|Thabarkin's citadel-like enclosure seen from the northern mountains in Thalmont|
|Approaching Thabarkin via the northern roads|
|Quartermaster Brogh Ardna, describing Dras Beclem as a man who"does not walk, but slithers in a pool of slime, like an eel."|
If you already visited Dras Beclem in Covengor, you'll know that what really happened was that a bandit stole the moonshine from Beclem's courier. However, all you have to do is confront the thief and demand he give up banditry and hand over the moonshine, which he'll do without a fight. (See the Covengor section for details.) Whether you visit Ardna or Beclem first, bringing the moonshine recovered from the thief + the moonshine given to you as a bonus reward by Beclem will get you enough bottles to sell to Ardna to also solve his quest, and receive some gold when he buys your whole stock.
As you walk a short way onward into Thabarkin, you'll also meet one of the mysterious "Stranger" paladins, who have taken an interest in your quest. (You can speak with them for some interesting dialogues that somtimes foreshadow future events, but they won't give you any quests.)
You'll meet a merchant named Pol Getber outside the Merchant Guild, and having a conversation with him is enough to gain increased reputation with the Merchant's Guild. The Merchants are one of the best factions to gain easy pacifist run side quests from.
Getber will tell you about the Guild's history, suggesting that you also speak with Ion Furvo inside the Guild Hall for more work.
|Speak with Pol Getber outside the Guild Hall for reputation with the Guild.|
|Once you gain some reputation with the Merchants, you can unlock a quest chain here inside their Thabarkin Guild Hall|
Inside the Merchant Guild building, Furvo will offer you a job to take sensitive Guild documents to his associate Samon Veller at the Guild Hall in Cathalon (the largest city in the South).
However, the Merchants will warn that the criminal Giriza are eager to get their hands on the Guild's documents, and have already caused some of their other couriers to disappear. Agreeing to deliver the documents will initiate the quest called "Earning Trust."
|Samon Veller gives you a quest to deliver sensitive guild documents|
Ged Sammra: The Missing Son
Back outside the guild in the city streets, you can find an old man named Ged Sammra. He is very concerned about his missing son Myron, a gifted prospector who has gotten mixed up with a band of mercenaries led by the norotious Hagrast Wisp. (Details about the quest are in the section on the Eastern Thalmont Mountains, and you'll need to visit the camp of Hagrast to find out what happened to Myron.) When you return to Ged Sammra with the news, you'll receive experience and increased reputation with the Karga Clan. (This is one of the pacifist run quest you could use to gain enough reputation with the Karga Clan to get into their secret fortress covered in its own section, but there is also another closer to Thabarkin at Pale Stone Cave, described below.)
The Mage Quarter:
You'll meet a number of mages who congregate here, including two who can give you good pacifist run quests that can be solved without using violence. (Note that if you find the mage quarter late at night but don't find anyone there, the mages will all eventually return there again the next morning.)
|Examining an illuminated mage tome at the Thabarkin mage quarter|
You will also find mages here who can train you in Water and Earth magic, in exchange for some gold. Note that these skills cost only a few hundred gold at low levels, but the price will be scaled up as you gain levels, so the sooner you learn them, the better. (After you learn any magical discipline or other skill for the first time, you will unlock the ability to invest your own skill points into that skill without requiring a trainer.)
|This Thabarkin mage can train you in Earth and Water Magick|
The Water and Earth magic disciplines are probably the most valuable pacifist run magic disciplines early in the game, since they enable you to cast Earth Chains at level 1, and our favorite "Freezing Wave" spell at level two of water magic. (Later on, though, the level 16 Air Magic spell "Ressurection" will allow you to bring anyone who dies back to life, so you might also want to plan for that in the long-run.)
You will also find a special type of mage called a "Soulpatcher" here, and if you pay him some gold, he can randomly unallocate skill and attribute points so you can re-allocate them yourself in whatever way you want. (This means you can theoretically rebuild a character nearly from scratch and try radically different builds in the same run, as long as you have enough gold to keep paying for "regressions" from the Soulpatcher.)
|A Soulpatcher mage|
As for the pacifist run side quests:
Rama Erandar's Stolen Mage Staff:
Rama Erandar is a kindly old earth mage who was attacked by some Groms while traveling the roads between Gorelin and Covengor. He survived the encounter, but is very upset that the Groms stole his staff from him. (He'll mention the the staff isn't worth much to anyone else, but that a mage's staff is "a part of his very being," and promise you a reward if you return it to him.) Agreeing to help him will initiate the quests "A Missing Staff" and "Mountain Tribes."
|Rama Erandar, in the mage quarter of Thabarkin|
|The Grom camp where you'll find Rama Erandar's stolen mage staff|
Daron Moreti: The Dragon Scale
The mage Daron Moreti found a short distance from Erandar will tell you that he's working on a "complex experiment" that requires a dragon scale. He won't confide the exact nature of this experiment (since he fears the information may be passed on to "undesirables") but will offer to reward you if you bring him the Dragon Scale.
|Daron Moreti offers you a quest to bring him a Dragon Scale.|
When you return a Dragon Scale to Daron Moreti, he'll reward you with gold, experience points, and more reputation with the Society of Mages.
The Thabarkin Dungeons
You may notice the entrance to the dungeons of Thabarkin while exploring the city: To be efficient, you'd probably want to return here after you first visit the entrance to Pale Stone Cave south of the city, since you'll meet a man who will give you a pacifist run quest, and give you a key to unlock the inner gates found deeper in the dungeons. (See below.)
Pale Stone Cave & The Secret Passage
If you ride out of the Tharbarkin Gates and south over the upper roads following the cliffs, the road will eventually wind downhill to the entrance to Pale Stone Cave.
|Following the cliffside road south of Thabarkin toward Pale Stone Cave|
|Eras Brakelet, who you'll find here next to the entrance to Pale Stone Cave, south of Thabarkin|
Brakalet will also warn that the cave is full of skeletons that forced him to retreat when he tried to do this mission himself.
|Eras Brakalet talks about the Skelden House that has displaced the native Karga Clan as regents of Thalmont|
|Inside Pale Stone Cave|
|Sneaking past skeletons inside Pale Stone Cave|
The Thabarkin Crossroads Inn & Future Access to Gorelin Village
This is one more important place to visit just outside Thabarkin Citadel, further south down the main road past the turnoff up to the Thabarkin gates.
You'll find two Giriza operatives named Stork and Keshi Lono at the Crossroads Inn. We covered the details in a separate section on the Crossroads in and Gorelin Village, as we found that Stork and Lono's quests are probably the best means of getting enough reputation with the Giriza to be let inside the Giriza-controlled Gorelin Village gates. (They will also let you gain the optimal amount of nonviolent quest rewards from related quests you can get at the Excavations.)
|Gorelin Village seen from above, with Thabarkin further to the east.|