Domain changed to archive.palanq.win . Feb 14-25 still awaits import.

Threads by latest replies - Page 6

Totemist Quest: Another Land

ID:/vGhjOr3 No.6283490 View ViewReplyLast 50OriginalReport
No matter how much you tried, and try you did, you had never seen your teacher this serious, this focused and grim. Unless a call from the Greater Spirits came, which they did....not too rarely, but this was a different kind of feeling to her eyes you'd seen when those came. This was like your teacher, wise and learned as you knew her, was preparing for an End. An End that she could see but had spoken nothing of to any of the village or even you for that matter, which absolutely unsettled the Chief of course, as they were, by right, to be told of any impending danger and doom, by the claws of monster or hands of man.

Unless this was the work of Spirits.

The thought alone gives you a shiver.

Spirits, being of incredible power and strange variety, had never caused the village any trouble for so long that the idea of it was a small heresy to even imagine. No spirit sent a message without reason, never came to the village themselves, never even seemed to consider the village as anything but something far out of the way and you had the idea it was because the place was so awfully boring and routine. The way you saw it and how your teacher described, which you thought she was really good at since she told much cooler stories than that old stumbling Storyteller who peeked in on lessons with that scowl on his wrinkly face. You'd never say that out loud of course, but you hung onto your great teacher's every word as she spoke, and a part of you fears how quiet and focused your teacher is. How grim their eyes are and how her usual smile had been thinned to a line of pure concentration. You feared, perhaps, the pact she'd told you of at the begining of your lessons had been broken. Had the Greater Spirits called on your teacher to settle some debt the village had incurred? Has there been a breach in the pact so severe that only her head could satisfy them? Had the Greater Spir---

"Child", calls your teacher as she fastened the straps of her old and yet beloved travel pack. The thing has been around the study hanging from a hook for almost as long as you've been her pupil. You almost thought with how it was always there that it might be her first pupil but as silly as it is, it was always there as she taught you her lessons of communication with spirits and important rituals. "I need you to visit with the Elders, especially the Chief. I've written a good few things on a letter they must be given, a good few things they must know, how to do them, and the why of the matter. I need you to hand it to them and then go to the workshop, gather the Skygem before going inside, and then lock the door behind you. Do not open it for anything. Do not open it even if the chief himself comes slamming on it and ordering you to."
1681 posts and 74 images omitted

Beings of Creation -1: #1

ID:QEJJMxji No.6274311 View ViewReplyLast 50OriginalReport
> While every world travels slowly towards its end, yours has just begun its journey.
> For this world, the cycle of Gods and Men spins anew, on freshly birthed lands awash with life.
> You are a being of creation, a God, among the first divinities born not long after a world’s genesis. You possess innate knowledge and immense power, with which you may seize dominance and carve out a place for yourself in these savage, untamed wilds.

Welcome to a spinoff installation of Beings of Creation, a long-running tactical civ-style hexcrawl based on your imagination. You are a non-omniscient divine being of great power. You find yourself spontaneously brought into existence in a prehistoric, primeval world, untouched by Gods.
The rules are relatively simple, and may be picked up as you go, but the document below goes into detail. Most players are familiar veterans of the game, so don't be shy and feel free to ask questions.
https://docs.google.com/document/d/1eOyLUfkbgVFHjIPmNmcW9G2wQE7CZenv69m9yQF_aMY
https://discord.gg/PvWBE9xn

<span class="mu-r">Players may begin creating their gods with the format below. Following such, every update I make each player will get to take a turn. Let the birth of your gods begin...</span>

<span class="mu-b">Name:</span> <What name will your minions, and other Gods, refer to you as?>
<span class="mu-b">Description:</span> <What do you look like? Providing an image of inspiration for your God is preferred but optional.>
<span class="mu-b">Domains:</span> <The themes that dictate your God’s powers. You may have anywhere from 1-3 of these domains. The more domains you have, the less powerful each subsection may be.>
<span class="mu-b">Color:</span> <The preferred color of your hex on the map.>
<span class="mu-b">God Attributes:</span> <Choose one major attribute and two minor attributes from Affinity, Agility, Fortitude, Spirit, Strength, and Terraforming.>
<span class="mu-b">God Ability:</span> <A unique ability your God possesses, beyond even those of other Gods. Refer to the God Creation section of the rulebook if you want to learn more, but a basic idea suffices to start with.>
<span class="mu-b">Your Minions:</span> <The name of your minions’ species and their general description. Providing an image of inspiration for your Minions is preferred but optional.>
<span class="mu-b">Minion Attribute:</span> <Choose one attribute for your minions to receive a starting bonus in from Culture, Defense, Offense, and Population.>
<span class="mu-b">Minion Ability:</span> <Minions may begin with a single tech as a part of their physiology. I.e, bird minions having flight.>
<span class="mu-b">Starting Hex:</span> <If the game is using fog of war, state your preferred terrain to begin in. If the game does not use fog of war, you may choose any hex on the map to begin from. The Narrator may rule whether or not you may start within a given distance of other God’s starting locations.>

Access to your character sheets will be provided through discord. Please namefag in-thread.
May fortune favour you.
634 posts and 136 images omitted
!2gxW5JDLSc

Normal Cultivator Quest 11

!2gxW5JDLSc ID:wboYS7Xr No.6270154 View ViewReplyLast 50OriginalReport
A world where might makes right. A world of Jade and Gold, of Phoenix and Dragons, of Pills and Talismans, of Martial and Spiritual arts.
A world where diligent training yield strength, meaning freedom. A world where loneliness means death, meaning social chains.
A world still unfair, as the ones reaching the heavens are most likely born rich - be it political riches of the aristocrats, power of secret knowledges and hidden realms of clans, or lucky enough to be born one-in-a-thousand genius.

This was not the case of Quiet Word - that is, (You).
Your current skill level is on par with other genius of your age. But where they were graced with secret techniques and special care, you just had lucky encounters leveraged to the best and a knack for navigating social situations.

You own a trove of techniques and treasures for such a young cultivator - more than you can study efficiently, but your strength lies in the impressive amount of Bonded Spiritual Beasts - A Phoenix spirit, a Horse spirit, a Snake spirit and a Wolf spirit.
Speaking of that last one, you didn't told a world about him to anybody. As a scion of the Primordial Wolf spirit, its father warned you of its worth and how people could want to rip it away from you. Especially in such a ruthless and public environment than, say, a townwide cultivator tournament.
Previously mentionned worth comes from its ability to Fuse without restriction - fusion being a secret of the higher ranking of your sect, secret you have almost completely rediscovered on your own, and freely shared with your sect-siblings (but not your masters). Alright, the Primordial Wolf might have helped you on that "figuring it out by yourself" point.

Recently, you focused on one of your Growth-realm treasure, the Wandering World-Tree. Cementing your relationship with the gifted graft-specialist, you searched and provide a trove of grafts as well as learning about the elegant art of tea composition; learned a new mythical Meteor-Hammer technique and made great progress in your cultivation, getting ready to break through the current minor realm - despite your falling behind issues.
Right now, this is the eve of your fourth year with the Eastern Branch of the Tamers of Hundred Beasts. You chose to take on a rare opportunity : the <span class="mu-s">Stormwood</span> instead of breaking through, or helping chart the potential of a new crop of young lads.
644 posts and 27 images omitted

Wizard: Descent from the Tower

ID:1OotwBKQ No.6303994 View ViewReplyLast 50OriginalReport
You are a wizard of the Tower. You have come of age and are now considered a journeyman of your order. You must go out into the strange and alien outside world for the first time to learn from it, take from it, and give back what you will.

Wizardry is a vast collection of arts and disciplines that amount to more knowledge than any one man could learn in a lifetime. However, all are roads that join together into the singularly divine path of magic. Your time in the tower has started you down the path of three. Each of these pursuits represent a lifetime commitment and will never be abandoned or added onto. The Tower emphasizes singular mastery above varied mediocrity.

>Path of War: You can kill and defend yourself with magic. You wear magic armor and carry a mystical blade crafted by your own hand. Your dragon is similarly armed and armored, and has likewise been trained in the arts of war to serve as your flying war mount. Other disciplines can be bent to a more martial application when used in conjunction with this one.

>Path of the Healer: You can mend wounds and cure the sick and dying. You are versed in various methods protection against maligned powers. You know much of the secrets of herbs and animals. Your dragon is larger and healthier than others of his kind because of the beneficial powers you have surrounded him with since hatching him. He can share his life force with you when you're in need of it. Other disciplines can be bent towards a more constructive and beneficial end when used in conjunction with this one.

>Language of the Spirits: You know how to commune with the elements. You carry in some form a sample of True Earth, Fire, Water, and Air by which to work with the four pillars of creation. Other disciplines gain immense power when used in conjunction with this one.

>Necromancy: You commune with the souls, remains, and remnants of men and beasts that have since moved on from this world, yet still linger. Great wisdom and knowledge, as well as power can be learned from those that have come before. Threats by which no mortal power can overcome may be dealt with more directly when using this strange and darkest of arts. When used in conjunction with other magic deeper meaning, greater insights, and mysteries undreamed of by mortal man open up to you. Your dragon may take you to the borders of the afterlife, but not even he can move beyond them.

>cont.
60 posts and 4 images omitted
!9cL9Yj0zKI

Bayonet&Sorcery2

!9cL9Yj0zKI ID:ZjFpX7WJ No.6266549 View ViewReplyLast 50OriginalReport
1/4(?)

First Thread

https://suptg.thisisnotatrueending.com/qstarchive/2025/6231928/

Discord for updates.

https://discord.gg/wJeyQCXT

Dhav Charater Sheet;
Half Orc
Wizard Level 1
Str8(-1)
Dex12(+1)
Con13(+1)
Int15(+2)
Wis14(+2)
Cha10(+0)

Passive Perception; 12

DC 11

Dark Vision; 60 Ft

Items of note

Wizard Cloke of Comprehend language. +1 to magic related rolls, 1 charge of Comprehend Language per day.
Ring of Sparks; 1D5+1 damage lighting, guarantee hit. 1 charge per day.
Bar of Hersey chocolate.
Pack of Lucky Strike tobacco Cigarette (6/6)
Bottle of Beer brand American beer

Spells;
Cantrips.

Light
Mage Hand
Ray Of Frost (D20+5 to hit, 1D8+1 damage)

Level 1 spells (1 charge/day)

Detect Magic.

——————

We are among strange people in a strange land.

We encountered these strange people for the first time on an island they named ‘’Pinewood Island’’. A entire small island given over the ‘’Boy Scouts’’, an order dedicated to training young men into rangers of some sort.

Americans are universally human. A industrialist people of craftsmen, warriors, and sailors who are from a realm inhabited by solely humans. They seem to have some sort of hierarchy when it comes to the variants, or as they would say, ‘’races’’ of humans, as of writing this is only known from testimony of one of them. In short, pale skin humans seem to be regarded as higher than other variants while also being the majority, tho a notion not uniformly shared among their people. Their language is known as English, their flag is a 13 red and white striped flag with a blue box in the top-left corner with 48 white stars. Their culture seem to hold great importance to weapons, namely a common, but yet to be demonstrated weapon known as a ‘gun’.

Tho I have so far only encountered one faith of these people, Christians, who believe in a god I been calling Father of Jesus, a title I have adopted for the god due to he’s only apathet being God, Father, and Jesus being referred to as he’s only son. They also believe only their own god is real. They have made mentions of ‘freedom of religion’, this imply that their society must contain those who believe in someone other than Father of Jesus. Their symbology is that of a crucifix, sometimes bare- other times with this beloved ‘Jesus’ on it mid execution.

Their realm is known as ‘Earth’, the English word for dirt. Lincoln Island was simply a small segment of a much larger empire known as the United States of America. A empire led by an elected leader and who have elected leaders pass laws, on paper any adult can vote but there been mentioned of unofficial limits and laws on voting based on the hierarchy.
233 posts and 15 images omitted

WAYFISH WIZERDS WUNDERWURM

ID:L1VgVZDa No.6305420 View ViewReplyOriginalReport
One day, you suddenly find yourself groggily waking up in a WAYFISH world of WIZERDS that live under the eyes of the WUNDERWURM. Seems like a cozy room... Maybe a bit too cozy.
You're not here by complete accident. You've done your research on the WIZERDS. You've done your homework for the WUNDERWURM. And you're definitely starting to feel WAYFISH... In some way or the other. However, all of that is behind you.

You're currently in ???.
You think have to meet with a WIZERD.
You believe the WUNDERWURM smiles upon you.
You're feeling... WAYFISH.
32 posts and 12 images omitted
!!XncvlGp7Hp5

The Caretaker Quest - Part 7

!!XncvlGp7Hp5 ID:hWYkXv3y No.6274553 View ViewReplyLast 50OriginalReport
The Caretaker Quest - Part 7

This is part 7 of the "side quest" for "Disappearing Hogwarts".
An unofficial alternate timeline based on HeadQM´s highly praised quest, Disappearing Hogwarts.
Reading the original story is not exactly necessary but heavily encouraged since this quest will contain references to it.
Created mostly as a place to wait while HeadQM was away for a while but slowly evolved into his own thing.

Quick recap so far:
>Recently graduated Ravenclaw student is hired at Hogwarts as the new Caretaker.
>Merlin somehow ended up inside your head.
>Harry Potter´s daughter died, letting Salazar Slythering (previously stuck inside her head) free to continue his quest to control The Beast, an all powerful ancient creature accidentally created by Merlin.
>He is currently now trapped inside a poor and weakened girl named Artemis.
>This bought you valuable time while you learn how to contain The Beast
>Hogwarts is slowly becoming an administrative mess now that Harry Potter himself disappeared.
>You have a private investigator lurking around Hogwarts and is heavily suspicious of you.
>You also learned an ancient powerful spell
>Fought Artemis while she was possesed by Salazar and took her to St.Mungos after defeating her.
>Merlin regained some of his senses back and you are now lurking around St.Mungos looking for an explanation.

What will happen now? Let's find out!

Part 6 here >>6236973

links to previous threads
Part 1:
https://archived.moe/qst/thread/6038711/

Part 2:
https://archived.moe/qst/thread/6080818/

Part 3:
https://suptg.thisisnotatrueending.com/qstarchive/2024/6122821/

Part 4:
https://suptg.thisisnotatrueending.com/qstarchive/2025/6159531/

Part 5:
https://suptg.thisisnotatrueending.com/qstarchive/2025/6196175/

Part: 6:
https://suptg.thisisnotatrueending.com/qstarchive/2025/6236973/

List of currently archived threads
https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Caretaker%20Quest
Thanks to IlvermoryQM for the links!
(if anyone can figure out a way to save the ".moe" threads into "thisisnotatrueending" that would be much appreciated)
122 posts and 11 images omitted
!!L+CpM0G8T5X

Return to Nevermore #2

!!L+CpM0G8T5X ID:jl1OJB2W No.6274856 View ViewReplyLast 50OriginalReport
An icy wind blows through the small, barred window of the interrogation room threatening to put out the only torch illuminating the small cramped space. The sound of dripping water patters to the ground in uneven drops as the icicle that had formed under the torch's sconce hours ago melted from the heat of the flame. It was an almost defiant sound as the water refused to return to it's icy prison. It was this battle of the elements that seemed to add to the tension of the small room. Across the table from you were a pair of guards clad in plate and chain mail. One of the two bore a full helm that he never removed. Part of you wondered why. With the temperatures so cold, it must have been incredibly uncomfortable to wear ice cold metal over their head. Or perhaps the helmet was slightly stuffy as most of the man's breath would be contained within the helmet thus keeping it warm.

The sound of something slamming into the table pulls you away from your thoughts. "I'm telling you. We know as much as you do!" Irene shouts as she glares daggers at the two men in front of you. The two of you had been in detainment for about an hour or so after the fight. The guard directly in front of you, a rather serious man who was clearly at the end of his patience speaks up once more.

"And we're telling you that it makes no sense that two foreigners, who just recently arrived, immediately find signs of heresy in our city. So we can only assume that you might have had something to do with this." He says, his arms crossed and hands tugging irritably at one of his sleeves. Irene throws her hands up in the air.

"What more do you want us to say? That we're here to kill the High Priest? Maybe burn the whole city of Valford and it's surrounding towns to the ground?!" Irene shouts back. "We've told you already! We're just travelers!"

"You'd do well to keep your servant in check, sir. Her outbursts look poorly on your house." The guard grunts out through gritted teeth.

"I'm not his servant! I'm his teammate! He's not even a noble!" Irene continues to shout. The two of them had been arguing in circles for quite some time and it seemed that the only thing you and the other guard had in common was that neither of you seemed to have the opening to speak up. Part of you found it very amusing and another part of you found it rather fascinating. Irene was never like this outside of the game. She was always far more calm and collected. As a matter of fact, you don't think you'd ever seen her angry at work.
308 posts and 10 images omitted

Gotham City Beat Cop Quest 14

ID:q1aILnGp No.6265428 View ViewReplyLast 50OriginalReport
WELCOME BACK, I plan poorly and don't ever note where the quest is on the board. I'll be using the last post of the prior thread as the first post of this thread so people can continue voting if they haven't already. I already have the votes from the prior thread saved and tallied but if you want to re-vote, please feel free as long as you let me know you voted once already.

====

"That smell..." You begin. "You didn't bring... please tell me my apartment is demon free."

"Don't be a drama queen, course it is." He laughs as he sits up. "Honestly, a loyal friend brings you an apology gift and you can't even untwist your knickers long enough to say thank you."

"Thank you for what? The smell?" You grumble to yourself as you head for the window. "Question would at least keep it scent-free... God, I actually miss the normal break-ins."

"Come off it." John throws out.

"What'd you expect me to say? 'Oh. Hey. I was hoping to hear how the rest of your night went at Arkham.' something like that?"

"I'm chuffed you asked!" He barks, tossing the gift box to you. "It was actually a real pain in the bollocks, thanks for asking."

"A pain? You had Batman and you're supposed to be this big shot magician right?"

"Unfortunately for me, being hijacked and used as a Tulpa's johnny takes it out of a guy. I had to lug him out of there before it had a chance to affix itself to him again."

"And you didn't use a spell to just... float him or something?" You reply, picking at the tight knot of the ribbon. "You really don't have something like that?"

"First off, don't talk about my magic until you've looked in that box. Secondly, shutting down not one but TWO Tulpa's leaves a bloke a bit drained. So forgive me for not living up to your Magi stereotypes."

"Whatever." You reply. "After you forced me into a corner and got me to agree to a coma, I don't really think much of 'mages' anyway."

You pull the last loop and the knot falls apart, the ribbon hanging loosely around the box, you hear a metallic scrape and glance up to see John holding his zippo, loose cigarette dangling from his mouth. You narrow your eyes and he sneers.

"You opened the window, mate. I assumed..." He trails off as he watches you frown. "Well if you opened gifts faster than my granny maybe I wouldn't need a smoke. Not to mention all the hostility you have for a bloke who saved your life."
523 posts and 50 images omitted
!LDJ95McshQ

STARGRAVING Quest

!LDJ95McshQ ID:NHkyLtcN No.6307524 View ViewReplyOriginalReport
This is the story about a world divided between humanity’s accelerating advancements in technology and their mastery of arcane magicks.

Two heroines from opposite sides of the coin were brought together by fate itself to uncover the conspiracies brought forth by humanity’s unsettling progress. will they be able to bring balance to the world, pull a divided world back whole, or will their failures cause the segregation of humanity from its progress into an unrecoverable spiral into chaos? The choices are all up to YOU…!!

This is the story about technology, magick, stars, adventures, and breaking a curse.

This…..is “STARGRAVING”.

SCHEDULE: Every Monday-Thursday from 1:40PM-6:00PM EST

Keep in mind, I’m very new to Quests, as this is my first one. Nonetheless, I hope you stay tuned and enjoy!!
43 posts and 14 images omitted