Quest:Drowned In Blood

Drowned In Blood is a level 54 story quest part of the Danger in Kaiator quest chain. It is preceded by and followed by.

Objectives

 * 1) Ask Yedwin, Explorer Guild Master of Dragonfall, about the kidnapping
 * 2) Nighteye Talisman <0/5> Wipe out the mekonari hunters and ebonweavers that are kidnapping people in the Nightwood
 * 3) Nighteye Talisman <5/5> Bring the Nighteye Talisman to Arshak and tell him that you took care of the kidnappers
 * 4) Go to Camp Umbra and inform Arshak about the rituals
 * 5) Mekonari Templar <0/5> Mekonari Dedicant <0/5> Search mekonari templars and dedicants for a key to the altar
 * 6) Keep searching for the way to the altar
 * 7) Anguished Phantasm Talk to the ghostly figure
 * 8) Follow the spirit to the altar entrance
 * 9) Column of Darkness <0/1> Enter the teleportal to the Raven Altar Stop the ritual: timed, 16 minutes Destroy the pillar of blood on the Raven Altar and stop the ritual to awaken Sikander.
 * 10) Return to Arshak.

Script
The mekonaris cleaned out Susurrus Woods. Human, amani, baraka... it didn't matter.

They herded droves of people down the east road, even the children. We sent all we could to Camp Umbra — they're in charge of rescuing the abductees — but they're still severely outnumbered. Head through Nightwood and take out any mekonari hunters and ebonweavers you encounter. Maybe then we'll have fewer abductees on our hands. Speak with Arshak when you arrive, he'll tell you all he knows.

(I'll head to Camp Umbra.)

[player name]? Kaia's grace, I'm glad you're here. You know a lot already, but let me fill in the rest.

(Thanks.)

The mekonaris think that all the blood they have spilt honoring Sikander will wake him up to cheerfully reward them. Idiots. But there's worse. The ritual Killian gave them rips the sacrificed souls from the Dream. Unspeakable!

The mekonari believe this will draw Sikander home, but surely it will poison his mind!

(You're right. That's Thulsa's goal.)

He wants to wake Sikander and drive him insane? You must stop them!

The mekonari templars and dedicants run the rituals, but there are other threats. Killian's dumped his whole blasted toybox on Susurrus Woods. And we've had no luck so far using the altar teleportal. There must be some sort of key. Find it, and destroy the altar. Got all that?

(I understand.)

(The bones come in all sizes and races — human skulls mingle with popori tail bones, amani and castanic horns are piled together. It seems no one was spared.)

(Horrifyingly, the remains are all inscribed with runes. You sincerely hope the sigils were carved after their owners' deaths.)(Suddenly you feel an eerie prickling on the back of your neck.)

(Who's there?)

(A voice fades in and out, as if carried on the wind over an enormous distance.)

Drowning in pain... nothing else... can you hear us?... all the gods you must... So much effort, but... show you where...

(Can you get me in?)

...touched you, so... teleportal will open...

...pain, so much pain!

Tell our families... can't hold...

(Right. Okay.)

You did it! But I'm worried about the sikandari you saw at the altar.

(Why?)

The mekonaris are apostates. They'd pay any cost to wake Sikander early, but sikandaris are patient, honorable. I assumed they were our allies. This kind of atrocity isn't like them.

If Thulsa's duped the sikandaris, you better get moving!

(Thanks. I'm on my way!)

Summary Upon Completion
Following Isrenia's warnings about Thulsa and Killian's plans for Sikander, you fought your way through Susurrus Woods to stop the mekonaris from kidnapping everyone, and destroyed the altar where they had sacrificed hundreds of their captives. Clues there pointed you to Amena Quatla, home of the sikandaris and the great egg where Sikander sleeps.

Rewards

 * 18,900,000 XP
 * x 5
 * x 5
 * x 3
 * x 5
 * x 5
 * x 3