Requirements
Money
Important: death and your home town. Oradin does not take in strangers. Fall in the east and you wake on the Old Shore, where you were written down - until the day the city writes your name (only after you finish The Hollow Crown; see The Hollow Crown, chapters 3-4). Until then, if you die in the Kher Reach, you wake up in the temple of your Old Shore home town. From there you take a boat to Venore and pay Captain Sallow 180 gp to cross again. Keep your supplies in the Oradin depot and some gold in the bank.
What to bring
Level advice (details in Hunting grounds)
| Area | Rough level | Notes |
|---|---|---|
| Undercroft below Oradin (Culverts, Naves, Wet Mile) | 8 to 130 | The only low-level hunting in the east. The Culverts suit levels 8 to 15. |
| Salt Mines below Oradin | about 200 | Hunts for duos and teams. |
| Guardians' Row (Outer March) | 300 to 400 | Team hunt. |
| Middle March and Brine Shelf | about 500 | Desert and coast. A weak "Gaze" hurts you in the open. |
| Deep March, Mourngate, Hollow Crown | 1000 | The Hollow Crown quest. |
West of Oradin (the Lampfields, the Longmead, Millbridge and the Greyfold Hills) nothing hostile lives yet. It is safe to explore. If you arrive below level 50, Captain Sallow will tell you to "see the Stair, buy bread, go home". Take that as advice; nothing stops you from staying.
Captain Sallow runs the only ship that still sails east, and he follows one rule: "I don't take a soul east that isn't written down west." Before he takes you, three things have to happen. Your name goes into his manifest, said out loud by you. Someone on the Old Shore promises to say your name if the east doesn't give it back. And you say "Oradin" three times with him.
| NPC | Where | Role |
|---|---|---|
| Captain Sallow | At the far end of Venore's harbour pier, next to the gangway of Captain Fearless's ship. He is an old man with a white beard and a grey coat, and he looks out to sea. Venore's harbour is north of the temple. | The captain. Starts and finishes the quest, then sails you east. |
| Wilmot Crane (the harbour clerk) | In the covered hall just south of the pier, next to the harbour's notice board. | Keeps the Eastbound Manifest. |
| Amos Tull | In Boozer's tavern (the Hard Rock Racing Track), upstairs, at the customers' side of the counter. He is an old, faded sailor. | Retired deckhand, the only other survivor of Sallow's first voyage. He will be your witness. |
Step 1 — Ask Captain Sallow, and get refused
hipassage (sail, travel, east or oradin also work). He refuses: nobody on this shore has you written down.why (or rule, written).manifest (or crane). He describes the harbour clerk and asks: "Well then - shall I count you as coming?"yes.
- You see "Quest log updated: Written Down West."Step 2 — Get written down (Wilmot Crane)
hi. He asks you to say your name: "Your own, the whole of it, out loud."Step 3 — Find out the captain's name, then get a witness (Amos Tull) Amos Tull will only sign for you if you can tell him the captain's real first name, and nobody uses it.
name. He answers: "Ormund. Don't wear it out; I've only got the one."
- You can ask him this at any point in the quest, even before Step 1.hi. He asks you for the captain's name.Ormund (or Ormund Sallow). It must be the whole message.
- "Sallow" or "Captain" do not count. He will tell you to go and ask the captain.
- When it works, a message says "Amos Tull has put his mark next to your name."Step 4 — Close the manifest (Wilmot Crane)
hi. Saying hi is enough: he sees Tull's mark and closes your entry. "The manifest is in order. Go and tell the captain he can count you."Step 5 — Say it three times (Captain Sallow)
hi. He greets you with "...Say it with me. Oradin."Oradin, three times, as three separate messages, in the same conversation:
- 1st: "Oradin."
- 2nd: "Oradin. Again. Humour an old man; the third one's the one that counts."
- 3rd: "Oradin. There. Now the place knows you're coming, and this shore knows you went..."
- Other questions in between don't reset the count. Leaving the conversation does, so stay with him.Step 6 — Your first crossing (free)
passage (or sail, travel, east). He offers: "...your first one is already paid for - it's on the manifest. Shall we?"yes. "Cast off! Hold on to something." You are rowed out to his ship, the Second Thought, and you arrive at the Greywater quay in Oradin.You cannot board while you have a protection-zone lock (the "blood stains" message). Wait for it to wear off.
| From | Say | Cost | Arrive at |
|---|---|---|---|
| Venore (Captain Sallow, end of the pier) | passage / sail / travel / east → yes |
180 gp after your first crossing; bank balance counts | Greywater quay, Oradin |
| Oradin (Captain Sallow, Greywater quay) | passage / west / old shore / sail / travel → yes |
always free | Venore pier, right next to Sallow |
oradin after the quest makes Sallow talk about the city. To actually leave, use passage, or include it in a sentence: "travel to oradin" works.ship / second thought, folly, venore, desert. Ask Amos Tull folly and east for the long version.