Rolan Talmula of the Circle of Scarce Rains trains new Druids in Night Harbor, testing them with reagent-gathering before sending them to trace a mysterious illness plaguing the city’s aqueducts back to goblin shamans in the Glass Flats.
Rolan Talmula of the Circle of Scarce Rains trains new Druids in Night Harbor, testing them with reagent-gathering before sending them to trace a mysterious illness plaguing the city’s aqueducts back to goblin shamans in the Glass Flats.
New druids begin with an earth-stained note directing them to Saltbreeze Park, home of the Circle of Scarce Rains, tucked just below the Great Guild Hall. Delivering the note to Rolan Talmula earns you a warm welcome and a Worn Circle Tunic on the spot. Rolan explains the Circle's philosophy — nature moves like a river, and druids exist to find their place beside it rather than dam it up — before setting your first real task: fill a burlap sack with eight bat wings and bring along a fire beetle eye as well. Both desert bats and fire beetles can be found in the Night Harbor newbie yards. Make sure to actually combine the eight bat wings into the Sack for Bat Wings before turning it in; Rolan will hand an uncombined bag straight back to you. Once the completed sack and the eye are turned in together, Rolan blesses the eye himself, hands you a Wooden Circle Token, and sends you deeper into the guild hall to meet Calaada.
At level 5, present the Wooden Circle Token to Calaada at the top of the guild hall. She upgrades it to a Notched Circle Token and sends you down a level to Aaliyah, who has an errand involving three roadside shrines out past the West Gate. Use the look and take commands at each shrine to collect two offerings and a note, then kill a large rat along the way for a Raw Rat Meat you'll need shortly. The note leads you to Milham the Mad, tucked beside the Wayfarers Hospice entrance in the Sojourner Camp, who trades the note for a container of Medicine. Combine the rat meat into the Medicine, then — after making sure you're topped off and ready for a fight — hand the combined concoction to a man named Willy. It makes him violently ill and he'll lash out at you, though killing him outright isn't required; the important thing is looting the Sample of Willy's Spittle that replaces the medicine in your bag. Bring the spittle back to Milham for a third offering, combine all three offerings into their bag, then return everything — spittle and offering bag alike — to Aaliyah, who rewards your errand-running with a sturdy pair of Halfling-Made Boots and sends you off with the spittle sample still in hand for a future task.
Once you've grown considerably — this stretch of the quest is meant for a much higher level, in the 15-17 range — travel to the druid rings in southern Sungreet Strand and hand the Sample of Willy's Spittle to Almina Weepingwind. She's alarmed: this isn't a natural illness, and if it's already reached the city's water supply, the consequences could be severe. She hands over a coin enchanted to heat up near a tainted source and asks you to search the mountains and waterways for the origin. That trail leads northwest through a mercenary-guarded fort to the aqueducts, where the coin grows uncomfortably hot at the gateway itself. Report back to Almina, who suspects someone is slipping past the guards unnoticed and writes a diplomatic note for the guard captain stationed there, a mercenary named Foldja. Foldja can't let you through, but she's willing to share what she's heard — eerie, goblin-like chanting from the cliffs at night, and her best guess points to the Muggrah goblins over in the Glass Flats rather than the smaller local clans.
Passing that theory back to Almina earns you a leather satchel and a new task: head into the Glass Flats, find the Muggrah shaman camps, and relieve them of the trinkets — specifically Shiny Pyrite Coins — that seem to fuel their covetous brand of magic. This leg is a real step up in difficulty, so bring a group and expect a fight; six coins combined into the satchel are needed. Turning the full satchel in lets Almina brew a temporary counteragent, which she entrusts to you as Almina's Remedy to carry back to Aaliyah at the guild hall. Aaliyah is thrilled the mystery has been resolved and sends you upstairs one final time to Calaada, who welcomes you fully into the Circle of Scarce Rains and presents you with the Dousing Rod of Scarce Rains as a token of the order's gratitude — capping off a starter quest that quietly hints at deeper goblin machinations still unresolved.