Errands
Dvergr in the ruins hand out daily errands. Earn marks, chests, 35 named uniques and standing with each biome. MMO-shaped play on top of the sandbox.Errands

The abandoned houses were always the most interesting thing in the Meadows. Now they're worth walking into.
Dvergr have taken shelter in the ruins of every biome. Each has a name, a grudge, and work for you.
Walk into an abandoned house in the Meadows and Alvíss is sitting in it. He offers one errand a day — kill ten deer, bring him thirty flint, craft forty arrows — and pays in Dvergr Marks and a chest when you come back. Chests hold materials, marks, and sometimes one of the biome's named weapons. Do enough for him and he opens his shelves. It's the structured, MMO-shaped loop on top of the sandbox: somewhere to go, someone to see, something to earn.
The dvergr
They appear inside vanilla ruins as the world generates — about one ruin in four, so a dozen or so per biome — and existing worlds get them in any zone you haven't visited yet. Each is his own man, named from the Völuspá's list of dwarves (Alvíss, Dvalinn, Nár, Frosti, Brokkr, Eikinskjaldi and sixty-odd more) and tinted to his biome: teal in the Meadows, violet in the Black Forest, olive in the Swamp, pale on the Mountain, ochre on the Plains, deeper violet in the Mistlands, red in the Ashlands.
E to talk. Hold E for his wares.
Errands
- One offer per dvergr per in-game day. Take it or leave it; it's gone tomorrow. Find three dvergr and you have three errands.
- Hold up to five. J opens your book; a tracker under the minimap shows progress.
- Three kinds: Kill (credited to everyone within 30 m of the body), Bring (he takes the goods when you hand in), Craft (counted at the bench).
- Hand in to any dvergr of that biome. Stars are the errand's tier — they set your standing gain, the marks, and the chest's level.
- In co-op, accepting an errand shares it with everyone nearby. Each of you tracks it, each hands in, each gets paid.
Rewards
- Dvergr Marks — silver. Haldor won't take them; the dvergr take nothing else.
- Chests — one per biome, level ★ to ★★★. Use one from your bag: materials, marks, a mead at ★★★, and an 8 / 15 / 30 % shot at one of the biome's three chest uniques. Chests favour uniques you haven't held yet.
- Uniques — 35 named items, five per biome: three from chests, two only the dvergr sells. They carry the names of the dvergr of legend — Brokkr, Dvalinn, Alvíss, Regin — whose work the ones in the ruins have been hoarding. Cloned from vanilla gear with a tint, a name, and one trick each: spirit on a bronze sword for the forest's dead, a torch that never burns out, a pick that digs harder, a cape that clears the mist, a knife with the backstab of a much later one. Passives show as a buff while equipped. None of them slows you down. Upgrade them at the Forge (Workbench for Meadows) for marks and the biome's metal.
Standing
Each biome's dvergr keeps his own account of you: 10 per star handed in.
| Standing | From | He sells |
|---|---|---|
| Outsider | 0 | his chest, for marks |
| Guest | 30 | biome materials, meads, the lesser vendor unique |
| Kin | 80 | the better vendor unique |
Vendor uniques are once per character.
Multiplayer
Needed on the server and every client. Errands, marks, standing and the book are per character; the dvergr are part of the world.
Config
Chance per ruin and which ruins per biome; the tint per biome; errands held, real-hours instead of in-game days, standing per star, party range; tracker position; journal key.
Console (with devcommands): errands_spawn puts a dvergr in front of you; errands_kit <biome|all> hands you every unique, chests and marks for testing; errands_locations lists your game's ruin names.
Support
If a dvergr made you laugh, you can buy me a coffee on Ko-fi. More games and mods at loxley.games.


