Main quest

Main quest

All 32 main quests in order, with completion conditions, costs, encounters, and story beats.

All 32 main quests in order, with completion conditions, costs, encounters, and story beats.

Quest data

Quests
32

Quest sequence

Quest 1

Set Up Camp → Set Up Camp

Complete: Town square level at least 2

Long ago, as war ravaged the southern lands, three refugees fled into the untamed north. Carrying little but loss and fragile hope, they sought peace and a quiet place to begin again. After a long and dangerous journey, the group discovered a tranquil location where they decided to set up camp and rest.

Quest 2

Improve Your Campsite

Complete: Town square level at least 3

This location seemed to have everything: fresh running water, fertile soil, and not a monster in sight. It was an easy decision to stay longer.

Quest 3

Gather Food and Expand Your Camp

Complete: Town square level at least 4

Before long, the campsite was much more comfortable, but more refugees were on their way, and there wasn't enough food for everyone. Fortunately, the nearby river was teeming with fish, and the woods to the north were abundant with game.

Quest 4

Build a Fisherman's and Woodcutter's Hut

Complete: Fishing level at least 2 and lumber level at least 2

Unwilling to turn anyone away, the growing campsite quickly filled. We needed more wood and food to expand it.

Quest 5

Reach 50 Population

Complete: Current population at least 50

With adequate food and timber, our small community was growing quickly.

Quest 6

Build the Town Square and Reach 100 Population

Complete: Current population at least 100 and town square level at least 6

Our humble campsite could no longer support our growing community. We decided to replace it with a town square to unite our settlement and welcome new refugees.

Quest 7

Reach 200 Population

Complete: Current population at least 200

With adequate food and timber, our small campsite had quickly grown into a thriving hamlet.

Quest 8

Build a Guardhouse and Train 5 Guards

Complete: Soldiers at least 5

As our hamlet blossomed, so too did our problems. Before long, we encountered some violent creatures in the area, and it was decided we needed guards to protect us.

Quest 9

Defend Your Village

While out foraging in the forest, a young couple spotted a small group of goblins approaching town. We had only a short while to make sure we were ready!

Quest 10

Pay the Soldiers' Demands → Acquire gold across the river and pay the soldiers' demands

Shortly after our encounter with the goblins, soldiers from our old home Ashenholt arrived demanding we pay taxes. We fled Ashenholt to avoid the endless war and corruption, but we were in no position to defy them. As a poor community with little wealth, Ashenholt never expected us to meet their outrageous demands. They sought only to extort and control us. Little did they know that traces of gold had been discovered in the north, on the other side of the river.

Quest 11

Reach 400 Population

Complete: Current population at least 400

Clearly surprised that we had managed to pay their outrageous demands, the Ashenholt soldiers departed. At the same time, our newfound goldmine brought fresh prosperity to the villagers.

Quest 12

Build Northern and Southern Walls

Complete: Northern wall level at least 2 and southern wall level at least 2

Over time, people from kingdoms near and far heard of the free town of {town_name}. But as our population grew, we began to attract the attention of larger and more dangerous groups of enemies.

Quest 13

Pay Ashenholt's demands

Complete: Story-triggered; no automatic completion condition

The corrupt monarch of Ashenholt has sent his soldiers back to our village. This time they demand 40,000 gold in tribute and ongoing taxes, while refusing to spare even a single soldier to protect us.

Quest 14

Trade with Distant Settlements

Complete: Story-triggered; no automatic completion condition

Safe behind our new walls, a visiting merchant spread tales of the vast wealth to be made in foreign kingdoms. With an upgraded market, we could commission our own trade expeditions.

Quest 15

Upgrade the Library and Research Blueprints

Complete: Purchase Advanced Building Design

Over the years it had become clear that our once-humble hamlet now had greater ambitions. We decided it was time to seek out educated minds to help us build our future.

Quest 16

Pay Ashenholt's demands

Once again the kingdom of Ashenholt sent soldiers demanding taxes. Stunned by our town’s growth since their last visit, their demands were outrageous and their forces far more numerous.

Quest 17

Upgrade to Stone Walls

Complete: Northern wall level at least 4 and southern wall level at least 4

If we ever hoped to break free from Ashenholt’s grip, we needed stronger walls to defend ourselves.

Quest 18

Build a ship and recruit a wizard from Rubescairn

The Rubescairn Magicians had long served the great kingdoms of the world. If we wished to recruit one to our cause, we would first need to expand our fishing harbour, construct a ship, and voyage to Rubescairn with a generous gift. Their knowledge was not given freely.

Quest 19

Begin the ongoing food trade with Rubescairn

Impressed by the strong economic growth of {town_name} and swayed by the charisma and diplomacy of our noble emissary, the magicians struck a rare bargain: one educated wizard in exchange for supplying food to Rubescairn for the next 50 years.

Quest 20

Trade for Magic and Build the Witch's Mire in the Swamp

Complete: Swamp level at least 3

While we awaited the arrival of our new wizard, a mysterious woman claimed that ancient magic lies hidden within the forgotten ruins of the swamp. She has offered to share its secrets — for a price. We would need to trade with other nations for the magic required to uncover these mysteries.

Quest 21

Excavate the ruins and build a Magic Academy

Complete: Magic level at least 3

Our newly acquired wizard was amazed by the wealth of magic in the region. He has convinced the Archmage of Rubescairn to allow the construction of a Magic Academy within the city.

Quest 22

Reach 1200 Population

Complete: Current population at least 1200

What began as a haven for refugees fleeing the wars in the south had grown into a free city that now holds the allegiance of people from many corners of the world.

Quest 23

Recruit a total of 120 Soldiers

Complete: Story-triggered; no automatic completion condition

An emissary from Ashenholt has arrived once more, demanding even higher taxes. To our horror, they also demanded that one in every five able-bodied men be conscripted into their military. We feigned acceptance while quietly mustering a force strong enough to refuse them.

Quest 24

Defeat the Ashenholt Army

Enraged by our refusal to hand over our sons and fathers to die in a foreign war, the Ashenholt army prepared to crush our resistance.

Quest 25

Maintain 120 Soldiers and upgrade the Lord's Manor to a Keep

Complete: Keep level at least 5 and soldiers at least 120

We were no longer subject to the whims of our powerful neighbors. We resolved that if Ashenholt returned, they would face a true kingdom, fully prepared to defend itself.

Quest 26

Build a Cathedral and use it to Research Consecrated Weapons

Complete: Purchase Consecrated Weapons

In time, our persistent harvesting of the swamp's magics stirred an ancient evil. Forgotten souls from a lost civilization rose, semi-preserved, from the mire. Our weapons had little effect, and they were too numerous for our wizards. Only through divine might could we hope to turn them back.

Quest 27

Upgrade the Tavern to the Dragon's Hearth and Hire Heroes

Complete: Story-triggered; no automatic completion condition

With our newly consecrated weapons keeping the undead at bay, the call went out for brave heroes to venture into the sunken ruins and destroy the source of the undead.

Quest 28

Reach 1600 Population

Complete: Current population at least 1600

Our heroes valiantly located and destroyed an ancient evil deep within the swamp ruins. Once more, our city flourished in peace.

Quest 29

Build a University and Prepare an Envoy

Complete: Story-triggered; no automatic completion condition

For {town_name} to remain a free and independent city, we needed to establish stronger relationships with the foreign kingdoms of Ankhet-Nar, Crimsonvale, and Ironrend, and secure their recognition of our sovereign rule. We already enjoyed close ties with the wizards of Rubescairn, so we turned our attention to Ankhet-Nar. Prizing wealth and education, we sought to suitably impress their Matriarch.

Quest 30

Build a Grand Cathedral and Prepare an Envoy

Complete: Story-triggered; no automatic completion condition

Impressed by our kingdom's knowledge and ingenuity, along with our High Lady's charm, the Ankhet-Nar Matriarch pledged her friendship to the rising kingdom of {town_name}. Next, we sought to strengthen our relationship with the Holy Kingdom of Crimsonvale, a realm built on faith and divine rule.

Quest 31

Build a Royal Garrison and Prepare an Envoy

Complete: Story-triggered; no automatic completion condition

Admiring our faith and recent victories over evil, the Monarchy of Crimsonvale was pleased to recognise {town_name} as a sovereign kingdom. Finally, with Ashenholt weakened and locked in an ongoing war with the Kingdom of Ironrend, an opportunity presented itself to forge a strong diplomatic bond with the Duchess of Ironrend.

Quest 32

Build a Castle and Fortify the Walls with a Moat

Complete: Keep level at least 6 and northern wall level at least 6 and southern wall level at least 6

Leveraging our superior military might and masterful negotiations, we established a fragile peace between Ironrend and Ashenholt, winning the respect of the Ironrend Duchess herself. Having secured the recognition of the foreign kingdoms, we prepared to crown the first King and Queen of {town_name}. A grand castle would stand as the enduring symbol of our sovereignty.

Related game data

Hearth and Hamlet 1.0.0 · Steam build 24788561