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Under the relentless midday sun, Clay and Aiyana watched as their horse, an unwavering companion across the barren stretches of High Noon, collapse in a cloud of dust. Its sides heaved in a few short, shallow breaths before stillness took it, leaving them with heavy hearts and the silence of the endless desert. They'd pushed too hard, and now, stranded on the outskirts of Eldritch Hollow, they felt the weight of their choices. With their last coins, they purchased tickets for the only train out, a promise of escape from the looping despair of the hollow.

Eldritch Hollow was an unsettling quiet, buildings standing like tombstones marking the death of a once vibrant town. Time here was a twisted loop, with moments repeating and stretching, defying any sense of natural order. The train station, barely more than a shack with a flickering lantern, was their beacon of hope. The clerk, his face a map of unspoken stories, handed them their passage out without a glance, trapped in his own unending cycle.

Once aboard the creaking train, they settled into their seats, the worn fabric telling tales of countless others seeking escape. As the train prepared to depart, the eerie stillness of the town seemed to press against the windows, a final reminder of the loops they were leaving behind.

1. As the train starts, scout the carriage for any useful items or allies.
2. Start a conversation with another passenger, seeking stories or warnings of what lies ahead.
3. Look out the window, keeping an eye on Eldritch Hollow as it fades into the distance, for any signs of the unnatural.
4. Prepare their gear and weapons, expecting trouble on the journey ahead.
70 replies and 10 images omitted. Click here to view.
You guys can vote on his updated sheet. Also, all of you who participate in this will be eligible for a free copy of the next issue of this magazine in the mail, as you are minor contributors. Major contributors, who write mechanics and articles, get paid in hard, cold cash. You may join the Discord/Matrix/Telegram, which is listed in the second post, and contact the owner to request this free copy or just to chat and hang out.
3. Acumen
Nice thread. Glad it picked back up instead of dying halfway through.
I don't understand
Support means he supports that anons vote, so two for acume.
I'll pick Crafting since it has zero

The year is 1374 DR. Sixteen years have passed since the Time of Troubles, when the gods were made humble, and forced to wander the Realms as mortals. With the ascension of the mad god Cyric, Prince of Lies, and the recent return of the tyrant god Bane, Lord of Darkness, the future of Faerûn seems increasingly uncertain. It falls to bold individuals who possess an abundance of cunning, might, and determination to shape the future... should they be up to the challenge.

Affixing your weapons to your person, you leave the Hall of the Elders behind, ready for your journey to the Silverwood. There, you intend on informing the Eilistraeans of your most recent triumph and, gods willing, the eventual council vote that will allow them entry into Everlund. That you have gone to such great lengths on the behalf of your people truly astounds you. It is abnormal, or mayhaps even unnatural, for Ilythiiri to help one another for the sake of it.

Does this make you a deviant?

Burying these intrusive thoughts, you commence your journey. A round trip from Everlund to the Silverwood would take a tenday or less, provided you travel at a constant pace. Just as you face the road which leads to the city's southern gate, you recognize that the hexagonal All-Faiths Hall is but a minute away from your current location. True, you've no immediate business with the surfacer gods or their followers, although this does not preclude you from entering regardless.

What will you do?
>The sooner I commence my journey, the better.
>A detour to visit the All-Faiths Hall could not hurt.
35 replies and 5 images omitted. Click here to view.
>>There are many deities in the realms. But I am here to declare Sune as the one whom I favor above all others.
>>I feel that I would be willing to do Lady Firehair's bidding, should she be willing to reward me further.
why do you guys want to changes gods from dark elf sword princess to passion thot
We've never worshiped Eilistraee, to my knowledge, even if we aided her people. By contrast, we've prayed to Sune several times, and been rewarded with boons, including the rose which helped us sway Emitia and Amaranth when we needed it. Jezyrene is passionate in good and bad ways, and Sune is goddess of both. She's romantic, artistic (at least as far as dance is concerned), and sometimes a little vain. I think she's a good fit.

Also, I like the idea of picking something other than the standard 'good drow' deity option
New you new goddess
First off, Jez doesn't already worship dark elf sword princess goddess. We've always been pretty standoffish to Eilistrae, I don't think Jez has made any god her primary one yet. Making Sune her main one doesn't mean Eilistrae won't have a place in Jez pantheon, just not THE place.
And, Jez is pretty transactional, besides the portfolio being a good fit. Sune has explicitly done something good for her, from her point of view.
Sune also fits the best for Jez character development/future development from where she is right now, I would say.

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Alright, You know how this is gonna work
Pick a spot, then a color, and if you feel fancy a race and history.
Updates will be atleast twice per day

also remind me of things, I forget often.
and if you make a long post, throw in a tldr for me so i can update the map correctly
41 replies and 8 images omitted. Click here to view.

> Necromancers rise from the ranks of the undead to defend their people.

Ghoul raids, and the horrifying offspring they produce, cast a dire shadow over the fledgling republic, but aid comes from an unexpected place. A handful of the ghoul-butterfly hybrids retain their awareness, and their allegiance. Their dark powers are mistrusted, but useful for managing the more feral undead.
Rolled 7 (1d20)

Oh right, dice.
Builder going up for those who carve for some extra structure.
Or a game that's actually going anywhere at any pace
Rolled 16 (1d20)

I'll take the westmost part of Zhilju (basically the part in picrel, with most of the population living near the sea)
>Color: Light Red (think a pokeball top)
>Race: Human-like, but own diverse domesticated feral creatures
>History: A civilization of monster tamers that believes it is their divine role to rule over and domesticate wild creatures. They often travel to go discover and subjugate new species, they aren't very technologically advanced though, think early middle ages, so they've never been far into the desert and few have been on the island, and they're unaware of the existence of continents other than Zhilju. They mostly seek to improve technologically.
>Name: Celestia (Habitants are Celestials)

First action is doing a research roll

(tripfagging because i may phonepost which will change my id)
wait a bloody minute, i know that legend.
i was the one who added "wasteland" to the original.
wait another bloody minute. thats markdown formatting. i use markdown formatting.

who are you fren?

File: halo space battle (1).png (1.82 MB, 1600x828)
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Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Halo:%20Wolfpack

Your prize hangs in the void.

A massive, three kilometer long vessel. It’s bulbous, manta-ray like hull sitting silent and practically inert. Its weapons batteries are silent and its engines sit idle. If it wasn’t, then it would have been contemptuously easy for the vessel to turn your ship into a burning hulk in only a few minutes. And on your own, there wouldn't have been much you could have done to fight back. It’s massive, alien form a harbinger of doom, a fact reinforced by a rap sheet of burned worlds.

It is a covenant CCS class battlecruiser.

A part of you feels privileged already. Very few humans come this close to one of the covenant’s mainline warships, and live to tell the tale. Of course, a lot of that is simply down to the fact that the ship’s own computers had been turned against the crew. The first they’d known of that fact, had been when the air itself had been rendered poisonous, killing anyone that wasn’t wearing a personal air system. Which coincidentally meant that the command cadre had been wiped out, while only the lowest ranking members of the crew had been left alive.

The remaining members of the crew would need to be wiped out. Every room, on every deck, of every section of the 3 kilometer long ship. And already, the various other commanders and marine officers were debating the topic. How many men would be needed? How would they be deployed? And how would you command the ship once it’d been cleared? Those questions and more were being bounced around between various groups in your flotilla. But for now, you are content with simply admiring your recent handy work.

Comment too long. Click here to view the full text.
273 replies and 21 images omitted. Click here to view.
Rolled 37 (1d100)

Rolled 7 (1d100)

This one's for all the marbles.
Rolled 90 (1d100)

Dammit, guess the Covies die hard. But we should at least get them even if casualties are higher than we want
Bro should of just waited 15 minutes XD

You found yourself in a desolate environment after death. There didn't seem to be much novelty, contrary to what you had expected prior to your demise, save for a few flying creatures that appeared reptilian and a distant view of a strange grey structure. You decided to journey to the faraway greyness. It disappointed you that you still suffered from exhaustion after running. Fortunately, it seemed thirst and hunger are not present in this world.
You reached the mountainous structure after a long time. Along your journey you met other individuals who must have died recently as well, but their voices were inaudible to you just as they couldn't hear you. This oddity kept interactions minimal. Many of them were old and lagging behind, while your smaller group of seventeen energetic and short lived individuals had already started looking for an entrance. Then, in a surreal manner the sky wobbled violently, and there appeared among the clouds a serpentine terror.
A man near you immediately began running to the other side of the structure, instinctively followed by the rest. There was no hope for the old. The monster descended rapidly with a darkening of sky spreading out from it. As its smaller tentacles slapped the ground and bounced up, you witnessed a second sort of death. Crushed bloody bodies stuck to it like mosquitoes. Then its pores widened, and sucked everything inside.
Your group finally found an entrance. Pushing open its glasslike doors, you rushed inside. A person fell to the floor and began praying, now fully audible to you. The creature's arrival somehow made speech possible again, allowing you to finally plan as a group and cooperate.
>Stay with the group
>Explore the structure alone, possibly find things of value to gain authority over others and prioritize your survival
>Believing the monster to be God's punishment for your sins on Earth, go back outside. Tell everyone that by hiding here they are refusing to admit their sins, and harsher punishments will come
2 replies omitted. Click here to view.
>Explore the structure alone, possibly find things of value to gain authority over others and prioritize your survival
>Stay with the group
Seems like the most sensible option.
>>Explore the structure alone, possibly find things of value to gain authority over others and prioritize your survival
>Stay with the group
>Believing the monster to be God's punishment for your sins on Earth, go back outside. Tell everyone that by hiding here they are refusing to admit their sins, and harsher punishments will come

File: Westeros_divided.png (2.13 MB, 1170x683)
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It is the year 404 AC and Westeros lies a broken land, ravaged by war, sickness and ambition for the
vacant Iron throne, from the ancient Wall in the north to the evergreen Rhoynar of Dorne, all lay claim to the Iron throne or those older kingships of the age of Kings. It is a time of chaos as the continent faces an
uncertain future as the only authority recognised by all is the sword, in such times a man can be anything he wishes, lowborn or high, rich and poor, he is only limited by the ebb and flow of fate and the reach and grasp of his ambitions.

But he makes what he does of it and only the gods know where he ends....
Twitter:TBA When I get to it
Our Hero deeds & companions: https://pastebin.com/DxjYPx9X
Archive: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Westeros:Interregnum
85 replies and 17 images omitted. Click here to view.
>You were in need of a hot meal, water and some gods willing some better clothes, anything else could wait until you had that at least and with a sworn man to tend to it, it might even taste good. [Cynic]
>You were in need of a hot meal, water and some gods willing some better clothes, anything else could wait until you had that at least and with a sworn man to tend to it, it might even taste good. [Cynic]
>>You were in need of a hot meal, water and some gods willing some better clothes, anything else could wait until you had that at least and with a sworn man to tend to it, it might even taste good. [Cynic]
you ok herald?
It's over, House Celtigar has fallen. Millions of claws must crack.

Life is the accumulation of memories, stacked together haphazardly in the mind. Memories shuffled around and stuck together and altered and replaced, all moving in a chaotic whirlwind of patterns which are impossible for the person responsible to understand. And in the back, unused but not necessarily unneeded, are those memories which are scarcely ever recalled, kept only because of a bad case of hoarding. Just in case. 19 years ago, when you hid away your All-Campus Joint Struggle Committee hat and focused on studying, the aches in your body forcing you to remember the beating by the riot police that had made you finally give up. 14 years ago, when you silently sorted documents by yourself for weeks, going through your entire office's archive. 8 years ago, when you walked out of your last marriage meeting grinning as a plate flew past your head and smashed against the wall. And 5 years ago, on a cold winter night, when you were eating at an oden stall...

You were already eating when she came by. A young woman in black. The two of you sat next to each other for at least an hour drinking in near complete silence, occasionally asking the owner of the stall for more alcohol but never doing so much as acknowledging the other's presence. Despite that, you appreciated having someone else there - it made the dead of night a bit less lonely. She left before you did and you threw only a glance at her disappearing figure before you turned towards the stall's owner and asked for another cup of hot sake.

Just before you left, you threw a glance at the empty seat next to you for no particular reason. Out of the corner of your eye you saw a large wallet made of black leather lying on the ground, somewhere between a normal wallet and a purse. After some hesitation you picked it up. You should return it, you thought. It's only the proper thing to do.

Just like that memory, the wallet ended up being buried in the back of a closet for five years, bereft of any identifiers that would show an owner. It contents were only 850 yen in assorted coins; a coupon for a restaurant you later learned had gone out of business several months before; a black ring on a chain which, while beautiful, was lacking completely in identifying information; and two Polaroids of an unfamiliar seaside.
32 replies and 13 images omitted. Click here to view.
>You'll back off a bit. Your sketch isn't going to work, and it's not like you can just touch it up and make it 'work'... so you'll let them do it. They've passed the teaching test - now they just need to show you their stuff by drawing their version of the woman you were trying to draw.
>>You'll back off a bit. You have a basic sketch so maybe you could just outsource some of the extra work to Nagai and his friends. They've passed the teaching test - NOW they can show off their abilities. Perhaps with a few sketches of a very specific outfit you saw this morning...
In hindsight I don't have enough spare time to run a quest at all right now, my schedule is too fucked to regularly cut out an hour and a half a night for an update on top of other stuff. Completely my fault. Thankfully there aren't too many people following this, I'll mercy-kill this while it's still at a very early stage instead of dragging it out in hopes that stuff clears up. Sorry.
Thanks for the heads-up QM. Shame to see it die, though. Was really fun so far.
Well it was fun and charming while it lasted. Thank you for the quest, WalletQM.

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The year is uncertain, perhaps the 24th century, but the future seems bright. A dozen spacefaring nations, seemingly hitting their technological stride at the same time, have walked forth into the dark cosmos and found it filled with other sentient life forms, strange new materials, and perhaps even a few ancient mysteries. Within a mere five cycles nations have become galactic empires, spread across as many as five stars. Machine life probes the nature of souls, ancient enemies are pursued, horrifying fuzzy enemies are plotted against. Unlikely alliances are struck as dark machines scream into the void. Only time can tell if which of these fledgling empires rise to greater might and which will crumble only to rusting ruins.


This is a Science Fiction themed Nation Roleplay where players take on the role of a fledgling spacefaring nation exploring the cosmos. We’re currently full on players! Turns are once a week with updates usually arriving on Sundays. The next update is expected to be March 31. Please try to get your turn in a couple days early so I have time to write. Each turn has two actions. Some actions take multiple turns to complete, typically research or cultural. You can check up on these things, along with your resources in:

THE SHEET: https://docs.google.com/spreadsheets/d/1pga7xuLjf7-hUDuQH73ie0MZndbkjoLnQsbJM4-Czmk/edit?usp=sharing
68 replies and 14 images omitted. Click here to view.
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>Name natives of Orm 2 to Lindwyrm(s).
Much debate is had on the place of Orm 2's people in Orkan society. But first, a name. Due to the bronze age society on Orm 2, it was a series of city states with different languages even within each border. Thus Orkan not only has to introduce a common language, but a common name for the peoples as well. After much consideration, Lindwyrm is decided upon, as they are serpentine dragons.

>Fleet Action: Incursion into Groombridge 1618 (4, 8). Engaged by enemy fleet, decisive victory.
[2x ships, 1 range = 0.5 Fuel]
After gathering strength, Orkan returns to the hostile system, intent on investigating the worlds there. However, as they do, the natives attack in force, skipping over to our fleet to engage it. Orkan takes it as indicating a highly aggressive rudimentary algorithm and blasts the fleet to smithereens before they can do damage. Then continues the scan. However the hostile aliens then decide to nuke the worlds in the system, to make them unliveable.

>Action 1: Establish Light Industry (Sundries producer) on Orm 2 (Lindwyrm planet).
Another fertile world added to the Orkan roster, another world to farm. As lands are reserved for logging and farming by Orkan, the locals at first would be surprised at how little work is done, mostly just clearing land. But then, ships descend to drop off colossi, the Earth Titans, who rise and starts working the sections of land. Entire fields planted, managed and harvested by singular Earth Titans. Entire forests, entire pastures, entire salt mines, all managed by singular Earth Titans. Their produce is then sent to be refined, and then, the Lindwyrms would get to work baking bread, tailors make clothes and carpenters build homes, but there is so much material to work with that they start having to upgrade their tools to keep up. With such abundance, the culture surrounding it changes, especially with imports from Stranden, Friedrich and Lila.

>Action 2: Development of Schwersyklon frigate. A sturdier and larger construction allows more systems to be installed.
Having come across not just one, not just two, but five different alien peoples with mostly equivalent ships to ours, and having engaged in their first combat, Orkan deems it necessary to upgrade the Syklon corvette. Thus working with the Crith researchers they beef up the design. A reinforced frame allows it to handle additional weight, more bulkheads are added and the displacement increases significantly. This increase of size leads to a new name, the Schwersyklon. Some propose it no longer be called a Syklon, but its appearance has remained mostly the same, most configurations even boast the same armaments, but increase the defence. Thus it would be easier thought of as just a bigger Syklon.

>Action 1: Tsichla-Class Spaceworthiness
After the first models used as exploratory and transport craft have spent many years in service, a few flaws have become noticeable in our Tsichla-class starships that have prevented them giving the amount of protection and structural support expected within the initial design parameters. As such, our R&D is given the task of fixing these flaws to produce a modernisation of the Tsichla-class that any Captain would be proud to pick as their starship hull.

>Action 2: Shimmerstone Mine +1
The popularity of the Shimmerstone being excavated from the mines of Lampyrisma has exceeded all but the most optimistic of predictions, so it was inevitable that the mines would have to expand to meet demand.
A strange event has occurred. A flurry of signals and ship detections has occurred in the neighboring system at (14,10), vessels of Fanwyc origin appear to have entered the system, scanned it rapidly, then departed just as quickly. It would seem they are looking for something. As the cycle comes to a close data from lightyears away finally arrives indicating a flurry of activity in (15,11) as well. What has warranted such attention?

The world at (13,11) is a place of awe. The confluence of perfect conditions has created a world of giants where even the insects are larger than most Drya. The primary settlement itself is hidden within a bramble network the size of a city, comparatively smaller Drya bodies interweaving easily in the spaces between thorns as long as their bodies. Several flight capable drones are developed that ride the wind and make observations on the titanic wildlife before scurrying back to share their findings and genetic samples.

Meanwhile (12,10) also sees colonization efforts on its fungal world and the sowing of seeds on one its siblings as well. Efforts on the fungal world focus primarily on avoiding contamination, an effort that frequently must be applied both ways, with the fledgling colony creating a rigorous dead zone around itself to reduce the near constant growth of parasitic fungi on Drya bodies. Fortunately the abundant life on the planet encourages easy growth. And thanks to useful terraforming data acquired from the Scretnet the seeding of life on the partner planet seems to move quickly as well.

The surge of terrain and biospheres available to the Drya is rapidly leading to a crisis however, the population is surging at unprecedented levels, and with it the need for food, shelters, building materials, textiles and other Sundries. If something is not done quickly, such as establishing goblin ranches on the verdant new worlds available to us, the Drya will face a mass starvation crisis.
Stanza by stanza, reports of the preemptive defense against Fuzzikin Crith-Eaters trickled into Crith. The Crith Coordinators of the Crith Concordat convened to converse, and quickly fell into hysterics. Not only were Fuzzikin Crith-Eaters deadlier than the Crith could conceive, they were assisted by unknown Crith-Eater allies! Together, the Crith-Eaters' deceptively fragile hulls overwhelmed and shattered an entire fleet of C-Crushers! Even worse, they took two fleets of C-Crushers and their crews of Crith hostage!

This an unprecedented TERROR to Crith! As unknown Crith-Eaters did not attempt to deceive Crith like Okran Crith-Eaters, the Crith can only assume they are in cahoots with Fuzzikin Crith-Eaters! The Fuzzikin Crith-Eaters' diabolical machinations against Crith are accelerating! The captured Crith are certainly experiencing horrific torture! It is inevitable that Crith would break and reveal the coordinates of known Crith star systems! Terror! TERROR!

The C-Nests of Crith were no longer safe! The Crith needed to escape! In a fraction of a cycle, a fleet of C-Settlers is constructed and prepared to establish a new C-Colony! The consensus among C-Scientists is that the destination of the C-Rift cannot be conceived of, and therefore cannot be spied on! After disassembling, reassembling, and fumigating the ships of the C-Settler fleet three times, the Crith are almost eighty percent confident that Fuzzikin Crith-Eater infiltrators are not stowed away onboard and waiting to kill Crith during their sleep! The Crith Coordinators would prefer to undergo the full C-Standard of quintuple checks, but the Crith are in imminent danger of consumption! There's no more time for Crith to waste!

The C-Rift is opened and the C-Settlers are sent through!

Around a distant star, these C-Settlers will ensure the continued survival of Crith!

>Action #1: Colonize a random star system.
The Crith's first encounter with Scret Crith-Eaters has left Crith terrified! According to the victim Crith's clarification, Scret Crith-Eaters forced the Crith to bring them tribute of ores, then bribed him with strange alien weapons to remain silent! These are of some interest to Crith, but far more disturbing is the liquid known as Scret-Liquor! Cautious testing by qualified C-Scientists determines that it is a terrible poison, designed to lull Crith into helplessness! One test Crith exhibited significantly slowed reflexes, slurred speech, and minimal awareness of his own surroundings! Even more concerningly, upon recovery, the Crith complained of a severe pain in his upper brain!

Then, the Crith asked for more! Such an insidious poison represents a grievous danger to all of Crith! The Crith Coordinators soon reach a consensus. The Crith must retaliate! C-Scientists are tasked with replicating this Scret-Liquor and enhancing its effects, so that it can be shipped to neutralize Crith-Eaters over the Scret Crith-Eater Network! C-Scientists quickly realize that Scret-Liquor contains many of the same components that are in C-Fuel, and dub the Crith attempt Crithshine, for its impressive flammability.

The Crith will claim that this Crithshine is safe and a relief, so that Crith-Eaters will be caught by surprise when it effects them! Then, when they're knocked unconscious, Crith will be safe from consumption! Curiously, many millions of C-Labourers are eager to learn the C-Scientists' formula and participate in the initial testing after meeting their daily quotas! It is a relief to the Crith Coordinators that so many Crith are concerned for the future of Crith!

>Action #2: Begin research of Crithshine, an alcoholic beverage strong enough to consistently get the crustaceans hammered. Although intended for foreign trade, it's likely to be spread throughout C-Society and double as a paintstripper.

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After the conclusion of The battle for Yu Dao in 101 AG, Aang and Zuko instated a coalition government, where the colonies would be governed by both Fire Nation and Earth Kingdom citizens. The system first came into place in Yu Dao and the rest of the colonies adopted this soon after. People from all over the world flock to this place in hopes of setting up a brighter future for themselves, and to have a say in this era. The Year is 105 and you are being brought up in the newly formed coalition government.

You are Okoron Lee Embers , you’ve previously met and gotten antiquated with the water tribe students, sat through a lecture, and faced your first earth bender in combat on your first day at the academy. While it was a close match, you unfortunately lost and are now being taken to the nurse.

Previous Thread: https://archived.moe/qst/thread/5908809/

Pastebin: https://pastebin.com/Dk3Cp8aX
18 replies and 5 images omitted. Click here to view.
>Look into possible banishment rituals
Locked In, Lets see if I can get in an extra update today
Apologies for the lack of updates, life came first. However I will have an extra big update this Saturday.
After struggling to write for hours and work pilling up I will have to cancel the quest. Thank you voters and lurkers for sticking through this with me, but its become another chore isn't of something to do for fun. I'm sure that is apparent in some of my rushed writing. You may see me try again with my own original setting but this the end for this thread.
Darn. Well I hope you the best QM.
Also thank you for telling us instead of flaking.

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Welcome, folks to the 2nd thread of Bretwalda Quest. We follow the journey of the young warrior Elfstan, who, having slain a wolf and been proclaimed a man, sets out on a journey to swear himself to the King of East Anglia. However, his path is met with unexpected obstacles in the form of deadly warriors.

Prevailing in his first bout of combat, but not without the loss of one of his party members, Elfstan journeys to a nearby Abbey seeking answers. There, he finds himself embroiled in a power struggle between the great men of East Anglia and must escort the niece of the Abbess (a secret princess) to the capital, Dunwic.

Having experienced a small crisis of self-reflection, a heartfelt talk with his father leaves Elfstan tired and in need of rest. This is where we pick up the story

Character Sheet/Rules

Previous Thread

Man getting this thread up has been a task. It would have been posted much earlier my internet is wacky and 4chan would not let me post. To those returning thanks for coming back, to those new, thanks for stopping by.
17 replies omitted. Click here to view.
Rolled 7 (1d8)

Rolled 5 (1d8)


I feel your pain, QM - but don’t fret, it was well done
Rolled 4 (1d8)

Glad to read it, looking forward to what this Qst has in store.
One boneless update please.

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Genre(s): Mystery/Supernatural
FCC Rating: [TV-MA(LV)]

Reina Tamura, a troubled Japanese college dropout living at a Shinto shrine run by her grandmother, once considered herself an empty person. Now she finds her mind swimming with impulses calling themselves “Kami.” Alongside aspiring detective Mayumi Ishbel, Reina begins a path of study and solution of the surreal and mystical. But is she truly strong enough to withstand the forces manifesting within Tokyo, or herself…?

Episode #01 - “Reina Tamura and The Blade of Izanagi”
Episode Description: Following a strange dream, Reina Tamura begins to hear her thoughts speak as if separate from her, as she is called upon to perform a cleansing rite for an apartment that has recently suffered a suicide…
61 replies and 4 images omitted. Click here to view.
>>That’s cliché. There’s nothing in this dish but raw obligation and misplaced pity. You’re not interested in holding strong as the last two non-incarcerated members of a dying family. You’ve got a life to live…
>That’s cliché. There’s nothing in this dish but raw obligation and misplaced pity. You’re not interested in holding strong as the last two non-incarcerated members of a dying family. You’ve got a life to live…
So we do have SOME honor for our bloodline, if not complete pride.
Sorry for the lack of updates last night. Something came up. All good now though.
I still hold out hope. Was liking this so far!

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Welcome into the stone-ice age of a far away unnamed star. After evolving in The Crack, the species known as Under Hunter reached Sapience and organized in tribes.
7 remains :
The fire-mastering Blanks of GrassGreen
The Assassin-tamers of Holey Moley Ghostclaw
The StrongHunters feodal lords of BurningGrass
The Tzeench-touch blanks of Jupiter
The Merchants of BadBack
The Lunar Dahu and Stove Grove farmers of Whitemane
The elusive trapmaker and History-recorders of Cerulean

The fourth matriarch have reach the end of their life expectancy.
For those of you which held a tribe's fate in your claw...
>How should your tribe develop? (don't forget to claim a name and a trip)

Interrested in joining? No spots yet for tribe. But you can still claim a name including "Lurker" and a trip if you want to interract with the game as events.

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trails... to my territory? Why? they are... east i think. i always get my directions messed up on maps

and i have to go directly north....

oh well depending on how it goes i might go left and do a swing around trip to visit my old friends

Check the hexmap. You're red, jupiter is brown/orange
Nice, Psychers. Good to have that option. Better get down to business on that road.

> Start work on the road between GrassGreen and Whitemane territory.

Maybe one day we'll build a big fairground and you can do a cattle run up here and we'll have a big harvest festival or something
okay. so they made trails up north before swinging to their current location?

that has been a while back. could probably need some maintenace. that is what slaves for.
they trailed on the way to you and back to their home, which happen to cover the ground between you and ligthning rock

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Gensokyo, an isolated land of Fairy Tales. It is a place where faith is still very widespread in contrast to the Outside World, creating a shelter for many beings lost or forgotten. Sealed away by the vast Hakurei Barrier, many of its Human, Yokai, Spirit, Fairy, Divine, and others are in possession of a wide array of abilities derived from concept.

In spite of the many, many chaotic events that occur within its land, an overall peaceful place. This is thanks to the Spell Card Rules that allow the many turmoils, named "Incidents", to be resolved nonlethally by its inhabitants.

In this world, you are...

>The One that will Cause the Next Incident
>The One that will Solve the Next Incident
>One trying to Prepare for the Next Incident
>One trying to Flee the Next Incident
>One trying to Prevent Your Stuff from Being Damaged during the Next Incident
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I'm assuming some missions will have modifiers that make it easier and or harder. Honestly the fact we got a lunatic difficulty mission in a dc system that encourages lower difficulty missions is insane though.
It seems the universe finds hat switching an abhorrent affront.
Zun has been enraged
Minor update: Work decided to go crazy, ended up needing to work through the weekend to handle something. Updates will be slightly delayed until this mess clears up. Absolute latest date for the next update will be the 19th but I think things will clear up before the 17th.
Good luck with your work, QM. See you then.

Select a role: Place Role and Name in 'Name' slot alongside Level (Choose a number in the 'Base Lvl' range).

Elven Mage/or Wizard (Man) (Infinite Slots) (Base Lvl: 7-50) (No base faction affiliation)

Elven Soldier (Infinite Slots) (Base Lvl: 7-25) (Faction affiliation: Great Elven Military)

Goblin Soldier [Corrupted elf] (Infinite Slots) (Faction Affiliation: The Dark Lord's Military) (Base Lvl: 6-25)

Goblin Rogue (Infinite Slots) (No base faction affiliation) (Base Lvl: 10-15)

Demigod/Deity 1 {Name: Ithyg} (1 Slot) (Giant: Height: 6 meters) (Gender: Male/Androgynous) (Base Lvl: 600)

{ Level simply reveals the general power. Health and Magicka is determined but not measured by Level. Numbers and extreme statistical linearity are not prioritized in this quest, creativity and fun is. Level progression is determined and expressed by QM.

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>You find the missing lady tied up next to a few dead bodies and under some sort of paralysis poison.

What will you do?

>Untie her, tie her to your horse and ride to headquarters with your platoon.

>Kill her and then yourself.

>Carefully steal her mysterious shiny necklace, then ride out to headquarters (+5 Thievery) .

>Get your platoon buddies to do the work for you.
>>Untie her, tie her to your horse and ride to headquarters with your platoon.
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Please select a skill/trait to increase:

• Magicka + Mage Abilities

• Health + Healing magick abilities (A healing spell that heals you by 15+ every second)

• Stealth +Archery Abilities (+10 to archery and stealth skills)

•Your own input [Not guaranteed to be accepted]

[Display your Name as Cloris Strifis, Elven Soldier: Level 23]
[Story Progression Is currently halted. More will come later.]
Rolled 83 (1d100)

Goblin Soldier
Level last number on my post plus 10

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"The Empire of Al-Kimia-- A land once ruled by powerful cabals of alchemists. The Alchemists waged war on each other, driven by hunger for gold and power. With each passing battle, Alchemists slowly drove each other to extinction.

Now, Al-Kimia is a land of adventure, where many people hope to uncover the powerful relics of the Alchemists..."

Your name is Marron. No last name because your family isn't important enough for one. You've got two younger siblings, Aubergine and Carrot, and a loving mother and father. At age 16, you're at the age where your youthful heart is craving adventure.

There isn't much adventure to be found in the sleepy town of Carp River Seis. The town is the sixth of a series of small towns located along the Carp River. Being so close to the river, the land here is fat with nutrients indeed and almost everyone here is a farmer, except for the local carpenter and smith.

You don't have a town doctor, but one frequently travels with the merchants that arrive at every season.

One day, your father says he has something very important to talk to you about.

“Son, I know you're itching to go out in the world. Me and your mother have saved up a small sum. When the merchants arrive here in the Vermillion Season, go with them to Tarrasque. We have enough saved for the merchant caravan to take you there and about a month's worth of spending money.”

> Dad, I can't take this. You're better off saving it for Aubergine. (Stress +1, Family affinity +1, Reliability +2)

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Thanks for running, QM! This was a fun first thread.

Don't forget to archive this thread!
Cute note to leave off on for now. Thanks for running!

It already was a few days ago, anon.

Hell yeah. We scored the 10. Thanks for the quest, QM. Was nice.
Take care QM. I look forward to seeing you run this again. Please do not vanish into nothingness
>I almost thought you weren't interested
>chastises you for making Choux wait for so long
First it's the bandits raiding and escaping the hometown, then it's the training and reading in the big city, c'mon. We had a lot to handle before we could agree to this

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