Kroniki Polan
This page describes a fictional game world. Its items, currencies and events exist solely within gameplay and are not an offer of real-world products or services.
Quests (29)
Tales of the year 963: wrathful vodniks, two fires of faith, the law of the gord and the prince's service. Where to begin and what to expect — without giving the answers away.
Gniezno's Threshold
How to begin: A merchant wagon is stuck between Gniezno's ramparts. Help clear the passage.
What it is about: Look around the place where the merchant wagon brought you.
Upon completion: Completed. Gniezno's gates stand open, and the lands around Lednica await.
The Vodnik's Wrath
How to begin: Speak with Mścisław the Fisherman on the eastern shore of Lake Lednica.
What it is about: The fish have vanished from the lake. Ask Zherets Sławomir in the holy grove what has angered the waters.
Upon completion: Completed. You appeased the vodyanoy and proved with your own catch that fish have returned to Lednica.
Two Fires
How to begin: Visit Brother Radzim on Ostrów Lednicki, across the bridge over the lake.
What it is about: Brother Radzim asks for 5 pine logs for the building of a cross. You may also ask the zherets what he makes of it.
Upon completion: Completed. You helped Brother Radzim raise a cross on the Ostrów. Old and new will have to live side by side.
Lord of the Forest
How to begin: Sobiesław the Huntsman in Poznań is seeking a bold soul to face a great beast. You will find him by the eastern gate of the gord.
What it is about: The white boar roams the Western Forest. Sobiesław wants its head for the prince's table. The hermit Wiarun may know more of the beast.
Upon completion: Completed. The tusk of the white boar adorns Mieszko's table. The forest has been strangely quiet this winter.
The Silent Domowik
How to begin: Visit Goodwife Bogna in the village of Morasko, on the northern track west of the lake.
What it is about: At Bogna's the fire keeps dying and the milk turns sour — the domowik has fallen silent since a cross was hung above the hearth. Ask Miłka the Whisperer at the edge of Morasko for counsel.
Upon completion: Completed. The offering at the hearth has soothed the domowik. The cross remains, the spirit remains — somehow they will make room for one another.
The Law of the Gord
How to begin: Guard Wszebor watches the gate of the princely stronghold on Lech Hill, just beyond the eastern gate of Gniezno's outer settlement.
What it is about: Entry to the prince's stronghold requires a guarantor and a service to its garrison. Either Żerca Sławomir or Brother Radzim can vouch for you. Wszebor needs 3 pine logs to strengthen the sagging braces of the western rampart.
Upon completion: Completed. You carry a guest token, the gates of Lech's Stronghold stand open, and your own chest awaits at Żelisław's inn.
The Prince's Service
How to begin: Prince Mieszko in Gniezno seeks trusted messengers on Lech's Hill.
What it is about: Prince Mieszko means to send you to Poznań. Collect the prince's tribute and a pledge of fealty from Governor Wojan.
Upon completion: Completed. You have been dubbed a Woj of Mieszko, received an iron sword, and gained entry to the gord armoury.
Requires beforehand: prawo grodu
The Watchtower on the Noteć
How to begin: Setnik Żelibor, commander of the gord at the Rivermouth, watches for tidings from beyond the Noteć. The track north turns off the road by the holy grove.
What it is about: Scouts report a gathering beyond the Noteć. Cross the causeway and find out what is brewing. Zhupan Mestwin in Nakło knows the folk there and their tongue.
Upon completion: Completed. Żelibor breathed again: a festival instead of a war. Sometimes a scout brings good tidings.
Utopce of the Valley
How to begin: Niegłos the Ferryman by the causeway at the Rivermouth fears for the travellers.
What it is about: Utopce are dragging travellers into the marshes of the valley. Defeat three of them (0/3).
Upon completion: Completed. The causeway is safe once more, and Niegłos sleeps in peace.
The Speech of Pomerania
How to begin: Swiãtk the Fisherman in Nakło despairs over his nets — in Pomeranian. Perhaps someone will understand him.
What it is about: Swiãtk speaks only Pomeranian. Zhupan Mestwin in Nakło knows both tongues.
Upon completion: Completed. Swiãtk embraces you like a brother: "Dzãkujã, dzãkujã!"
Two Banks
How to begin: Wojmir the Cleric at the Rivermouth would speak of his God across the river, but the setnik forbids him the crossing.
What it is about: Wojmir asks you to carry his question to the witch Damroka — "What do your gods fear?"
Upon completion: Completed. The two banks of the Noteć have heard one another — for now, through a messenger.
A Plot of Your Own
How to begin: Dobrogost the householder in Gniezno says that strips lie empty in Września and Reeve Sławník seeks hands to work the soil.
What it is about: In Września, south of Gniezno, Reeve Sławník has empty strips. Ask him about them in the village.
Upon completion: Completed. Sławník has given you your first plot in Września. Husbandry is unlocked. He will offer more land once you show a profit and a surplus for the common granary.
The Aurochs of the Forests
How to begin: Zhupan Mestwin in Nakło is seeking a bold soul: a great aurochs is trampling the fields of the settlement across the river.
What it is about: The aurochs is ruining the Pomeranians' fields. Mestwin will pay for its horn... but Damroka would likely have other counsel.
Upon completion: Completed. The aurochs horn has gone to Nakło, and the fields are safe. The forests seem to have grown quieter.
Mieszko's Bridge
How to begin: Prince Mieszko has set his mind on a thing unheard of: a bridge over the Warta at Poznań. He seeks a Woj who will bind the two banks together.
What it is about: Report to Sędziwój the Carpenter at the building ground by the western gate of Poznań, on the very bank of the Warta.
Upon completion: Completed. Mieszko's Bridge clasps the banks of the Warta — those who raised it shall cross by it. The western bank lies open before you.
Requires beforehand: sluzba ksiazeca
Mists over the Water-Meadows
How to begin: Wszerad lies chilled to the bone in Jaruna's cottage. The fire burns, but it does not warm him.
What it is about: Jaruna has recognised the chill of dead water. Strip one ribbon of bark from a nearby willow with a drawknife.
Upon completion: Completed. Piaski is safe, and you know the way from raw ingredients to a finished brew.
Requires beforehand: most mieszka
The Embassy from Nakło
How to begin: A Pomeranian camp stands on the western slope of Sokole. Budzisz wants to know whether its fires herald trade or war.
What it is about: By the northern fire lies a Pomeranian tally of piles and stalls. Examine the bark before you judge the camp's intent.
Upon completion: Completed. The raiding party departs without a stealthy attack, and the bridge becomes a road of parley between the banks.
Requires beforehand: most mieszka
The Old Gods Do Not Sleep
How to begin: Dziewanna's Grove has lost its voice. Mironieg saw a shadow by the offering stone, and fears a nocnica has found a way in among the boulders.
What it is about: Mironieg has pointed out the defiled offering stone just beside the circle. Examine the trace the nocnica left behind.
Upon completion: Completed. The lock rests beneath the stone, and the birds flock to Dziewanna's Grove once more.
Requires beforehand: most mieszka
The Brigand's Crossroads
How to begin: Niemsta, a surviving brigand of Mściwój's band, stands on the approaches to Poznań. Night phantoms of his dead chief haunt him.
Upon completion: Completed. Niemsta has become Damroka's pupil and found peace.
Requires beforehand: most mieszka
The Apiary by Lednica
How to begin: Speak with Niemir the tree-beekeeper in the glade north of Gniezno's outer rampart. He will show you how to go from a wild tree-hive to a swarm of your own.
What it is about: Niemir has agreed to teach you — but the log hives in the glade behind his cottage have mouldered. Bring him 3 logs to put the rotted hives together again.
Upon completion: Completed. Your first swarm has settled in its log hive. Tend it and take the honey — and for better, rarer queens, go out to the wild tree-hives.
The Seal of Two Inns
How to begin: Żelisław the Innkeeper at the Oak Inn in Gniezno is puzzling over trade with Poznań — but he will only talk of it with someone who keeps a chest with him and knows how to burn charcoal (Woodcutting level 5).
What it is about: Żelisław wants to strike chits — birch-bark notes for goods. Bring him 5 ribbons of birch bark (strip it from the birches with a drawknife; they whiten by the Warta, near Poznań).
Upon completion: Completed. Two inns honour the chits. Your chest can now strike goods into chits, and in Poznań, at the Birch Inn, a second chest stands ready for you.
The Archer's School
How to begin: Dobrogost the Archer, by the range in Giecz, receives warriors who wish to learn the bow.
What it is about: Hit the target at Dobrogost's range (0/5). You need a bow in hand and arrows in your satchel. Both are sold at his stall.
Upon completion: Dobrogost has acknowledged you as an archer. The arrowhead rides the wind. The beasts of the Giecz lands can already feel it.
The Prince's Table
How to begin: Steward Racibor in the Gniezno ward turns his nose up at suppliers. Whoever has an oven, a dovecote and a cellar can earn court silver.
What it is about: Steward Racibor will test what your farmstead is worth. Bring him a WHEAT KOŁACZ from your own oven (wheat flour, honey, an egg — the bread oven at your farm).
Upon completion: Completed. You supply Mieszko's table — steward Racibor pays court silver for every luxury from your farmstead and cellar.
The Kalisz Trade
How to begin: Duke Mieszko wants trade with Kalisz beyond the Warta reopened. The road has been silent for years; someone must wake it.
What it is about: Speak with Żelisław the Innkeeper on Lech's Hill. The inn hears more than the court.
Upon completion: Completed. The Kalisz road lives: guards on the way, the bridge clear, Pężyrka’s apples riding to market. The duke gave you a shield of two horns.
Requires beforehand: cedula handlowa, most mieszka, wlasny zagon
Silver of a Second Homeland
How to begin: Wszebor of Przemęt is running out of salt. His brother Gościsław has a stock of it in Poznań, but the brothers stopped trading with each other after an exchange went wrong.
What it is about: Wszebor's goods await at Jusuf's stall in Przemęt. Speak with the merchant about the journey to Gościsław.
Upon completion: Completed. The first exchange has gone through. Wszebor has opened his chest in Przemęt to you and given his word to keep your belongings safe.
Requires beforehand: most mieszka, cedula handlowa
The Child in the Marshes
How to begin: Branimira is searching for her son. Radost has stayed by the marshes, where Milen vanished while they were fishing together.
What it is about: Milen has gone missing in the marshes. Branimira has searched the houses and is joining the search outside. Speak with Radost on the eastern path.
Upon completion: Completed. Milen has returned to his parents. His basket is a boat again.
Requires beforehand: most mieszka
Shadow of the Burned Village
How to begin: A village beyond Piaski has burned down. The prince needs a sound account, while Doman, a survivor, holds up the last frame of his home.
What it is about: Mieszko wants an account of the burned village. Find Doman beside the unstable house frame and help him brace it.
Upon completion: Completed. Doman has a first roof, with a memorial stone at the threshold. The markers stopped the dark trace, but Licho remains in the wetland. I can now return and face it in battle. The sleep stone lies east of Przemęt, north of the scorched islet. I will know it by the roots clasping a flat boulder. A heart of the mire or Perun's tear laid on that stone will draw Licho from its lair.
Requires beforehand: most mieszka
Clay for the Road
How to begin: Talk to Domasława the potter in her workshop in the western outskirts of Gniezno.
What it is about: Domasława wants to show why her vessels get knocked about on the road. Ask her for a demonstration.
Upon completion: Completed. Domasława has a pattern for a carrier that keeps her pots safe on the road. For work in five crafts of Handicraft, the reward is a tool belt and 50 empty clay pots. Domasława is now thinking about scales of her own for weighing silver payment.
A Fair Measure
How to begin: Domasława, in her workshop in the western outskirts of Gniezno, needs scales for a larger order. You can help once you have access to Gniewosz’s forge.
What it is about: Gniewosz in Lech's Stronghold will show you how to forge the balance hanger. Speak to Gniewosz about Domasława's order.
Upon completion: Completed. Domasława has a carrier for her jugs and her own balance for silver payments. Learning Smithing and Goldsmithing earned 240 Handicraft XP, and the potter gave you a small knife.
Requires beforehand: glina na droge, sluzba ksiazeca
Stitch by Stitch
How to begin: After completing “Clay for the Road” and “The Kalisz Trade”, visit Pężyrka in the orchard west of Kalisz. Her new shirt offers a chance to learn embroidery.
What it is about: Pężyrka, in the orchard west of Kalisz, will show you how to count the threads of the linen and stitch a simple border for a shirt.
Upon completion: Completed. Pężyrka wears her new shirt with your edging, ready for the Kalisz market. Your own work earned 60 Handicraft XP and unlocked Embroidery. Embroidering your own designs requires Handicraft level 15.
Requires beforehand: glina na droge, wymiana handlowa kalisz
Kroniki Polan — a free browser game; the chronicle begins in the year 963, in the days of Mieszko I. Page generated from game data.