SkyLands Wiki

Quest: The Lost Merchant

“A simple rescue. A worried wife. A choice that reveals who you are.”


Quest Summary

Attribute Details
Type Tutorial, Multi-Stage
Status Implemented
Location Skyport Eos → Northern Cliffs → Bandit Cave
Stages 4
Difficulty Beginner (Tutorial)
Estimated Time 20-30 minutes
Replayability High (14+ unique outcomes)

Overview

“The Lost Merchant” is SkyLands’ tutorial quest, introducing core mechanics through a personal, morally nuanced story. A worried woman in the Drifting Cloud tavern asks for help finding her missing husband—a merchant who vanished three days ago while traveling to the northern cliffs. The Elder Council won’t spare guards for “one missing trader,” leaving the matter to brave (or mercenary) Sky-Striders.

What It Teaches: - Skill checks (Success/Failure consequences) - Choice-driven narrative (No “wrong” answers) - Reputation system (Factions react to your methods) - Resource management (Stamina, HP, Aether-Coin costs) - Moral complexity (Compassion vs. profit vs. pragmatism)

Design Philosophy: Every outcome progresses the quest. Failure is interesting, not punishing. Your approach (combat, stealth, negotiation, prayer) defines your character.


Stage 1: The Rumor

Location: Skyport Eos - The Drifting Cloud Tavern

Trigger: Visit tavern (location action)

Scene: > The Drifting Cloud tavern buzzes with conversation. A worried woman approaches you. > > “Stranger, you look capable. My husband, a merchant, left for the northern cliffs three days ago. He hasn’t returned. The Elder won’t spare guards for ‘one missing trader.’ Will you help?”

Choices:

Choice A: I’ll Help (Cunning)

Cost: 2 Stamina

Success (CUN ≥ 15): > You ask careful questions. She describes the route: northern cliffs, near the old windmill. He was carrying silk from the eastern islands. > > She hands you a sketch of the area. “Thank you, Strider. Please… bring him home.”

Rewards: - +2 CUN XP - Item: Merchant Directions - Quest advances to Stage 2 - Flag: lost_merchant_accepted

Failure (CUN < 15): > You try to gather information, but your questions are clumsy. She grows frustrated. > > “Never mind. I’ll find someone else.” She walks away. > > Perhaps you should have been more careful.

Rewards: - +1 CUN XP (learn from mistakes) - Quest ends (can retry later)

Choice B: Not My Problem

No Skill Check

You turn away. The woman’s face falls, but she doesn’t press further.

Sometimes, the Aether is cruel. Sometimes, so are we.

Rewards: - -5 Outland Clans reputation - Quest ends - Consequence: Later dialogue references your refusal

Choice C: I’ll Do It, For a Price (Strength)

Cost: 3 Stamina

Success (STR ≥ 20): > You cross your arms. “I don’t work for free.” > > She hesitates, then counts out coins with trembling hands. “It’s all I have.” > > You take it. She gives you directions to the northern cliffs, her eyes hollow.

Rewards: - +2 STR XP - +15 Aether-Coin (immediate payment) - Item: Merchant Directions - -10 Outland Clans reputation (mercenary approach) - +5 Sky-Guild reputation (pragmatic) - Quest advances to Stage 2 - Flags: lost_merchant_accepted, merchant_paid

Failure (STR < 20): > You demand payment, but your voice lacks conviction. She sees through you. > > “I thought you were different.” She walks away, disappointed.

Rewards: - +1 STR XP - -8 Outland Clans reputation - Quest ends

Analysis: This choice demonstrates the game’s moral complexity—success gives coin and quest progress, but at reputational and ethical cost.


Location: Northern Cliffs (travel from Skyport Eos)

Trigger: Flag lost_merchant_accepted = true

Scene: > You reach the northern cliffs. Wind howls through ancient stone ruins. A broken cart lies on its side, silk scattered across the ground. > > Footprints lead into a ravine. You hear voices—rough, mocking. Bandits.

Choices:

Choice A: Follow Footprints (Cunning)

Cost: 5 Stamina

Success (CUN ≥ 25): > You study the ground carefully. Three sets of prints—two bandits dragging a third person. They’re headed to a cave entrance, partially hidden by vines. > > You approach silently. Inside, you hear the merchant pleading.

Rewards: - +3 CUN XP - Quest advances to Stage 3 - Flags: found_merchant_location, stealthy_approach - Advantage: Stage 3 combat difficulty reduced by -10

Failure (CUN < 25): > You try to follow the tracks, but lose the trail on rocky ground. Frustrated, you search the area. > > A shout echoes from a nearby cave. The merchant! > > You rush toward the sound. Too late for subtlety now.

Rewards: - +1 CUN XP - Quest advances to Stage 3 - Flags: found_merchant_location, loud_approach

Choice B: Pray for Guidance (Piety)

Cost: 3 Stamina, 1 Focus

Success (PIE ≥ 15): > You invoke the Constellation of the Voyager. A gentle warmth fills you. > > Your eyes are drawn to a cave entrance, half-hidden by vines. That’s where he is. You’re certain.

Rewards: - +2 PIE XP - Quest advances to Stage 3 - Flag: divine_guidance

Failure (PIE < 15): > You pray, but the Constellations are silent. Perhaps they’re testing you. > > A distant shout echoes from a nearby cave. You’ll have to rely on your own strength.

Rewards: - +1 PIE XP - Quest advances to Stage 3 - Flag: found_merchant_location

Choice C: Charge Toward Voices (Strength)

Cost: 8 Stamina, 5 HP (exertion)

Success (STR ≥ 30): > No time for subtlety. You sprint toward the voices, weapon drawn. > > Bandits scatter as you burst into their cave. Your fury is unmistakable. They know they’ve picked the wrong prey.

Rewards: - +3 STR XP - Quest advances to Stage 3 - Flag: intimidating_entrance - Advantage: Stage 3 combat difficulty reduced by -8

Failure (STR < 30): > You charge, but trip on loose rocks. You tumble down the slope, scraping your arms. > > By the time you recover, the bandits have heard you. So much for surprise.

Rewards: - +1 STR XP - -10 HP (fall damage) - Quest advances to Stage 3 - Flag: clumsy_entrance - Disadvantage: Stage 3 combat difficulty increased by +5


Stage 3: The Rescue

Location: Bandit Cave

Trigger: Flag found_merchant_location = true

Scene (Dynamic): > Inside the cave, two bandits stand over a bound merchant. One sharpens a knife. > > “No one’s coming for you, trader,” the bandit sneers. “Your coin, your silk, all ours.” > > Then they see you.

Scene Modifiers:

Choices:

Choice A: Fight (Strength)

Base Cost: 12 Stamina, 15 HP

Dynamic Difficulty: - Base: (Strength) - If stealthy_approach: (Strength) (-10) - If intimidating_entrance: (Strength) (-8) - If clumsy_entrance: (Strength) (+5)

Success: > Steel clashes. You move like the wind—strike, parry, strike again. > > One bandit falls. The other drops his weapon, hands raised. “We’re done! Take him!” > > You cut the merchant’s bonds. He’s battered but alive.

Rewards: - +4 STR XP - +10 Outland Clans reputation (heroism) - Quest advances to Stage 4 - Flags: merchant_rescued, bandits_defeated

Failure: > The fight goes badly. A bandit’s blade catches your side. You stagger back, bleeding. > > The merchant screams. One bandit advances, grinning. > > Then—CRACK. A rock strikes the bandit’s head. The merchant, bonds loosened, found a weapon. > > Together, you drive them off. Barely.

Rewards: - +2 STR XP - -25 HP (serious wounds) - Quest advances to Stage 4 - Flags: merchant_rescued, narrow_escape

Design Note: Failure still succeeds (merchant saved) but at personal cost. Demonstrates “failure is interesting.”

Choice B: Negotiate (Cunning)

Cost: 8 Stamina, 20 Aether-Coin (bribe)

Dynamic Difficulty: - Base: (Cunning) - If merchant_paid: (Cunning) (+5) [bandits know you have coin]

Success: > You hold up coins. “The silk’s already damaged. Not worth dying over, is it?” > > The bandits exchange glances. Greed wars with pride. Greed wins. > > “Fine. Leave the coin. Take the merchant. But if we see you again…” > > You cut the bonds and back away slowly. The merchant is free.

Rewards: - +4 CUN XP - +5 Sky-Guild reputation (economic pragmatism) - Quest advances to Stage 4 - Flags: merchant_rescued, bandits_bribed

Failure: > You offer coin, but your voice wavers. The bandits sense weakness. > > “We’ll take your coin AND the merchant’s goods. And maybe your life, too.” > > They advance. You’ll have to fight after all.

Consequences: - +1 CUN XP - -20 Aether-Coin (lost in failed negotiation) - Returns to choice menu (must select Fight or Sneak)

Choice C: Sneak Past and Free Him (Cunning)

Requirements: Flag stealthy_approach = true (hidden option)

Cost: 10 Stamina

Success: > You wait. The bandits argue over dividing the silk. Distracted. > > You creep behind, blade out, and cut the merchant’s bonds. You gesture: silence. > > Together, you slip out of the cave. The bandits don’t notice until you’re long gone.

Rewards: - +5 CUN XP (highest XP reward in quest) - +15 Outland Clans reputation (masterful rescue) - Quest advances to Stage 4 - Flags: merchant_rescued, perfect_stealth

Failure: > You creep forward, but a stone shifts under your foot. > > Both bandits spin. “What the—!” > > So much for stealth. Time to fight.

Consequences: - +1 CUN XP - Returns to choice menu (must select Fight or Negotiate)


Stage 4: The Return

Location: Skyport Eos

Trigger: Flag merchant_rescued = true

Scene (Dynamic): > You return to Skyport Eos with the merchant. His wife runs to embrace him, tears streaming. > > The Elder approaches. “Well done, Strider. The Aetherium needs more like you.” > > The merchant presses a heavy coin pouch into your hands. “Thank you. Truly.”

Scene Modifiers:

Choices:

Choice A: Accept with Grace

No Skill Check

You bow your head. “The Aether provides. I’m glad I could help.”

The merchant smiles. “You’ll always have friends in this port, Strider.”

Word of your deed spreads. This is how legends begin.

Rewards: - +50 Aether-Coin - +15 Outland Clans reputation - +10 Sky-Guild reputation - Quest Complete - Achievement: “First Quest Complete” - Flag: tutorial_complete

Choice B: Refuse Payment

No Skill Check

You push the coins back. “Keep it. You’ll need it to rebuild.”

The merchant’s eyes widen. His wife clutches her husband, speechless.

The Elder nods with respect. “The Constellations smile on you, Strider.”

Sometimes, honor is worth more than coin.

Rewards: - +10 Aether-Coin (small token they insist you keep) - +25 Outland Clans reputation (significant boost) - +15 Clergy reputation (selfless act) - Item: Merchant’s Token (can be redeemed later for favor) - Quest Complete - Achievements: “First Quest Complete”, “Noble Heart” - Flags: tutorial_complete, merchant_indebted

Long-term: Merchant helps player in future quests (discounts, information, shelter)

Choice C: Demand More Coin (Strength)

Cost: 3 Stamina

Success (STR ≥ 25): > You count the coins, then fix the merchant with a hard stare. “This doesn’t cover what I risked.” > > He pales. His wife quickly adds more coins. The Elder frowns but says nothing. > > You leave richer, but the taste is bitter.

Rewards: - +2 STR XP - +80 Aether-Coin (highest monetary reward) - -10 Outland Clans reputation - +15 Sky-Guild reputation (ruthless efficiency) - Quest Complete - Achievement: “First Quest Complete” - Flags: tutorial_complete, merchant_extorted

Long-term: Merchant avoids player, NPCs reference your cruelty

Failure (STR < 25): > You try to demand more, but your voice wavers. The merchant looks hurt. > > “I gave you all I could spare,” he says quietly. > > The Elder’s expression hardens. You take what you’re given and leave quickly.

Rewards: - +1 STR XP - +50 Aether-Coin (original offer) - -5 Outland Clans reputation - Quest Complete - Achievement: “First Quest Complete” - Flag: tutorial_complete


Quest Flowchart

Stage 1 (Tavern)
├─ Help (Cunning) → Stage 2 [+compassion]
├─ Ignore → Quest Ends [-reputation]
└─ Price (Strength) → Stage 2 [+coin, -reputation]

Stage 2 (Search)
├─ Track (Cunning) → Stage 3 [stealth advantage]
├─ Pray (Piety) → Stage 3 [divine guidance]
└─ Charge (Strength) → Stage 3 [intimidation advantage]

Stage 3 (Rescue)
├─ Fight ((Strength)-40) → Stage 4 [+hero reputation]
├─ Negotiate (Cunning) → Stage 4 [+pragmatic reputation]
└─ Sneak (Cunning) → Stage 4 [+master reputation] [Hidden]

Stage 4 (Return)
├─ Accept → Complete [balanced rewards]
├─ Refuse → Complete [honor > coin]
└─ Demand (Strength) → Complete [coin > honor]

Outcomes Summary

Path Coin Reputation Achievements Moral Weight
Compassionate Help → Refuse Payment 10 Clans +40, Clergy +15 Noble Heart Selfless
Compassionate Help → Accept Gracefully 50 Clans +25, Guild +10 Standard Balanced
Mercenary Start → Demand More 95 Clans -20, Guild +20 None Ruthless
Perfect Stealth → Refuse Payment 10 Clans +40, Guild +10 Noble Heart Masterful

Total Unique Endings: 14+ (depending on skill checks and choices)


Design Analysis

What Works

  1. Multiple Valid Approaches: Combat, stealth, negotiation, prayer all viable
  2. Failure is Interesting: Failed checks still progress quest with different flavor
  3. Dynamic Difficulty: Previous choices affect later difficulty (emergent complexity)
  4. Moral Ambiguity: Mercenary approach is mechanically valid (teaches “no wrong way”)
  5. Reputation Consequences: Immediate and long-term faction effects
  6. Hidden Options: Stealth rescue rewards careful earlier play

Tutorial Elements

Replayability Factors



Quest Status: Implemented
Designer Notes: Exemplifies SkyLands’ choice-driven narrative philosophy

“A simple rescue taught you who you are. The Aetherium will test that lesson again. And again.”