064 - Quests Intro

Quests Or "Plot Hooks"

Quests are specific events written into your fate and strongly predestined to occur but by no means are the only things you may end up doing. People used to seek out seers, sages, and prophets in order to get information on their quests, but these days it's pretty easy to use this same guided awakening ritual to get a better look at them, though not as detailed as some seers can get. Find an oracle if you want more information, else you'll just figure it out as you go along like most people.

Choose some quests! You can take a max of 5 folk quests, 4 noble, 2 heroic, and 1 epic. Faction quests for your own faction don't count for the limit, but you can also take a faction quest of factions you're on good terms with using your slots.

Each quest shows 3 stats. Threat is roughly how dangerous the quest is, the presence of hazards or enemies. Conflict is the severity of which it causes friction with other factions named in the description. Reward is how many reward points are given by the end, which can be used to buy relics you obtain as part of the quest, or can be spent 1 to 1 to acquire power from your power cap early, bypassing time and method of advancement, just not the cap. You can save points for larger relics.

Quests do not give specific "End States", being more of a hook or writing prompt, it's up to you to interpret and satisfy the quest with the means you have available. Writing at least a 100 word storybeat in how you approach it can add an additional reward point to the quest per 100 up to double. You can combine quests into "arcs" with combined RP and word count. You can spend RP mid "Arc", such as finding the shiny hat before facing the wolves or taking the bad guy's fancy stick.

Villain Route
The ❓ icon indicates a quest with a built in evil / villain route. If the ? is missing, the quest is by nature villainous. However, you can use any plot hook to write /imagine an evil angle regardless, so long as it still merits the Reward tier.


Cart Theory

Tier: FOLK ❓
Threat: 0/10 | Conflict: 0/10 | Reward: 0/10

There is no dire emergency. You are physically capable.

Do you accept your duty to return the cart to the pen / deposit, even though you gain nothing?

No one will punish you for not returning the shopping cart, no one will fine you, or kill you for not returning the shopping cart, you gain nothing by returning the shopping cart. You must return the shopping cart out of the goodness of your own heart. You must return the shopping cart because it is the right thing to do. Because it is correct and requires next to no effort.

Are you capable of self-governing?

Notes:


House Fire

Tier: FOLK ❓
Threat: 2/10 | Conflict: 0/10 | Reward: 2/10

The house of a non-witch or new low rank witch that you are on friendly terms with, or a relative of, will catch fire into a severe inferno, and you'll be in a position to respond, being within actionable distance and aware of the fire occuring after it kicks off. This fate will prioritize a home that you share with them sometimes, such as if you have roomates or a parents house you sometimes visit and have property stored. This factors any transportation and communication abilities or resources you possess, you could be in another dimension and recieve a bad feeling or HexVPN / GhostNet communications that warns you something is wrong.

Notes:

Evil Route:
They cover up evidence in general, it's not a faction issue.
If you're evil, you can instead be fated to cause a house fire that causes the death of someone close to a high status good character, or scarring of someone fully innocent and kind.


Domesticated

Tier: FOLK ❓
Threat: 0/10 | Conflict: 0/10 | Reward: 1/10

Fate will conspire to guarantee that at some point in your life you will have a window of clarity and peace, and situations aligned such that you have a guaranteed opportunity to have a healthy wholesome domestic life at some point, with a home, a partner, and a child that came into your life the old fashioned way or by chance. You'll have up to 20 years of peace, but the peace could begin to fade as early as 6 years in, at your discretion, depending on how much adventure you want to inject into the later years with the child and partner. Your circumstance will align such that you genuinely feel a sense of ease, relaxation, and nothing particularly rough will occur.

Notes:

Synergizes:
If you take House Fire, this synergizes- When your grace period ends, it is your own home that goes ablaze, giving an extra 2 Reward Points.

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