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Thronelands Quest

!uShcVPWTg2 ID:nB2SLDnW No.5537153 View ViewReplyOriginalReport
This game is heavily inspired by old CRPGs like Icewind Dale and Bauldur’s Gate, and settings like Warhammer Fantasy and the cosmology of Dominions. The quest will run until you either reach your destination and becomes a new person - or die trying.

There is a tree at the edge of the known world. A mighty Samam tree, tall and strong and as old as history.

Stories of its seeding are many; it was a gift for the first people. It marks the threshold to the barren world they left behind and the promise of the fertile lands ahead. The lands where they would eventually tame, a land to prosper and proliferate, and eventually forge the civilized world. It was long ago when the first people left the shadow of the great Samam tree behind, but their children’s children have ever since respected the old customs of their forefathers. One such custom is the Right of Roots.

By the Right of Roots every and any of the people can be absolved of their past actions by bathing in the waters below the old Samam tree. On completion the person is considered born anew and given a new name to honor. It isn’t an easy task. Any would-be pilgrim must complete the voyage from Zenith to the Glassway, which is a perilous journey at the best of days, and as proof of the act a hex is placed upon their heart. It can’t be removed short of removing the heart whole. To return bearing the hex is punishable by death. Trying to remove the hex is punishable by death. Giving shelter or aid to anyone bearing the hex is punishable by death. In the face of those harsh terms many who undertake it never return, living the rest of their days in a self imposed exile- as short as those days may be. Many see it as a harsher sentence, a thread of dwindling hope to be dangled over the head of the damned.


"Next!" the officer of the line barks from under his helmet. You take a step forward. "Name and occupation." The man stinks of metal and sweat. It is the end of their shift for the day, and this is the last caravan heading south... Just your luck.

"Ash- I am Ashlad." You lie. The words almost get stuck in your throat. You swallow them with all your regrets.

The armored officer looks up from his papers and into your eyes. "And occupation." He spits out.


Choose wisely.

**a - I am a Vagrant.** The path of the Vagrant is one without structure by desire and design, easily taken but hardly ever seen to its conclusion. Their sword is survival and their shield is self-interest.

**b - Warrior.** The Warriors of the aspect shrines are a semi-nomadic order of monastic martial practitioners, feared and respected in all civilized lands. They are trained in war and the dealing of death.

**c - I was trained to use magic...** Spellcasting, Enchantment, Alchemy and Witchcraft are the four major fields of arcane theory, put to practice by the magic-user. Magic-users have grown rarer and are highly sought after.