⚔ STARBORNE WIKI

QUEST BIBLE

STATUS: filled — **12 MAIN dungeon quests (Vols 1–4) + 4 COMPANION bonds + 3 FACTION arcs + 2 BOUNTY lines +
SIDE sampler + 9 REGION SIDE quests (§F) + 10 SECOND SIDE quests + 10 REGION BOUNTY ROTATIONS (§G2) + 5 THIRD SIDE QUESTS (§H, R8–R12) + 4 COMPANION DIALOGUE BEAT SEQUENCES (§I, batch 2026-06-26)**.
Spine complete & book-aligned to GAME1-ALIGNMENT §B/§C2; late-game regions R8–R12 now carry 3 SIDE quests each + a bounty board. QUESTS DONE — all finite targets met.
Remaining (open-ended): additional SIDE quests may always be extended; see §H/§I for the latest. Quests are
book-aligned: the main spine dramatizes the volume's chapters; regions/cast come from GAME1-ALIGNMENT.md.
No quest-log voice in the novel — quests are the game's expression of the book's events. Difficulty HARD.
Batch 2026-06-24 (8) — DATA-LOSS RECOVERY: this file was truncated at the §B header ("culminates at its b…"); the 12 dungeon MAIN quests, the COMPANION/FACTION/BOUNTY arcs, and the R4–R12 SIDE quests were physically gone (same incident that cut ENEMIES.md/#51, NPCS.md, BUILDINGS.md, BALANCE.md; no backups). Reconstructed §B–§F from GAME1-ALIGNMENT §B (the book-aligned dungeon map), DUNGEONS.md (intact), and the recovered NPCS/ENEMIES rosters so all givers/medals/rewards resolve. Recommend git/backup for design/.
Fields: Name — type · region · giver (NPC) · goal · steps (3–5) · reward · book tie.
Types: MAIN (story spine) · SIDE (region flavor/character) · BOUNTY (repeatable) · COMPANION
(Lyra/Balkan/Gael/dog bonds) · FACTION (Ministry/Order/North).

A. MAIN SPINE (one arc per playable hero; mirrors the chapters)

closing net (ch.6–18).

★ REFERENCE EXEMPLARS — match this depth

  1. The Cold That Counts — MAIN · Hard · Eisengrave · giver Halvard · goal: confirm what emptied the

north village. steps: track the silent settlement → read the salt-and-gut counting-circle (puzzle: the

angles that won't close) → recover a live ember + the geometry tracing → survive The Frost-Auditor's notice

→ carry the proof to Jarl Hakon. reward: Frostbrand Nail (Veil Medal verb) + Forged-Iron access. book:

Ch.8 "Embers That Breathe."

  1. Old Bemis's Black Field — SIDE · Easy · Hearthvale · giver Old Bemis · goal: clear the field of roots

that "pull back." steps: forge a hoe → clear the salted roots (they regrow if not salted) → plant and

defend the first crop one night. reward: Starberry Seeds + gold + the farming/forging tutorial. book: the Hearthvale

domestic texture (Ch.1/6).

  1. The Dog That Walks the Grey — COMPANION · Normal · The Between · giver (emergent — the dog) · goal: follow the

nameless dog through the Veil-purgatory to the far rift. steps: keep within its warded light → don't take

the repeating paths → let it unmake a grey-coat's thread at the threshold. reward: the dog's permanent

ore/danger-scent + a Veil-sight cue. book: Ch.7/9 (the psychopomp dog).

B. THE 12 DUNGEON MAIN QUESTS (one per dungeon · culminates at its boss · book-aligned to GAME1-ALIGNMENT §B)

The story spine. Each dramatizes the volume's chapters; bosses/medals/tiers per §B. Difficulty climbs monotonically.

VOL. 1 — Eclipse of the New Gods

  1. The First Taking — MAIN · Hard · Hearthvale D1 The Rooted Cellar · giver Gideon · goal: find what counted the cellar and took it. steps: follow the tally-marks into the root-choked dark → relight the drowned lantern-line → solve the Boulder-drain → face The Assessor. reward: Lantern (Veil Medal) + Iron Longsword recipe (Forged-Iron). book: Ch.2 — the taking reaches home.
  2. The Counting Wind — MAIN · Hard · Eisengrave D2 · giver Jarl Hmakon / Halvard · goal: stop the erasing storm scoring the north. steps: read the Frost-Auditor's set-square marks → keep warm light through The Counting Wind → cross the ice-ledger → kill The Frost-Auditor. reward: Frostbrand Nail (Veil Medal) + Forged-Iron access. book: the taking reaches the north.
  3. The Glass Cradle — MAIN · Hard · Nymiria D3 · giver the Quiet Hand (Gael's handler) · goal: witness what Alex does to the King's daughter and carry the proof. steps: infiltrate the drain-hall → sever the cradle's blood-threads (use the dog / Veil-sight) → survive The Drain-Warden → leave with the proof. reward: Mirror Shard (Veil Medal) + Smith-Steel mats. book: Gael witnesses the drain; the Vol.1 pivot (defection seeded).

VOL. 2 — The Blood of the Twelve

  1. The Copper Choir — MAIN · Hard · Harmony D4 · giver Veliana of the Copper Choir · goal: follow the dragon-trail into Harmony's guilds. steps: tune the essence-pipes to read the coin-rings (Copper Choir Hall) → break the Choir-Husk harmony → duel The Coppersmith's Patron by his sound-tells. reward: Tide Whistle (Veil Medal) + Smith-Steel weapon. book: the first foe that is not Ministry.
  2. The Coiled Hold — MAIN · Veteran · The Coiled Hold D5 · giver the Scarred Pilgrim · goal: find the captive whose blood opens the Tear. steps: bargain or fight past the Hold Wardens → free or fail Veyr the captive son → read the coil-glyphs with the True-Sight Lens → survive The Keeper of the Hold. reward: True-Sight Lens (Veil Medal) + Veil-Touched access. book: the Twelve revealed; the captive son.
  3. The Tear — MAIN · Veteran · Concordia D6 The Black Glass Observatory · giver Clerk Ostin · goal: stop Alex before he tears the Veil with dragon blood. steps: climb the records wing (restore one erased name) → read Alex's spoken ledger-tells → fail to stop the tear and survive Archimagister Alex (Veil-tear phase) as the red moon rises. reward: Veil Compass (Veil Medal) + Veil-Touched mats. book: the Veil torn; the red moon.

VOL. 3 — The Test of the Gods

  1. The Choking Vale — MAIN · Veteran · The Choking Vale D7 · giver Hollow-Eyed Inga · goal: cross the poisoned air to the Veil's edge. steps: charge the Hush Censer → walk the safe lanes of haze → clear the Choke-Husks → smother The Corruption Leviathan. reward: Hush Censer (Veil Medal) + Veil-Touched armor. book: the world poisoned.
  2. The Thin Mouth — MAIN · Veteran · The Thin Mouth D8 · giver the Compass-Maker · goal: balance your ledger and cross into the spiritual realm. steps: settle your run's debts at the Weighing-House → survive your own Weight-Wraiths → pass The Gatekeeper. reward: Stormnail Spike (Veil Medal) + a balanced-ledger token (gates D9). book: crossing into the Veil-purgatory.
  3. The Gods' Proving — MAIN · Veteran · The Far Side D9 · giver Aurelia (vision) · goal: meet the starving gods to undo the corruption. steps: attune the Counting Bell → endure the Trial's rhythm → take the Lightning of Judgment (Lyra's heart stops here) → return changed. reward: Counting Bell (Veil Medal) + proto-Starborne mats + the angelic spark. book: Lyra's test and death.

VOL. 4 — The Angel and the Ledger

  1. The Angelic Dawn — MAIN · Veteran · The Reclaimed Land D10 · giver the First Reclaimed · goal: channel Lyra's gift to revert the corruption. steps: light the Dawn Beacon → re-green the husked ground → break The Corruption-Lord with the Heartwood Hammer. reward: Heartwood Hammer (Veil Medal) + Starborne mats. book: channeling the angelic gift.
  2. The Sundered Sanctum — MAIN · Veteran · The Sundered Sanctum D11 · giver Thread-Reader Maeve · goal: confront the Alex split. steps: read the Ânimus-threads for the desync-tell → out-time the Mirror-Selves → fight Good Alex / Evil Alex (two-phase fracture). reward: Reaping Sickle (Veil Medal) + Starborne gear. book: the Alex split.
  3. The Veil's Mouth — MAIN/FINALE · Veteran · The Veil's Mouth D12 · giver Good Alex · goal: end the draining at the wound in the world. steps: seal the Tear-Avatar via the counting-nodes → survive the three-act duel → make the seal-or-claim choice as Evil Alex detonates and flees into the Veil. reward: Concord Key (Veil Medal) + Starborne set completion (Game-2 hook). book: the finale; Evil Alex escapes.

C. COMPANION BONDS (4 · Lyra/Balkan/Gael/the dog)

  1. The Smith's Last Lesson — COMPANION · Normal · Hearthvale · giver Gideon · goal: learn the ritual smithing (nail/blood/ash/counting). steps: gather black-iron nails → forge a warded blade with him → pay the small ritual price. reward: a personal forged weapon + Gideon's forging tutorial. book: the father's craft (Ch.1/6).
  2. The North Remembers — COMPANION · Hard · Eisengrave · giver Balkan / Halvard · goal: earn the North's trust at the Ice Lake stand. steps: hold the line through three waves → carry a fallen man's name south → refuse the takings' offer. reward: Balkan as ally + northern gear line. book: the stand at the Ice Lake (ch.3,8).
  3. The Dog That Walks the Grey — COMPANION · Normal · The Between · giver (emergent — the dog) · (see §A) the psychopomp bond; the dog's ore/danger-scent + Veil-sight cue. book: Ch.7/9.
  4. The Handler's Truth — COMPANION · Normal · Nymiria · giver Gael / the Quiet Hand · goal: learn who Gael truly serves. steps: run an Order errand → catch the Ministry-decoy lie → choose to keep his secret or not. reward: Gael as ally + Order contacts. book: the Order/decoy reveal (Vol.1 pivot).

D. FACTION ARCS (3 · Ministry / the Order / the North)

  1. The Ledger Closes — FACTION (Ministry) · Hard · undermine the takings town by town; each cleared Ministry Office delays a region's taking. reward: reduced taking-clock pressure + Ministry contraband. book: the auditors' spread (the map of loss).
  2. The Decoy and the Dragon — FACTION (the Order) · Veteran · follow the Order's threads from Ministry front to the Twelve. reward: Veil-Touched access + the dragon-trail intel. book: the Order ↔ Dragon covenant (MACRO-PLAN.md).
  3. The North's Stand — FACTION (the North) · Hard · Eisengrave · rally Eisengrave against The Counting Wind. reward: northern allies + cold-warded gear. book: Balkan's arc; the North converges on the Veil-tear.

E. BOUNTY LINES (2 · repeatable)

  1. Beast-Bounties — BOUNTY · Normal · giver Gutter-Houndmaster Vidkun · rotating overworld §G fauna (R4–R12); pays gold + region mats; scales with the eclipse-meter. repeatable.
  2. Husk-Culls — BOUNTY · Normal · Ministry Office / Watchtower boards · clear husk-nests before a taking-clock; pays gold + ward-ash. repeatable.

F. SIDE SAMPLER + REGION SIDE QUESTS (R4–R12 · §G overworld · one+ per region)

G. SECOND SIDE QUESTS + REGION BOUNTY ROTATIONS (R3–R12 · §G2 · batch 2026-06-26)

Second SIDE quest per overworld region + a local BOUNTY rotation. Each SIDE quest: Name — type · diff · region · giver · goal · steps · reward · book tie. BOUNTY rotations: repeatable board-entry, tied to region-specific enemies. Additive — §F untouched.

SECOND SIDE QUESTS (one per region)

REGION BOUNTY ROTATIONS (one board per cleared region · repeatable · scales with player level)

Each bounty board is at the region's Watchtower or Ministry Office (once reclaimed). Pays: gold band + region mat. Scales with eclipse-meter / player level. Board refreshes every in-game day.

H. THIRD SIDE QUESTS — R8–R12 (batch 2026-06-26)

One additional SIDE quest per late-game region, bringing each to 3 SIDE quests total. Book-aligned, dread-tuned; additive — §F and §G2 untouched.

I. COMPANION DIALOGUE BEATS — staged conversations (batch 2026-06-26)

Four beat-sequences, one per companion, firing at key story checkpoints. These are the game's expression of the book's emotional spine; tone is mature, dread-tuned, economical. Each beat: trigger · location · tone · key line.

Gideon (Lyra's campaign — smith/father; fires in Lyra's playthrough)

  1. Beat G-1 "The First Weld" — trigger: Lyra enters the smithy for the first time · Hearthvale farm · warm, instructional, a slight unease in the margin · "Count the blows. Always count. Your mother said the iron hears you — I say the iron agrees, but only if you're specific." (introduces counting-magic; plants Aurelia reference).
  2. Beat G-2 "The Cellar's Empty" — trigger: after completing D1 The Rooted Cellar · the farmyard, dusk · dread, flat, controlled — he's done the arithmetic · "They left the count on the wall. Eleven bushels, two goats, one bell. They counted it before they took it. That's not hunger. That's a ledger." (confirms the nature of the taking to Lyra).
  3. Beat G-3 "We Go Now" — trigger: Hearthvale's taking-clock reaches critical · the farm gate · curt, frightened under the surface, father-mode · "Leave the forge. Leave the crop. Take the nails — all of them — and the lantern. We go now. The road remembers feet." (flight trigger; the lantern is given as a permanent item).
  4. Beat G-4 "She Counted Everything" — trigger: crossing the Between road (the House of Passage) · the warded waystation, night · quiet, an old grief surfacing · "Your mother could count to the end of anything and find what was on the other side. She said it felt like a door. I think she meant she always knew what the door cost." (Aurelia lore; prepares Lyra for the Far Side).
  5. Beat G-5 "Finish It" — trigger: Gideon arrives at D12 as an NPC ally · the Veil's Mouth approach · spare, proud, one breath · "I'll hold the edge. You go in. You always knew what this was for." (finale beat; no embellishment).

Balkan (Balkan's campaign — via Halvard as right-hand, since Jarl Hmakon is the father-figure; fires in Balkan's playthrough)

  1. Beat B-1 "The Ice Reads North" — trigger: Balkan arrives at the Eisengrave Watchtower before D2 · the tower parapet, snow · military, terse, a warlord's son being judged · "Halvard. How many villages went quiet this season?" "Seven, my lord." "Eight. You missed the one on the map with no name." (establishes Balkan's sharpness; the Ministry's reach).
  2. Beat B-2 "The Ice Lake Held" — trigger: after surviving the Ice Lake wave-stand (companion quest "The North Remembers") · the shore, ice cracking underfoot · relief compressed into obligation · "The south doesn't know yet. We carry this south or it dies here with us. All of it. The count, the warden's face, the name of what it was. Every word." (Balkan as the North's witness).
  3. Beat B-3 "I Didn't Believe You" — trigger: after D5 The Coiled Hold · somewhere between D5 and D6, on the road · a warlord cracked open, briefly · "When you said it wasn't Ministry — I thought you were wrong. I was measuring the wrong thing. It was never about the ledgers. The ledgers are just the teeth." (the dragon revelation lands; Balkan adapts).
  4. Beat B-4 "The North Is Here" — trigger: Balkan appears at D12 as ally · the Veil's Mouth approach · commander-voice, zero sentiment, the North behind it · "Eisengrave doesn't send aid. It shows up." (the North converges on the finale; one line, maximum weight).

Gael (Gael's campaign — via the Quiet Hand as handler; fires in Gael's playthrough)

  1. Beat Ga-1 "The Assignment" — trigger: Gael's first encounter with the Quiet Hand · forest clearing, dim · still, the handler's face giving nothing · "Do not ask who gave the order. Do not ask what the order is for. Complete the task. What you see inside — keep it. Do not file it. Not yet." (seeds the Order's ambiguity; Gael as observer).
  2. Beat Ga-2 "You Have the Proof" — trigger: after D3 The Glass Cradle · the forest road, moving fast · the Quiet Hand, for once, not moving — looking at Gael · "You have the proof. What you do with it is yours. I won't ask you to file it. I won't ask you to burn it. I'll only tell you that the Order has known for six years, and we are still here, watching." (the defection is seeded; the handler is complicit but not an enemy).
  3. Beat Ga-3 "The Same Arithmetic" — trigger: after D4, Gael first understands the Dragon-Order covenant · a room in Harmony, alone briefly · Gael, internal — one of the rare self-addressed beats · "The dragons don't drain for cruelty. The Ministry doesn't take for malice. They both do the same arithmetic. The only difference is which column your life ends up in." (Gael's philosophical break; sets up the defection).
  4. Beat Ga-4 "A Son" — trigger: after D5, Veyr's death confirmed · the Hold's exit, no light · the Quiet Hand, speaking in the dark, not facing Gael · "The son is dead. It was always going to be a son. The Twelve count in generations. One boy's blood was, to them, a rounding error." (the moral horror of the Twelve lands; Gael's final loyalty shift begins here).
  5. Beat Ga-5 "Witness It" — trigger: Gael arrives at D12 as ally · the Veil's Mouth approach · Gael, finally with no handler · "I was sent to watch. I watched. Now I'm here because I chose to be." (Gael's arc close; the observer becomes an actor).

The Dog (all campaigns; fires without dialogue — action-beats described for implementation)

  1. Beat D-1 "Found" — trigger: first encounter at the graveyard/Between boundary · the dog emerges from behind a headstone, already looking toward where the player is going · behavior: sits until approached, then leads one step forward and waits · implementation note: no dialogue — the action IS the beat.
  2. Beat D-2 "What It Kept Away" — trigger: after the first dangerous Between passage · the House of Passage threshold · the dog shakes something off its fur — not mud · behavior: stands between the player and the road just-walked for three seconds, then turns away; a grey outline (a husk, unspawned) briefly visible on the road · implementation note: the player infers what it prevented; no explicit notification.
  3. Beat D-3 "The Thin Mouth Knows It" — trigger: arriving at D8 The Thin Mouth entrance · the Veil's edge · the dog stops at the threshold and does not cross · behavior: sits at the boundary, head low; moves to the player's side only after the player crosses first and looks back; The Gatekeeper does not address the dog — looks past it, which is the tell · implementation note: the Gatekeeper's deliberate non-acknowledgement is the beat; the dog has some kind of prior arrangement with the Between.
  4. Beat D-4 "Between You and the Tear" — trigger: entering D12 final arena · the Veil's Mouth, the Tear visible · the dog walks to the center of the room and sits facing the Tear, not the player · behavior: does not attack Evil Alex (he is the Veil — the dog understands the ledger); moves to stand in the path of the Tear only if the player moves toward the seal-claim threshold alone · implementation note: the dog's final position creates the last visual of the game before the ending cutscene.
1051 linked entries · source: content · living wiki, auto-synced from the game's design.