A Glorious Hunt

A Glorious Hunt 

Phase Mechanics: There are several quests that follow a new trend where the system highlights where you are supposed to place an object and the space solidifying after you click on it. There were quite a bit seen throughout the Crown of Hamat and more in A Glorious Hunt quests. You will be placing planks up walls, preparing equipment on tables, and planting down a banner to establish a camp. Though the developers try to maintain where you placed down objects, you may occasionally see the landscape revert back to what it looked like beforehand. Also as a side note, Numûru will no longer be present only in the region when he disappears. Once you receive his dog, he too will no longer be visible at both camps.  

  
"
Just needs some hard work, a couple new tents - and fewer brigands."- 
Mizadi
 

The Story-teller: An unusually meta story revolves around Lakhêpi the Far-faring who seeks out new tales to spread far and wide across Shagâna and Jarmát to put food in her belly and a roof over her head. After losing her companion and being turned away from Emax Dûl, she is willing to hire you to bring her new ones to sing. It starts with a simple request of picking up abandoned weapons near a brigand camp and leads to a village full of scorpions. She ends up being welcomed in the brigand camp after sharing a couple of them. Fun Fact: There is different dialogue depending on whether you defeated some of the brigands or avoided combat. There are five additional stories that can be shared listed in a convenient deed


"His fellows would likely not have harmed a friend of Mashdagâl" - Lakhêpi

  1.  Learn the story of a soldier who tried to leave his past behind. This is a tragic story of Pasumín the Toy-maker who dies protecting some kids who strayed too close to the enemy camp. Fun Fact: There is different dialogue repeated back to you at the grave site depending on your race background.

     
    "You can borrow them for a little while, Pasumín." - Tebût

  2. Learn the story of a farmer's cherished possession. Namtâru wants you to retrieve a shovel with a precious gemstone, but his father Ebnûr reveals that it is made of glass and merely a sentimental reminder of his wife Ayâri.


    "While it sparkles like a diamond, its true worth to me is one of memory." - Ebnûr
     
  3. Learn the story of a sword changing hands seven times. This is a stretch made by Lakhêpi after admitting how she will never remember the sword's name Ugu-muhatap-zamânya, which means the death-bringer of enemies. It was Hulûrmakh who lost it to the man of Ordâkh, who lost it to you, who gave it to Hulâda, who gave it back to you, who gave it to Kagûlu the Armsman, who gave it back to Hulâda.


    "The sword belongs to me now?" - 
    Hulâda

  4. Learn the story of a man too burly for his own good. Kishâtal seems to keep breaking his swords and wants to ask Kagûlu the Armsman for another weapon. He tries the axe and spear against the zizani along the river of Ukh-bâra. They did not break, but the man did not enjoy them either. Though the heavy club he tried next, swinging around with all his might on the Orcs that dwell at Roz Káskrauz, was much more enjoyable. Although Kishâtal is not a companion and not required to fulfill a quest requirement, you can see him participate on the field on both occasions.

    "I have broken another sword, and Aradír thinks I might be doing it on purpose."
    - Kishâtal

  5. Learn the story of the man no one knows. At the crossroads is a man named Arimûl who claims to be a wounded soldier in Mizâdi's army who was tasked to retrieve possessions off men in the kergrim-infested caves of Mut-hûru. However, no one at camp seems to know anything about the man. You set up a trap by pretending to dispose of the trinkets into a barrel. The man attempts to flee but gets shot by an arrow in the leg. He reveals his true name as Mohóto who deserted the Ordâkh army. 

 
"A pox on you, stranger! And on all Hamâti!"He Who Was Arimûl

 

Desperate Search: Update 48 introduced a new quest pack with the first of three sections of the main quests in April. The vector quest begins at the hidden city entrance of Nashûbu from the final quests in Idagâl, but you can go directly down into the first village of Hanamíku in the newest region of The Hatokáli Fells. You meet with Mizâdi and her army setting things up with the locals as they piece together where the pretender Shâr Bârshud went after fleeing Emax Dûl into the wild scrubland of Pahar Hatokáli. You speak with the locals and learn that he went with his second hand Sudûgul to a nearby tomb. They carried a long staff made of bone or something unusually white with the end carved in the shape of a dragon's skull.


"In the chaos, I have not had the time to gather their report." - Mizâdi

Unfortunately, the Ordâkhai are causing mayhem in the region. With the help of Razâl and Numûru, you help aid those you can with whatever problems they may face whether it be broken stalls or feeding their army of cats. Up the hill is a man named "the Dragon" that you capture and interrogate. You learn that he has a mould for a key to open a passage to the depths of Mut-hûru. You get a replica made by the local tool-maker and sneak inside to see Bârshud and Sudûgul raising the Dead. 


"Enough! I will come with you. Just spare my life." - The Dragon
 

Tragic Love: An unusual turn of events comes when Numûru wants to woo his Shâra. You setup a feast, craft him a necklace, and get him a bouquet of flowers. As the locals dine on the cuisine, you watch the door and distract over-eager party-goers so the two can have some time alone. Scouts are sent out to find a suitable forward camp in Hatokáli. Amusingly, this camp already exists in the landscape before you establish its foundation. As you press forward, Razâl and the others disrupt the Ordâkhai forces by freeing the lions being tortured and trained to act as killers for their army. Supplies are needed to repair the weapons and armor being worn down from the battle. Mizâdi sees an opening to chase after Bârshud at Imizíla, but her desire for victory pushes the men into a trap. A barrage of arrows bring down a number of the Subuzûri, including Numûru.


"I did not say that. I did not say it was unwelcome." - 
Mizâdi

Grave Victory: With the grave lost of her love, Mizâdi pulls everyone back to come up with another plan. Razâl finds one through someone who claims to be a trader. Although this proved to be a trap as well, your keen aptitude allows you to grab hold of the gate key and sneak inside to set alight kegs of black powder and batches of hot tar. Your distraction works as the main force pushes forward. You eventually confront Bârshud in his throne room and have to slay a risen Numûru back from the dead. Unfortunately, Sudûgul runs off to be faced in the 6-man instance Pagru-kirít, The Garden of Corpses. In the meantime, you gather Numûru belongings and construct a cairn memorial.


"I have seen enough for three lifetimes, and I do not yet have silver in my hair."
- Mizâdi