Game text
902,736 entries
- Maybe this is where your true strength will be tested.
- Or maybe you just drew the short stick.
- If that's the case, we'll be stronger for it.
- The dragons won't know what hit 'em.
- The Pact will be glad to hear it.
- We fight imbalance in all forms, and in all places. That is our true strength. And as long as the dragons live, imbalance will persist. It is our duty to stop them.
- I understand. Good-bye.
- That is also possible. But as the sun sinks each evening, so shall it return the next morning. Our journey will continue.
- Couldn't have said it better, myself.
- Koda's creed is simple: the kodan will guide and protect the spirits of this world, and maintain its balance. To kill the dragons is to restore balance.
- Sounds good to me.
- Our people will be distraught should our ship fall. That is why we're trying so hard to repair it, but there aren't enough paws to plug the holes.
- It's just a ship. You can build a new one.
- I might be able to help out.
- Our sanctuary is more than a ship—it's our home. As we are part of the earth, so too is our ship part of us. We will care for it like we'd care for one of our own.
- I never thought of it that way.
- I'm impressed, adventurer. Not many navigate the Trionic Lattice like you do. Most succumb to its labyrinth of icy walls.
- You didn't.
- Made it to our camp, have you? We've little to offer, save the warmth of our fires.
- How long have you been here?
- Are you the trader from Yak's Bend? We're expecting fresh supplies.
- I'm not. Your camps trade with each other?
- If Inka sent you to haul me back for more imp tests, tell her to forget it—I'm on my break.
- Fine with me. But what do you mean by "imp tests"?
- I have no idea what you're talking about. Bye.
- I'm part of a team studying the ice imps in Rime Moraine. We're set up on the other side of the cave, but the lodgings are much nicer over here.
- Why are these imps so important?
- Where's the cave entrance?
- I'll let you get back to your break. See you.
- If we remove the imps from Rime Moraine, we can open a supply route from Ridgerock to Yak's Bend. But permanently removing the imps is tricky work.
- It'll be worth it in the end. Good luck.
- Imps can phase in and out of our realm, which means we can't trap them. But if we figure out how they move through space, we can stop them from doing it, and relocate them.
- Got it. So, where's the cave entrance?
- That'd be great. I hope you work things out.
- Just north of here, right up by Arkor's Tomb. But if you plan on heading that way, be careful. Imps are crafty and vicious creatures.
- Seems like they wouldn't be worth your time.
- I'll remember that.
- Lynne
- You here on business, or just admiring the rubble? The tomb wasn't always this way, but snow and ice are quick to devour stone.
- What do you know about this place?
- It's the finest rubble I've ever seen.
- It used to be a great structure called Arkor's Tomb. Arkor was a Deldrimor dwarf who amassed great wealth during his life. Built this tomb for himself, I imagine.
- What'd he sell?
- It seems so. See you.
- Wish I knew. The Priory hasn't found any artifacts that tell us his trade. Mighty lucrative, though. Too bad only skelk benefit from these ruins, now.
- Yeah, too bad. See you around.
- Hevveka
- Our camp may be small, but you're welcome to use our facilities.
- Why's the Pact out here?
- This camp is here to monitor Sons of Svanir activity, so it's placed near their two main hideouts: Barrowstead, here in Frostgorge, and Svanir's Dome in Wayfarer Foothills.