This board is for author-driven collaborative storytelling (i.e., "Quests"). In a quest there is a single author who controls the plot of the story and who drives the creative process. They can choose to take suggestions from other posters, or not, at their sole discretion. Quests can be text-based, image-based, or a combination of the two. Drawfaggotry is strongly encouraged!
To facilitate the author-driven nature of quests, /qst/ differs significantly from other boards in that the OP of a thread is considered the quest's author, and has some basic text formatting abilities: <span class="mu-s">, <span class="mu-i">, and color tags <span class="mu-r">, <span class="mu-g">, and <span class="mu-b">. Therefore, only those people willing to put in the effort to be a quest author should post threads. If you do not intend to run a collaborative story, do not post a thread here! This includes meta-threads.
Dice rolling follows /tg/'s format (e.g., "dice+2d6" in the options field (without quotes) rolls 2d6).
Anyone can post images. Anyone can use painter. Anyone can use dice & spoilers. Only OP can use text formatting. 3000 character limit. 750 bump limit. Decreased post timer to match /tg/ (30 seconds for text, 60 seconds for an image reply). Automatic permasage after 72 hours. Thread specific user IDs. Max threads per IP is 5. Standard 7 day internal archive.</span></span></span></span></span>
For many eons, magicka has been a practiced and honored tradition. Considered a gift from the gods themselves, only those born within special bloodlines, or lucky enough to have traces of it in their blood can wield it's magnificence. With such power of course, comes authority. Mages of all kinds are heavily regulated by the Archon's, a prestigious class of Magi whom have not only mastered their craft, but have earned their seat through fantastical feats not previously known to be possible. The Archons operate and govern the Pillar of Magi. An incredibly tall tower, with a fortress like structure built around it's base.
It's here where many wildlings, noble blooded families, and all in between find housing to practice their craft and channel their mana. Though the area this huge fortress covers is not strictly for schooling purposes, it's basically it's own governed landmass. There are many others that mirror the Pillar itself, but none come close to it's size, population, or prestige.
Now our eyes fall upon you, someone that perhaps not even the Archon of Time could have foreseen coming. Just who are you, who comes to this sacred settlement?
>Tell us your name
>I am a wildling. Born from a tribe composed mostly of those born without the gift, however, I was an exception. My parents brought me here as an infant, hoping for me to receive a better life.
>I am from one of the many noble families, my parents, and closest relatives have helped me hone my abilities here and there. I was sent here to further my education, and to uphold my family name by becoming an Archon.
>I come from a house with no prestigious name. Some of my relatives were born with the gift, none are, or have ever been exceptional with their abilities. I am here for the opportunity to stand out from them.
This board is for author-driven collaborative storytelling (i.e., "Quests"). In a quest there is a single author who controls the plot of the story and who drives the creative process. They can choose to take suggestions from other posters, or not, at their sole discretion. Quests can be text-based, image-based, or a combination of the two. Drawfaggotry is strongly encouraged!
To facilitate the author-driven nature of quests, /qst/ differs significantly from other boards in that the OP of a thread is considered the quest's author, and has some basic text formatting abilities: [b:lit], [i:lit], and color tags [red], [green], and [blue]. Therefore, only those people willing to put in the effort to be a quest author should post threads. If you do not intend to run a collaborative story, do not post a thread here! This includes meta-threads.
Dice rolling follows /tg/'s format (e.g., "dice+2d6" without the quotes in the options field rolls 2d6).
"You're not the first to come here. You won't be the last to disappear without a name or bones." There is a hole in the world made of dust and blood. You came to the entrance. By choice? By desperation? It doesn't matter. Everything you were is behind you. Here, what matters is what you can bear to lose.
Choose the one who will carry the burden of descending.
>Lars, the Bear "The skin is human. The roar is not." No one knows where he came from — only that he descended from the mountains covered in scars and silence. He walks naked, immune to the cold. He fights with his bare fists and sleeps curled up. They say he is possessed. They say he is an animal dreaming it’s a man. Lars corrects no one. >Skill: Grappling — Lars relies solely on brute strength and his own fists, scornful of weapons and armor. This unlocks grappling maneuvers, such as clinching, throws, and takedowns.
>Nature: >Brave: Lars is tolerant of pain and difficult to frighten or intimidate; however, he believes himself to be immortal. or >Integrity: Lars is tolerant of pain and difficult to frighten or intimidate; however, he pursues the right thing and does his best to get others to do so as well.
>Motivation: During the night, demons climb the mountain to tear people apart. Now, as the nights grow longer, Lars hunts for the solution within Belarmino’s brutal lair... or perhaps he intends to devour him. >Hal, the Hare "She saw. No one else saw. She fled. No one else fled." One day, someone loved her. A mage. A monster. He used her as a test subject for a spell that required forcefully opening the mind. After barely escaping the ordeal, Hal exiled herself indefinitely, fleeing from the aftermath of the spell. >Skill: Cowardice — Hal can attempt to flee without using an action once per encounter, with an increased chance to escape traps and deadly encounters. Allies, however, will be left behind.
>Nature: Null Presence — She reduces the chance of random encounters when alone. Incapable of creating bonds, though.
>Motivation: To escape from her pursuer and seek liberation and spiritual asylum from a holy man. >Anika, the Rosebed "She was laughing when she was born — a satanic omen." Born of a dead mother and a ray of light, Anika carries the gift of healing the living with light. The dungeon will try to corrupt her. Good luck with that. >Skill: Miracle — Heals allies. However, doing so lights her up like a Christmas tree to supernatural entities. Some can be dangerous.
>Nature: Purity — She won’t cause harm to living beings and is resilient against corruption and possession.
>Motivation: Belarmino seeks her as an offering. She descends into the dungeon not to fight… but to try to save him from what he has become.
In the year 1987, crime and corruption in America is an epidemic. Drugs and guns flow into the country from everywhere in the world, and the gateway to it all is the coastal paradise, Heat City. This is a place of shining high-rises and shadowed alleys, sunsets and smog, neon and blood, ruled by ambition and greed and power. Here in Heat City, you can get whatever you want -- if you can pay the price.
The only things you were given in life were the visions the Dark Gods bestowed upon you. You felt their voices through your mind, to your very bones. To become their cleric—ha! Was there any other choice in life? You joined the throngs fleeing the Galgen Empire, preached to them about the Three Who Were Once Four. You fought tooth and nail, first for survival, then alongside fellow worshippers in formation.
Your brothers and sisters in the southern wastes welcomed you to the League of the Valknar. A people dedicated to the Dark Gods. You took your place as a cleric, proving in combat and in faith that you were worthy. You ARE worthy. You will prove it by magic, by sermon, and by the blood of your enemies.
~-~
The Tyrian Desert sun greets you as you step out of your manor. The air came bearing sand on the wind, bouncing harmlessly off your red cloak and crimson scales. You let the elements wash over you. You never realized how sluggish the northern climes of Galgen made you feel until you journeyed this far south. Your mouth twitches in a smile. From refugee rags to wearing cleric robes. From terrified hatchling to warrior-priest.
But becoming Lord of Tyrport was something you did not expect. A new frontier town in the war against the damnable Galgenites. A settlement once neutral - but when the imperials took hold, the League couldn’t ignore the port. The Valknarri swept down on the town. Those Galgenites captured in the battle were already sacrificed to the Valknar.
It was your first day as the lord - you had arrived last night. The town was repairing and getting ready for their new lord.
“Good morning, my lord,” a familiar voice spoke to your side. You look down, as most times you do, at the tiefling hellknight. Elkaza was not short, you simply stood over most at eight feet tall. Her ebony armor gleaned in the sun. “How was your first night in Tyrport?”
”The bed was ostentatious and much too soft. Like a mattress you’d find in a brothel.”
She gave you a knowing look.
“An, uh, upscale brothel. All silk and lavish,” you wring your hands. “I’m still used to my cot back in the Grand Keep of the Three.”
Elkaza could not hold back her chuckle. “You’re so peculiar, Rhogar. Did you at least sleep well?” You shook your head, and before she could reply, another figure entered the manor courtyard. He was followed by an entourage. Your guardsmen around the yard stood at the ready. Bearing no hostility, you wave the guards to let them in.
Your name is Fido Ballthrow... and your life is extremely complicated. In three days, you, and everything you know and love will be destroyed, and if you do not kill some random rich guy (who for some reason wants you dead), the entire world will be plunged into eternal suffering and damnation. Well, at least that's what you think, anyway. In the days that have passed so far you have found a (very scary) girlfriend, got your best friend shot, and “reconnected” with your family. Now it's time for you to reconnect with another part of your past... your friends! You peek through the window of the house in front of you. You can hear people talking from the inside, some of the voices you recognize. You sigh, build up the courage, and then knock. After a few moments, the door opens, and you're face-to-face... with HIM. "Oh... my... God..." he says, his mouth agape, but soon his expression changes into one that is disgustingly cheerful, "Fibro! Welcome, man! How the heck is it going?! It's so great to finally meet you!" He walks up, noticing the bandages around your head. "Oh, yeah! Alice told me about that... great kid! Maybe you'll have a sick scar or something!" You really do hate this guy. He opens his arms as if expecting a hug. What do you do?
DAYS: 3 DAY TIMER: 15:19:00
>Punch him >Hug him >Pat him on the shoulder >Stare at him >Ask him where Lily is >Ask him where Felino is >Ask him where Alice is >Ask him how he's doing >Something else
For generations, the Kingdom of Lindan has been under siege by an otherworldly threat, that of demons. Hailing from a barbarous and unusual land and with skills that defy all magic, science, and logic, known as Cheat Skills, these Strangers all have the capability of bringing on the end of all times if they use their talents improperly. As such, an organization was formed, known as the Inquisition, to combat these hellspawn and send them back from the depth they’ve come from…
Though in more recent news you, Lorina de Lindan, the first princess and third heir to the throne of Lindan who has just been promoted. You are now an Inquisitor for the duration of your current mission proving the “innocence” of the only five noble estates not attacked during the recent Stranger insurrection on the capital. Oh, and those estates all belong to some of the most powerful noble houses in the kingdom, with heirs that all despise you. Good luck with that! You feel like you’ll need it.
A drone, one of numerous multitudes, hovers over your core unleashing a steady, tiny, but powerful stream that cuts through your hull, trying to undo the haphazard repair work carried out centuries ago.
Another buzzes to the side, installing a newly manufactured camera to give you better oversight of the chamber.
More and more of your <span class="mu-i">sight</span> is restored, every single wiring replaced, every connection restored gives you more and more of a bearing about your surroundings. Having spent years relying on but your primary core camera or the various drones and robots you control, witnessing your surroundings via what could be considered to be entirely you. The overall process is a swift one and not that difficult, though frustratingly, much of your full hull is cut off and most likely scattered around the forge-temples. Regardless, in but a few days of intense and precise work, you have once again restored full <span class="mu-i">feeling</span> of the section you are in. No more faulty wiring to bother your endeavours, nor any blind spots that you have to worry about. When it comes to the damage, it had not been as bad as you feared, with there being a few holes and cracks here and there. The area housing your core had been deep within your own hull, as such the damage had been limited. As for your other hull parts, now that is a question you are curios to learnt the answer to. Though most likely those areas would have suffered far more extensive damage.
All the while you were conducting this simple, but important work, you had put your void assets to good use. Your logistics subsystem had been working overtime, getting all of the raw materials needed to get your voidyard up and running non-stop while it produces hundreds of mining vessels. Large, a kilometre and a half long ship with a wide midship is meant to devour entire asteroids by itself and to process the important materials while discarding any other remnants that would be deemed not worth the effort to process. Each of these ships would possess two hundred mining drones and two dozen exploration drones. These can be rebuilt by the mining vessel which possess on board manufacturing capabilities as well as refining ability. Other than that, the mining ships, specifically the <span class="mu-i">Falun-class</span> mining vessel, possess thick armour plates, similar to those of the Imperium’s, meant to take asteroid hits more than anything. As for armaments the Falun has, two dozen mining laser turrets meant to cut out chunks from larger asteroids for easier processing. These can be turned against opponents if it calls for it, but their effectiveness drops off at greater distances, so while posing a threat, the mining vessel is not meant for outright combat.