Shield Isles

 Shield Isles

Zirar Tarka: There are approximately 40 quests in the region with a few areas connected by the dock system. In addition to treasure caches, there are a bunch of daily quests chasing after the Terrors of Bel Inzul (proto-beasts) on the southern parts of Zamarzir. A handful of quests are found out there in the open seas. 

    

Kafagur: West of where your ship crashes is an island full of friendly orcs. They are the ones you helped escape Gundabad. If you listened to Glurkub's tale and visited their hideout in Deepscrave, you'll be familar with Shulgolb, Muzmák, Zogmauk, Lumbag, and Shúkurz. Among them are some other orcs, who all have oddly clear female voices. While their methods of living aren't quite the same as yours, they are all trying to make do with their current situation on an island outside civilization. You help the best you can by getting spider webs for bandages and venom for pain, grab beetles and other necessities for cooking, defeat a fearsome sabre-tooth, and support someone who is having a hard time transitioning to their new life. I found it quite amusing that their milestone is a giant boar roasting over a campfire.


"It's too quiet here. Nothing like Gundabad." - Zogmauk

Mar Naphra: The nearest town isn't quite as friendly. The townsfolk are really cautious with all the corsairs roaming the streets. Though, there are certain individuals who are still willing to hire your services. Some jobs include grabbing supplies from the bog-lurkers who ambushed a lady's waggon, some wine that were lost when his boat capsized, defeating kergrim lurking nearby, and a man needing a couple of oars and some rations to escape. Perhaps the scariest moment is when Kotheret Glint-grin asks you to find some treasure and finding a metallic tooth eerily similar to the corsair's tooth that sent you.

"I promise not to harass upstanding, tight-strapped fellows like yourself from now on." - Ahuz

Halrax: The largest villa might not attack you on sight, but Ithurga keeps a tight leash on all activities. You not only have to collect tithes from those who are less welcoming but also provide a bag of gold coins (10 gold) before you can converse with the locals or read the bounties on the wall. Once you do, people are more forthcoming about their jobs to keep the place in one piece. You can help people gather hides, repair planks, clean the graffiti from the walls, collect rare material for dye, and find a lost pendant. Over at the docks, Anyamat is trying to write some shanties but doesn't know much about the life at sea. She will assist you for all of your activities as long as you don't leave the island of Zamarzir. Of course, Bekhel (the hand of Khôltekh) tasks you to find a missing Temámir ship. You find Mulug along the coastline with a hurt knee fleeing from the corsairs that took over the ship. When you do find it on the southern shores, Mêrraz the Butcher tries to stop you. When its clear he cannot win, he runs off only to be caught by reinforcements and sent to Umbar to fight in the arena. 


"Not the pits. No one ever leaves the pits." - Mêrraz the Butcher

Roc: A man by the name of Itho spins a tale of a vicious bird that lives at the top of the mountain. A wealthy buyer (you encounter in the city of Umbar later in the game) is asking to retrieve a single egg from its nest. When you finally reach the top, the legendary bird speaks rather clearly and warm like the eagles you have met beforehand. The mother is a bit overwhelmed and yet charmed to be taking care of a fledgling who has lost his way. Little Berkha takes advantage of Raghda-gûn speaking to you to waddle away from the nest. You circle around to the watery pit to look for him, only to find the happy duckling over by the shore. When you return, Itho appears knocked out by the nest next to Anath and Nekhama. The roc notices the attachment and asks you to take care of the little fellow. Although the game doesn't provide you with an additional quest after this moment, the dialogue hints that the Shire would be a good place for him to grow up in. In the end, you receive a letter that briefly mentions Tathata the Beast.

     

"Say hello to our guest, little Berkha! Say hello! Ah, he's shy. You know how children that age can be."

Legend: Come to find out, Anyamat's expectations for the sea life wasn't quite like what she imagined. The scary corsairs she thought would be up for a fight were actually a bunch of cool guys. Their tales weren't heroic but instead too gruesome to put into song. We dug up the beach for treasure but only found two boots and what might have been their owner. The legendary "Shelly" of the beach turned out to be an ordinary crab. The fight wore her down enough to rethink her choices in life. Meanwhile, there was a rumor of a giant hammer that could summon storms stuck in the rocks south of Halrax. Unfortunately, that weapon was only a replica. While most villagers weren't aware of the weapon, and a couple thinking you were asking about a physical tool for repair, a historian did update you on its name - Marakh, Mother of Tempests. Sherub tells you that you can find it from the island of Jeb Khâtel to the far north of the Shield Isles. There you meet Hurlub the Bellower who will give you the hammer in exchange for clearing out some spiders nearby. Whether or not the hammer actually controls the weather is now up to Ithurga to figure out.


"You not afraid? Everyone afraid. All stay away. Hurlub always alone." - Hurlub