Gaming Guide

AION 2 Nornir Assembly Regional Quests: Every Asmodian Reward

Five Asmodian side quests at the hidden Nornir village in Altgard, with their steps, targets and full reward list.

Five Asmodian side quests at the hidden Nornir village in Altgard, with their steps, targets and full reward list.

Image: NC

The Nornir Assembly is a concealed Asmodian settlement in Altgard, where the Three Sisters of Fate use petrification magic to treat the Karas affliction. Five quests in the area come from the Nornir and a nearby Shugo merchant camp. Their stories involve a dying mercenary looking for a cure, a reenactment of the village’s founding festival, a staged farewell celebration and the recovery of a survivor who has collapsed.

Quick answer: There are five Asmodian regional quests at the Nornir Assembly in Altgard, recommended for levels 30 to 45. Together they award 10,562,979 XP plus Kina, Wisdom Stones, Daevanion Crystals and five titles.


Nornir Assembly quest rewards

Every quest here starts in Altgard at the Nornir Assembly. Each one grants a Wisdom Stone (Bound) and a Daevanion Crystal (Bound) on top of the Kina, title and item listed below.

QuestRec. levelXPKina, title and item
Hugo Mercenaries: Deep Shadow30896,70136,000 Kina; Title: I Leave the Rest to You; Chaser Necklace
An Invitation to the Past: Part 130896,70136,000 Kina; Title: Stuntman; Chaser Earrings
An Invitation to the Past: Part 230896,70136,000 Kina; Title: Surprise Cameo; Statue: Urd; Chaser Bracelet
Farewell, My Instructor453,936,438100,000 Kina; Title: My Instructor; Artwork: Quai Merchants
Another Survivor453,936,438100,000 Kina; Title: Lifeguard; Clash Rune Chest

Hugo Mercenaries: Deep Shadow

Hugo Mercenaries: Deep Shadow is picked up from Hadala and finished with Derk, recommended for level 30. Derk, the mercenary who once mourned Captain Hugo with you, has caught Karas. His skin is already discoloured, and he has quietly resigned himself to his fate until he hears that the Nornir can treat the affliction with petrification. Derk sums up his disbelief plainly.

Huh? “Nornir”? I don’t know that name. You’re kidding! They heal Karas through petrification? — Derk

Open Hadala’s letter to find Derk’s message, left behind after he departed Safe Haven without saying why.
Talk to Derk at Safe Haven. He reveals his arm and confesses that, before losing himself, he only wanted one final look at your face.
Bring Derk to meet Urd, the leader of the Nornir, and talk to her. She reads his condition at a glance and warns that the mutation is already far advanced.
Examine the Old Purifying Altar. Poison Blood has contaminated it once more; clear it before relighting the cleansing flame needed for the treatment.
Return to the Nornir Assembly and go to Urd.
Ask Urd to use petrification magic to treat Derk at the restored altar. To finish the quest, speak with Derk afterward: his body feels lighter, though he does not know what the future holds.
Derk
Derk. Image: NC

An Invitation to the Past: Part 1

An Invitation to the Past: Part 1 is both given and turned in by Hallina, recommended for level 30. She is preparing a roleplay for the Nornir Founding Festival, a reenactment of the group’s tragic origins, and wants honest feedback on a rehearsal. The whole production, including a battle scene, is staged inside a virtual space created through magic.

Hallina
Hallina. Image: NC

That lets you see Nornir history firsthand. Isn’t that far more enjoyable than listening to tales? — Hallina

Talk to Hallina to learn how the interactive roleplay works.
Head to the roleplay stage she describes, located inside the village.
Talk to Hallina again for the roleplay guidelines, including the warning about the fight halfway through.
Enter the first stage and play through the opening act. Her illusionary self guides you inside.
Talk to Hallina about how the act went.
Fill in the Evaluation Survey. The quest completes once Hallina reads your detailed feedback and asks you back for the final act.

An Invitation to the Past: Part 2

An Invitation to the Past: Part 2 is given and completed by Hallina, and is recommended for level 30. This act recounts the Nornir’s founding and the story of Urd, Verdandi and Skuld. They learned from Munin, then secretly sheltered persecuted Karas in Moslan Forest before taking the name goddesses of fate.

Enter the second stage to play through the final act, which includes a combat section with the difficulty adjusted from your earlier notes. The quest completes back outside, where Urd admits that acting out her own history was more rewarding than she expected.

In the end, I had a pretty good time. I suppose you have to adapt to the current, in culture as in the times. — Urd


Farewell, My Instructor

Farewell, My Instructor is started by the Shugo merchant Baba and turned in to Varron, recommended for level 45. Baba rushes to the Assembly after hearing you plan to leave Altgard. The other merchants, whom you trained in combat, set off to find a farewell gift and have since vanished near some ruins rumoured to hold Destruction Archon treasure.

Baba
Baba. Image: NC

A number of guild members are unaccounted for, nyerk! — Baba

Talk to Baba, who tells you where the ruins are and asks you to bring the merchants back safely.
Search the Mysterious Ruins for the absent Quai merchants.
The note points to a little house beside the Impetusium; make your way there.
Talk to Baba.
Make your way to the little house, where the merchants are waiting. Their supposed “disappearance” was staged to arrange a surprise send-off celebration for their instructor. Varron avoids crowds, so he remains outside to thank you face-to-face and bring the quest to a close.

Another Survivor

Another Survivor is given and turned in by Hallina, recommended for level 45. She has two separate reports of surviving Nornir and cannot reach both locations, so she asks you to check one of them at the Healing Spring.

Daevanion Crystal (Bound)
Daevanion Crystal (Bound). Image: NC

Word has reached me about a Nornir survivor. The trouble is, two separate reports came in at the same time. — Hallina

Go to Maya at the Healing Spring, where a Nornir has collapsed while crawling toward the water.
Interact with the fallen Maya to carry her.
Set her down on the Blanket near the Healing Spring.
Contact Hallina via Selvis to report Maya’s condition. She tells you to brew a restorative from local ingredients.
Defeat 15 Purifying Forest Magic Gravi to gather Gravi leaves, then collect Spring Water from the Healing Spring.
Use the Firepit Cooking Station to boil the leaves into a Vitality Draught.
Feed the Vitality Draught to the fallen Maya.
Talk to Maya once she wakes. She still feels dizzy, so Hallina takes her to a real healer at the Assembly and the quest completes.

Clearing all five rounds out the Nornir Assembly’s regional questline on the Asmodian side, leaving you with the full set of titles and the stacked Kina, Wisdom Stones and Daevanion Crystals from each.

Unlock levels and Altgard travel reference

The recommended levels of 30 and 45 are combat guidelines, not entry requirements. The three level 30 quests all unlock at level 10, so you can accept them well before you reach the suggested range.

QuestUnlock levelRecommended levelTracked steps
Hugo Mercenaries: Deep Shadow10306
An Invitation to the Past: Part 110306
An Invitation to the Past: Part 210301

Part 2 shows a single tracked step, entering the second stage, so most of its length is the roleplay itself. Only Part 1 and Part 2 give the Statue and title combination of Stuntman and Surprise Cameo, and both are handed in to Hallina, so there is no need to travel elsewhere between acts.

Altgard as a whole has 61 teleport statues, 15 rifts and 2 monoliths. These cut down the travel between the Nornir Assembly, Safe Haven and the ruins where the later quests send you. The region also holds 59 hidden cubes and 85 dungeon entrances, which makes it a convenient place to pick up extra progress while you wait for the level 45 quests to come into range.