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Commandant Vask Quest Chain

“Order or extinction. Those are the only choices. Everything else is sentiment.”


Overview

Character: Commandant Theron Vask
Location: Ironhold (Military Quarter)
Total Quests: 3
Themes: Authority vs. freedom, ends justify means, personal tragedy
Reputation Impact: Ironhold, Outland Clans

Commandant Vask’s quest chain explores the cost of security and the human behind the authoritarian. What begins as mercenary work reveals the tragedy that shaped Ironhold’s iron fist.


Implementation Status

Quest Status Stages Difficulty
Military Efficiency ✅ Implemented 3 Medium
The Commandant’s Loss ✅ Implemented 3 Medium-High
Prevent the War ✅ Implemented 4 High

Quest 1: Military Efficiency

File: data/vignettes/ironhold/vask_military_efficiency.json
Trigger: Visit Ironhold Military Quarter
Stages: 3

Synopsis

Commandant Vask recruits you for a covert investigation: a border settlement is allegedly harboring smugglers. But the truth is more complex than Vask admits.

Stage 1: Recruitment

Location: Ironhold (Vask’s office)

Vask’s office is spartan—maps, reports, and the weight of command. He offers you work: investigate a settlement suspected of smuggling. You’ll act as an independent agent, deniable if caught.

Choices: 1. Express interest - Accept the mission, receive authorization 2. Question his motives - Learn why he needs an outsider 3. Decline the offer - Refuse and leave (sets refused_vask flag)

Vask’s Logic: He needs someone unconnected to Ironhold. If you’re caught, you’re a freelancer. If you succeed, you’ve proven useful.

Stage 2: Investigation

Location: Haven’s Rest (border settlement)

Haven’s Rest is a refugee camp grown permanent—poor, crowded, desperate. The smuggling is obvious once you look: late-night shipments, hidden caches. But the goods aren’t weapons—they’re food, medicine, tools.

Discovery: The settlement smuggles to survive, not profit. Ironhold’s tariffs make legal trade impossible.

Choices: 1. Gather evidence as ordered - Document the smuggling 2. Investigate deeper (Cunning DC 26) - Learn why they smuggle

Moral Weight: You’re gathering evidence that will condemn desperate people for trying to survive.

Stage 3: Report

Location: Ironhold (Vask’s office)

You return with your findings. Vask reviews them coldly.

Choices: 1. Deliver report without comment - 250 gold, +15 Ironhold reputation 2. Explain the context (requires deeper investigation) - 200 gold, +10 Ironhold 3. Withhold evidence—claim nothing found - 50 gold, -10 Ironhold reputation

Consequences: - Full report: Ironhold raids Haven’s Rest, arrests ringleaders - Explain context: Vask acknowledges but proceeds anyway - Withhold: Vask suspects you lied, but Haven’s Rest survives

Rewards Summary

Choice Gold Ironhold Rep Flags
Full report 250 +15 vask_raid_happened
With context 200 +10 vask_raid_happened, challenged_vask
Withhold 50 -10 lied_to_vask

Quest 2: The Commandant’s Loss

File: data/vignettes/ironhold/vask_the_commandants_loss.json
Trigger: Complete “Military Efficiency” (any path)
Stages: 3

Synopsis

Working with Vask reveals fragments of his past. An opportunity arises to learn what made him the man he is—and whether anything human remains beneath the iron.

Stage 1: The Memorial

Location: Ironhold (Military Cemetery)

You encounter Vask at the military cemetery, standing before three graves: his wife and two children. He’s silent, unaware of your presence.

Choices: 1. Approach quietly - Let him notice you 2. Leave him alone - Respect his privacy 3. Observe from distance - Learn what you can

Stage 2: The Story

Location: Ironhold (varies)

If you approached or he noticed you, Vask shares his story—reluctantly, haltingly.

Revelation: Twelve years ago, Sky-Rot swept through a refugee camp Vask was protecting. His family was among the victims. His wife and children transformed, became Hollow. He had to kill them himself.

Vask’s Conclusion: “Compassion killed them. I let refugees in without proper quarantine. My mercy murdered my family.”

Choices: 1. Express sympathy - Acknowledge his pain 2. Challenge his conclusion - Argue that compassion wasn’t the problem 3. Remain silent - Let him process

Stage 3: The Aftermath

Location: Ironhold (Vask’s office)

Your response shapes your relationship with Vask—and potentially his future actions.

Outcomes: - Sympathy: Vask respects you but remains unchanged - Challenge: Vask considers your words (may influence Arc 6) - Silence: Vask appreciates the discretion

Rewards Summary

Response Flags Set Story Impact
Sympathy vask_story_heard Relationship established
Challenge vask_challenged, vask_story_heard Potential Arc 6 influence
Silence vask_story_heard Neutral relationship

Quest 3: Prevent the War

File: data/vignettes/ironhold/vask_prevent_the_war.json
Trigger: Complete “The Commandant’s Loss” + Arc 6 progress
Stages: 4

Synopsis

War between Eos and Ironhold seems inevitable. But if you’ve built a relationship with Vask, you may have one chance to prevent it—by reaching the man beneath the commander.

Stage 1: The Ultimatum

Location: Ironhold (War Room)

Vask is preparing for war. His forces are mobilizing, his plans are set. You have one opportunity to intervene.

Choices: 1. Request a private audience - Attempt diplomacy 2. Present evidence of Eos’s good faith (requires Arc 6 progress) 3. Accept the inevitable - War proceeds

Stage 2: The Argument

Location: Ironhold (Vask’s quarters)

If you secured a private audience, you must convince Vask that war is wrong.

Arguments Available: 1. Strategic (Cunning DC 30): War will weaken both sides against the Rot 2. Personal (Piety DC 28): His family wouldn’t want more death in their name 3. Practical (Cunning DC 26): Eos isn’t the threat—the Rot is

Requirement: Having heard his story (vask_story_heard) unlocks the Personal argument.

Stage 3: The Decision

Location: Ironhold

Vask weighs your arguments against his convictions.

Possible Outcomes: 1. Convinced: Vask delays the invasion, seeks diplomatic solution 2. Unconvinced: War proceeds as planned 3. Compromise: Vask agrees to limited engagement, not full war

Stage 4: Aftermath

Location: Varies

The consequences of your intervention (or lack thereof) play out.

If War Prevented: - Diplomatic channels open - Vask faces internal opposition - Arc 6 shifts to negotiation path

If War Proceeds: - Military campaign begins - Arc 6 enters combat phase - Casualties on both sides

Rewards Summary

Outcome Reputation Flags
War prevented +20 Outland Clans, -10 Ironhold war_prevented
Compromise +10 Outland Clans war_limited
War proceeds +10 Ironhold war_began

Character Development Arc

Vask’s Journey

  1. Military Efficiency: Vask as cold authority—efficient, ruthless, impersonal
  2. The Commandant’s Loss: Vask as tragedy—the human cost of his philosophy
  3. Prevent the War: Vask at crossroads—can trauma be overcome?

The Tragedy

Vask isn’t evil—he’s broken. His authoritarian rule stems from personal loss: - He let refugees in without quarantine - Sky-Rot spread through the camp - His wife and children transformed - He killed them himself

His conclusion: compassion is weakness, security requires cruelty.

Player Influence

Reinforcement Path: Support his methods, validate his trauma - Vask remains authoritarian - War likely - Ironhold reputation high

Challenge Path: Question his conclusions, offer alternative - Vask may reconsider - War preventable - Complex relationship

Neutral Path: Work with him without engaging personally - Vask unchanged - Standard Arc 6 progression - Professional relationship


Moral Complexity

Questions Raised

  1. Does trauma justify cruelty? Vask’s policies hurt people, but they stem from genuine loss.

  2. Is security worth freedom? Ironhold is safe but oppressive. Is that trade worth it?

  3. Can broken people heal? Vask has been this way for 12 years. Can he change?

No Right Answer


Connections to Other Content


Document Status: Complete
Last Updated: December 3, 2025
Implementation: All 3 quests fully implemented

“I’ve buried my family. I’ve buried my soldiers. I will not bury this city.”