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What the Key Opens (questline step)
What the Key Opens is a step of The Covens’ Hoard.
Requirements
| Requirement | Value |
|---|---|
| Questline | The Covens’ Hoard |
| Previous step | The Lieutenant |
| Wait after previous step | At least one game hour |
| Prerequisite line | The Burning Doors is finished |
| Play mode | Online |
| Account | Registered account required |
| Offered by | Ysolde Marnhel, Master Conjurer of the Mages Guild of Wayrest Map |
Objectives
Use the location names in your quest journal. Follow map markers when they are available.
| Step | Objective | Optional |
|---|---|---|
| 1 | Meet Ysolde Marnhel at the quest hall in the named town | No |
| 2 | Decide the Weir Key's fate: keep it, or let the Order of the Hour seal it away | No |
Choices
| Decision | Choice |
|---|---|
| The Guild gives a house one Weir Key. Keep it, or let the Order of the Hour seal it away? | Keep it, for a key is meant to be turned |
| The Guild gives a house one Weir Key. Keep it, or let the Order of the Hour seal it away? | Give it to the Order of the Hour to be sealed |
Outcomes
Added gear requires a successful quest payment and a qualifying outcome. Quest mail alone does not count as payment.
| Outcome | Gold multiplier | Gear choice |
|---|---|---|
| You kept the Weir Key for your house and took the Guild's fee. A house is given that key only once, and its road leads to the Spire's torn halls. | 100% | Yes |
| The Order of the Hour sealed the Weir Key away in Akatosh's keeping, and will remember who gave it. | 125% | Yes; one reward tier higher |
| Ysolde Marnhel stopped waiting for your answer, and the Weir Key stayed in the Guild's vault. | No added payment | No |
| Outcome | Change type | Target | Change |
|---|---|---|---|
| The Order of the Hour sealed the Weir Key away in Akatosh's keeping, and will remember who gave it. | Faction reputation | The Order of the Hour | +5 |
Named gear
| Outcome | Item | Base item |
|---|---|---|
| The Order of the Hour sealed the Weir Key away in Akatosh's keeping, and will remember who gave it. | Hourkeeper's Linen Signet | Ring |
A named reward uses its listed base only if your class can equip it; otherwise the fitted reward has a different base and no special name.
With Questlines enabled, these outcomes control the added rewards. Gold multipliers apply only to gold the quest actually pays. A gear choice offers a weapon, armour and jewellery; keep one. See Quest rewards and loot for rarity, payment and online reward rules.
Previous step: The Lieutenant.
Online, a failed outcome does not apply its faction-reputation penalties. Legal-standing changes and choices made during the quest are separate.
Scripted gold
| Payment | Base amount (gold) |
|---|---|
| Gold payment | 300–600 |
These are the script’s unscaled payment ranges, before the outcome multiplier and any party split. A payment still requires its quest objective or branch; the listed payments are not automatically awarded together.
Sources (15)
- src/systems/questlines/
- src/ui/questlines/
- src/scenes/quest/questlineOffers.js
- bible/06-Systems/Questlines-Arc.md
- src/systems/questlines/qlLines.js
- src/systems/questlines/quests/
- src/systems/questlines/sheets/questlines.json
- src/systems/questlines/qlRewards.js
- src/systems/questlines/qlLineRunner.js
- src/net/questlineClaims.js
- src/systems/questlines/quests/QLCH03.txt
- src/systems/questlines/sheets/questlines.json
- src/systems/questlines/qlRewards.js
- src/systems/questlines/qlLines.js
- src/net/questlineClaims.js