Sinastin Aspenleaf recruits new Rogues into the Lamplighters, having them run courier errands and covert jobs across Night Harbor for the enforcer Irfan Raz before proving their loyalty with a dangerous strike against the smuggler Toma the Two-Faced.
Walkthrough
Every new Rogue washes up in Night Harbor clutching a torn note with instructions to find the Night Market's largest landmark: an archway crowned with a gem the size of a fist. Behind that arch sits the City Illuminators' Guild, a front for the criminal syndicate known as the Lamplighters. Hand the note over and its leader, Sinastin Aspenleaf, sizes you up with an unsettling smile before putting you straight to work as his new courier.
Sinastin's first job is a citywide errand run. He hands over a list of six names and sends you to his fixer Albrecht in the next room, who loads you up with a courier bag and a stack of sealed notes, one for each contact. Albrecht is blunt about the rules: don't open the notes, don't open whatever comes back, and don't ask questions. From there it's a tour of Night Harbor's underworld, tracking down Customs Inspector Bakari near the Harbormaster, Captain Eilionoir drinking at the Changing of the Guard tavern, Nerida Thinblade at the Spirit Tap in the Black Feather Bazaar, Dilshad Abolfazl at the Tannery, Guard Andreu overlooking the Naval Shipyard, and Maheed the Butcher in the Night Market itself. Each trade nets a sealed package for the bag. Once all six are collected, return the stuffed courier bag to Albrecht, who inventories the grim contents (a severed hand, a bar of gold, and stranger things) and hands you a receipt to carry back to Sinastin.
Satisfied that you're trustworthy, Sinastin sends you to meet the guild's enforcer, Irfan Raz, waiting just outside. Irfan hands over his personal dagger and a trio of jobs, each one requiring the blade's return as proof the task is done. First, deliver Irfan's parchment to Stumpy the Whistler, a peddler who roams the Night Market and the bridge toward Twilight Harbor. Stumpy sketches out a plan rather than explain it aloud, and passes along a torn corner of parchment for Sproggets Bedsprings, a gnome shopkeeper near the Night Market's northwest entrance. Sproggets reluctantly supplies a worn grappling hook and a quick tutorial: find a wall, throw the hook, and climb. Use it to scale the roofless tower atop the Steel Talons Garrison overlooking the west gate newbie yard, then use Irfan's dagger to pry a bloodstone eye from a statue of the war god Haradrel inside — a theft that visibly sours your standing with his priesthood. Bring the eye and the dagger back to Irfan.
The second job sends you to the Shaded Bloom Inn to meet Whispering Wallace at night. He reveals that a foreign emissary is being sheltered inside the Claw Compound under the protection of a rival crime boss, and that killing her quietly would embarrass that rival in front of the Lamplighters' leadership. The compound can only be reached between roughly 3 and 6 a.m., by running the city wall behind the bathhouse toward the market, dropping onto a nearby rooftop, and jumping across into the second floor where the emissary sleeps. Loot her courier bag and bring it, along with the dagger, back to Irfan.
For the third and final job, Irfan sends you west along the coast to the smuggler camp in Shaded Dunes to kill their leader, Toma the Two-Faced (recommended level 7-8), and bring back his signet ring as proof. With the ring, the bloodstone eye, and the emissary's bag all in hand, deliver everything to Albrecht for final processing, then take his receipt to Sinastin. Sinastin rewards your loyalty with the Lamplighter's Ring and, before dismissing you, quietly slips you a second note meant for a contact named Elmswood at the Spirit Tap — a hint that there may be more than one path to walk within Night Harbor's shadows. Sinastin also loads you up with a Black Leather Courier Bag and one more job: retrieve an amulet from a vengeful spirit at the tomb outside town and swipe research notes from an archaeologist in Shaded Dunes. Completing that final delivery and turning in the finished bag earns the Mark of the Lamplighters, cementing your place among Sinastin's crew — assuming you don't take Elmswood up on his offer first.