076 - Quests 6

Quests OR "Plot Hooks"

Seasons faction quests and a quick small general quest expansion


Want of a Blade

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

You will encounter a peasant girl while traveling Stackhold and stopping at an inn or tavern. A traditional protagonist personality. You'll be in a position to save her the next day when you hear from the barkeep that she uncharacteristically hasn't shown up to work all day, you may have noticed yourself. She practices with a training sword in a field outside town every day since she noticed she has some kind of magical ability, and is trying to manifest or "earn" or wake up a Season Blade, a symbol of status and undeniable evidence of being a magic user here. Her training was interrupted by a trio of ogres lured to her location with bait set by the local townlord.

Notes:


Edge of the World

Faction: Seasons | Difficulty: EPIC
Threat: 10/10 | Conflict: 2/10 | Reward: 10/10

Every now and then great monsters will emerge from the Endsea, who's depths and reaches are said to go on to infinity. These End-Beasts usually coincide with High Tide, when the Stackhold lowers or the Endsea rises enough to crest over the lower-rings, flooding the entire lower ring and much of the next. Sometimes, they grow so large and so bold as to scale the cliff themselves, often carving a path of destruction through the ring to the next cliff until stopped. One such End-Beast is about to crest the second cliff to the third ring, where civilization usually thrives with a sense of normalcy rarely facing such foes and lacking the magic power of higher rings.

Notes:


Tournament Arc

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

Every few years the magical world has an equivalent to the Olympics where the more public factions demonstrate or bid for promising new magical talent. Looks like you're predestined to participate in one in your future. It can take the form of an organized tiered structure, or it could be a Battle Royale, in either case you'll run into contestants ranging from considerably weaker than yourself to equal matches, to some who may be outright stronger than you requiring tactics or cooperation to take down. The arena is a specially harmonized Domain bubble allowing exterior observers while preventing magic and effects from escaping it, keeping viewers safe and recording every moment at any angle!

Notes:


Cat in a Big Tree

Faction: Independent | Difficulty: FOLK
Threat: 3/10 | Conflict: 3/10 | Reward: 2/10

Visiting a realm or Alfheimr, you encounter an old hag or faerie asking if you could save their pet cat that got stuck in a tree. While it's generally a bad idea to take quests from either, it's also equally a bad idea to refuse. So here you are. Looking for a cat. In a tree. A really fudgepicking huge tree. Somewhere in its branches is evidently a cat. The fae play tricks but they never directly lie. Well, depending on the type. The tree is home to a lot of megafauna of tree-dwelling varieties such as apes, many birds, snakes. Most only mildly magical. Most aren't going to be a concern even for a new witch. The bigger trick, is not falling.

Notes:


Bon Voyage

Faction: Independent | Difficulty: FOLK
Threat: 2/10 | Conflict: 1/10 | Reward: 4/10

You recieve an anonymous enchanted letter strongly recommending you accept a free invitation to a cruise ship experience. With due diligence you look into it and the company appears to have ties to the magical world. Once there, it's a true luxury experience nothing like a cheap Carnival ticket combining modern entertainments and taste with old-world sense of class, treated better than a royal at a holiday escape villa. It will become obvious sooner or later that every other guest is related to magic in some way- for some reason the masquerade is working to make every guest appear Neutral to each other. It seems... there may be 2 of every "Race" of witchdom?

Notes:


Mountain Retreat

Faction: Independent | Difficulty: FOLK
Threat: 2/10 | Conflict: 1/10 | Reward: 3/10

You recieve an anonymous enchanted letter strongly recommending you accept a free invitation to some kind of private mountain retreat. It's located in the Uintah Mountains (Rocky Mts) in a spot overlooking three separate private valleys. Countless butterflies fly in cresting waves from one valley to the next periodically. One valley is swooping meadows of brilliant flowers, another is a rocky series of step pools fed by springs and a waterfall flowing from the retreat above and its pools. The last is a winter wonderland with a large skating pond, ice-trees, and ski slopes. The retreat is ultraluxury but homey, built with logs as thick as 9 men stacked on shoulders.

Notes:


Explore Necropolis

Faction: Independent | Difficulty: NOBLE
Threat: 5/10 | Conflict: 5/10 | Reward: 4/10

Requires Necropolis. An extension to merely hunting the Lich within. You're tasked with actually "clearing" the rest of the Necropolis itself. Exploring, purging more undead, mapping landmarks, digging for anything else of interest. Find "Livestock" facilities where they kept and bred human resources in various different experimental conditions to determine quality and efficiency with scientific precision and simple curiosity. There may be an orphanage unaware of its surrounding conditions. There maybe an apparently lavish hotel until guests "check out". Simple factory farm-like conditions, pens, pits, slum-housing, the works.

Notes:


Lamplighter

Faction: Independent | Difficulty: NOBLE
Threat: 4/10 | Conflict: 4/10 | Reward: 4/10

There's a particular town somewhere, it may even be a place in rural Earth, there's a particular pocket that seems to have drawn alignment with Shadow somehow. Darker nights, deeper mists, intense unease. The town has a tradition of Lamplighting, little known that they're maintaining a spark of old folkloring magic with enchanted glass. Their town bridge which has maintained the more important and potent borderlamps for decades, has but gone missing. They require aid of a Witch who can relight the borderlamps before more children go missing. (Requires some method you can rationalize lighting the lamps to ward evil), and/or to find the witch.

Notes:


Fact Check

Faction: Independent | Difficulty: NOBLE
Threat: 2/10 | Conflict: 2/10 | Reward: 6/10

Requires some known method of Time Travel, or completion of Time Slip. Either to resolve an argument among peers or as part of an official investigation, you are tasked to guide three curious researchers through the past. They must survive. You pick Three historical events to go back in time and witness. Whatever the method, the timeline can't actually be altered. One "Fact Check" must confirm a traditionally accepted event. One must be inverted from the accepted truth, and one you must completely make up into a wild alternative take that can borrow from 'real' conspiracy theories but is ultimately your own idea.

Notes:
To be clear you can use this to alter the background of the setting in ways that wouldn't effect the public perception. You can make Bigfoot real, but no more real than it could theoretically be in real life somehow evading clear detection. Things like that.


Goose on the Loose

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

A wild Goose appears! A goose hydro, an apex variant of a goose wyrm. Don't get me started on the goose spiders. Some witch out there is a sadist with a thing for or against geese. The Hydroose has advanced regeneration translating consumed biomass to 20x that in healing factor replacing entire heads and necks in under 2 seconds from total decapitation- growing an entire second head in the process. Each head can project a stream of pressurized water, and has an extremely aggressive necrotizing bacteria in its bite, and the saliva mixed in with its water streams. Which also unfortunately makes its meat unfit for consumption without some processing.

Notes:


Kraken Attack

Faction: Independent | Difficulty: HEROIC
Threat: 7/10 | Conflict: 6/10 | Reward: 7/10

Requires Bon Voyage. The ship sails into strange water of what you'd know or imagine are unnatural hues and odd weather patterns. You overhear or say it yourself: "It's the Sea of Monsters". Not long after, the cruise is interrupted by a terrible attack via Kraken. A single surprise strike of a tentacle crushes the spine of the cruise ship begining the process of capsizing it, it weren't for the Kraken itself wrapping around it to keep it aloft longer as it causes chaos and hysteria. The kraken uses water to its advantage: its body never emerging but bodies are grabbed and drawn to its depths. Metamorphosis's Kraken plus effects of Mood Weather & Energize.

Notes:


Butterfly Scales

Faction: Independent | Difficulty: HEROIC
Threat: 8/10 | Conflict: 6/10 | Reward: 7/10

Requires Mountain Retreat. The one that sent the invitation, the owner and financer of this retreat is a secretive sort, but as you sleep in the resort you experience strange dreams- else visions in trance now and then- wherein you are tested. A great dragon dwells beneath the resort, and it wants to die, but it cannot succumb to anything but true defeat in honest battle. It will embolden you, scold your mistakes, give you advice and as as much warning as it can without betraying the vows that bind it. Expect it's FIRST stage to be equal to Metamorphosis -- an R4 Witch. 5x Meta +R4. 4x Meta +R5. Then 3x Meta +R6.

Notes:


Nature's Wrath

Faction: Independent | Difficulty: EPIC
Threat: 9/10 | Conflict: 4/10 | Reward: 8/10

Some town, anywhere but Earth, that you spend some time in and got to know its people at some point has something in the air. Some sense of finality like it's holding its breath while trying to live normally. They aren't supposed to tell anyone, but the town is under a curse building power until ready to erase it from the map. None of its original inhabitants or their descendants are allowed to leave, and now neither are you since you found out on your own one way or another. The town will be subject to a Tornadocane, Meteor Strike, Volcano, and a Tsunami before the week is out since learning of its fate, the curse finally complete with the 10,000th soul in on it.

Notes:


A Dark Future

Faction: Independent | Difficulty: EPIC
Threat: 9/10 | Conflict: 5/10 | Reward: 7/10

Requires Fact Check. Playing with space time can cause some wild effects at times, even if the Timeline will remain stable, you can at times birth new timelines separate from your hometime. Your excursion to the past has been rerouted, to the future. Make up Three timelines: Take a mainstream traditionally accepted "Bad Fate", like Climate Change, and dial it up even worse than the claims just really everything goes wrong, throw in some nuclear war. In another, look for things that aren't likely, such as meteor comet impacts, supervolcanos, a solar micronova, pole shift / crust rotation. And third: A MAGICAL end of the world scenario. Hellgates for example, Faewild Wildbloom, Outsider Incursion... Oh, wait, it's ALL the above!

Notes:


Forbidden Island

Faction: Independent | Difficulty: EPIC
Threat: 10/10 | Conflict: 9/10 | Reward: 10/10

Requires Kraken Attack. The ship is lost, sending all guests & staff adrift on liferafts and flotsam. However many survived the Kraken and the Sea is up to you and your efforts, this quest only works if you have cause to stick with them for whatever reason, but you and some or all the survivors will find momentary reprieve in the form of a great Island with a foreboding aura. The moment you notice it you also feel a severance deep within. Magic has vanished, and you must survive. Combine all choices & defaults from Island Survival, Gil Island, and Nemeots Island CYOAs. From this CYOA, you may keep only physical racial traits and one or two companions.

Notes:

This quest is considered complete once you survive for 100 years- only 3 months passing outside the Sea of Monsters, OR you conquer every Threat on the island. As reward for survival, you keep all purchases.
Your methods of resurrection will still function unless it'd place you outside of the island. The island deflects any attempt to escape it before victory is met.

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