Initiate Tasks
Difficulty: Depends on the task
Level Restriction: 180+,
Timer: 3 Days
Can be Solo'd? Yes
Rewards: 4 Society Coins, 10 Commendation Ribbons
Now that you have joined a faction, it's time to advance through the ranks. At the initiate level, you will only be able to perform the most remedial of tasks, but you do want to contribute something to your society, right?
All of your society's quest givers stand together in clusters based on your society rank, so talk to all of the NPCs until you start getting favorable responses.
Graveyard Tasks
Quest 1: Shambling Archivist. The easiest task to do in the Graveyard is to dispatch the Shambling Archivist. The Archivist is an undead who spawns day and night right near the recall bunker. He is a spellcaster only and frequently bugs, so you shouldn't have much trouble defeating him. If you are a lower level character or a melee, it is far easier to eliminate this guy during the day. Debuff him and then use your undead slayer on him and he will go down pretty quickly. He can cast strong war spells if he doesn't bug first, so watch yourself. Once you defeat him, you can return to your stronghold for your reward.
Quest 2: Wight Blade Sorcerers. The ease or difficulty of this quest depends greatly on whether you are a ranged or melee character. Either way, head back to the Graveyard at night. You will need to dispatch 12 Wight Blade Sorcerers, who spawn in the northern reaches of the Graveyard in the crypt section, mostly. They have good magic defenses and are very strong spellcasters, so perching on the crypts and dodging their war spells is the way to go, to say nothing of avoiding the other monsters that live in that part of the Graveyard. Archers should use AR fire undead slayers and mages should stick to CS/CB fire undead slayers. Melees will have much more difficulty, not so much from the Wights but from their friends on the ground. Your best bet is to debuff them from a crypt and hope that they get it into their heads to run up to you and cast a ring spell. Once they run up, they will probably stay next to your crypt until you defeat them, which will usually cut down on the number of monsters you need to fight at one time. Regardless of how you do it as a melee, this isn't easy and you may die a couple times. Once you have dispatched 12 WBSes, head back to your stronghold.
Quest 3: Pyre Jaw Bones. You will need to kill Pyre Minions, Skeletons, or Champions in search of jaw bones (which look like Eater Jaws). Mages will find this quest particularly time consuming because of how resistant to magical damage the Pyre creatures are and how much health they have. Currently, the drop rate on jaws is something like 10% for Pyre Minions, 20% for Pyre Skeletons, and 40% for Pyre Champions, so it should not take you too long to find 8. You can attempt this quest during the day or night because all species of Pyres can drop jaws, but if you are a lower level character, I would suggest sticking to the daytime spawns. Once you have your 8 jawbones, return to your stronghold. Talk to the NPC rather than giving him your bones to complete the quest.
Dark Isle Tasks
Quest 4: Trick the Deep. This is by far the easiest task to complete. All you need to do is get yourself to Dark Isle and hand the Deep an item your society NPC gave you (a poisoned Remoran Fin). When you do, the Deep will send you on a scenic vacation - hope you bludge protected! After you land, head back to your stronghold for your reward.
Quest 5: Slay Vaeshok. From the DI lifestone, look for the far right hill on Dark Isle. You will want to scale that hill and look for a large rock structure. Inside is a small dungeon guarded by a lone Mukkir, several armored Sclavi, and Vaeshok, an undead Ruschk. Defeat him with fire undead slaying weapons. Melees, this will take you some time because he has solid melee D. Ranged types should have less of a problem, but make sure you dispel any cold vulns before you fight him. Once you have defeated him, return to your stronghold. Currently the Sclavi protectors are basically immune to non-magical damage, so melees especially will have trouble with this quest.
Promotion Suggestions
Since you only have access to these five quests as an Initiate, you don't have much choice with these initially. However, once you become an Adept, you can decide which quests are more useful than others. I would suggest that melees drop the Wight Blade Sorcerer kill task first because of the annoyance of fighting those guys up close and personally. Archers should probably drop Vaeshok first because of the annoying Sclavi. Mages should stop attemping the Pyre Jaw Bones because of their solid protection values. Even as a Knight or Lord, I would still suggest doing the Shambling Archivist and Trick the Deep tasks because of how quick they are.