Quests
Errand-style hand-in quests from named NPCs. Easy to find, easy to complete, easy to ignore.
Quests in Qwazy Land are deliberately small — errands. You walk up to an NPC, they ask for a thing, you bring it, they pay. There's no quest log to track twenty active threads at once and no permanent main story you can fall behind on.
The first one #
Nimble Nessa stands somewhere in the outside biome. The locked-target panel says she's looking for 3 Goblin Ears. Kill goblins, ears drop, walk back to Nessa, press E. She pays in gold and a small gear roll.
Nessa's errand is repeatable. Bring three more ears, get paid again. The reward scales gently with your level so you can revisit it as a sanity-check farm even at higher tiers.
Other errand brokers #
A handful of named NPCs have similar hand-ins. Each one is discoverable on approach — the info panel shows what they want and how close you are to having it.
- (More to come — the questgiver pool is small in alpha.)
What's NOT in the game #
- Long quest chains. No 20-step storyline. Errands are one and done; some are repeatable.
- Quest log panel. The pinned info panel on the locked NPC IS the quest log. Lock the NPC, see your status. Walk away, lose the lock.
- Time-gated quests. No "come back tomorrow." Either the quest is repeatable or it's a one-shot.
- Faction reputation. Not yet. May land if it has a real decay-compatible shape.
In code #
Quest hand-in flow + the questHandin wire frame: see design/architecture.md. Authoring details for adding a new errand-broker NPC are in the manifest.