This is the first quest that you will encounter in the campaign. You need to find Thonkrik in Doccinga (generally after walking past the trainers and practicing warriors on the right). Thonkrik will try to dissuade you from finding Sven Bull-Neck, though you will not be convinced, leading you to your next quests.
Thonkrik suggested you that the Jarl might know where Sven is. Talking with Jarl will get him to offer you a place in the hunt for Sven if you perform some services for him, leading you the next quests.
Once there, 3 main parties will be found in the Abbot's hall: a farmer, a monk and the abbot. The abbot claims that the document is proper and that the ownership of the land belongs to the church and the farmer will just tell you that he just inherited from his father, but with no documents. The abbot will call the monk. If you threaten the monk, the monk will confess that the abbot falsified the documents. If you threaten the farmer, he will just promise to comply and give the land to the monks. You will decide on the verdict, and have 4 options to end the quest: Monks(-4 reputation,+2 renown, 400 penningas and +5 relation with the Jarl), Farmer(+6 reputation,+2 renown and -3 relation with the Jarl), Jarl(-1 reputation,+2 renown and -3 relation with the Jarl) or nobody (+2 renown, -3 relation with the Jarl).
This is given to you by the Jarl once you finish the previous monastery quest. At the start you automatically get 18 renown and 1400 penningas. You just need to recruit 15 men and then return to the Jarl.
Upon returning, the Jarl will give you more money and send you to kill Thiaderd. The Jarl will send you to meet your first (future) companion, Reginhard who you will find in the Dorestad mead hall. Once you complete the donation mission that he asks, Reginhard will join your party. This will also generate the Thiaderd's hideout temporary location (north of Dorestad, over the bridge). After meeting Thiaderd, the only outcome is a fight in which Thiaderd dies. If you lose the fight, you will die and you will need to use the last save.
After meeting Reginhard in Dorestad's mead hall, you will need find Adda and donate money on behalf of Reginhard. If you stroll through the town by exiting the mead hall, the house is right in from of you in the port. However, the entrance is through the stairs in the back.
This is generated by discussing with the Jarl and it entails his proposal to kill Konungr Hrorek Hemmingsson even if you decline though the interactions with him. You will actually do things within it after the win in Doccinga attack. Before speaking with any of the lords in the aftermath of the Doccinga defense, you should consider if you want to roam (trade) the world first as you will become the enemy of Friese, meaning that to enter and trade with Dorestad (which is instrumental for being a merchant) you will need to sneak into it.
If you decide to speak with them nonetheless, the mission will conclude with you being the bad guy, as the king will believe the Jarl and give you "a few days" to leave Friese before they start attacking you. Speaking with them, will conclude the mission.
This is a quest that automatically appears after making a move on the overland map after you discuss with the Jarl. To complete the mission, you will need to go to Doccinga where a battle will ensue between Doccinga people+King's men+your men and Sven's vikings.
Prior to the battle, one Norse Freeholder (who is one of king's men) asks you if he should stay and fight or notify the king instead. If you ask him to stay, it does not look like you get more men, but if you notify the king you will get increased relation with the king and Friese.
Also, right as the battle starts, Thonkrik informs you that the Jarl will not come to aid, though you and the king sent a messenger. This seems to be just flavor, with no impact on any of the dialogue options that you pick.
It's easy to win with low damage to yourself and friendlies but more complicated with normal damage. Except bringing as many troops as possible(55), player should look to contribute by finding a shield (a sword or at least a good spear if one already knows who to use it properly) and flank the enemies that come on the right section where shielded troops can resist more (if not win against their opponents by themselves).
You will need to check the area around the village until you will find a temporary location named: Hideout. Once there, when discussing with the slave, you will have 4 options: I care little about your destiny. Follow me! (you will then bring the Slave back to the village for reputation with the village and 200 xp points); If death is awaiting you anyway, I will kill you right here (you will fight and kill the slave, finishing the quests instantly and gaining +1 with the village); Join my warband. and you won't need to go back to your master (the Slave will join you as a troop, you will lose -6 relation with the village in total and the quest will be cancelled; you will also need to stroll the village again to reach the local leader who will (sic!) mention to you that "you didn't find him"); Then leave now. I will pretend I haven't seen you (the Slave will leave, you will lose 4 relation in total with the village, the quest will cancel but you will gain experience, you will also need to stroll to local leader).
You will find it in one of the nearby villages, you need to ask the local leader. If the local leader responds with: "[...] I have heard some sweet sound of lute lately[...]" in his response, that means that the lute is in that village. You need to look around the village (for the "... Deserter" character). Once you locate and defeat the lute thief, you will lose reputation with the village but you will gain relation (and experience) once you return to the castle/town for completing the quest.
This is a quest that you can take from your minister every 6 days (3 days for the ongoing feast in your kingdom to finish, either if you are organizing it or one of the other lords + 3 days to pass until it finished). The minister is present only on your court.
Lords that attend the feast will get a +1 modifier to relations depending on how much time they spent feasting. Occasionally you will also get a +5 modifier (once?) with each lord if they are present in your hall.
I have always been touched by PoP's premise. A land rife with conflict: its people having been made to endure centuries of disease, injustice, war, death, and destruction. They only await the arrival of the prophesied Hero/Heroine of Madigan who will unify the land and restore much needed peace and prosperity to Pendor. Incidentally, you are this hero. Will you succeed in fulfilling the prophesy or will you simply be a hapless adventurer already with finances in the negative on Day 90, begging and scrounging around the entirety of Pendor for coin to pay your 100 Hero Adventurers or to maintain your crumbling microstate?
For Character Creation I would suggest creating a character with good starting Looting skill. Looting is essential to item upgrading most especially for your companions (try to not buy them equipment) and you while on the early stages. Having a Looting skill of 6-7 would most likely net you a good sword or armor when you kill some rogue knights/cobra warriors.
Surgery, Wound Treatment and Leadership are three other important skills, but not as important as the previous ones for the early game. Persuasion can be very useful, especially when trying to get other lords to join your kingdom, but again, not recommended to take in the early game. If you are confident in your Quallis Gemhunting ability (using the previously mentioned kiting and rumorseeking skills), you may start with all your stat points dumped into INT (which you would also be doing every level up) so you have more skill points to throw around
Looting, Pathfinding, Spotting, Surgery, and many other skills are "party skills," which means that any one of your companions having these skills will apply its effect to the whole party. It's a good idea to delegate party skills to companions, leaving you with more skills points to apply to personal and leader skills. Delegating party skills to companions may make the beginning of the game harder, but it will allow you to more easily have a character with top fighting and leadership skills. Key companion skill roles include:
A Trader (Trade) or eventually an Emissary (Persuasion) once you get your own kingdom can also be useful. Given that most of these skills are based around the Intelligence attribute, you can condense these roles into just 2-3 companions; one companion can be a combination of Pathfinder and Captain, another could be a combination of Medic and Engineer, while a third Charisma-based companion could emphasize Trade and Persuasion.
After selecting the choices and finishing creating your character, the player will be asked to choose a starting location. A player will only be able to start in a kingdom if the player's starting choices didn't make him/her start the game with a negative relation with that Kingdom.
The easiest kingdoms to start in are The Empire and The Kingdom of Sarleon. Starting in the empire, the player will face mostly Snake Cult parties which offer high-value loot and will rarely drop a Snake Cult Rituals book, which is advised to be saved for later on. The main problems with starting in the Empire is the Merchant of Janos's final mission: to take down a Snake Cult hideout, which has a high chance of containing a Snake Cult Leader, a really hard enemy for this point of the game. If not armed with a shield, her light crossbow can kill the player easily.
To Make Money: I would suggest building up some capital. The typical trade routes the Mercantilist of Pendor could follow are the "Javiksholm to Avendor" flax route or the "Senderfall to Everywhere that Doubles the Price of Iron" Iron Route. You can also buy dirt cheap Dates from Singal and sell them for double at Sarleon. Fighting certain bandit parties, especially Vanskerries, can also net high-value loot and prisoners for selling.
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