For generations, the Kingdom of Lindan has been under siege by an otherworldly threat. One that with naught but a wave of the hand can level entire cities. Demons from Earth plague the land and wreak havoc wherever they go. They hail from a barbarous and most unusual land and possess skills that defy all magic, science, and logic. Known as Cheat Skills, these abilities let the Strangers from Earth gain extraordinary power without any effort. As such, each and every one of these Strangers has the capability to bring on the end of all times should they desire. Yet, despite the insurmountable threat the Strangers possess, the Goddess’ Inquisition has sent these beasts back each and every time. A thankless job that has seen these heroes who exist above the law become more reviled than praised, but a job that is nonetheless required for the future existence of Lindan.
You are one of these Inquisitors. Well, kind of. You are Lorina de Lindan, third to the throne of Lindan and the Imperial Princess, and you are most well-known for being dumped in such a scandal that you were all but ejected from the Royal Mageknight Academy. There was an honor duel involved and everything. It was very serious. Because of all that, you’ve found yourself skulking in the basement of the best friend to the adulterous foreign prince who hated you so. It’s a long story.
Another winter ice has broken through the fjords of northern Falheim and those who still call themselves loyal - to you, your father’s name, and to the blood in your family’s veins - look to you for direction. Spring has always been a hopeful time for your people and as the snows halt and the waters’ icy surfaces begin to crack and melt into pristine flows, the clan is eager to rebuild.
This winter has been a particularly harsh one and to think on it is to mourn.
Gone with the long winter, how did your father, the previous elder of this small clan, pass away?
>> Valour - he was slain while raiding the lands of Earl Ufisson, a sworn enemy to your family-line
>> Ailments - his time had come, even if it felt too soon, and it was old age and sickness that finally took him from you
>> Betrayal - he was slain by his kin when your uncle, Aleifr, led a mutiny against the old man and seized control of his clan
>> Retirement - knowing full well the end awaited, your old man took to the mountains for pilgrimage, a sombre knowingness about him when he left, and was never seen again
After years of adventuring you amassed a vast fortune and decided to settle down in a tower to pursue your arcane research. Most of the magic from the golden age of wizardry is gone, but perhaps you can unveil some of it again, or even discover something entirely new!
In a universe where an ancient alien network connects the cosmos, Earth is caught in the spiderweb. You are a covert, clandestine force, operating in the shadows of the Stargate program: the NID. Misunderstood, mistrusted, and maligned, you are the last line of defense against alien threats. But time is running out. Hamstrung by bureaucratic red tape, internal leaks, and the maddening incompetence of a system that doesn’t grasp the stakes, you are racing against the clock to uncover a sinister Goa’uld plot threatening humanity’s total and final enslavement. Covert missions, high-stakes gambles, and moral dilemmas collide in Stargate: NID, a thrilling new series where the good guys don’t wear capes—they walk the shadows. Will you outsmart the enemy and the chair force before it’s too late? Tune in this summer to find out—Stargate: NID, ONLY on /qst/!
You are Xurzad, a minor demon of claw, flame, and cunning. When the Demon Lord consumed this world—draining its gods, sorcery, and hope—he left behind a few lesser demons to patrol the husk, you among them. Most were wretches and beasts. You, however, were... different.
You're taller. You carry a barbed whip, whose crack echoes across the ash-choked valleys. Your voice rolls like thunder, and your eyes burn with just enough hate to make the others bow their heads.
But you know the truth.
You're not that strong.
You rule this shattered region through fear. You've flayed rivals, crushed skulls, burned rebels. But always just enough. If they truly tested you—if they saw how easily you'd fall to a proper fight—it would be over.
The Demon Lord left you with a single order: "Seek magic that remains. If you find it, summon my wrath. But call me for nothing, and your soul will be mine to gnaw."
You can call once. No second chances. When the portal opens, it opens wide, and you better have something for the Demon Lord’s hunger to devour.
Now, something has changed.
Last night, a pulse ran through the stone bones of this land. Ancient wards flickered, dust swirled into forbidden symbols, and the wind howled like it remembered a name. The other demons whispered. You roared at them to silence. But deep down, you're shaken too.
Your great great grandfather was a wizard, once an adventurer then had a tower and everything. You dream of becoming a wizard too, you have the aptitude, but you lack the training. You discovered how to cause a random burst of magical energies every other time you try on average, the main problem is that it hurts you too. That's the full extent of your current magical powers.
You live in the village of Hetyon. This village has existed for over a thousand years and never grew too big, as the youth tends to go look for opportunity elsewhere - the land is good, but the village is nestled in a valley between two mountains, so there isn't much room to expand.
They call those mountains Twin Peaks, even though they aren't the same size. The one to the west is much taller and its top is shrouded in mist. In there, your ancestor once had his tower, but now only long looted ruins remain. The one to the east is home to a lone elderly frost giant who sometimes comes down to steal cattle but otherwise stay out of people's way. There are many caves winding through these mountains, and even some mining tunnels from two old copper and silver mines, long depleted, which sometimes attract monsters. The forests around the village have also been home to many kinds of creatures, but at least for the time being seem to be pacified, or at least the local poachers don't report anything out of the ordinary.
Your ancestor was the only person from this village who ever been a wizard in all of its history. When he retired, he built the tower, but his enemies assassinated him and eventually the tower fell into disrepair and was repeatedly looted. Unbeknownst to them, his son, born from a local barmaid, live on, and gave rise to a dynasty of men who always had "strange things" happen near them.
So far none has been brave enough to pursue this gift, but you're about to change that.
It is your sixteenth birthday and you're now an adult.
"Father," you say, in a tentative voice, "I am now old enough to choose my fate. I desire to pursue the ancient craft of grampa Archibald."
"Son, I wish I had this kind of courage when I was your age. I don't have much to spare, but have my dagger, it has saved my life many times. Fill up a sack with as much provisions as you can carry and head north, for it is said there are wizards there in the legends."
You thank your father for his parting gifts, and then you ponder what to do next.
> Go visit your ancestor's tower > Go find a companion > Depart promptly
The world is a vast featureless expanse! We must fill it!
I will declare the beginning and the end of each age, but in the meantime you are free to create whatever you want.
You start with 2d6 power. You can gain more power only after someone else has rolled to gain power, and only 1d6 at a time. You can spend your power according to this table.
Hello members of 4chan I have a quest for you something you can do to keep yourself busy during the summer I have left 5 notes in the city of Staten island 5 of those have puzzle for you to solve it is challenging and requires a friend of yours to help you in this journey and I shall post hints and updates on the search for the lost treasure