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To start Chilling Tidings, speak with Captain Brant at the Stardrop Inn in Vernworth after dark and choose “About the new Arisen…”. Rest at Shakir’s Inn until morning, return to Brant at night, then follow the soldiers’ report through Malachite Forest to the waterfall clearing southwest of Melve. Speak with Pekdre beside the fallen griffin, confirm that you are ready, survive the flight into Norgan and reach the Norgandian Settlement. The quest ends after the introductory conversations there, awarding 5,000 XP, 10,000 G and a Norgan Portcrystal according to AllThingsHow’s 2026 guide.
This walkthrough covers the complete route, the misleading map marker, the recommended preparation, the arrival ambush and the conditions that can prevent the normal start.
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What Chilling Tidings is and when it becomes available
Chilling Tidings is the quest that introduces Norgan and the report of a second Arisen. The premise is summarized in the line: “Unprecedented tidings have reached you of a second Arisen whose claim to the title seems as strong as your own.” You begin in Vernworth, but the objective eventually takes you far beyond Melve and into a new region reached by griffin.
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- Correct choice: “About the new Arisen…” starts Chilling Tidings.
- Different quest: “About the uncovered ruins…” starts Lost Rites instead.
If your save has already entered the Unmoored World, the normal Brant route is unavailable. To use this walkthrough, return to an earlier story state or begin New Game Plus.
Recommended preparation before leaving Vernworth
Level and equipment
Norgan is recommended for around level 40, with equipment appropriate to your vocation. This is guidance rather than a hard acceptance requirement: the game lets you begin the quest with a lower-level party, but the enemies after the griffin flight can overwhelm an underprepared group. Upgrade weapons and armor, carry healing items and make sure your Pawns have useful combat skills before setting out.
Save and travel considerations
Use an inn or another reliable save point before starting the forest approach. The route includes normal wilderness encounters, and the landing sequence produces an ambush immediately after you arrive. A prepared inventory is more valuable than trying to force a direct crossing from Melve.
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Optional information from Waldhar
Waldhar can explain more about Norgan and provide a Regeneration Elixir. His location changes depending on whether you have completed The Caged Magistrate, so this visit is optional and does not block the quest. Skip it if you want to proceed directly to Brant’s investigation.
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Step-by-step: start Chilling Tidings in Vernworth
- Go to the Stardrop Inn after dark. Wait until night if necessary, then speak with Captain Brant.
- Select “About the new Arisen…”. Do not select “About the uncovered ruins…”, which begins Lost Rites.
- Travel to Shakir’s Inn. It is above the Vocation Guild in Vernworth.
- Rest until morning. The rest triggers the nightmare sequence and advances the investigation. Simply speaking with Brant and leaving town does not replace this step.
- Return to Captain Brant at night. After the morning sequence, wait for night again and speak with him. He points you toward soldiers preparing to leave and the report of a creature that fell near a waterfall southwest of Melve.
At this point the objective can appear to point toward Melve. Treat that wording as a description of the area, not as the correct side of the river from which to approach.
How to reach the fallen griffin southwest of Melve
The route that works
The clearing is reached from the Malachite Forest side of the river. From Vernworth, travel toward Trevo Mine and continue into Malachite Forest. Once inside the forest, follow the shoreline on the forest side until you reach the waterfall clearing.
An alternative is to take an oxcart toward Checkpoint Rest Town, get off at the Arboreal Walkway and approach the same shoreline from there. Both routes lead to the same clearing; choose based on whether you prefer a road journey or a shorter walk from the oxcart stop.
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The map description says the creature fell southwest of Melve, but the river and surrounding terrain make the obvious Melve-side approach ineffective. Walking straight from Melve can leave you on the wrong bank with no practical way to reach the marker. Entering from Malachite Forest places you on the correct side and avoids wasting time searching the cliffs around Melve.
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| Approach | Travel profile | Combat exposure | Best use |
|---|---|---|---|
| Vernworth → Trevo Mine → Malachite Forest | Road travel followed by a forest trek | Wilderness encounters in and around the forest | When you want to follow the investigation route on foot |
| Oxcart → Checkpoint Rest Town → Arboreal Walkway | Oxcart ride, then a shorter approach to the shoreline | Forest encounters still occur; the cart only reduces road travel | When you want to reduce overland travel time |
| Directly from Melve | Appears logical from the marker, but approaches the wrong side of the river | Extra searching and unnecessary encounters | Do not use this as your primary route |
Meet Pekdre and trigger the griffin flight
- Enter the waterfall clearing. Look for Pekdre beside the fallen griffin rather than searching for a separate cave or ruin.
- Speak with Pekdre. Continue through the conversation until the game asks whether you are ready.
- Confirm your readiness. Select the readiness/confirmation option. The griffin then carries your party across the mountains into Norgan.
The confirmation is the point of no return for this travel sequence. Finish equipment changes, healing and inventory management before selecting it. You are not being asked to defeat the griffin; the creature is the transport that moves the story into Norgan.
Survive the landing in Norgan
Beorcan enemies attack after the griffin lands. This encounter is overtuned for low-level parties, which is why the level-40 recommendation matters even though the quest itself does not impose a level gate. Focus on creating space and moving toward the settlement instead of trying to clear every enemy in the landing area.
If the party is defeated
A defeat does not necessarily invalidate the quest. The story can still advance through the subsequent cutscene, so do not assume that a failed landing forces you to restart the entire investigation. If you want a safer attempt, reload your last save, improve your gear or party composition and repeat the approach to Pekdre.
Practical combat priorities
- Keep the party moving toward the settlement rather than fighting in an exposed landing zone.
- Use vocation-appropriate defensive skills and healing before committing to a prolonged battle.
- Let Pawns draw attention while you maintain a route toward the settlement entrance.
- If the fight becomes unmanageable, prioritize survival and progression; the landing sequence is not the quest’s final objective.
Finish the quest in the Norgandian Settlement
- Reach the Norgandian Settlement. Push past the landing encounter and follow the path into the settlement.
- Complete the introduction. The quest directs you through conversations with Dwayne, Dorin and Jiera.
- Exhaust the required dialogue. Continue each introductory conversation until the objective updates.
- Confirm completion. Chilling Tidings finishes in the settlement and unlocks subsequent Norgan content.
You do not need to return to Vernworth to turn in this quest. The settlement conversations are the completion point, so remain in Norgan if you want to continue into the content that follows the introduction.
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Chilling Tidings rewards and what the Portcrystal does
| Reward | Amount or item | Qualification |
|---|---|---|
| Experience | 5,000 XP | Reported by AllThingsHow in 2026 |
| Gold | 10,000 G | Reported by AllThingsHow in 2026 |
| Fast-travel anchor | Norgan Portcrystal | Functions as a fast-travel anchor for the new region |
The Norgan Portcrystal is the lasting utility reward. Once available, it gives you a fast-travel anchor for returning to the region instead of repeating the griffin journey each time.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting the most common problems
Brant does not offer the correct option
Check that you are speaking with him at the Stardrop Inn after dark and that you have reached Vernworth. If you choose “About the uncovered ruins…”, you have started Lost Rites, not Chilling Tidings. Finish or leave that conversation, then speak with Brant again and select “About the new Arisen…”.
The morning sequence did not happen
Rest at Shakir’s Inn, located above the Vocation Guild, and choose to rest until morning. The nightmare sequence is tied to this rest. Sleeping elsewhere may not advance the investigation.
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Stop searching the Melve side of the river. Retrace your route through Trevo Mine into Malachite Forest, or use the oxcart to Checkpoint Rest Town and disembark at the Arboreal Walkway. Follow the forest-side shoreline to the waterfall clearing.
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Pekdre is present but the griffin does not leave
Continue the full conversation and choose the readiness confirmation when prompted. Speaking to Pekdre without confirming does not trigger the flight.
The landing fight is too difficult
The ambush is designed to punish an underprepared party. Improve vocation gear, replenish healing supplies and use a save before returning to the clearing. During the fight, move toward the settlement rather than spending resources on every enemy. Even a defeat can allow the story to continue through the next cutscene.
The quest cannot be started in the Unmoored World
The standard Brant entry route is unavailable after the save has entered the Unmoored World. Use an earlier story state or New Game Plus if you need to play Chilling Tidings through this sequence.
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Quick route checklist
- Reach Vernworth and wait until night.
- Stardrop Inn → Captain Brant → “About the new Arisen…”.
- Shakir’s Inn above the Vocation Guild → rest until morning.
- Return to Brant at night and hear the waterfall report.
- Optional: visit Waldhar for Norgan information and a Regeneration Elixir.
- Travel via Trevo Mine and Malachite Forest, or use the Checkpoint Rest Town oxcart and Arboreal Walkway.
- Follow the forest-side shoreline to the waterfall clearing southwest of Melve.
- Speak with Pekdre and confirm readiness.
- Survive or push through the Beorcan landing ambush.
- Reach the Norgandian Settlement and complete the conversations with Dwayne, Dorin and Jiera.
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