons, and kidnapped a dragon all for herself! Now, only a true hero can journey to the princess’ Enchanted Keep in the middle of the Cursed Forest, and save the dragon from his captivity.” Johaness looks up from his book with a grin. Johaness: That’s you, you’re the hero. “You’ve arrived at the Cursed Forest, but it is deep, dark, and full of hidden dangers... You need to find the Enchanted Keep, but you do not know the way. What do you do?”
Johaness: Nice! Now you can make it to the Enchanted Keep, plus you get a Hero Point! / Nice, you did it! That’s worth a Hero point!
Johaness: Okay, now you’re arriving at the Enchanted Keep. “The ivy-draped fortress walls of the Enchanted Keep loom dark and high above you. The spires of its towers gleam with an evil magic. You notice that the sounds of the forest seem to fall away as you approach. The only noise is the rushing of the river, and the creak of the Keep’s water mill. Before the heavy doors of the Keep stands an imposing guard with a poleaxe. Due to the shadows of their helmet, you can’t tell if they’ve noticed you or not.” What do you do?
Johaness: Good going! That’s a Hero Point in the bag! / (? - If didn't get hero point)
Johaness: "You walk through the deserted courtyard of the Enchanted Keep. You had heard that the Evil Princess Barette drove out the castle’s original residents, but the silence is still eerie... As you head toward the central tower of the Keep, an oppressive darkness weighs down on your shoulders. A chill runs down your spine -" A flash of lightning goes off in the middle of Johaness’ sentence, making him jump and clutch his book with trembling arms. Not even a second later, a loud boom of thunder shakes the whole house. Your pet shudders by your side, nuzzling close for comfort. Johaness just stares wide-eyed up at the skylight, as if waiting for another lightning strike.
Johaness: What? No, I’m fine! I just got surprised. We were at a spooky part in the story, that’s all! Hey, your pet looks real spooked... Why don’t you take care of them, I’ll go get some more candles from my grandpa’s room. Before you can argue, Johaness scrambles to his feet and heads out into the dark hallway, his book still in hand. Even if you wanted to follow him, your pet still seems startled... You should cheer it up first. Raise your pet’s affection by 3, then go find Johaness.
Your pet blinks at you, then looks back out at the rolling storm clouds... You should cheer it up before you go find Johaness.
Thanks to your attentive care, your pet seems to be calmer now. They stand tall by your side and look into the hallway after Johaness.
You and your pet venture into the hallway, looking for an open door in the dark. Through the window at the end of the hallway, you see another lightning flash outside, followed by a thunder crash. You hear a muffled shriek from one of the bedrooms.
You enter the bedroom to find a small, dark shape huddled beside the bed with a heavy book in his arms. As you approach, Johaness lifts his head and sniffs. Johaness: I’m not... I tripped. It’s dark.
Johaness: I’m not scared of stuff like bugs and heights, you know! Thunder is just... loud. Grandpa used to play Myths and Legends with me when it thundered... it was still scary, but at least the game was fun. And in the game, even if it’s scary, you can just find special items to make your hero stronger… Not that they need it, heroes are already brave. Johaness seems upset... Maybe you have an item that can hearten him.
Johaness: Huh...? I can borrow this? Are you sure? Haha... This kind of reminds me of one of those rare item in Myths and Legends. I think it’s called a Brave Soul Emblem. It makes you unafraid for the duration of the battle. I know it’s just a game, but... Thanks. I got the candles, so do you wanna finish the game?
You, Johaness, and your pet head back down the hall to Johaness’ bedroom, where the candlelit rug is still waiting for you. Johaness lights a few more candles and arranges them around the room before settling down with his Myth Master tome again. Johaness: Okay! Where were we again?
Johaness: Right! Okay, so you made it inside the Enchanted Keep… “As you head toward the central tower of the Keep, an oppressive darkness weighs down on your shoulders. A chill runs down your spine as you come to the heavy tower doors and push them open. A long torch-lit throne room stretches out before you. The main hall and galleries are all empty, except for a small figure sitting on the throne at the back of the dais. 'Are you the rat that’s been nosing around my fortress?’ The evil princess Barette calls out to you. She crosses her legs and leans against her elbow, looking bored as she conjures a flame in her open palm. 'So? What do you want?’ Okay, how do you want to approach the princess?
Johaness: "‘I only ever stole that dragon in the first place to get the Crown Princess’ attention. So if I’ve already done that, I don’t have to keep it anymore. It’s definitely not worth dealing with shrimpy heroes busting into my Keep. But maybe now, she’ll stop acting so high and mighty up in her dumb castle. Here, take the key to the dungeon.’ She tosses a large iron key toward your feet, then wraps her dark cloak around her shoulders. ‘So long, Hero! The dragon is your problem now!’ She lets out a shrill cackle and disappears in a puff of purple smoke." Congratulations! You took care of the Evil Princess Barette!
Johaness: Okay, let’s get that dragon! “You pick up the dungeon key and head for the stairs at the back of the throne room, which lead below the keep. You follow the stairs down to a dungeon hall. The cells are mostly empty, lit by small grates in their ceilings. The only occupied cell is the largest one at the end of the hall, where a large black dragon sits curled up behind the bars. Its body barely fits inside the cell. Above its head is a big grate in the ceiling which is connected to a lever outside its cell door.” What do you want to do?
Johaness: “You pull the lever and the grate in the ceiling falls open with a loud slam. The dragon lifts its head and looks up, then down to you. It gives you a brief nod before unfurling its massive black wings. For a couple seconds, you’re left in the darkness as the dragon launches itself off the ground and through the open ceiling. Only when it’s through the grate and spreading its wings in the skies above does the light pour down onto you again.” ... And that’s it! Congratulations, you freed the dragon and completed your hero’s quest! How did you like Myths and Legends?
Johaness: Normally your Hero would get stronger at the end of a quest, but we’re just playing a one-time quest for fun. Still, we can total up your Hero Points and see what kind of Hero Title you’d earn!
Johaness: I don’t have that many friends who like the same stuff that I like, so I don’t get to play much now that Grandpa is gone. Plus, it’s a little scary living out here alone, especially when it thunderstorms... wait a second! Johaness looks up at the skylight and breaks into a bright smile. Johaness: It stopped raining! I didn’t even notice! Oh right, do you want this honourable token back?
Johaness: Thank you! I'll save it for emergencies. I think I'll be okay now even without special equipment though, I just have to be braver. Especially since I have such a good friend rooting for me. You spend the rest of the evening with Johaness, switching to a few other simpler board games played with stone pieces. Your pet falls asleep in the corner of the room. |
Rewards: Johaness’ Seaside Lavish Sunset Backdrop, Toy Boat, Johaness’ Totem, Johaness’ Bell Staff, 5000 Potatoes, +3 Affection with Johaness. |
Johaness: "Hiya, friend! Do you wanna come over and hang out later? It’s supposed to storm today."
- a) Sure.
- b) What does a storm have to do with it?
- Johaness: "Huh? Nothing, I guess… Well, Carneau says I’m not supposed to go outside when it’s storming. So if I gotta stay cooped up inside, I might as well hang out with my friend!"
- a) Okay.
- b) Makes sense.
- Johaness: "Huh? Nothing, I guess… Well, Carneau says I’m not supposed to go outside when it’s storming. So if I gotta stay cooped up inside, I might as well hang out with my friend!"
Johaness wants some snacks to make a slumber party.
Get 4 Candied Shells, one of each colour, then talk to Johaness again.
Johaness: "Okay, are you ready to play the game I prepared?"
- a) Sure am!
- b) Ready as I’ll ever be.
Johaness wants to play Myths and Legends, a make-believe game of imagination. He wants to be the Myth Master, and instructs you that you'll be the Hero.
- a) What does that mean?
- b) Okay, what do I do?
Johaness: "Basically I’ll give you a situation and you just tell me what your Hero does, okay?"
- a) Okay.
- b) Can I do anything I want?
Johaness lists off the different types of classes. Each class has a "correct" route through the game that will earn you hero points as you play.
- Bards are charismatic and friendly. They excel in artistic expression, socializing, and communing with nature.
- Healers are compassionate and wise. Using their healing arts, they cure diseases and bring hope to the land.
- Warriors are strong-willed and just. Unafraid of confrontation, they solve problems by facing them head-on.
- Mystics are cunning and bold. They often seek an alternate path from the rest, armed with their wits and rogue magic.
Johaness: "Which kind of Hero do you want to play?"
- a) A bard.
- b) A healer.
- c) A warrior.
- d) A mystic.
- e) Can I hear those again?
Johaness picks up one of the game tomes when a flash of lightning illuminates the whole room through the skylight for just a moment, then leaves you both in dim candlelight again. Johaness is frozen, the book clutched tightly in his hands.
- a) What’s wrong?
- b) Are you scared of lightning?
Johaness nervously explains that he's just waiting to hear the thunder that follows the lightning. You hear a low rumble of thunder in the distance. It’s hard to tell in the dim light, but you think you see Johaness flinch.
Johaness: "Haha. There it is. Anyway, let’s get back to the game!"
- a) Okay!
- a) Are you sure you’re okay? -1
- Johaness: "Yeah, geez. Do you wanna play or not?"
- a) Yeah, sorry.
- b) Okay, okay.
- Johaness: "Yeah, geez. Do you wanna play or not?"
Johaness: "“You’ve arrived at the Cursed Forest, but it is deep, dark, and full of hidden dangers... You need to find the Enchanted Keep, but you do not know the way. What do you do?”"
- a) Uh... (?)
- b) I ask the woodland creatures for help. (Correct for Bard)
- c) I charge straight through. (Correct for Warrior)
- d) I get the lay of the land first.
Johaness describes the way that your character makes it to the keep, which is different depending on the class and route that you choose.
Johaness: "Nice! Now you can make it to the Enchanted Keep, plus you get a Hero Point!"
- a) I think I'm getting the hang of it.
- b) This is pretty easy.
Johaness: “Before the heavy doors of the Keep stands an imposing guard with a poleaxe. Due to the shadows of their helmet, you can’t tell if they’ve noticed you or not.” What do you do?
- a) Try talking to the door guard. (Correct for Bard)
- b) Sneak around the door guard. (Correct for Mystic)
- c) Challenge the door guard. (Correct for Warrior)
Johaness: "Good going! That’s a Hero Point in the bag!"
- a) Okay, where’s the dragon?
- b) Let me at that evil princess.
A flash of lightning goes off in the middle of Johaness’ sentence, making him jump and clutch his book with trembling arms. Not even a second later, a loud boom of thunder shakes the whole house. Your pet shudders by your side, nuzzling close for comfort. Johaness just stares wide-eyed up at the skylight, as if waiting for another lightning strike.
- a) Why don’t we take a break?
- b) Are you scared?
Johaness: "Hey, your pet looks real spooked... Why don’t you take care of them, I’ll go get some more candles from my grandpa’s room."
Raise your pet’s affection by 3 , then go find Johaness.
You hear a muffled shriek from one of the bedrooms.
- a) Johaness?
- b) Go inside.
You enter the bedroom to find a small, dark shape huddled beside the bed with a heavy book in his arms. As you approach, Johaness lifts his head and sniffs.
Johaness: "I’m not... I tripped. It’s dark."
- a) It’s okay to be scared.
- Johaness: "I’m not scared...! … Is it that obvious...?"
- a) Yeah.
- b) It’s okay.
- Johaness: "I’m not scared...! … Is it that obvious...?"
- b) I don’t like the thunder either. +1
- c) Don’t be a baby. (?)
Johaness seems upset... Maybe you have an item that can hearten him.
- a) One moment.
- b) Rummage around in your rucksack.
Heartening Items for Johaness | |||
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Bundle of Succulents | Fantastical Bells | Golden Flower Vase | Honour Totem |
Honourable Capelet | Honourable Single Horn | Honourable Wings | Stoic Tiara |
Your item heartens Johaness and he perks up, saying that it reminds him of an items in Myths and Legends called a Brave Soul Totem, which makes you unafraid for the duration of the battle.
Johaness: "Thanks. I got the candles, so do you wanna finish the game?"
- a) Let’s do it.
- b) We might as well.
Johaness: "Okay! Where were we again?"
- a) I was about to find the evil princess.
- b) Time to rescue that dragon.
In the game, you encounter the evil princess Barette.
Johaness: “‘So? What do you want?’” Okay, how do you want to approach the princess?
- a) Fight her. (Correct for Warrior)
- Princess Barette draws her sword and says if it's a fight you'll want, it's a fight you'll get.
- Let's do this!
- After a spirited fight, Princess Barette finally throws down her sword and says she's had enough of this.
- Huh?
- Does that mean I win?
- After a spirited fight, Princess Barette finally throws down her sword and says she's had enough of this.
- Let's do this!
- b) Trick her. (Correct for Mystic)
- You try to trick her. She asks why she should listen to you.
- “I’ll set up a meeting with the Crown for you.”
- “I’ll plead to the Crown on your behalf.”
- You try to trick her. She asks why she should listen to you.
- c) Negotiate with her. (Correct for Bard)
- "Do you have any reason to keep it?"
- "That would be wisest."
- d) Is it too late to run away? (?)
If you succeed, the princess easily agrees to release the dragon.
Johaness: "Congratulations! You took care of the Evil Princess Barette!"
- a) Piece of cake!
- b) Was she really evil?
Johaness: "“Above its head is a big grate in the ceiling which is connected to a lever outside its cell door.” What do you want to do?"
- a) Pull the lever.
- b) Try to talk to it. ↵
Johaness: "How did you like Myths and Legends?"
- a) It was great! +1
- b) You call this fun? -1
Johaness: "Normally your Hero would get stronger at the end of a quest, but we’re just playing a one-time quest for fun. Still, we can total up your Hero Points and see what kind of Hero Title you’d earn!"
- a) How did I do? +1 Starry Night Parfait
- b) I don't really care. -1
Johaness: "It stopped raining! I didn’t even notice! Oh right, do you want this token back?"
- a) I don't need it. +1
- b) You can keep it! +2
You spend the rest of the evening with Johaness, switching to a few other simpler board games played with stone pieces.
Rewards | |
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Johaness' Seaside Lavish Sunset Backdrop | |
Toy Boat | |
Johaness' Totem | |
Johaness' Bell Staff | |
5000 Potatoes | |
3 Affection with Johaness |
Carneau: The History of the Cove[]
Quest Information | |
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Quest Giver | Carneau |
Prerequisites | Main Quest: Carneau's Route / Celestine's Route |
Description | "Carneau loves his town's history, but isn't sure how to share it with the next generation." |
Full Transcript |
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After walking through the corridors of city hall, you come to Carneau's office and knock on the door.
(Enter hesitantly) Carneau: No need to be shy, fledgling! What brings you here today? (Enter boldly) Carneau: That's quite an entrance, fledgling! Did something good happen to you today?
Carneau: I suppose I was rather out-of-sorts when we parted previously. It's no wonder that you might remember and be concerned. Allow me to speak of myself for a moment, if only to alleviate a few of those concerns. I have more or less made my peace with Celestine's final missive. It's clear that I did not make enough of an effort to understand her. However, my proposal for a Council of Elders falling on deaf ears was a bit difficult to swallow. All this time, I've been wracking my bird brain to think of some other way to preserve this town's traditions. Of course, there is the Aviar Cove Historical Society, but it's not quite the same.
Carneau: Exactly! Therein lies the problem. As I've said many times, Aviar Cove has a rich and fascinating history. The Historical Society was created to celebrate and spread awareness of that history. A fine goal, indeed! However, over the years the membership has begun to skew toward older academics… I suspect that their primary motivation in joining was access to our archives. They show little interest in sharing the intrigue of our history with the younger generation. That said, the work of the Historical Society is rather impressive, if not particularly accessible to the greater public! As a member of the Society's Board, I read all of our members' papers and proposals. Say, fledgling, have you any interest in history?
Carneau sweeps you out of his office, striking up another conversation as he guides you down the hallway.
Carneau leads you to a large pair of doors with frosted glass windows and an old metal sign that reads "Aviar Cove Historical Society." Carneau pushes open the doors to reveal a drab-looking reception room, an dimly lit cross between a local museum showcase and a library reading room. There are old maps of the Aviar Cove region on the walls and a few glass display cases of memorabilia, but the room itself is spectacularly empty. A tired-looking harpy behind the front desk looks up for one moment, then looks right back down at her book.
Carneau waves you over to a landscape painting of some sea-facing cliffs and a bay, which you realize is Aviar Cove without any of the modern buildings.
Carneau: But so long as I am mayor, I feel that I must keep striving to do even better! Especially given that my previous plans were not well received. But what to do... There must be something! What say you? Pretend for a moment that you are an Aviar Cove youth - Johaness, for instance. Would you be interested in visiting the Historical Society?
Carneau: Your candor is appreciated. Yes, I'm sure he would say that history is stuffy and boring, and he's more interested in some nonsense like sea adventures. If he just gave it a moment of thought, he'd realize that history is just as vibrant and alive as those adventure stories he likes so much.
Carneau looks down for a moment, before looking up at the painting one more time.
Carneau: Something new, eh? My first instinct is to protest, but you've reminded me of something that my father used to say. He once told me that nothing is truly "new" in the eyes of history. Everything has its roots in what came before it, in some form or another. How could I have forgotten this for so long? At any rate, what did you have in mind?
You tell Carneau about Lief and Pellier's lightbulbs, Astra's high-powered telescope, and Johaness' intricate miniature boats.
Carneau: Wonderful! Then I will proceed with preparations on my end. I'll also contact Lief, Pellier, Astra, and Johaness in advance, so they'll know that we'll be displaying their work.
You hand over the items that you've collected from the inventors and crafters of Aviar Cove. Carneau examines them with a satisfied nod.
Carneau puffs himself up and clears his throat before launching directly into his speech.
Carneau: I made my most earnest attempt at expressing what we discussed during the planning of this event. I'm so glad that it came across the way I hoped. Of course, this also is thanks to your help. Thank you again for your help, fledgling. I look forward to seeing you at the exhibit's opening reception. Before you go, I simply must offer you something in return for your time, and more importantly, the gift of your perspective. Had I been left to my own devices, I may never have come up with this sort of forward-looking plan. From now on, I hope to redouble my efforts as mayor. This time, I'll make sure to listen to all of our citizens, not just our elders. With any luck, this will be the first step toward a brand new, more open-minded Mayor Carneau! I hope you'll visit us often to witness it firsthand!
|
Rewards: Carneau’s Picnic Loaf, 1500 Potatoes, +3 Affection with Carneau |
You visit Carneau in his office after the ordeal with Celestine. He invites you in.
- a) Enter hesitantly.
- b) Enter boldly.
Carneau comments about your entrance and asks about your day. You note how the office is messier than last time you were there.
- a) Just wanted to see how you're doing.
- b) Looks like you're kind of a mess right now. (?)
Carneau says that he's more or less made peace with his feelings going unrequited and admits that he did not make enough of an effort to understand her. On another note, he is still concerned about the traditions of the town disappearing and talks a bit about the Aviar Cove Historical Society. He asks if history interests you.
- a) I love history!
- b) It's alright.
- c) I never liked history. (?)
Carneau suggests taking a trip down to the Historical Society right now.
- a) Let's go!
- b) Reluctantly follow.
As you walk, Carneau starts talking about his interest in history and his family. You can ask about both his father and daughter.
- a) Ask about Carneau's daughter.
- b) Ask about Carneau's father.
You enter the Historical Society, a surprisingly empty, drab-looking cross between a library and a museum. Carneau asks what you think.
- a) It's, um, nice.
- b) It's a little sad.
He shows you a painting of Aviar Cove back in the days and talks a little history. He was history has been important to many of the residents and that is why he must find a better way of preserving it.
- a) You're doing a good job already. +1
- b) You need to work harder.
Carneau: "Pretend for a moment that you are an Aviar Cove youth - Johaness, for instance. Would you be interested in visiting the Historical Society?"
- a) No.
- b) Not really.
What would you recommend to make youths more interested?
- a) Make it more fun.
- b) Make it more relevant.
Carneau stands firm on his belief that you can't simply change traditions to make youngsters interested.
- a) Would your father want you to be so inflexible?
- b) Is that what it means to be a good leader?
With your feedback, Carneau suggests opening an exhibit around modern things that will one day become history. You'll need some new inventions to display.
Go collect a Bundle of Bulbs, a Looking Glass, and a Toy Boat and return to Carneau.
Tip: Every one of these items can be obtained through Candied Shells Alchemy.
After you hand over the items to Carneau, he asks you to listen to the speech he has written for the event and point out if anything sounds off.
- a) I'd love to hear it. +1
- b) I'm not a fan of speeches. (?)
Carneau delivers a long speech about the historical roots of the newer inventions and asks what you think.
- a) It was wonderful. (?)
- b) A little long.
- c) Zzzz... (?)
Carneau: "With any luck, this will be the first step toward a brand new, more open-minded Mayor Carneau! I hope you'll visit us often to witness it firsthand!"
Rewards | |
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Carneau's Picnic Loaf | |
1500 Potatoes | |
5 Affection with Carneau |
Carneau: A Heart to Heart with Carneau[]
Quest Information | |
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Quest Giver | Carneau |
Prerequisites | 500 Affection |
Description | "Carneau invites you to take a letter delivery walk with him." |
Full Transcript |
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You pass through the golden gates of Carneau's town hall, inside you're expecting the mayor to be at his desk perhaps, or doing other mayor-like things. Instead, Carneau nearly jostles into you as he enters the hall, seemingly in a cheerful hurry.
Carneau: Ho there, fledgling! Just the world-hopper I was hoping to see! I see that you've scarcely just arrived, but what do you say to stretching your legs on this fine day?
Carneau: I daresay I've let myself become a bit lax lately, what with all the paperwork and meetings. Not today! Although I am Mayor, I am still a proud Air Carrier! As for the reason for our excursion, it just so happens that one of our Junior Air Carriers has forgotten a package before leaving on his route, and all of our other Carriers are already out and about. I was just in need of a break, so I will be delivering it in their stead! And since you have appeared so fortuitously, I would love to have your company!
Carneau: Well then, off we go! Carneau picks up a hefty paper parcel from a basket near his door, gingerly slips it into a Air Carrier bag, and leads the way outside. Carneau: Now, the recipient of this package lives on the other side of Aviar Cove, so we'll be taking the long way around today. This gives us plenty of time to catch up! What have you been up to lately, fledgling?
You and Carneau continue your small talk until you arrive at a small cottage on the edge of town. The front of the building appears to be a shoe shop. Carneau removes his hat as he knocks on the door and enters, greeting the shopkeeper with a booming voice. Carneau: Ho there! Parcel delivery! You watch Carneau hand the package over to the shopkeeper and shake their hand with a friendly smile, exchanging pleasantries. Carneau: Ah, and let me introduce my assistant for the day! Come here, fledgling! Carneau waves you over and introduces you to the shopkeeper.
After a few more minutes of small talk, Carneau replaces his hat with a brisk nod. Carneau: Well, we should be going! A good day to you! You say your goodbyes to the shopkeeper and head back out onto the street. Carneau whistles a merry tune, a little skip in his step. Carneau: Nothing like a job well done, eh fledgling? Introducing you to the good shopkeep at the end was a fresh sort of experience as well! It was almost as if we were father and child, out on the job together!
Carneau: But ah, I wish I could have experienced this at least once with my actual child.
Carneau: Yes, my daughter Ava. She does not live in Aviar Cove anymore. When she was very young I tried to bring her along on my delivery route, but she would always become distracted and wander away. Gave me quite a few scares, actually. Then when she was older, I tried introducing her to the Junior Air Carriers, but she'd have none of it. Always a free spririt, our Ava. She left the nest at a rather young age, saying she wanted to find her own path in life rather than become an Air Carrier. Nowadays I only ever hear from her in letters, and I understand the situation is much the same for her mother. Ah, her mother and I are separated now, but we're still good friends. Anyway, I've made my peace with her not following in her father's flight trail, and her grandfather's before him, but I wish she would come back and visit now and again.
Carneau: Actually, Ava happens to have a birthday coming up. I was trying to think of something nice to get her, but I found myself circling around the question of "what?" She's quite stubborn, you see. She's complained that my gifts in the past have been too lavish, but when I ask her what she would like, she says that she doesn't need anything. But as her father, I can hardly just let her birthday pass by without any sort of gift. You wouldn't happen to have any ideas, would you? You're a wanderer yourself, so perhaps you'll have some insight into her lifestyle.
Carneau: Why don't we go back to that plaza we passed earlier? That seems like a good place to sit and have a conversation. You and Carneau stroll back toward the plaza with the striking sculpture and take a seat beside a fountain. Carneau: I've sent Ava various gifts over the years. Clothes, sundries, writing supplies... The response has always been lukewarm. Put yourself in my daughter's shoes. If you were a young person living on your own, what would you be happy to receive?
Carneau: I've bought her books of poetry and journals in the past, but then she complains that I don't have good taste. To this, I have no rebuttal. While I am rather well-informed on famous orators or essayists, I cannot match her when it comes to the world of poetry.
Carneau: But I am a new bird now, with new perspective! There is more to this world than tradition, eh? Aeolin's beak, perhaps that's it! Perhaps what I need to do in order to show that I care is to show her that I care about her interests too! Poetry, hm... We know that buying books of poetry does not work, so…
Carneau: Do you mean that I should write a poem myself? That... That's a fantastic idea, fledgling! Stupendous! Wonderful! Ava will never see it coming! Oh, why did I not think of this before? Thank you for helping me sort through my thoughts. You've truly a knack for understanding others. That said, I have never written a poem before. I have written plenty of letters, but poetry seems to require a certain brevity. As you may know by now, brevity has never been my strong suit. What I need is inspiration! Something to give my natural wordsmithing abilities a bit of an artistic boost, so to speak. Any suggestions, fledgling?
You explain how world-hopper pets have attributes just like people do, and how being around certain pets can make you feel more charming or tenacious. Carneau: Incredible! You world-hoppers are always full of surprises. If I've understood you correctly, you mean that if I spend time in the company of a particularly charming pet, I will become more charming myself? This is not such a difficult concept to swallow! It is much the same with people, is it not? The real question is, do you have such a charming pet in your retinue? I would most love to meet them, and perhaps borrow a bit of their charming aura. Set a pet with at least 25 charm as your active pet.
Set a pet with at least 25 charm as your active pet. This pet will not be removed from your menagerie.
You show your pet to Carneau. His eyes widen in surprise and delight. Carneau: Why, I have never seen such a charming creature! Hello there, new friend! My name is Carneau. A pleasure to make your acquaintance. Sure enough, Carneau is thoroughly smitten with your pet after only a few moments. Carneau: Now, you say that if I merely spend time with this pet of yours, I will become more charming myself? I suppose there is no better way to find out than to put my pen to the test! Let us see if your pet's charming aura will guide my writing hand! Carneau produces some paper and pen with a flourish as your pet settles by his side. Carneau: Hm... Where to start...
Carneau: "I'm sure your old dad writing a poem for you / Is unusual form, but I hope it rings true." Ah, but I think I should explain a bit more of the context before I keep going… “'What is poetry but silliness!' you once heard me say. / Consider this my apology for what transpired that day." "While considering this poem, I quickly realized..." Oh dear. Can you think of a word that rhymes with "realized?"
Carneau: Why, that's not half bad! I'd like it to end with a flourish, but how...?
Carneau: Goodness, fledgling, I think we've done it! We've written a real poem!
Carneau: I know that I am not a spectacular poet, but I learned so much more about Ava through writing this one poem than I did during hours of scratching my head at other people's poetry. I understand now that it takes a good deal of concentration and practice, as well as exposing yourself to new experiences. Carneau nods in the direction of your pet with a smile. Carneau: And not all poets have the help of a little world-hopper magic like I did! My most heartfelt thanks to you, fledgling. I'm always grateful for your perspective and the gift of your time. As a celebration of our first poetic collaboration, what say you to another round?
|
Rewards: Carneau’s Gold Colonel Cape, Ornate Gold Cage, Carneau’s Totem, Carneau’s Old Courier Bag, 5000 Potatoes, +3 Affection with Carneau. |
Carneau: "I see that you've scarcely just arrived, but what do you say to stretching your legs on this fine day?"
- a) I love stretching my legs!
- b) Sounds like a pain.
One of their junior air carriers have forgotten a package. Carneau asks if you want to accompany him in its delivery.
- a) It would be my pleasure.
- b) I guess it’s too late to say no.
Carneau: "This gives us plenty of time to catch up! What have you been up to lately, fledgling?"
- a) Talk about your pets.
- b) Talk about your new outfits.
- c) Talk about your adventures.
- d) Just shrug. You don't have much to talk about.
You deliver the package to a shop at the edge of town. Carneau waves you over and introduces you to the shopkeeper.
- a) Smile and wave.
- b) Stand there awkwardly and wait for it to be over.
Carneau: "It was almost as if we were father and child, out on the job together!"
- a) I had a good time too. +1
- b) I'm not your child though.
- c) Thanks for bringing me along, Dad. +1
Carneau: "But ah, I wish I could have experienced this at least once with my actual child."
- a) Actual child?
- b) You mentioned that you had a daughter...
Carneau talks about his daughter Ava, who has moved away from Aviar Cove and was never interested in the air couriers. He wishes she would visit him.
- a) Why don't you go visit her?
- b) She'll come back when she's ready.
Carneau mentions that she's always moving around and that he misses her, but still wants to show her he cares. He then asks if you can help him find a birthday gift for her.
- a) Sure, I can help you think of something.
- b) This is the real reason you called me out, isn't it?
- Carneau: "Found me out, have you? The timing of your visit was just too good to pass up! What do you say, fledgling? Will you lend a helping hand to an old friend?"
- a) Gladly.
- b) Okay, okay.
- Carneau: "Found me out, have you? The timing of your visit was just too good to pass up! What do you say, fledgling? Will you lend a helping hand to an old friend?"
Carneau: "I've sent Ava various gifts over the years. Clothes, sundries, writing supplies... The response has always been lukewarm. Put yourself in my daughter's shoes. If you were a young person living on your own, what would you be happy to receive?"
- a) Money.
- b) It's the thought that counts.
- c) What sort of things does she like?
Carneau reveals that she's actually chosen to make her living as a poet.
Carneau: "I've bought her books of poetry and journals in the past, but then she complains that I don't have good taste. To this, I have no rebuttal. While I am rather well-informed on famous orators or essayists, I cannot match her when it comes to the world of poetry."
- a) It's better to stick to what you know.
- b) Maybe you're a poet and you don't even know it!
Carneau: "Poetry, hm... We know that buying books of poetry does not work, so…"
- a) It has to be from the heart. +2
- b) It has to be something only you could give. +1
Carneau wants to gift her a poem but doesn't feel he has the charm. You tell him that you might.
Carneau: "That is encouraging! What is your secret? Some world-hopper magic, perhaps?"
- a) Basically.
- b) Well, almost.
Set a pet with at least 25 charm as your active pet. This pet will not be removed from your menagerie.
Tip: You can use Totems to achieve 25 charm. Here's a list of totems that award high (4 or greater) charm!
Totems with High Charm | |||
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Emerald Lantern | Dewdrop Sweet Dumpling | Totem of Kinship | Calbet's Totem |
Forest Dew Bauble | Glume's Totem | Jadeite Stone | Leafy Dewdrop |
Leafy Totem | Lotus Sweet Dumpling | Wicked Fruit |
Carneau: I wait with bated breath to see this charming pet!
- a) Be right back.
- b) There's someone I'd like you to meet.
Carneau greets your pet and gets a quill and paper.
Carneau: "Hm... Where to start..."
- a) Kick it off with a bang.
- b) Start small and build up.
Carneau: "Oh dear. Can you think of a word that rhymes with "realized?""
- a) Surprised.
- b) Analyzed.
Carneau: "Why, that's not half bad! I'd like it to end with a flourish, but how...?"
- a) Write freely.
- b) Write poetically.
Carneau: "Goodness, fledgling, I think we've done it! We've written a real poem!"
- a) It's not bad for a first attempt. +1
- b) It's wonderful, she'll love it. +3
- c) Stick to your day job.
Carneau: "As a celebration of our first poetic collaboration, what say you to another round?"
- a) Practice makes perfect!
- b) I think I'll pass.
Rewards | |
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Carneau's Gold Colonel Cape | |
Ornate Gold Cage | |
Carneau's Totem | |
Carneau's Old Courier Bag | |
5000 Potatoes | |
3 Affection with Carneau |
Celestine: Uplifting Discoveries[]
Quest Information | |
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Quest Giver | Celestine |
Prerequisites | Main Quest: Celestine's Route / Carneau's Route |
Description | "What exactly does Celestine do all day in that big house?" |
Full Transcript |
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When you arrive back at Celestine's Manor, she's in the main hall. She holds her closed umbrella at her side as she walks.
Celestine: Hello, world-hopper. A pleasure to see you again. Did you have more business with me? Some additional communication from Carneau, perhaps?
Celestine: A social call? Please, come in then. Have a seat. Celestine escorts you to the sitting area in her library, preparing a tray of light refreshment like she did the first time you met. A small stack of papers sits neatly beside her chair, divided with gold bookmarks. Judging by the quill resting on top, perhaps she had been working on them when you arrived. Celestine: I'm afraid I have no noteworthy news to share. Did you wish to discuss anything in particular?
Celestine: Ah, these? I should have tidied them up before inviting a guest inside. Celestine picks up the papers and arranges them into a neat stack, careful to keep the bookmarks in place. Celestine: They're application letters for scholarships and grants. I offer a few such funds, and as such I review applicants on a rolling basis. Mostly unrelated to world-hoppers and alchemy, unfortunately. Do not let me bore you with such talk if it does not interest you.
Celestine seems hesitant to talk to you about her work. Maybe if you could gain her trust, as well as prove that you were clever enough, she would open up to you. Reach 100 Comprehension and gain 15 additional Affection with Celestine, then speak to her again.
Celestine: Hello, world-hopper. A pleasure to see you again. Was there still something you wished to discuss? Celestine seems hesitant to talk to you about her work. Reach 100 Comprehension and gain 15 additional Affection with Celestine, then speak to her again.
Celestine looks you over again, raising her brows at what seems to have changed in you. Celestine: I'll admit you seem sharper than most. But why do you persist in asking about this? If you are a scholar or artist, you need only apply through the conventional channels.
Celestine: You must forgive me. With regards to the scholarships and grants, I have met with many who claim to be interested, but are simply looking for a quick way to acquire funds. My family's resources are what allow me to offer such financial aid, but it is precisely because my family is well known that I must be vigilant for swindlers. To be honest, it's quite tiring. I wish that I could simply spend more time focusing on the earnest applicants, as well as my own research.
Celestine: Say, world-hopper, do you enjoy riddles? I am curious as to how a sharp wit like yours will respond to this one. What hovers without wings, rises on the breeze yet cannot be lifted?
Celestine: That's right, a bubble. To be specific, they don't float in still air, they're carried on the breeze. But if the gas inside the bubble was a gas lighter than air, it would be pushed upward, just as bubbles of air rise to the surface of water. I find things like this fascinating. While I cannot perform alchemy like you world-hoppers, I am at least capable of studying chemistry. There are so many interesting things that can be done even without magic, given the correct tools and a good idea. That said, there are limits to what I can accomplish with only my time and knowledge. However, by providing financial assistance to others, I can potentially increase the number of interesting developments in my lifetime tenfold! That alone is reason enough to dedicate my time and resources to others. Of course, new technology and art in Aviar Cove will also be good for the town as a whole... but I would be dishonest if I said that it was a purely philanthropic endeavor. Ah, it seems I've lost all sense of my conversational graces, going on like this... there are not many with whom I can discuss this so candidly.
Celestine: Thank you, world-hopper. But no, the decorum serves the dual purposes of preserving my family's image, as well as keeping the swindlers at bay. That, and I cannot simply give out my secrets to anyone who comes asking... You understand, of course. However, if you are truly interested, I can offer you a tour of my atelier. The work I do there is published for anyone to read, so it is not particularly sensitive. Do you have some time to spare?
Celestine collects her parasol and begins to lead you out of the library. Celestine: Please follow me.
The tap of Celestine's parasol on the floors echoes down the long, quiet corridors. Save for the paintings and sculptures along the walls, the halls seem completely empty.
Celestine: A strange question. Every walk of life has its difficulties. I am capable of handling mine. We've arrived. Celestine brings you to an unmarked door, no different than the other doors in the hallway. Removing a ring of keys from her pocket, she unlocks the door and pulls it open for you to enter. Celestine: After you, world-hopper.
You step inside a well lit room with high ceilings and tall windows, decorated in white and soft blue. Were it not for the long tables of science equipment and drawing boards propped on easels, it could easily be mistaken for a sun room or parlour. Upon the tables sit various stoppered glass containers connected with thin tubes. Some of the spouts are sealed with balloons rather than stoppers, which perch aloft on top of the rims. The drawing boards are covered with various round and oblong shapes, accompanied by dozens of neatly written equations. Celestine: Welcome to my atelier, world-hopper. Would you like to guess what I'm developing in here?
Celestine: The purpose behind all this is not simply to fill pretty balloons, but to produce enough buoyancy that one could lift cargo or passengers with the balloons. Gases for such purposes are called lifting gases. A rather self-explanatory name. You know of the Air Carrier's flight suits, yes? Rather than relying on the wearer's body and starting elevation, lifting gases would allow flight of a full vessel. By using such a vessel, I am hoping to produce a alternative method for bodies that may not accommodate a flight suit. I am still experimenting with different designs for vessel structure, but the possibilities are very exciting - and world-hopper pet technology provides new inspiration all the time. Ah, but I have talked enough. Please tell me your thoughts.
Celestine: To be frank, there is something small you could help me with. I've been looking for the perfect material for a delicate component of the aircraft, I'd find and like to test various metals and alloys. It's not always easy to find a well traveled helper who would know where to find these rarer materials, would you be able to help? You would be fairly compensated of course.
Celestine: I've made up a list of items, anything from here would be prime testing material. Why don't you obtain two things from this list? Celestine unfurls a scroll with a neat cursive list written on it.
Celestine: Wonderful, these materials should be great candidates for my early prototypes. Celestine produces a small silver bell which she rings to summon a helper. They help her take the items back to the Atelier. Celestine: As for payment, I think this much should suffice.
Celestine: As an additional thank you for your time, allow me to give you a small parting gift. It was refreshing to speak with you in person about my research - most of my collaborators live far away, and my correspondence with them is mainly through letters. Until now, perhaps that has been the only form of communication where I could truly be myself. If you're interested in learning more about lifting gases and lighter than air skycraft, you should be able to find a few papers published under my name. As for my research that is not published... well, perhaps we will have to see how our working relationship unfolds from here on. For today, I hope that you're satisfied with the contents of my atelier. Feel free to continue taking a look around, I can explain more if you would like. Once you've seen your fill, I will escort you back to the door. Musn't have you getting lost in these large halls. |
Rewards: Charming Mousse Cake, 2000 Potatoes, Celestine’s Cream Rose Tea, +3 Affection with Celestine. |
You visit Celestine for a social call. She says she has nothing noteworthy to share with you but asks if you wanted to discuss something.
- a) What are those papers?
- Celestine tells you it's for scolarship and grants that she gives out but doesn't want to bore you.
- a) It seems important.
- b) What are they for then?
- b) Why are you so formal all the time?
Celestine seems hesitant to talk about things in detail, perhaps afraid that she will bore you.
Reach 100 Comprehension and gain 15 additional Affection with Celestine, then speak to her again.
After reaching the goals she admits that you seem sharper than most but questions why you want to hear about the scholarships.
- a) I'm interested in what you're doing. +3
- b) I just want your money. (?)
Celestine opens up about how she has to be careful of people who want to take advantage of her family's wealth.
- a) That sounds difficult.
- b) Must be tough being rich.
She asks if you enjoy riddles and gives you one to solve: What hovers without wings, rises on the breeze yet cannot be lifted?
- a) A mist.
- b) A kite.
- c) A bubble. (Correct)
Celestine talks about her interests but apologizes for going on.
- a) I don't mind.
- b) You could be more honest with others.
She offers to show you some of her work, at the same time stating that she can't give out the more secret details of what she works on.
- a) Ask Celestine for a tour.
- b) Ask Celestine about her more secret research.
Celestine asks you to follow her.
- a) Walk alongside Celestine.
- b) Follow behind Celestine.
You follow her down a long, mostly empty hallway with many doors.
- a) Does no one else live here?
- b) What are all these rooms?
Celestine shows you her atelier and asks you to guess what she's developing.
- a) Gas? +1
- b) Balloons?
- c) Interior design?
She tells you she's developing a way for balloons to carry passengers using gas and wants to hear your thoughts.
- a) It sounds great!
- b) When will it be done?
- c) Is there any way I can help?
- d) Not my thing, but good luck. (?)
Celestine asks if you could find some metal testing materials for her.
Give Celestine two metal objects.
She thanks you and gives you some parting gifts.
Rewards | |
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Celestine's Cream Rose Tea | |
Charming Mousse Cake | |
2000 Potatoes | |
3 Affection with Celestine |
Celestine: Celestine's Reluctant Occasion[]
Quest Information | |
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Quest Giver | Celestine |
Prerequisites | 500 Affection |
Description | "Celestine politely summons you through a letter, you wonder what she wants to discuss." |
Full Transcript |
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You arrive yet again at Celestine's manor, holding the letter that you received via the Aviar Cove Air Carrier mail service. Written on fine paper with an elegant script and sealed with Celestine's family crest, the letter read…
I have hope that this letter will reach you in a timely fashion, as I’ve requested the help of our speediest mail couriers. I have a matter of some import that I would like to discuss with you. If you could pay me a visit at your earlier convenience, I would be very appreciative. May this letter find you at an opportune time and may you arrive safely at my doorstep. Yours most fondly, Celestine P.S. I have a house guest staying with me, but they will be rather engrossed in their studies. If you wish to avoid disturbing them, please come directly to my personal laboratory when you arrive." Obeying the summons in the letter, you've arrived on her doorstep, where the heavy doors once again fall slightly ajar to greet you. What will you do?
The moment that you arrive at the door of Celestine's lab, the harp playing stops abruptly.
You open the door to Celestine's lab to see her setting down a notebook and quill, picking up her parasol to circle around her work bench to greet you. Celestine: Good day, world-hopper. I’m so glad that you could make it. I assume you received my letter?
Celestine: You already know that I have something to discuss with you. Let us sit by the window and speak. You move across Celestine's lab to a small tea table beside the window. On your way, you notice an experiment in progress off to the side. A small parcel tied to a balloon floats through the air, as if carried by an invisible force. Slowly but surely, it makes its way from one flag marker to another. Celestine notices you observing her experiment. Celestine: As you can see, my research is coming along. But pay it no mind; I have repeated this experiment several times.
You sit down at the tea table. Celestine draws the curtains and pours you both a cup of tea. Celestine: Now, I have a somewhat unpleasant request to make of you. Rest assured, you will be compensated for your troubles. That said, I would be loath to ask this of anyone else. However recent our friendship, you have proven yourself to be considerably reliable.
Celestine: I have been asked to attend the annual gala at the Aviar Cove Institute of Art. It is the largest and most exclusive social event of the year. I would like you to come with me as my guest.
Celestine: Allow me to explain further. I go to these sorts of events relatively often, but the gala is uniquely important in Aviar Cove’s… courtship calendar. Celestine's sigh reveals her exasperation at the word "courtship." Celestine: Unfortunately, I have received several invitations to attend together from various individuals around town. They consider themselves my suitors. It is customary to attend the gala as a pair, and my family has also been encouraging me to stop attending with my sister and simply choose a suitor. I believe that this would absolutely send the wrong message to these individuals. Thus, I would like you to attend with me instead.
Celestine: First things first, you will need to dress for the occasion. Prepare an outfit that is suitably formal. Second, I’d also like to maximize your world-hopper mystique. A fantastical or legendary pet in our retinue should do quite nicely. To strike the appropriate amount of awe… Perhaps a pet that is regal, yet wild. That should do nicely. Of course, it will also need to be adorned for the occasion, and charming enough to impress the other guests. Perhaps I am asking too much?
Celestine: Let us begin our preparations. We can start with the easiest task to accomplish. May I see what you plan to wear to the gala - keeping in mind that it is the fashion event of the season?
Celestine: Keep in mind that the gala is the fashion event of the season, and that I have an image to maintain. Put on at least 3 tops and 2 accessories from Celestine, Astra, or Carneau, update your avatar once, and return to Celestine. Celestine is attentively working at her study when you drop by again. Celestine: Well? Have you acquired an outfit for the gala? She looks you over from head to toe expectantly.
Celestine: … So that’s what you’ve chosen? Celestine appraises your wardrobe choice silently for a moment before offering a small nod. Celestine: I suppose it will do. After all, the point is for you to be a mysterious world-hopper above all else. Next is the matter of the pet. I trust that you know how to alchemize one? Why don’t you alchemize a Fantastical pet, or even more impressive, a Legendary pet! While you are making your preparations, I need to draft a number of letters informing those solicitors that I’ll be attending with someone else. Even if I am busy, please allow me to observe the alchemization process. I never tire of it, no matter how many times I see it. Once the alchemy is complete, we can adorn the new pet with totems to assure it will charm the guests - my totem among them, of course. This will make it clear that the pet is affiliated with our party. We wouldn’t want an overeager party guest trying to steal your precious pet. Alchemize a fantastical or legendary pet for Celestine and put it in your active pet slot.
Fantastical: Celestine: Magnificent... It takes my breath away every time. +2 Legendary: Celestine: Oh, that was truly spectacular! What a beautiful pet, I understand this is Legendary, I’ve been studying up on world-hopper magic. +3 She leans down carefully and strokes the pet. Celestine: Hello, little one. It is a pleasure to make your acquaintance. Slowly drawing herself back to her full height, Celestine turns back to you. Celestine: Before we are ready for the party, we must prepare appropriate totems for our lovely escort. In addition to totems you have, I also have something for you. Celestine reaches into her sleeve and withdraws a shining bulb-shaped totem with two carved wings on either side. Celestine: This is for you, to equip to your new pet at the gala. We’ll also require some additional charm in the form of two other totems. Equip Celestine's Totem as well as 2 other totems to your pet to give it at least 6 charm.
Reward: Celestine's Totem
Celestine: Welcome back to my abode. How have you fared with acquiring additional charm totems for your new pet?
Celestine: I’d say they look prepared to turn heads at the city’s most sophisticated gala. With any luck, certain unsavory guests will pay more attention to our escort than to me. I think we’ve finished everything in the way of preparations. Did you have any more business before the gala?
You leave Celestine's manor and head down toward the center of town. After some time passes, you hear a carriage approaching and turn to see it slowing to a halt alongside you. The door opens to reveal Celestine, who waves you in. Celestine: Shall we?
You and your pet clamber into the carriage and sit down beside Celestine, who leans forward to speak to the driver. Celestine: To the gala. The carriage takes off down the streets, the scenery of downtown Aviar Cove twinkling by, illuminated by brightly glowing lamps. There are vendors and quaint little shops with their wares displayed along the windows around doorsteps. Celestine folds her hands neatly in her lap and smiles at you. Celestine: My apologies for keeping you waiting.
After a short ride, the carriage pulls up outside the Aviar Cove Institute of Art. The elegant golden sign is flanked by carved white gates. The driver comes around to Celestine's side and helps her out first.
You get out of the carriage to see the front of the museum decorated with gold banners for the gala. Aviar Cove socialites and notables are scattered across the steps to the entrance, chatting to one another or speaking to newspaper reporters. Celestine collects her parasol and joins you on the sidewalk, taking in a deep breath. Celestine: Well then, let’s go inside. If anyone asks you any strange questions, simply follow my lead.
You and Celestine head up the ramp to the entrance, your pet trotting by your side. The other guests turn their heads when Celestine passes, which she meets with polite waves and smiles. Your pet, on the other hand, elicits some murmurs of surprise and awe. Celestine offers you a conspiratorial smile. Celestine: This seems to be working nicely. The attendant at the door greets Celestine by name and waves you both through. They raise an eyebrow at your pet but say nothing. Your pet leading the way, the three of you enter the large museum entrance hall, which is decorated even more lavishly than the front of the building. Looking around the room, you see flowers, garlands, tapestries, chandeliers, banquet tables stacked with cakes and fruit... There's even an ice sculpture of a pegasus standing proudly on the center table. Celestine, on the other hand, ignores the decorations and scans the crowd. Celestine: I need to to say hello to a few specific people before anyone else… Politics, you see. Come with me.
Celestine leads the way to a small cluster of birds with an academic air. Celestine: Good to see you, Professors. When was it that we last spoke? Celestine directs the conversation with ease, the birds fanning out to face the two of you. After the initial niceties, she gestures to you. Celestine: Allow me to introduce my companion for the evening, as well as our escort.
"Oh my..." "My word...!" The professors gasp. Celestine: Speaking of family, I was very impressed by your aunt’s presentation to the university board last week... Celestine changes the topic smoothly, exchanges more pleasantries, and ends the conversation. Celestine: You did well. I apologize for their nosiness. One’s origins is everything to these people, you see.
With that, she sweeps you off to the next group of party-goers and the cycle repeats itself anew.
Several conversations later, you begin to notice a small change in Celestine's expressions. She still smiles and laughs just the right amount, but it seems more tired than before. With the gala now in full swing, it doesn't look like the social hour will end any time soon. Perhaps there's a way you can draw Celestine away from the hustle and bustle for a while…
Celestine: ...I suppose I was feeling a bit worn down by all the socializing. Yes, perhaps now is a good time for a small respite. The three of you make your way outside to a secluded patio with a few chairs. Celestine sits down with a sigh. Celestine: Thank you for your patience thus far, world-hopper. Before the end of the evening, I think I should have fulfilled my social responsibilities for this event.
Celestine: Still, attending the gala with you has been a different experience than all my years of attendance thus far. I will treasure those looks of surprise from the other guests for many years to come. That aside, I made a wise choice in asking you to join me tonight. I cannot remember the last time I spoke so earnestly about my grandmother. It is a good reminder of why I am here, and what I am working for. Before we go back in, I’d like you to have this. It is just a small token of my thanks, but I imagine I will have more chances to show my gratitude as our friendship continues.
Celestine: Well then. Shall we return to the party? Celestine retrieves her parasol and the three of you rejoin the bright, bustling gala. |
Rewards: Celestine’s Laced Gothic Umbrella, Feather Bottle, Celestine’s Blue Essence Rings, 5000 potatoes, +3 Affection with Celestine |
You arrive yet again at Celestine's manor, holding the letter that you received via the Aviar Cove Air Carrier mail service.
- a) Go straight to Celestine's lab.
- b) Have a quick look around.
- You peek around the library and decide to look at the...
- a) Large green book.
- b) Thin red book.
- c) Small blue book.
You make your way to Celestine's lab, hearing an eerie harp being played. The music stops as you arrive at the door.
- a) Knock.
- b) Enter.
Celestine greets you, and assumes you received her letter.
- a) I did.
- b) Was there someone around here playing the harp?
Celestine mentions that there's no one playing the harp. You watch an experiment of hers: a small parcel tied to a balloon floats through the air, as if carried by an invisible force. Celestine notices you observing her experiment.
- a) It's really impressive.
- b) It's smaller than I thought.
- c) No comment.
Celestine has a somewhat unpleasant favor to ask you.
- a) What is it?
- b) Now you've got me worried...
Celestine is attending the annual gala at the Aviar Cove Institute of Art, and wants you to come with her.
- a) ...Is that all?
- b) Are you asking me on a date? -1
- c) Of course. +1
She explains that the event is important in Aviar Cove's courtship calendar, and that suitors want to go with her. She thinks attending the event with one of them may send the wrong message, and instead wants you to attend with her.
- a) Are you sure I'm the right person?
- b) It would be my honor.
Celestine wants you to put on formal wear and equip a fantastical or legendary pet as your active pet.
- a) Anything for you. +1
- b) Maybe a little...
Put on at least 3 tops and 2 accessories from Celestine, Astra, or Carneau, update your avatar once, and return to Celestine.
NOTE: Although Carneau's Pigeons are now categorized as Props[1], they still count as Accessories for the purposes of this quest.
Viable Clothing Items | ||||
---|---|---|---|---|
Tops | ||||
Astra's Harpy Wings
All variations |
Astra's Constellation Dress
All variations |
Celestine's Laced Poncho
All variations |
Celestine's Soft Knit Sweater
All variations |
Carneau's Ruffled Shirt
All variations |
Carneau's Colonel Cape
All variations | ||||
Accessories | ||||
Celestine's Prim Ruffles
All variations |
Carneau's Pigeons
All variations |
Celestine appraises your wardrobe. Next, she wants you to alchemize a fantastical or legendary pet.
Alchemize a fantastical or legendary pet for Celestine and put it in your active pet slot.
Fantastical: +2
Legendary: +3
Celestine greets your pet. She wants it equipped with three totems, including one of her own making.
Equip Celestine's Totem as well as 2 other totems to your pet to give it at least 6 charm.
Rewards | |
---|---|
Celestine's Totem |
Celestine needs some time to prepare before the gala. You leave her manor and are soon met by a carriage.
Celestine: "My apologies for keeping you waiting."
- a) Don’t worry about it.
- b) How did you know where to find me?
The driver comes around to Celestine's side and helps her out first.
- a) Follow Celestine
- b) Climb out the other side.
Celestine: "Well then, let’s go inside. If anyone asks you any strange questions, simply follow my lead."
- a) Go up the stairs.
- b) Offer her your arm.
Celestine: "I need to to say hello to a few specific people before anyone else… Politics, you see. Come with me."
- a) Yes ma’am.
- b) Can we get some cake first?
- Reward: Starry Night Parfait
Celestine leads the way to a small cluster of birds with an academic air.
Celestine: "Allow me to introduce my companion for the evening, as well as our escort."
- a) Introduce yourself.
- b) Introduce your pet.
Celestine: "You did well. I apologize for their nosiness. One’s origins is everything to these people, you see."
- a) I’m not offended.
- b) Does that ever bother you?
With that, she sweeps you off to the next group of party-goers and the cycle repeats itself anew.
- a) Keep smiling. +1
- b) Keep your head up. +1
Perhaps there's a way you can draw Celestine away from the hustle and bustle for a while…
- a) Create a distraction.
- Ready a Bundle of Bulbs and raise your pet's affection by 1.
- b) Choose a more subtle approach.
- Ready a Looking Glass and raise your pet's affection by 1.
You create a distraction and you both manage to sneak away.
Celestine: "Thank you for your patience thus far, world-hopper. Before the end of the evening, I think I should have fulfilled my social responsibilities for this event."
- a) Why does this matter so much?
- She says she does it to get the wealthy to invest in science and inspire others but thinks you must find it rather mundane.
- a) I think it’s admirable.
- b) If it matters to you, it’s important. +2
- c) Don’t worry about my opinion.
- She says she does it to get the wealthy to invest in science and inspire others but thinks you must find it rather mundane.
- b) What happened to those suitors? ↵
Celestine: "Before we go back in, I’d like you to have this. It is just a small token of my thanks, but I imagine I will have more chances to show my gratitude as our friendship continues."
- a) Of course.
- b) Looking forward to it.
You rejoin the bright, bustling gala.
Rewards | |
---|---|
Celestine's Laced Gothic Umbrella | |
Feather Bottle | |
Celestine's Blue Essence Rings | |
5000 Potatoes | |
3 Affection with Celestine |
[]
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 |
References[]
- ↑ Official Changelog of Oct. 11, 2022 https://dappervolk.com/forum/post/2482477 Retrieved Dec. 21, 2022