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Kroniki Polan

Quests (21)

Tales of the year 963: wrathful vodniks, two fires of faith, the law of the gord and the prince's service. Where to begin and what to expect — without giving the answers away.

The Vodnik's Wrath

How to begin: Speak with Mścisław the Fisherman on the eastern shore of Lake Lednica.

What it is about: The fish have vanished from the lake. Ask Zherets Sławomir in the holy grove what has angered the waters.

Upon completion: Completed. You have appeased the vodnik, and the fish have returned to Mścisław's nets.

Two Fires

How to begin: Visit Brother Radzim on Ostrów Lednicki, across the bridge over the lake.

What it is about: Brother Radzim asks for 5 pine logs for the building of a cross. You may also ask the zherets what he makes of it.

Upon completion: Completed. You helped Brother Radzim raise a cross on the Ostrów. Old and new will have to live side by side.

Lord of the Forest

How to begin: Sobiesław the Huntsman in Poznań is seeking a bold soul to face a great beast. You will find him by the eastern gate of the gord.

What it is about: The white boar roams the Western Forest. Sobiesław wants its head for the prince's table. The hermit Wiarun may know more of the beast.

Upon completion: Completed. The tusk of the white boar adorns Mieszko's table. The forest has been strangely quiet this winter.

The Silent Domowik

How to begin: Visit Goodwife Bogna in the village of Morasko, on the northern track west of the lake.

What it is about: At Bogna's the fire keeps dying and the milk turns sour — the domowik has fallen silent since a cross was hung above the hearth. Ask Miłka the Whisperer at the edge of Morasko for counsel.

Upon completion: Completed. The offering at the hearth has soothed the domowik. The cross remains, the spirit remains — somehow they will make room for one another.

The Law of the Gord

How to begin: Wszebor the Watchman guards the gates of the prince's gord on Lech's Hill, beyond the eastern gate of the Gniezno outer town.

What it is about: None enter the prince's gord without a surety and a gift. Zherets Sławomir or Brother Radzim may vouch for you — and for the prince's table you must bring 2 pike.

Upon completion: Completed. You bear the guest token — the gates of the gord on Lech's Hill stand open before you.

The Prince's Service

How to begin: Prince Mieszko in Gniezno seeks trusted messengers on Lech's Hill.

What it is about: Prince Mieszko means to send you to Poznań. Collect the prince's tribute and a pledge of fealty from Governor Wojan.

Upon completion: Completed. You have been dubbed a Woj of Mieszko, received an iron sword, and gained entry to the gord armoury.

Requires beforehand: prawo grodu

The Watchtower on the Noteć

How to begin: Setnik Żelibor, commander of the gord at the Rivermouth, watches for tidings from beyond the Noteć. The track north turns off the road by the holy grove.

What it is about: Scouts report a gathering beyond the Noteć. Cross the causeway and find out what is brewing. Zhupan Mestwin in Nakło knows the folk there and their tongue.

Upon completion: Completed. Żelibor breathed again: a festival instead of a war. Sometimes a scout brings good tidings.

Utopce of the Valley

How to begin: Niegłos the Ferryman by the causeway at the Rivermouth fears for the travellers.

What it is about: Utopce are dragging travellers into the marshes of the valley. Defeat three of them (0/3).

Upon completion: Completed. The causeway is safe once more, and Niegłos sleeps in peace.

The Speech of Pomerania

How to begin: Swiãtk the Fisherman in Nakło despairs over his nets — in Pomeranian. Perhaps someone will understand him.

What it is about: Swiãtk speaks only Pomeranian. Zhupan Mestwin in Nakło knows both tongues.

Upon completion: Completed. Swiãtk embraces you like a brother: "Dzãkujã, dzãkujã!"

Two Banks

How to begin: Wojmir the Cleric at the Rivermouth would speak of his God across the river, but the setnik forbids him the crossing.

What it is about: Wojmir asks you to carry his question to the witch Damroka — "What do your gods fear?"

Upon completion: Completed. The two banks of the Noteć have heard one another — for now, through a messenger.

A Plot of Your Own

How to begin: Dobrogost the householder in Gniezno says that strips lie empty in Września and Reeve Sławník seeks hands to work the soil.

What it is about: In Września, south of Gniezno, Reeve Sławník has empty strips. Ask him about them in the village.

Upon completion: Completed. Sławník has given you your first plot in Września. Husbandry is unlocked. He will offer more land once you show a profit and a surplus for the common granary.

The Aurochs of the Forests

How to begin: Zhupan Mestwin in Nakło is seeking a bold soul: a great aurochs is trampling the fields of the settlement across the river.

What it is about: The aurochs is ruining the Pomeranians' fields. Mestwin will pay for its horn... but Damroka would likely have other counsel.

Upon completion: Completed. The aurochs horn has gone to Nakło, and the fields are safe. The forests seem to have grown quieter.

Mieszko's Bridge

How to begin: Prince Mieszko has set his mind on a thing unheard of: a bridge over the Warta at Poznań. He seeks a Woj who will bind the two banks together.

What it is about: Report to Sędziwój the Carpenter at the building ground by the western gate of Poznań, on the very bank of the Warta.

Upon completion: Completed. Mieszko's Bridge clasps the banks of the Warta — those who raised it shall cross by it. The western bank lies open before you.

Requires beforehand: sluzba ksiazeca

Mists over the Water-Meadows

How to begin: Jaruna the Herbalist of the Piaski settlement watches with worry as the mists rise from the old river channels.

What it is about: A grave-chill comes off the water-meadows, not fever. Strip 3 ribbons of willow bark with a drawknife — willows stand over every old channel.

Upon completion: Completed. The chill is leaving Piaski, and from now on Jaruna teaches you stronger decoctions.

Requires beforehand: most mieszka

The Embassy from Nakło

How to begin: For the third night the guard Budzisz has seen wisps on the western bank — and on the piles of the bridge someone is counting. Evenly, like foreign soldiery.

What it is about: Seek out the raiding party's camp beyond the northern slope of Falcon Hill. Touch nothing — watch.

Upon completion: Completed. The bridge is a market, not a ram — and the raiding party has left the western bank.

Requires beforehand: most mieszka

The Old Gods Do Not Sleep

How to begin: For nights now Zherets Mironieg of Dziewanna's Grove has not left the stone circle. The boulders are dreaming something evil.

What it is about: Mironieg will not entrust the rite to a stranger. Make an offering of 2 handfuls of mugwort and a bog arum flower to receive the Sign of Dziewanna.

Upon completion: Completed. The lock lies beneath the stone as in a grave, and the grove sleeps in the dark once more.

Requires beforehand: most mieszka

The Brigand's Crossroads

How to begin: Niemsta, a surviving brigand of Mściwój's band, stands on the approaches to Poznań. Night phantoms of his dead chief haunt him.

Upon completion: Completed. Niemsta has become Damroka's pupil and found peace.

Requires beforehand: most mieszka

The Apiary by Lednica

How to begin: Niemir the Beekeeper from the outskirts of Gniezno takes only the practised for schooling — return to him when your Forest beekeeping reaches level 10. Look for him in the glade north of the outer-town rampart.

What it is about: Niemir has agreed to teach you — but the log hives in the glade behind his cottage have mouldered. Bring him 3 logs to put the rotted hives together again.

Upon completion: Completed. Your first swarm has settled in its log hive. Tend it and take the honey — and for better, rarer queens, go out to the wild tree-hives.

The Seal of Two Inns

How to begin: Żelisław the Innkeeper at the Oak Inn in Gniezno is puzzling over trade with Poznań — but he will only talk of it with someone who keeps a chest with him and knows how to burn charcoal (Woodcutting level 5).

What it is about: Żelisław wants to strike chits — birch-bark notes for goods. Bring him 5 ribbons of birch bark (strip it from the birches with a drawknife; they whiten by the Warta, near Poznań).

Upon completion: Completed. Two inns honour the chits. Your chest can now strike goods into chits, and in Poznań, at the Birch Inn, a second chest stands ready for you.

The Archer's School

How to begin: Dobrogost the Archer, by the range in Giecz, receives warriors who wish to learn the bow.

What it is about: Hit the target at Dobrogost's range (0/5). You need a bow in hand and arrows in your satchel. Both are sold at his stall.

Upon completion: Dobrogost has acknowledged you as an archer. The arrowhead rides the wind. The beasts of the Giecz lands can already feel it.

The Prince's Table

How to begin: Steward Racibor in the Gniezno ward turns his nose up at suppliers. Whoever has an oven, a dovecote and a cellar can earn court silver.

What it is about: Steward Racibor will test what your farmstead is worth. Bring him a WHEAT KOŁACZ from your own oven (wheat flour, honey, an egg — the bread oven at your farm).

Upon completion: Completed. You supply Mieszko's table — steward Racibor pays court silver for every luxury from your farmstead and cellar.

Kroniki Polan — a free browser game; the chronicle begins in the year 963, in the days of Mieszko I. Page generated from game data.