073 - Missions 3

Missions:

Vital Lotus

Faction: ? | Difficulty: NOBLE
Threat: 4/10 | Conflict: 2/10 | Reward: 4/10

In your travels or maybe simply your daily routine, you cross paths with a traveling witch. Circumstance will be such that she'll let slip that she's searching for the Flower of Life. Typical witchdom antics, not much to dwell on. You'll happen see her 3 months later with a missing arm and a half mask covering her scarred left side and significantly less spirit in her remaining eye. Compelled to inquire, you'd learn that she's the only surviving member of a band of adventurers that found the flower, but were intercepted by a cult of hespatian necromancers that burned the field and fled with the last 6 that may ever exist. Are you up to tracking them down?

Notes:

You could instead opt to join the Necromancers, who sought to burn the Flowers of Life to prevent the spread of Lifeweaving. Lifeweaving will be barred from your timeline with few practitioners in the world, and in her failure and having lead to the destruction of

the grove of flowers, Liena will take her own life
Actual reward for this path? Well, if you're a hespatian you might dominate the necromancers, and take control of their Family, becoming your grunts.


Distress Beacon

Faction: ? | Difficulty: NOBLE
Threat: 3/10 | Conflict: 0/10 | Reward: 4/10

Requires Lunabella, Alphazon, ORC, HexVPN, OR Battleship. In short, some means to recieve space coms personally or as a mission from a higher up who recieved it. At some point in time sensors, tech or magical, pick up on an unknown object streaking through the solar system from beyond the oort cloud heading through on a trajectory straight to the sun. A Ghost or HexNet (or both) broadcast is repeating a distress signal on repeat requesting help in a quickly deciphered strange language spoken in a feminine voice. To the point, a space ship is on collision course with the sun and being pursued by a space kraken, naturally you'll need to step in.

Notes:

The space witch has been on a 60y journey from her home star on a vessel built with early space age equivalent tech improved upon with magic.

The interiors are however, quite spacious due to spacial warping and dominion class magic providing gravity. It's more like a yacht inside.


Familiar Trouble

Faction: ? | Difficulty: NOBLE
Threat: 0/10 | Conflict: 0/10 | Reward: 2/10

For whatever reason, business or interests have taken you to Alfheimr, the faewild. While there you run into a chance encounter with an abnormally fluffy corgi-inu that tries to get your attention with a particular spark of intellect in its eyes. Occasionally growling in the direction it tries to lead you before returning to being adorable. It will lead you through a series of minor trials, nothing for a witch such as yourself, and end with an encounter with a large beast. In the vicinity of the beast you'll find the dead body of a witch of a type that has a death cheat that requires a bit of care to make sure it works successfully, such as a draviri egg.

Notes:

There's an obvious bad route where you do not save the dead witch, leaving the corgi-inu to fade, or destroying the witch's means of cheating death or making it implausible, in which case the corgi-inu dies. Or a worse path may involve abducting the vulnerable witch.


Halloween Town

Faction: ? | Difficulty: HEROIC
Threat: 6/10 | Conflict: 6/10 | Reward: 4/10

Requires Special Delivery. Halloween Town is a semi-secret location in its own realm, where it is halloween every day with a Novelty enchantment ensuring that anything you see for the first time here, will always feel as novel as that first time. Everyone is always in some manner of costume and everyone lives openly to celibrate their different races of witch, and non-witch supernaturals. However, your visit comes at an inopportune moment, as Halloween Town is under threat from the Skeleton King who recently usurped the Pumpkin King as owner of the private realm, and is subjecting the citizens to tyrannical laws via Covenant and Dominion magics.

Notes:

You could instead support the Skeleton King against the Pumpkin King. The Pumpkin King will have an assortment of pumpkin related magics comparable in power to a 15p companion.

With, if you don't mind the meta elements, a selection of six Pumpkin Boons for himself, tweaked in various ways as to not technically be the same boons, as the entities he pacted with in the past have finished their terms. As a reward, Skeleton will enslave Pumpkin to you with a slave crest, which may also change his sex if you prefer.


Space Tentacles

Faction: ? | Difficulty: HEROIC
Threat: 7/10 | Conflict: 0/10 | Reward: 8/10

Requires Distress Beacon. So you killed the space kraken and saved the strange witch. The dust was starting to settle and maybe you've had one or a few conversations with the witch calling herself Sara Star through her translator. She's often seen working on repairing her ship, Red Betty, but no more than 1 week later you get the call. Those in the know have been watching the direction Sara came from, and it just paid off as we've noticed a fleet of entities entering the system from the same spot as Sara & her space tentacle friends. Sara's ship might be done in time to help towards the end, but for now a team of witches including yourself will intercept.

Notes:

You can take this as an Epic quest, in which case Outsiders will interfere & join the Tentacle faction. In return, gain Sara as a free companion mid quest to join as you'll get close quicker than in the other timeline.

The Outsiders will double the effective forces of the threat with an assortment of Monstrosity minions one Outsider will have Monstrosity 5. OR If an Outsider, you can join them yourself, gaining Sara by less nice means so to speak.


Arcadia Time Slip

Faction: ? | Difficulty: EPIC
Threat: 0/10 | Conflict: 10/10 | Reward: 10/10

The Arcadian Parks & Recreation board were toying with temporal distribution to figure out ways to adjust local time dilation within their environmental changes to the system which could have huge benefits to social and practical life in Arcadia. Problem is, a bit of code from those experiments somehow slipped into the live update and the result sent you and all your companions flying through spacetime. You were the closest to the proper timeline, so the P&R team was able to make contact with you and attribute you with an anchor pin allowing you to dive deeper to find each of your companions, stuck in various points in time.

Notes:

For each companion you possess, you'll enter an entirely new timeline that can be dramatically divergent from this one, even ones where magic may not exist at all.

Increase the reward by 2 RP for each Companion you have. When finished with the quest and you return to your time, each companion will be waiting for you, only having 1 minute intervals between when each reappeared, less than 30 min since you all vanished.

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