Okay I forgot the name of the thief under @text credits, I was going to get his name today July 18, but for obvious reasons, I couldn't get it sorry. I'll let you know where his name comes in, though. Okay, here's my idea for a possible quest that can take place if you defeat Barok before you get the writ. Enjoy. :) If you don't get the writ before defeating Barok, then you'll have to do a completely different quest. This quest involves talking to Bern, finding out about how Bern wants you to investigate this gang of thieves that have recently been troubling him and his city, trying to find out where there hideout is if possible, and finally, putting an end to their threat. This is what Bern wants you to do, however, you're only able to investigate, the other 3 things are impossible at this point. Bern implies that this is a further quest to do in order to prove that you're worthy and loyal to him even after defeating Barok. So, you begin your quest (I was thinking maybe we could come up with a name for (insert guy's name here)'s gang. Possibly something relating to death such as the Death's Head gang or the Face of Death gang. Bern will also see you even if you don't have the writ since you defeated Barok. The guards will say something like, "You defeated Barok?! I guess that's enough of a reason to let you through." Or maybe, "Congratulations on defeating the evil wizard Barok, Bern now wants to see you."). Upon leaving Bern's castle, all the guards in the town including the ones guarding the entrance to Bern's castle will tell you that members of the Death's Head gang (Or whatever name is chosen on, I'll continue using Death's Head for sake of simplicity) were seen to the north heading toward one of Kievs's entrances at the Salamandaro Cave. So, you rush to the log that hides the entrance and a couple of thieves will be guarding it and upon seeing you, they fight you. After defeating them, you can enter the log, and continue into the cave. Every so often, a couple of thieves will ambush you and fight or, you'll stumble across a thief or two and they'll run away. The fights shouldn't be too difficult because all this is, is an intricate trap meant to lure you to your death. Eventually, you'll be lead all the way to Kievs, and the townspeople will refer to a couple of the Death's Head gang in the inn. So, you enter the inn, and a couple of thieves are there talking about the Bernian ship that sank recently, Brant's ship, probably has a lot of treasure on it and that the boss is probably there looting it. After discussing their whole plan, they then see you and fight you. Defeating them will leave the sunken ship as the last place to head to. Brant at this point has already left to seek the thieves because of the golden ring, and someone in town will tell you so, but you don't run into him at all if you do this quest. The man with his boat is all to willing to let you use it for a price (100 gp?) or you'll have to go through the Salamandaro cave all over again and work your way all around the lake. Upon arriving at the shore, you find Selaria the assassin (remember her from my chapter 3 idea?). She gets up and says, "Sorry (insert head thief's name here) couldn't make it. But he sent me here to deal with this small problem. You've been meddling into our affairs too much and now, you're going to pay for it." This is a boss fighting sequence and Selaria being in chapter 2 instead of 3 isn't as hard as I proposed before. She has poisoning techniques as well as a backstab technique and she can inflict quite a bit of damage, but being like Barok, she doesn't have too many hit points (no magical protection either). After the fight she'll say, "You're stronger than I thought but I grow tired of this. I have bigger fish to fry in the Garunda Tower. Next time we meet, you won't be so lucky. Selaria throws a smoke bomb to the ground and you're instantly covered in smoke. When the smoke clears, Selaria's gone and your only clue is that the Garunda Tower is going to be a place where you're going to have to go soon. If you go to the tower, it'll be locked with no way in. If you go to Bern, which you can do in the first place, he'll tell you that the tower's been locked for over 60 years to protect the townspeople from the undead that lurk there. He'll tell you that if the thieves have found a way in, that more than likely, the undead are getting out and that might explain why the countryside is full of undead at night. Bern realizes that his kingdom could be in great danger. For your valor, he gives you a writ of courage and he tells you that the elves in the town of Crystancia might be able to help you out. He tells you to hurry and thus, you are sent on your way to the Counsel of the Wise. This is where the two parts of chapter 2 are finally linked together. If you found the writ first, they'll tell you about the thieves and about how it's rumored that they found a way past the seal about the treasure at the top and about how Garunda was an elvish tower 60 years ago. They'll also tell of Selaria and (insert chief thief's name here). (Garunda being an Elvish tower is at your discretion of course, if you decide that this would be a good idea, the elves at the counsel could immediately say that after 60 years infested with undead that the tower wouldn't look elvish anymore) If you do this quest instead, the elves will say practically the same things, with the exception of maybe how it's rumored that the thieves found a way in, and they may make a remark at the beginning such as, "So you've already encountered Selaria and the rest of the Death's Head gang. It's time you learn more about this quest you've undertaken." Both parts of the quest are reunified and Chapter 3 begins. *If you don't remember, Selaria was my female felinoid assassin I proposed for chapter 3. I hope you find a use for this and if you'd be so nice, I'd appreciate any comments you have through email if winds doesn't come back up soon. If you have anymore requests to ask of me, simply email me and I'll try to come up with something as soon as I find the time. -Zythis