Skip to content

The Forge-Fletcher ​

Category: hard

Prerequisites: complete Hymns of the Forge

Chain rewards

18 quests · 148,000 gp · 55 gems · 4 item rewards

XP: 65,000 Woodcutting · 60,000 Fletching · 58,000 Smithing · 39,500 Mining · 9,000 Prayer

1. The Marginal Notes ​

In the old smith's hymnal you find pages in a second hand — his teacher's. She signed herself 'the Forge-Fletcher' and claimed a lost art: fletching so true to the forge that the anvil itself learns from it. The choir thinks it's legend. The notes say otherwise. They start, as everything here starts, with ore.

Objectives

Rewards

  • 9,000 Mining XP
  • 6,000 gp

2. Bars Struck to Rhythm ​

First exercise in the notes: smelt to the fletcher's count, fifteen beats to the bar — 'the arrow's number, taught to the metal early.' Smelt mithril her way.

Objectives

Rewards

  • 8,000 Smithing XP
  • 6,000 gp

3. Shaft-Wood by the Stand ​

Second exercise: the shaft must know the forge before it meets the head. Maple, she writes, 'cut in the morning, planed by the fire that will temper its tip.' Fell the stand.

Objectives

Rewards

  • 65,000 Woodcutting XP
  • 6,500 gp

4. The Six-Hundred Count ​

Third exercise, underlined three times: six hundred mithril arrows, no pause, no flaw, the forge burning beside the bench the whole while. 'When your hands stop counting, the art begins.' Begin.

Objectives

Rewards

  • 10,000 Fletching XP
  • 6,500 gp

5. The Meaner Metal ​

The notes turn to adamantite next — 'a metal that argues.' Every step of her art repeats one tier harder. Mine the deep seam.

Objectives

Rewards

  • 9,500 Mining XP
  • 7,000 gp

6. Arguing With Adamantite ​

Smelt the adamantite to the fifteen-beat count. It fights the rhythm — that's the lesson. Win the argument, bar by bar.

Objectives

Rewards

  • 8,500 Smithing XP
  • 7,000 gp

7. Heads That Remember the Anvil ​

Now the two arts meet: adamantite heads on forge-planed shafts, each one — she insists — still warm from the anvil when it's fletched. Craft the batch.

Objectives

Rewards

  • 11,000 Fletching XP
  • 7,500 gp

8. The Jealous Buyers ​

Six hundred true arrows don't stay secret. A 'trade delegation' arrives asking pointed questions about the bench — the same men, Tobin notes, who guarded the Hand's toll-camps. Send them home lighter than they came.

Objectives

Rewards

9. A Winter of Coal ​

The final exercises demand the forge never cool — not between heats, not overnight, not once. That is a brutal quantity of coal. Dig it.

Objectives

Rewards

  • 10,000 Mining XP
  • 8,000 gp

10. Steel by the Hundredweight ​

Back to steel — 'the honest metal' — but at volume: the notes want it by the hundredweight, struck perfect while your mind is elsewhere. That's the point, she writes. Smelt it.

Objectives

Rewards

  • 8,000 Smithing XP
  • 8,000 gp

11. The Nine-Hundred Count ​

The six-hundred count was practice. The true count is nine hundred, in steel, without the forge's help — 'the art must live in the hands before the forge will bless it.' Fletch.

Objectives

Rewards

  • 12,000 Fletching XP
  • 8,500 gp

12. The Quench-Rite ​

Before the final lesson, the Forge-Fletcher's own instruction: quench the work in consecrated ground. Bury great bones in a ring around the forge — her rite, in your hands.

Objectives

Rewards

  • 9,000 Prayer XP
  • 8,500 gp

13. Mithril, Perfected ​

Repeat the mithril smelting — but now you hear what the fifteen-beat count was teaching all along: the bar rings the arrow's note as it cools. Smelt until every bar sings it.

Objectives

Rewards

  • 9,500 Smithing XP
  • 9,000 gp

14. The Seven-Hundred Count ​

Mithril again, at the bench, forge roaring — and this time the arrows come off your hands already knowing where they'll fly. Seven hundred, to her count.

Objectives

Rewards

  • 13,000 Fletching XP
  • 9,000 gp

15. The Last Seam ​

The final lesson is written for runite — of course it is. 'If the metal that holds a note forever will hold YOUR note, the art is yours.' The seam waits at the bottom of the ridge. Mine it.

Objectives

Rewards

  • 11,000 Mining XP
  • 9,500 gp

16. Runite, Rung True ​

Smelt the runite to the fletcher's count. The forge-choir gathers without being asked; when the fifth bar rings the arrow's note pure, the old smiths are openly weeping. Finish the run.

Objectives

Rewards

  • 12,000 Smithing XP
  • 9,500 gp

17. Proof Against the Dark ​

One last practical: the watchtowers report shapes testing the boundary by night. Prove the art where it matters — adamantite arrows, fletched forge-hot, straight to the tower racks.

Objectives

Rewards

18. The Forge-Fletcher's Heir ​

The last page of the notes is a commission, left unfinished for a lifetime: a single gilded mithril blade, 'forged by hands that have learned both arts, to hang above the bench forever.' You forge it. You gild it. You hang it. As the choir's hymn dies away, the old master's guild presses their Forge-Fletcher's Seal into your palm — proof you've learned both arts. Take it to the Shop (Permanent) and, for a master's commission in coin, they'll teach you the trick for good: FROM THEN ON, WORKING BARS AT THE FLETCHING BENCH TEACHES THE ANVIL TOO — every bar-consuming fletch earns Smithing experience, permanently.

Objectives

Rewards

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