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File: darkelfnecromancer.png (827 KB, 626x626)
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You labor beneath the glittering towers of the Elvish Kingdom, where light reflects endlessly on crystal spires, mocking the darkness below. The mines are your prison, and you are one of many—dark elves condemned to extract the precious ores that fuel their grand enchantments. They call you "lesser," "second-born," treating you as tools rather than people.

But you are no tool. You feel it in your bones—literally.

It starts with the discovery deep within the mines. Your pickaxe strikes something strange, something that isn’t ore. You uncover the remains of a great beast, its bones ancient and forgotten. The sight of them stirs something in you, an energy that feels alive, though the creature is long dead. You touch the bones, and for the first time in your life, you sense power in your hands.

You experiment in secret. Small constructs rise at your command—a scurrying hand, a twitching ribcage. The magic flows naturally, as if it had always been a part of you. The other workers watch you cautiously, but they say nothing. No one wants to draw the overseers' attention.


You know the wards in the mines are unyielding, built to keep you trapped. No teleportation, no tunneling to freedom. But magic like yours—magic they don’t expect—offers a chance.

You study the layout of the tunnels, memorizing patrol routes and weak points. At night, you practice with your bone constructs. A skeletal raven takes to the air, silent and swift, scouting paths you cannot tread. The raven brings back knowledge: the enchantment nodes that power the barriers, the location of the nearest exit, the patrol schedules.

Patience becomes your weapon. Weeks pass, then months. The overseers grow lax, assuming you are too broken to rebel. You bide your time, gathering bones piece by piece, building an ally for your escape—a massive skeletal beast formed from the remains of creatures long dead.

The night of the new moon comes, the mine bathed in absolute darkness. The guards are celebrating aboveground, their laughter echoing faintly through the tunnels. You seize the moment.

You summon your skeletal beast, its hollow eyes glowing faintly in the dark. With a whispered command, it charges forward, its claws tearing through enchanted barriers. Alarms blare, and the air hums with magic as the overseers' wards activate.

You don’t stop. The guards appear, shouting orders, their blades drawn. You raise your hands, and the bones of long-forgotten workers stir beneath the ground. Skeletons claw their way to the surface, their jagged remains forming a vanguard. The guards falter, unprepared for the rebellion of the dead.

You ride your beast through the chaos, your constructs buying you precious seconds. The mine's exit looms ahead—a crack of moonlight spilling onto the forest beyond. Freedom is within reach.
>>
>>6154527


The elvish commander stands at the exit, his staff crackling with power. He sneers, his arrogance palpable. “You think you can escape, second-born?”

You say nothing. Instead, you hurl a fragment of bone at his feet. It shatters, and from the shards rises a hulking construct—a creature made from dozens of bones, bound by your will. The commander hesitates, underestimating you for one fatal moment. Your beast barrels into him, shattering his staff and breaking the barrier spell.

You don’t look back.

The forest swallows you whole, its shadows embracing you like an old friend. You know the kingdom will hunt you. They will send soldiers, mages, perhaps even assassins.

But they don’t understand what you’ve become. You are no longer just a miner or a servant. You are a master of Bone Magic, a force they cannot control.

And one day, you will return—not as their captive, but as their undoing.
CHOOSE YOUR ATTRIBUTES (you have 50 points to distribute. Values up to 5 are common, up to 10 are rare, more than that nearly unheard of)

Tier 1 (1 point per level; You need at least one point on each attribute from tier 1)

Beauty: Charisma and attractiveness, influencing how others perceive and react to you. Higher levels could charm even hardened foes.
Manipulation: Cunning and social skill to influence others through words, schemes, or subtle pressure.
Raw Magic: Natural magical aptitude and raw power. Useful for basic spellcasting and overcoming magical resistance.
Power Staff: Skill in wielding and using magical staffs to amplify your spells. Higher levels allow you to unlock unique staff abilities.
Scroll Writing: Ability to create magical scrolls. Higher levels allow for more complex, potent spells to be stored and shared.

Tier 2 (2 points per level; You need at least one level in bone magic)

Bone Magic: Control and animate skeletons, create bone constructs, or craft weapons from bone.
Flesh Magic: Manipulation of living or dead flesh, from healing to crafting golems or abominations.
Spirit Magic: Interaction with spirits and souls, such as summoning ghosts, binding spirits, or soul manipulation.
Hex Magic: Cursing and debuffing enemies. Higher levels increase potency and scope.
Potion Making: Crafting potions that heal, harm, or enhance. Advanced levels allow for unique, rare concoctions.
>>
>10 points Beauty
>10 points Manipulation
>10 points Scroll Writing
>20 points Hex Magic

The scrolls will be contracts, and when they sign, their life belongs to us
>>
>>6154528
Beauty 9
Manipulation 9
Raw Magic 9
Power Staff 2
Scroll Writing 2

Bone 9
Flesh 2
Spirit 2
Hex 3
Potion 3

Seems like a solid distribution; so the High Elves have imprisoned all the Dark Elves due to some perceived lesser blood?
>>
>>6154528
Beauty 10
Manipulation 10
Raw Magic 10
Power Staff 1
Scroll Writing 1

Bone 5
Flesh 1
Spirit 1
Hex 1
Potion 5

Charm maxxing
>>
>>6154581
+1
>>
>>6154528
>10 beauty
>5 manipulation
>11 raw magic
>2 power staff
>2 scroll writing
>4 points bone magic (cost 8)
>2 points spirit magic (cost 4)
>4 points hex magic (cost 8)
We feral wild sorceress now. Let's max our spooky, ferak wood-witch factor.

>>6154534
Anon,
>You need at least one point on each attribute from tier 1
>You need at least one level in bone magic
>>
>>6154528
>Beauty: 44
>Manipulation: 1
>Raw Magic: 1
>Power Staff: 1
>Scroll Writing: 1

>Bone Magic: 1 (2)

50 points in total. My budgeting skills are unparalleled.
>>
>>6154581
Supporting
>>
>>6154528
>Beauty: 9
>Manipulation: 7
>Raw Magic: 7
>Power Staff: 7
>Scroll Writing: 8

Bone Magic: 6 points or level 3
Flesh Magic: 2 points or level 1
Hex Magic: 4 points or level 2
>>
>>6154528
Beauty: 8
Manipulation: 6
Raw Magic: 10
Power Staff: 4
Scroll Writing: 2

Bone Magic: 4 - 8 points
Flesh Magic: 3 - 6 points
Spirit Magic: 2 - 4 points
Hex Magic: 1 - 2 points
>>
>>6154581

Too many points.
>>
>>6155237
How about this?
10 points to beauty
10 points to manipulation
10 points to raw magic
10 points to bone magic
10 points to potion making
>>
>>6155245
That's 70 points. The second section costs 2 points per level.
>>
>>6155357
No anon, that's just the point I'm spending, not the stats
>>
>>6155544
Ah, okay, fair enough. My mistake!
>>
this shit is too pointlessly complicated, quest cancelled
>>
lol
>>
absolute legend
a man who bails but announces it
>>
>>6155595
That's kind of on you, chief.
>>
I might pick this up, if there is an interest in it (when I have the time)
>>
>>6157001
I'd just start a new quest on the same basic theme, desu.
>>
>>6157001
I'll be waiting

>>6157003
And waste a perfectly fine thread?
>>
>>6157012
Unless wlQlzrSX is picking it up pretty quick, it won't be "perfectly fine" so much as a week-or-older quest with an overcompensated character creation leading to a false start, flaked on and assumed abandoned by most who were initially interested.
>>
>>6157001
awesome, though make your own thread
>>
(I will continue in this thread, as to not shit up the board further in the case that I get grabbed by the curse)
>>
After riding into the forest for what feels like hours, your skeletal mount collapses as you reach a clearing. Fatigue sets in as you lie there among the pile of bones in the moonlight.
The burning midday sun wakes you. For once in a long time, you feel well rested. You will need it, as you now have to start preparing for your vengeance against the elves who captured you and your kin.

Some of the magic your body reverberated with earlier has subsided somewhat. The magic flowing into you from the ancient bone mount has reduced, from the immense power you drained from it some time ago.
With some more practice, you should be able to retain the magic stored within the bones.

---
You are currently in the forest clearing. The smell of late spring is all around, with traces of magic flowing in the wind. Beside you are the ancient bones you rode on earlier, and around them flowers of many types bloom around them. While its hard to determine now when the sun is out, some of these flowers seem to be glowing slightly.
On the edges of the clearing, several rocks and stones are scattered about. They have text on them, but you are unable to read them.

You can sense the presence of bones in the ground, however most of them are deep into the soil. You would either have to dig them out yourself or use a lot of mana to have the bones dig themselves out.

How do you proceed?
>Write in
>>
>>6158069
Find someone to help us
>>
>>6158187
This
>>
>>6158069
>start with animals
kill them ourselves and animate their corpses to dig
We shoudn't go around having other sentient species know of us. We should keep ourselves hidden until we have a more stable power basis
>>
Writing soon (ish)
>>
You decide it best to recruit some help. While you aim to break the elves with your strength, the process is sure to be easier with allies by your side.

You rack your brain for information, thinking back to the time before you were enslaved. A fellow slave in the mines owned a map, which you got to study while he was asleep. The map, along with the slave who owned it, was taken away while you were mining. You never saw this slave again.

---
You believe you are maybe about a day’s travel away from the elven slave camp, which should be north of you currently.


To the east is a large mountain chain, with several unmarked settlements. One of them was circled around, apparently there are other dark elves in refuge in that particular one.

There should be a small human settlement to the south-east. A settlement means food, likely a graveyard, and possibly some humans you can persuade to join you. Even further south-east, there is a large city.

Going south-west would take you to a large inland-lake. The map had several huts scribbled on, with no other markings to indicate details about them. Fish, bearpaws and elks were also scribbled here.
---

These spots were the most noteworthy that you can remember. There were other places too, but they are scattered around the forest. Finding these would be pure luck without a map.
The map was simplistic, and it was hard to gauge a good sense of scale. Travel times would be hard to guess.

Where do you travel to?
>1: East, to the mountain chain
>2: South-east, to the human settlement
>3: South-west, to the inland-lake
>4: Wander around the forest
>5: Write in


Oh, and also, it has never been explicitly mentioned what our characters gender is. Even if op pic would suggest female.
Seeing as both Beauty and Manipulation skills are really high, this will become relevant

Pick one:
>A: Man
>B: Woman
>>
>>6158666
>2: South-east, to the human settlement
>B: Woman
>>
>>6158666
>1: East, to the mountain chain
>B: Woman
>>
>>6158666
>2: South-east, to the human settlement
>B: Woman
>>
>>6158666
>>2: South-east, to the human settlement
>>B: Woman
>>
Rolled 3, 1 = 4 (2d5)

Rolling mystery dice
Writing soon
>>
The human settlement sounds like the best plan. Humans are a varied bunch of individuals, the chances of recruiting help there is promising. Dead or alive, or maybe both.

You pick up some of the ancient bones, and stash them on your belt.
As you do, you notice your current clothing is sub-optimal to say the least. Clothed in slave rags and covered in dirt and grime, your beauty will have a hard time to shine through. New clothes and water to wash yourself should be first priority, and some good soap would be a nice bonus. And definitely some shoes, as you currently have none.
---
You start traveling south-east. For many hours you walk, as you look around for a body of water or sentient beings. Over time, the forest canopy blocks the sky, making navigation particularly hard. You receive several small stings and scratches from some thorny bushes that hide in-between the trees.
After walking for another couple hours, you come across a pond! The canopy gives way for the sun to shine down into the water, where you can study your grime-caked face. You can’t stand the view, and wash the grime away.
After washing your face, you take some time to properly look around. Many of the trees here are much thicker and taller than what you have seen so far. The branches are high up, with vines and beautiful flowers growing from its leaves. When small gusts of wind shake the trees, petals fall down from these flowers, landing on the water and at your feet.

This place is abundant with magic, you can feel it in your body. You feel no bones in the ground, but you strangely enough, you are unable to tell if there is any in the water.

It is approximately mid-afternoon. You must continue further to the south-east, but your feet feel sore. While your body would love a pause, you know navigating will get harder and more dangerous the darker it gets.

What do you do next? (You may choose one or more. More actions take more time.)
>Push on south-east
>Wash up properly
>Take a look around
>Just relax for a bit
>Write in
>>
>>6159263
>Push on south-east
>Wash up properly
>>
>>6159263
What are our final, stats, anyway?

>>6159267
+1
>>
>>6159263
>>Push on south-east
>>Wash up properly
>>
No post today. Probably one tomorrow
>>6159367
I went with this one >>6155245 as it got the most votes. (Technically this one >>6154581, but it is more or less the same thing)
Character stats are something like this:

Beauty - 10 (Exceptional)
Manipulation - 10 (Exceptional)
Raw Magic - 10 (Exceptional)
Power Staff - 0 (Incapable)
Scroll Writing - 0 (Incapable)

Bone - 5 (Good)
Flesh - 0 (Incapable)
Spirit - 0 (Incapable)
Hex - 0 (Incapable)
Potion - 5 (Good)

(Values up to 5 are common, up to 10 are rare, more than that nearly unheard of)
>>
>>6159757
Oof. I guess we specializing, anons!
>>
Rolled 1, 1 = 2 (2d5)

Mystery roll, then writing
>>
While getting out of the forest while its still light out would be a good idea, meeting others while still this dirty would be detrimental to everything you wish to achieve. Your beauty is one of your good assets, and it should be used when possible.

You undress, drench your clothes in the shallow water, then walk out into the deep. After one deep breath, you submerge yourself while feeling the temperate water hug you all around. You let yourself sink slightly, before you run your hands through your long dark hair, removing dirt and filth.

You wash yourself off as well as you can, then start working on your clothes. You make sure not to rub the rags too much, as the fabric feels fragile and might tear if not handled gently.

As you wash your clothes, the smell of tobacco hits your nose. You look around in an attempt to find the source, and there, sitting on top of the giant roots of a tree, you see someone.
Covered in fur to its stomach, with the legs and horns of a goat, a creature smokes its pipe with its eyes closed.
The creature is likely a faun. You have never actually seen one before, but the stories you have heard about them match. If the stories are correct, faun are kind-spirited and easy-going. While unlikely to pose a threat to you directly, it could be a problem if he spoke to others of your whereabouts.

And besides, how long has he been sitting there? He must have seen your naked form, without your knowledge, AND without announcing himself.

How do you proceed? (You may write dialogue, if you want.)
>Write in
>>
>>6161833
"Did you enjoy the view?"



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