HomeQuestsInquisitor Starter Quest (Night Harbor)

Inquisitor Starter Quest (Night Harbor)

Jaffar Jhaym trains new Inquisitors arriving in Night Harbor, rewarding them with a Spellbinder’s Inquisitor Talisman once their early training is complete.

Quest Giver
Jaffar Jhaym
Zone
Night Harbor
Min Level
1
Quest Type
Solo
Class
Inquisitor

Walkthrough

New inquisitors begin with a rune-etched note summoning them to the Spellbinders Spire in Sageside, the wizard tower that looms over the district. A translocation device beneath the tower carries you up to the academy grounds, where Jaffar Jhaym waits at the very top of the spire, surrounded by his guards. Jhaym is warm and welcoming, and quickly passes you along to your actual instructor, Petra Gyle, a sharp-eyed woman who makes clear that inquisitors exist to root out corruption and protect their order from those who'd abuse magic for personal gain.

Petra hands you a cell key and asks whether you're ready to prove your mettle. Descending to the Spire's confinement level, you find a captured cultist and, with guidance from Inquisitor Selpha stationed outside the cells, break the prisoner down until he gives up a hidden pocket sewn into his cloak. A quick search of a nearby table for a hidden note, tucked away in a torn seam, turns up a blank scrap of parchment and a strange iron spike. Selpha recognizes both as trouble and sends you straight back to Petra with them.

Using a glowing stone to peer through the illusion masking both objects, Petra reveals the spike as a scrying anchor and the note as a set of coded directions — evidence that a trio of Easthymnite travelers has been quietly planting these listening devices around Night Harbor to spy for a hidden faction. She hands you a genuine choice: chase down the note's clues and hunt the spikes themselves (the Note Path), or track down and confront whoever is attuned to receive the spikes' visions (the Spike Path). On the Note Path, you stake out the three suspicious travelers at the Shaded Bloom Inn, follow their movements to a handful of locations around the Night Market and back alleys, and pull six unique iron spikes free with your seer stone before bundling them up and returning both stone and spikes to Petra. On the Spike Path, you instead hand the spike itself to the archivist Spellbinder Kharash, who has you gather a set of desert-creature eyes and a mirror from the librarian Haredi so he can reverse the spike's attunement and use it to point you toward the cultist responsible.

Whichever path you take, Petra's trust in you grows, and she turns your attention toward two more immediate threats: shamans among the Ashira raiding camps to the west, whose medicinal herbs she wants collected for study, and smugglers working the coast under a man named Jens Vermahn, whose own healing herbs she wants gathered by the same method. Filling both pouches and handing them back to Petra rounds out the investigative phase of the quest, and earns you the Tarnished Spellbinder Cuirass for your trouble.

For the final task, Petra has identified an up-and-coming wizard named Sahir Muzalal, allied with the smuggler Jens, hiding out in a house in the Bends district. She hands you a silk bag and asks you to deal with him permanently. Tracking Muzalal down, defeating him, and bagging his severed head to bring back to Petra closes out the questline — she's visibly pleased to be rid of a rising threat and formally welcomes you into the ranks of the Spellbinders' inquisitors with the Spellbinder's Inquisitor Talisman, encouraging you to keep exploring the city and report back anything else that looks suspicious.