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Emberwardens' Guild Trials ​

Category: hard

Prerequisites: Firemaking Lv 99

Chain rewards

20 quests · 6,270,000 gp · 6,350 gems · 3 item rewards

1. Someone Who Does Not Flinch ​

The Emberwardens keep a fire that has not gone out in six hundred years, and they do not let strangers near it. Reach Firemaking level 99 and they will at least open the door.

Objectives

  • Reach Firemaking level 99

Rewards

  • 20,000 gp

2. The Yew Vigil ​

Anyone can light a fire; the Wardens want to see you sit with one. Five hundred yew logs, one at a time, and nobody will speak to you while you do it.

Objectives

Rewards

  • 50,000 gp

3. What the Fire Leaves ​

Every apprentice sweeps before they burn. Two thousand four hundred measures of ash, swept and kept. You will be told why later; the Wardens visibly enjoy this part.

Objectives

  • Collect Ash Ash ×2,400

Rewards

  • 100,000 gp

4. Building the Pyre ​

The Wardens clear the yard and hand you the first log. It is not a fire for warming your hands, they say: feed it, and it lends its heat to whatever you turn your hand to next — every craft, for as long as it burns. Four hundred elderwood to raise it.

Objectives

Rewards

  • 150,000 gp
  • 100 gems
  • Unlocks: Bonfire

5. First Light ​

Now keep it lit while you do something else — that is the whole trick. The fire only spends itself while you work, so it waits as long as you do. Five hundred redwood.

Objectives

Rewards

  • 150,000 gp
  • 250 gems

6. Feeding the Flame ​

Magic logs burn strangely, and the yard smells of thunderstorms for a week afterwards. Six hundred of them.

Objectives

Rewards

  • 200,000 gp
  • 250 gems

7. Close Enough to Singe ​

You have been standing back from the heat, and the Wardens have noticed. Eight hundred elderwood, and a leather apron off the guild's own peg that makes every log you ever feed the fire count for more.

Objectives

Rewards

8. Ash to Purpose ​

Six thousand measures of ash into the guild's cellar, on top of everything you have already swept. Asked what it is for, the Wardens say only that a use is coming and that you will be glad of the stockpile.

Objectives

  • Collect Ash Ash ×6,000

Rewards

  • 300,000 gp
  • 250 gems

9. The Black Seam ​

Coal falls out of a hot enough fire whether you asked for it or not. Twelve hundred lumps, swept up and stacked against the guild wall before anyone will talk to you again.

Objectives

Rewards

  • 400,000 gp

10. Hotter Than the Forest ​

Magic logs again, and the Wardens stand close enough to the flame this time that their eyebrows suffer for it. Five hundred, and nobody explains what they are watching for.

Objectives

Rewards

  • 300,000 gp
  • 500 gems

11. Chest of Cinders ​

Things surface in a fire that has been burning long enough. Eight of the Wardens' strongboxes, pulled out of the embers with tongs and opened at arm's length.

Objectives

Rewards

  • 300,000 gp
  • 1,000 gems

12. What the Ash Was For ​

The Wardens finally roll the cellar stone back. Underneath: shelves of grey pots going back six centuries, and a wheel with a seat worn smooth. Sixty urns thrown from your own sweepings, and a ring banked overnight in the heart of the pyre and handed back still warm.

Objectives

Rewards

13. Magic Incineration ​

Seven hundred magic logs. By now the storm-smell has stopped bothering you, which the Wardens say is exactly the point.

Objectives

Rewards

  • 400,000 gp
  • 250 gems

14. Redwood Incineration ​

Seven hundred redwood. It burns slowly, badly and forever, and the Wardens will not let you touch anything else this week.

Objectives

Rewards

  • 500,000 gp

15. Cut Your Own ​

You have been burning other people's woodpiles. Eight hundred elderwood, felled by your own hand, and nobody is going to help you carry them.

Objectives

Rewards

  • 600,000 gp

16. And Burn Your Own ​

Eight hundred elderwood into the Bonfire — the ones you cut and the ones you did not. The yard has been warm for a month and the neighbours have stopped complaining.

Objectives

Rewards

  • 500,000 gp
  • 500 gems

17. The Black Harvest ​

Coal falls out of a hot enough fire whether you asked for it or not. Twenty-five hundred lumps of it, swept up and stacked against the guild wall.

Objectives

Rewards

  • 500,000 gp
  • 500 gems

18. The Fire Never Cools ​

Twelve more of the guild's strongboxes out of the embers — and then the part nobody warned you about: the Wardens walk you to the altar and have you give the urns back. Sixty of them, ash to ash. They stop watching while you work, which is as close to praise as this guild gets.

Objectives

Rewards

  • 500,000 gp
  • 250 gems

19. The Guild's Woodpile ​

A thousand elderwood logs, stacked and not burned. A warden who cannot say no to a fire, they tell you, is not a warden.

Objectives

Rewards

  • 600,000 gp
  • 500 gems

20. Keeper of the Flame ​

Nine hundred elderwood into the Great Bonfire, and the yard is bright enough to read by at midnight. The Wardens take the cape off the hook by the door — the one you always assumed belonged to somebody — and put it on your shoulders. From tonight, every log you burn is worth twice what it was.

Objectives

Rewards

Stat data generated from the game source. Strategy notes are community-written.