Dragonwilds Side Quests Hub — Every Rewarding Detour in Ashenfall
Published 2026-09-20Updated 2026-09-219 min read
All side quests in RuneScape: Dragonwilds sorted by region — which detours pay in recipes, which pay in story, and which are pure RuneScape joy.
The main hunt gets the dragons, but the side quests are where Dragonwilds shows its RuneScape heart: ghost humour, goblin diplomacy, postmen on grim rounds and a shock number of genuinely good rewards. This hub sorts every side quest by region, flags the ones that pay in recipes and gear, and marks the detours worth your evening.

Why side quests are not optional
Three reasons the community treats the side slate as required content:
- Recipes and gear. Several side lines pay crafting recipes the main story assumes — skipping them means buying your own gear checks at triple price.
- Skill XP with a plot. Every side quest trains something — cooking, fishing, combat — with better pacing than free grinding.
- The writing. Dragonwilds' best jokes and best chills live in the detours. The main arc is epic; the side content is where the game has fun.
Brynmoor — the tutorial's afterparty
The south's side slate teaches systems with a wink:
- Restless Ghosts — the classic returns: a haunted chapel, a polite ghost, and one of the game's best early Prayer-adjacent rewards.
- Goblin Diplomacy — fashion consulting for goblins, a beloved RuneScape gag rebuilt for Dragonwilds; pays out early gear and a recipe.
- Cook's Assistant — the saga's first-ever quest, reborn: help the cook, learn the Cooking Range, bank a food recipe for the road.
- Growing Pains and Shrimp Catcher — the 1.0-era secondary tutorials for Farming and Fishing; do them when those skills arrive and never think about grinding either again.
Ghornfell — the northern odd jobs
The wilds' side content is heavier, stranger and better paid:
- Granite Mauled — quarry trouble of the oversized kind; a combat-flavored payout.
- Heartstrings — the swamp's alchemical romance; crafting rewards with bite.
- Dog Days — exactly the breather the region needs; a good boy is involved.
- A Room With A Garou — the lion-folk's side of the story; lore-rich and generous.
- Animal Magnetism — the classic returns with a mechanical twist; one of the mid-game's better recipes.
- A Melody Remembered — music, memory and the swamp's ghosts; bring fire enchantments.
- Highlighting the Problem — the highlands' storm-chaser errand; pairs with the Chaktan Kara vault run.
Fellhollow — the grim and the generous
The far north's detours are the game's writing showcase:
- Even More Restless Ghosts — the sequel to your first haunting; the dead of Fellhollow are needier and funnier.
- The Wild Hunt — the region's signature combat detour; ride or be ridden.
- Seeking Salvation — a redemption errand through the Emberwood; rewards that justify the walk.
- Things That Go Boom In The Night — the doctor's neighborhood, at its most explosive.
- Doric's Quest — the dwarf's own story, finally; bring tools.
- Letters for the Dead — Postie Pete delivers to Fellhollow's departed; the community's favorite side line and a genuine tear-jerker with a functional reward.
- What Remains is Written — the keep's archives and the story between the lines.
Dowdun Reach — the delve's secrets
The mountain's side slate pairs with its fortress quest:
- Mirror, Mirror — the Library's enchanted mirrors and a puzzle-lover's payday; one of the best pure-reward detours in the game.
- Biohazard — the alchemy line reaches the delve; chemical rewards and a serious recipe.
- Wanted! — the Order's paperwork catches up with you; combat-flavored and quick.
Umbral Sands — desert business
- Contact! — the oasis settlement's politics; trade rewards and a warm introduction to the region.
- Mapping The Sands I and II — the desert's charting tours; the perfect guided first visit and honest pay.
- What's Theirs is Mine! — pyramid-adjacent treasure trouble; bring the anti-dragon shield.
- Icthlarin's Little Helper — the desert god's business in the pyramid shadows; the region's flagship detour and a story highlight.
The Scorned Wilderness and beyond
Past the desert lies the Scorned Wilderness, home of Regicide — the primary quest that carries the campaign's sharpest political twist. Treat it as main-line content; the wilderness is not a weekend destination.
A suggested side-quest itinerary
- Week one (Brynmoor): Restless Ghosts → Goblin Diplomacy → Cook's Assistant before leaving for the north.
- Mid-game (Ghornfell): batch the swamp lines — Heartstrings, Dog Days, A Room With A Garou — around the region's vault runs.
- Fellhollow night: Letters for the Dead with the sound up; Even More Restless Ghosts immediately after, for balance.
- Delve day: Mirror, Mirror between fortress phases; Biohazard on the way out.
- Desert finale: Mapping The Sands I first, always — the second map assumes the first.
Frequently asked questions
Do side quests expire? No — every side line waits indefinitely. The only cost of skipping is recipes you'll miss until you circle back.
Which side quest pays the best single reward? Community consensus: Mirror, Mirror for pure gear value, Letters for the Dead for everything else.
Are side quests solo-friendly? All of them. The slate is tuned for solo pacing; groups just finish faster.