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The Reliquary Road ​

Category: medium

Prerequisites: complete Vigil of Ash

Chain rewards

18 quests · 122,500 gp · 68 gems · 5 item rewards

XP: 55,000 Woodcutting · 51,000 Thieving · 50,000 Fishing · 18,000 Prayer · 8,000 Mining · 7,500 Smithing · 7,000 Crafting · 7,000 Fletching

1. The Reliquary Must Move ​

The cult buying ash and grave-coin has a name now — the Hollowed Hand — and what it wants sits in the order's chapel: the reliquary of the barrow-saints. Maren won't wait to be robbed. The relics go north to the mountain vault, and you're the escort. First: scout the road by lightening the pockets of everyone watching it.

Objectives

Rewards

  • 8,500 Thieving XP
  • 4,500 gp

2. Clearing the First Mile ​

The road's first mile runs through bandit country, and the Hollowed Hand has been paying them in advance. Clear the toll-camps before the wagons roll.

Objectives

Rewards

3. Crates Worthy of Saints ​

Relics don't travel in grain sacks. The wrights want bitter mahogany for the reliquary crates — heavy, hallowed, and hard to pry. Fell it.

Objectives

Rewards

  • 55,000 Woodcutting XP
  • 5,000 gp

4. The Hand's Ciphers ​

The Hollowed Hand's messages travel in the satchels of hired mages who think themselves unpickable. Prove otherwise. Every cipher you lift maps another ambush.

Objectives

Rewards

  • 9,500 Thieving XP
  • 5,500 gp

5. Leathers for the Escort ​

The escort walks nine days through wet country. Green dragonhide turns rain and arrowheads alike. Craft bodies for the wagon-guards.

Objectives

Rewards

  • 7,000 Crafting XP
  • 5,500 gp

6. Wolves at the Ford ​

The ciphers marked the river ford as 'cleared for the Hand's beasts.' The beasts turn out to be wolves — wrong-eyed, like the ones on the mounds. Hold the ford.

Objectives

Rewards

7. Rites at the Waymarks ​

The road north is older than the order — its waymark stones each cover a traveler who never finished the journey. Maren's instruction: bury an offering at every stone the wagons pass.

Objectives

Rewards

  • 6,000 Prayer XP
  • 6,000 gp

8. The Turncoat Camp ​

A lumber-camp along the route sold the Hand its wagon-schedules — Tobin recognized the foreman's hand in a cipher. Walk in friendly, walk out with everything in their pockets.

Objectives

Rewards

  • 10,000 Thieving XP
  • 6,500 gp

9. Ore for the Ward-Blades ​

The vault-monks' price for sanctuary is steel they can't mine themselves: mithril, for ward-blades consecrated against the restless. Dig their fee out of the ridge.

Objectives

Rewards

10. Silvered Steel ​

'Silver remembers,' Tobin recites again — but this time it's the vault-monks' specification: mithril blades, silver-plated, one per escort. Forge them at the order's anvil.

Objectives

Rewards

  • 7,500 Smithing XP
  • 7,000 gp

11. The Boneyard Pass ​

The high pass is walled with old battle-dead, and the Hand has been singing them awake. Cut a path through the risen for the wagons — and gather what falls.

Objectives

Rewards

12. Faith on the Road ​

Nine days out, the escort starts leaving the rites to you without being asked — even the vault-monks defer. Give the battle-dead of the pass their long-overdue rest, and the wagons roll through quiet ground.

Objectives

Rewards

  • 5,500 Prayer XP
  • 7,500 gp
  • 30 gems

13. The Hand's Paymaster ​

One cipher names the paymaster who funds every ambush on this road — travelling disguised as a prospector. Find him among the miners and empty him to his boots.

Objectives

Rewards

  • 11,000 Thieving XP
  • 7,500 gp

14. Rations for the Last Leg ​

The mountain leg is cold and slow, and the escort's rations are down to hardtack and opinions. Land tuna and smoke it for the climb.

Objectives

Rewards

  • 50,000 Fishing XP
  • 8,000 gp

15. A Quiver for Every Guard ​

The vault-monks' scouts report the Hand massing for one last try before the gates. The answer is volume: mithril arrows, fletched by the thousand-count. Get to work.

Objectives

Rewards

  • 7,000 Fletching XP
  • 8,000 gp

16. The Last Ambush ​

They come at the switchbacks, masked and silent, grave-coin sewn into their coats. The escort holds. Hold with them.

Objectives

Rewards

17. The Fallen of the Road ​

The Hand's dead get the same rite as anyone — Maren is immovable on this. Bury the ambushers' bones at the switchback waymarks, names or no names.

Objectives

Rewards

  • 6,500 Prayer XP
  • 8,500 gp

18. The Vault Gate ​

The reliquary crosses the vault threshold as the monks sing the sealing-hymn, and for the first time in weeks Maren's shoulders drop an inch. Outside, one last of the Hand's mages watches from the rocks. Relieve him of everything he's carrying — the cult's plans most of all.

Objectives

Rewards

  • 12,000 Thieving XP
  • 10,000 gp
  • 38 gems

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