Warning: In the section dedicated to descriptions of the quests we described only those more complicated ones that have their name written in the journal. From time to time you can find simple bring/give back/speak quests that doesn't require any description (these types of quests are marked in the journal as "miscellaneous").
Where to start the quest: Right after passing through the gate.
The road to the city is rather safe - you only have to face weak enemies.
The first main storyline quest is simple. You have to reach the titular Bruma. Go down the path and soon you will be ambushed by a few wolves. Defeat the enemies and continue your walk. Shortly after that you will pass by a village, Snowstone Rest. When you continue walking down the road you can find another wolves and a few steps later you can come across a destroyed caravan. You will be attacked by two bandits - watch out, one of them uses magic.
Continue walking down the road - you will come across another bandits but they shouldn't be any threat to you. Soon, you will reach a fork - go right and up if you want to stay on the road that leads to Bruma. You only need to walk a little bit longer and soon your mission will end. You are now in the big city of Bruma.
It is now a good time to write a little bit about the construction of this modification and available quests. In this mod there is no "main" storyline. Instead of that there is a series of complex quests that are located in various places in this area. You must explore the area, speak with characters and your journal will quickly get filled with new entries and quests. In this guide you can find a detailed description of available quests.
Go forward and soon you will reach Castle Bruma Great Hall - enter inside. A guards' captain, standing near the entrance, will offer you Absent Antiquity side quest. This is the first of the more complex quests in the game. The man will tell you about his worries - his artifacts were stolen.