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File: Dragon Riders.jpg (249 KB, 1248x919)
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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.
>>
>>6303994
>Demonology: That which is alien to your world. Things from other realities. Plants and animals from other worlds. Weird and twisted technologies. All this and more are the strange topics that exploration into the unknown has brought you. When used in conjunction with other magic deviations from normal logic becomes possible. Your dragon may journey between your world and others.

>Music of the Heavens: You know the songs of creation and your melodies can weave anything you wish into existence. Of course the more complex and nuanced the magic the grander and longer the oration. Your voice holds tremendous power and similar words and requests are given even greater substance when used in conjunction with other magic. The music of the heavens cannot tell any falsehood. Your dragon may sing along with you in beautiful harmony. Gaining the ability to speak and convey great wisdom as well as power.

>Dreams: The world of dreams are a crossroads between all points of existence. And, a free source of wonder and insights. As well as terrors and madness. To know dreams is to be one with heart and soul of creation itself. Other disciplines used in conjunction with this one take on imaginative flexibility a life of their own. Your dragon gains the ability to journey with you through realms of imagination and aid your spirit wherever it wonders.
>>
>>6303994
>>6303995
Upon selection of your three paths you set out on the back of your loyal and trusted dragon familiar to begin exploring the world at large. Good luck.
>>
>>6303994
>>6303995
>>6303999
>Path of the Healer
>Demonology
>Music of the Heavens
We are the first of many. Men and demons submit under us. We shall sway and subjugate them with words, then take care of them as our own.
>>
>>6303994
>>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.
>Music of the Heavens: You know the songs of creation and your melodies can weave anything you wish into existence. Of course the more complex and nuanced the magic the grander and longer the oration. Your voice holds tremendous power and similar words and requests are given even greater substance when used in conjunction with other magic. The music of the heavens cannot tell any falsehood. Your dragon may sing along with you in beautiful harmony. Gaining the ability to speak and convey great wisdom as well as power.
>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.
GOOOOOOOOOOODSS!
>>
>>6303994
>>6303995
>Path of the Healer
>Language of the Spirits
>Necromancy
Not vibing with other worlds, be they dreams or alien. Not interested in music either. Path of War could be cool as well, but settled on these three in the end.
>>
>>6303994
>War
>Healer
>Dreams
An Astral Knight
>>
>>6303994
>Path of the Healer
>Necromancy
>Dreams
>>
>>6303994
>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.
>Music of the Heavens: You know the songs of creation and your melodies can weave anything you wish into existence. Of course the more complex and nuanced the magic the grander and longer the oration. Your voice holds tremendous power and similar words and requests are given even greater substance when used in conjunction with other magic. The music of the heavens cannot tell any falsehood. Your dragon may sing along with you in beautiful harmony. Gaining the ability to speak and convey great wisdom as well as power.
>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.
>>
>>6303994
>>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.
>Demonology: That which is alien to your world. Things from other realities. Plants and animals from other worlds. Weird and twisted technologies. All this and more are the strange topics that exploration into the unknown has brought you. When used in conjunction with other magic deviations from normal logic becomes possible. Your dragon may journey between your world and others.
>Music of the Heavens: You know the songs of creation and your melodies can weave anything you wish into existence. Of course the more complex and nuanced the magic the grander and longer the oration. Your voice holds tremendous power and similar words and requests are given even greater substance when used in conjunction with other magic. The music of the heavens cannot tell any falsehood. Your dragon may sing along with you in beautiful harmony. Gaining the ability to speak and convey great wisdom as well as power.
>>
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Can we not be an edgelord demonboy or necromancer? Thx in advance.
>>
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>>6304163
>>6304278
>>6304283
>>6304294
>>6304300
You are journeyman of war, a skilled healer, and know much of the realms of dreams. Your dragon mirrors you in an equally fierce and grand demeanor while maintaining an almost otherworldly grace about him. Your primary sword shines with a blue light and reflects the post and future. Looking into the depths of its reflection can provide guidance or drive an enemy to madness. Your second blade burns with the fires of your passion. Your armor is enchanted silver plate that reflects light even in the darkest night. You mount your white scaled dragon and depart the Tower wither neither friend nor family to see you off, for that is way of the Tower.

You fly above a strange and alien world. Stretching before you is an ocean, grand forest, great desert, and mountainous region. Which direction do you head?

>North into the mountains

>South into the desert

>West into the ocean

>East into the great forest
>>
>>6304330
>East into the great forest
Go to where the life is.
>>
>>6304330
>East into the great forest
>>
>>6304330
>East into the great forest
>>
>>6304330
>>East into the great forest
>>
>>6304335
>>6304357
>>6304446
>>6304738
You fly eastward scanning the endless valleys and hills that chart the mystic woodlands for miles around the Tower. You have some recollection of the kingdoms and towns merchants petitioning at the Tower gates would mention in passing. To the south east lies a city built upon ancient ruins held together by centuries of overgrowth. The people there are stoics who laud their traditions and make an industry from wood working and raise silk worms. There is a smaller dye community that supports both the textile and wood workers.

Further east lies an ancient highway to places and locations you can only guess at. Doubtless traders and other types of merchants still use it move about. It might not be a bad place to learn more about the world from.

To the north east lies a large port city built on the mouth of a river that flows out to the ocean. It is a mix of cultures from the far east, lost empire, and locals from within the woods that trade or labor there.

Your healing magic lets you feel the flow of life in the land and you feel a dark force dwelling from small kingdom built upon the ancient ruins. The presence of many strange and wonderful dreams is coming from the port town and highway. Doubtless, you'll find peaceful opportunities to the north and east. And, danger in the south.

>Go North

>Go East

>Go South

>Consult with your dragon

>Find a place to rest and seek truth from the realm of your dreams
>>
>>6304752
>>Consult with your dragon
>>
>>6304752
>Consult with your dragon
>>
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>>6304754
>>6304760
Your dragon feels the presence of a great and ancient evil from the south. He tells you that it smells like the rotting corpse of a man. He feels wonderful passions and the wind carries pleasant scents from the east where the highways are at. Aside from his kin in the Tower he feels another nearby in the port town to the north. You might find another brother of your order there should you search its cobbled streets. He reminds you that there is no brotherhood for journeymen of the Tower when they on their personal quest. Should you meet he could pose a very real threat to your life. Or, be one of a few treasured friends. Return to the earlier options >>6304752 for further choices.
>>
>>6304752
>>6304769
>Go towards the ruins to the south from which evil radiates
>>
>>6304769
>Go towards the ruins to the south from which evil radiates
Time to slay some evil.
>>
>>6304799
>>6304815
You fly to the south and come upon a beautiful sight. Sunrise over Evermore. Ancient, white marble towers shine in the morning light. Overgrown with ivy they emerge from the woodland as if great trees grown from the earth. A wall several times taller than a man runs between the towers. Its base is white marble but the upper half is made from stone adorned by a grand wooden battlement. Wooden stairs and ladders lead down from the battlement to the town proper. In the center of the city stands a grand manor made from fine wood and decorated by white marble relief. The town itself are family homes and shops cut from the same bleached wood with tiled roofs made from the same wood, a few of the smaller buildings have thatched roofs bleached white like the wood. The streets have man colored signs and the main manor is decorated by large flowing flags of bright reds, blues, greens, and golds. Most likely the lord's coat of arms and immediate retainers.

Your arrival has caused somewhat of a stir. There are calls from people coming out of their homes and a loud amount of chatter. Guards wearing dark blue uniforms, carrying weapons you don't recognize wave at you. The reception appears friendly and you feel a great deal of happiness from the people. Radiating out of them to your eyes as a subdued, silver light. It's safe to land.

>Land outside the town gates and introduce yourself to the gatekeeper

>Land outside the major manor and announce yourself directly to the lord

>Land amongst crowd of people and guards

>Consult with your dragon

>Consider magic you might employ in the situation
>>
>>6304851
You decide to land out front of the Evermore Lord's manor. Bypassing the gate and crowd of gathering commoners. The evil you feel emanating from within the city troubles you greatly and demands your utmost haste.

A herald awaits you in front of the manor's gates as you land. You sense the same joy from him as the commoners that saw you earlier, but the light is dimmer. Somber shades of grey cloud the silvery light. You embody hope for him, but a dim one.

"Lord Wizard! Your arrival could not be more fortuitous. Our Lord has fallen ill and a terror grips the heart of our citizenry. Every night we dream of a white hand crushing a rotting apple and of our children being devoured by worms as they in turn rot." He explains to you a hushed and whispered tone as he leads you through the manor to see the Lord. Your dragon remained outside given a lamb to feast upon by the servants, but his will lingered with your own hearing and seeing what you do.

"They're under the grip of a slow death. Something is devouring these people's souls more and more with each passing day." Your dragon whispers into your mind upon hearing the story.

The herald takes you to a grand set of blue doors and introduces you to a sickly man in his mid thirties. He much like his town is dressed in white and blue finery made from silk. He's barely able to maintain his seat on his throne and looks to be only a few day away from dying.

"Welcome Wizard. We had long thought the Tower removed from the affairs of us lowly mortals. But, in our darkest hour you come to render aid... I hope. Or, perhaps to offer a merciful end? Regardless, any relief will be welcomed at this point. For I feel a horrible end is upon me and I would take any alternative were it offered."

>Tell him you feel great evil coming from beneath his land. He and his people should flee

>Ask him what has befallen his lands leading up to his present state

>Tell him you will slay the evil and leave without another word. Wizards do not explain their comings and goings.

>Tell him you will offer him a merciful end if he seeks it, but the affairs of his land are none of your concern
>>
>>6305134
>Ask him what has befallen his lands leading up to his present state
Acquire info first.
>>
>>6305134
>Ask him what has befallen his lands leading up to his present state
>>
>>6305139
>>6305147
The king violently coughs and begins to wheeze out an explanation "For the past four moons nightmares have been creeping into my people's dreams. Always the same dream, always the same tole. A hand holding a rotten apple and then visions of our own form spoiling before our gaze as if before a looking glass. Our children..." he breaks down coughing and sobbing "...were the first to die. Then, our oldest were taken from us. Now, only our eldest children and ourselves remain.

"Who, what, why? I have no explanation and could care less! But, where, WHERE! Yes, that I know. From below. The owner of that corpse white hand lies below. Destroy him and whatever you wish of ours will be yours. Whatever task you need help with we shall assist..." with that the King falls unconscious. His herald rushes over to help him as the few servants around him look little better than him.

The Herald turns around and looks at you, "Please brave Wizard fulfill my Lord's request. Our knights have already descended into the depths below. We don't know what has become of them. May they still live and render you aid."

You ask him how to get below and he points a stairwell to you behind the King's throne.

>Descend into the depths below with all haste

>Go to the kitchen and get yourself supplies first

>Leave the kingdom to its doom and depart on your dragon

>Kill the king and Herald. Take over the measly protected manor with your magic.

>Consult your dragon
>>
>>6305155
idk how much sustenance we require as a powerful mage, but...
>Go to the kitchen and get yourself supplies first
>>
>>6305155
>Go to the kitchen and get yourself supplies first
>>
I like wizards :)
>>
>>6305159
>>6305237
>>6305337
Your dragon's voice echoes through your skull "I won't be able to join you through that small entry way. Wherever you end up I'll have to follow by digging. Expect me." After that he goes silent.

You walk through the pantry and get several loafs of bread and sausage. You doubt you'll be down there for more than two days, but grab rations for half week to be on the safe side.

The Herald and King have departed to his room for rest by the time you return to the throne room. A single maid awaits holding a silver key. Afterwards she flees the throne room and you hear the inner gates being secured from the outside. Evidently the servants and people greatly fear the ruins that lie below the manor and city.

You descend into the darkness. Your hand casually resting on the hilt of your sword. The dull light of allows you to see about thirty feet in front of you.

The way down is a confining stone spiral staircase. It leads into a larger open vault which rests the tombs of the past several kings and their families. Nothing appears amiss, but you think you can hear something coming from one of the tombs. Stop and investigate?

>Look for the source of the noise

>Move on

>Think about magic you can use

>Consult your dragon
>>
>>6305426
>Look for the source of the noise
>>
>>6305445
Two shadowy arms rise up through the tomb's lid and cease hold of your throat. Your armor provides no protection as you feel the hands crushing your throat.

>Destroy the sarcophagus with your main sword that shines with blue light and reflects visions of the future and past

>Destroy the tomb with your secondary sword of elemental fire

>Attack the phantom with your dreams

>Call on your dragon for help

>Beg it to stop

>Do nothing
>>
>>6305560
>Attack the phantom with your dreams
>>
>>6305560
>>Attack the phantom with your dreams
>>
>>6305560
>Destroy the sarcophagus with your main sword that shines with blue light and reflects visions of the future and past
Use our WAR MAGIC.
>>
>>6305572
>>6305588
>>6305590
Your world goes black. You're in a tavern. Judging by the architecture it's in Evermore. The patrons are enjoying their meals and a rowdy group of men are playing some game you don't recognize as they drink, sing, and dance when not their turns. It looks like some variation of horseshoe, but some strange sensation pulls you away from the festivities. You're upstairs now. Outside of one of the rooms. You hear a struggle going on behind the door and a muffled cry for help. The break the door down and find a guard choking one of the tavern's barmaids to death.

>Yell at him to stop

>Stop him with force

>Kill him

>Try and remember who you are
>>
>>6305760
>Yell at him to stop
>>
>>6305760
I got it all figured out, anons, the guard is the dream representation of the ghoul and the barmaid is us. Ergo we need to kill or stop the guard. Let's go.
>Stop him with force
>Ask why he's choking her
>>
>>6305790
You scream at him to stop. You suddenly find that you're the one choking her. And, then see that it's not a woman you're choking, but yourself. You struggle to stop. Your hands have a mind of their own. It takes several moments of tense concentration and you wake up. You're standing over the tomb casket with your hands wrapped around your throat. You let go of your throat and violently cough as you gasp for air. It takes a few minutes of rest to catch your breath.

A distant rage comes boiling up within you. You pull out your fire sword and smash it through the tomb destroying the body and casket in a fiery display of rage. However, it's not your anger. But, your dragon's channeled through you. The entire tomb begins to violently shake as he starts to rip apart the earth above your head and dig towards you. You try to reach out to him but it's pointless. His wrath at the spirits trying to take your life is incredible. He will destroy this entire tomb and kill anything that gets between you and him. You don't have much time to finish your work now for he intends to level this place. If not the entire city, too.

>Wait to meet up with your dragon

>Proceed deeper into the tomb to finish off whatever great evil lies at the hear of the matter
>>
>>6305796
Can we wait until the dragon reaches us, calm him down, and then proceed deeper into the tomb to slay the evil together?
>>
>>6305803
You wait for a few hours and the roof above your head falls away. Your dragon has ripped apart the entire upper foundations of the manor over the tombs. He stares at you for a second and reaches out to grab you. You find yourself on his back perched atop your saddle. He begins to take flight. You sense he's calmed down a bit.

>Try to calm him down further

>Let him take flight with you on his back and finish whatever he's planning on doing

>Tell him to keep digging

>Have him fall asleep with your dream magic
>>
>>6305812
>Try to calm him down further
>Tell him to keep digging
>"Our work isn't done yet. We need to help these people and destroy the evil deeper within the tomb. I'll need your help for that."
We did fuck up the manor, but let's hope the citizens forgive us for that haha...
>>
>>6305827
Your dragon somewhat grunts in acknowledgement. He takes to the sky. You can see that's torn a massive whole in the manor and dug through the throne room. There are anxious servants staring up at you, terrified.

The dragon begins to breath in deeply, and lets loose a concentrated blast of his fiery breath into the crater he just crawled out of. You hear a horrific wailing as the spirits of the dead are ahnilated and levels of the crypt are reduced to molten slag.

He flies down into the burning hole and tears down through the destruction until you're on the bottom floor. The terrible presence lies beyond a lone ruined door before you and your dragon. He reaches his claw out and tears through the final wall and you're treated to a ghastly sight. A lone stone throne sits at the center of the vast antechamber. A dead king sits upon it. His eyes burn a dull red. He's dressed in rusted metal armor. An overwhelming sense of hatred digs into your mind and that of your dragon's.

The undead king opens his mouth and you see he has jeweled teeth.

>Command him to leave these lands

>Attack him with your dragon

>Attempt to penetrate his mind

>Use your healing arts upon him

>Ask him who he is
>>
>>6305909
>Attempt to penetrate his mind
>>
>>6305909
>Ask him who he is
Maybe we can help him pass into the afterlife peacefully.
>>
>>6306082
>>6306106
Your dragon remains barely restrained as you reach out and probe his thoughts while speaking to him. "Who are you? Why do you drink from the souls of these noble people? They have demanded I come for you and relieve them of your evil!"

No words leave the Undead King's mouth for he cannot speak. Instead you feel something coming from within him. A longing for home. A vision consumes your mind of great floating cities and warriors like yourself taken to the sky on the backs of dragons. You see amongst their ranks not an outcast, but a forgotten warrior. A man left to till and work a wilderness far from home. To labor and watch what others greater than himself consider beneath them. And, to never receive relief. To never be welcomed home again amongst his friends and family. A terrible longing. A need to be close to others. To drink of them what gives them love and hope for the future. Their lives, no deeper. Their souls.

He is a terrifying opponent. You can sense his power deep within your bones. He is greater than you and your dragon. It would take everything you have to destroy him and you're not sure if it would even work. You can perhaps offer him something to stop him, though.

>Offer to take him home

>Offer him friendship

>Tell him his home is gone and there is nothing left for him to want after

>Attack him now while you have the chance to destroy him

>Flee and bury this tomb upon his head.
>>
>>6306372
Alright, that's a lot to take in and I'm not sure what exactly to make of it. So... he longs for home, but at the same time hates it due to having been in obscurity there? Wants to be close to others, so he drains their souls?

Hm. Let's say
>Offer him friendship
since it's obvious his family and home is long gone, so we can't take him there. Simply telling him his home is gone will probably anger him. Fighting him is not an option considering his power. So I think friendship is the best option. In all honesty, I just hope once he gets it, he just crumbles into dust as his curse is dispelled and he finds whatever has been keeping him alive.
>>
>>6306372
>>Offer to take him home
>>
>>6306372
>Offer him friendship
>>
>>6306392
>>6306592
>>6306608
The the Undead King stares into your soul. His jeweled teeth move as if to say something, but no sound comes out. You see the vision of a grand estate atop a high hill. It overlooks a lake and valley. Off in the distance is a city beyond description. Floating monoliths and grand pavilions drifting through the air as if building upon the clouds.

The vision ends. And, the life has left the Undead King. His head rolls from his shoulders and ends up near your feet. The rest of his body disintegrates into ash. You pick up his skull and place it into a bag. You have committed yourself to taking him to his homeland. An unspoken promise.

Back above the city and King of Evermore have recovered from the horrible sickness brought on by the Undead King feasting on their souls. You're offered anything you want, the kingdom itself in payment should you desire it. But, that goes against the nature of your journey. Instead, you ask to see the greatest treasures in the land and will pick one or many that suit your desire.

>An ancient almanac from the King's library. Etched upon golden sheets and bound within stone covers held together by silver chains. It holds many truths and secrets of the Lost Empire and is forbidden by ancient degree to be read. The King has honored this law, terrified of the consequences should it be violated. He has no problem entrusting the book to you.

>A magical mantel woven from the silk worms. It appears if it were made from the night sky and a perpetually cool breeze seems to flow from it. It dates back to the times of the Lost Empire. The king considers it his lands greatest treasure and departs with it somewhat reluctantly.

>A magical ring carved from White marble and inlaid with gems similar to the fillings win the Undead King's mouth. You sense incredible magical power coming from it. The King has had it in his armory of all places for generations he doesn't know what it does and cautions against reckless experimentation. Had you not arrived he would have called upon the ring himself in a final act of desperation.

>The Undead King's sword. You have your own terrible swords, but his is no less deadly and made by magics you're unfamiliar with. The King gladly gives it to you.

Choose one, many, all, or none.
>>
>>6306763
>>An ancient almanac from the King's library. Etched upon golden sheets and bound within stone covers held together by silver chains. It holds many truths and secrets of the Lost Empire and is forbidden by ancient degree to be read. The King has honored this law, terrified of the consequences should it be violated. He has no problem entrusting the book to you.
>>
>>6306763
>The Undead King's sword. You have your own terrible swords, but his is no less deadly and made by magics you're unfamiliar with. The King gladly gives it to you.
An ancient almanac from the King's library. Etched upon golden sheets and bound within stone covers held together by silver chains. It holds many truths and secrets of the Lost Empire and is forbidden by ancient degree to be read. The King has honored this law, terrified of the consequences should it be violated. He has no problem entrusting the book to you.
>>
>>6306898
>>6306918
You have chosen the ancient Almanac. You caution the King against using either the undead King's ring or sword. Both are tools of a former dragon riders and will evoke horrible destruction. The cloak while beautiful has little use on your journey and you feel it belongs with its makers more than yourself.

You bid them all farewell after restocking for your journey and depart on a noon day created jet stream. Your dragon appreciates gorging himself upon several of their lambs and is feeling extra invigorated. Combined with the jet stream you make record time towards the desert in the south following the ancient highway. You're heading towards the lands of the Lost Empire. Rumors speak of them being cursed and ruined. Filled to the brim with every abomination imaginable. Of this you see no signs, instead only an endless desert that stretches on for close to a thousand miles. While you look for the strange, ruined lands of the Lost Empire. You consult the ancient almanac. Despite its age it still holds enough similarities the present tongue to be legible. From it you're able to deduce a few clews as to where the Lost Empire may be.

>It speaks of a season for ideal dragon breeding. Such conditions would be very far to the south. Possibly on the far side of the desert.

>It speaks of a productive time where the river flows and the crops can be collected. You can look for current rivers

>It talks about a particular star formation, look at night for the proper alignments

>Simply seek out the rumors and supposed blights and cursed creatures. Seems like such a thing would be hard to miss.
>>
>>6307081
>It speaks of a productive time where the river flows and the crops can be collected. You can look for current rivers
>>
>>6306763
>The Undead King's sword. You have your own terrible swords, but his is no less deadly and made by magics you're unfamiliar with. The King gladly gives it to you.
Sord
>>
>>6307081
>>It speaks of a productive time where the river flows and the crops can be collected. You can look for current rivers
>>
>>6307081
>It speaks of a season for ideal dragon breeding. Such conditions would be very far to the south. Possibly on the far side of the desert.
>>
>>6307106
You decided to take the Undead King's sword with you. It's an ivory blade with hilt encrusted with the same jewels found in his mouth. It hold a tremendous and unknown power.
>>6307276
>>6307241
>>6307089
You fly south to the "mouth" of the desert. The trip takes you several weeks. As you're forced to slow down to hunt for the scant prey within the shifting sands suitable for both you and your dragon.

Eventually you find yourself in increasingly ruined patches of earth. Gone now are the few oases you spotted once a day. Only occasionally you see a pathetic stretch of damp mud. Or, grove of rotten wood that were once trees. Still, this bleak setting would be only an appetizer of the horrors to come.

You find yourself over more verdant land now. However, it teems with an unnatural life. The trees grow crooked and strange eyes stare up at you from their canopy. The beasts stick to shadow even during the daylight hours. As remote and short as they are under the ever gloomy, storm ridden skies. Strange colored lightening arcs between the clouds. And, whirlwinds of devastating size size pulverize the plains off in the distance. You have found the beginning of the Lost Empire, the cursed lands of your fore bearers.

The dragons were bred at the verdant ends of the Lost Empire's grand river. Artificial fisheries and lakes were made for them so that they might feed without issue as they grew to grand size and were trained for war. Their eggs brought in from the ocean from volcanic nurseries after hatching.

Now cursed the artificial lakes have become overgrown and twisted marshes. Strange things live here. Possibly the ruined descendants of wild dragons. Tread carefully.

>Fly over the region and scout it looking for signs of the memory the Undead King gave you before he passed on.

>Land and survey the land from the ground. See if you can't find signs of a road beneath the overgrowth.

>Ignore it entirely and head inwards to the Empire proper.

>Rest for the night and consult with you dragons and search for bastion of dreams. Perhaps some people still live somewhere within the ruins of the Lost Empire.
>>
>>6307549
>Rest for the night and consult with you dragons and search for bastion of dreams. Perhaps some people still live somewhere within the ruins of the Lost Empire.
>>
>>6307549
>Rest for the night and consult with you dragons and search for bastion of dreams. Perhaps some people still live somewhere within the ruins of the Lost Empire.
>>
>>6307753
>>6307775
You lay down a circle around your campsite. Etched into the earth by your blue sword, you flood the dug out circle with your dragon's venom much like pouring water through through an irrigation channel. Then, you stick your sword of flame into the circle. The venom ignites into a blue fire surrounding your campsite. With a measure of concentration you take out a small knife and cut the palm of your hand dropping some of your own blood into the flames, the wound heals nearly instantly. With that the fire will last the entire night, holding at bay anything that dares to trespass against you while you sleep. The healing arts are more formidable than many realize.

Your dragon curls into a makeshift couch for you and lay back against his soft belly to rest. Before you realize it you've fallen asleep.

You're once again flying above the Lost Empire on your dragon's back. However, the landscape and skies have taken on stranger, otherworldly qualities to them. Stretched out across the vast horizon you see congregations of light. The dream communities of those still living in these cursed lands.

Nearest to where you believe the Undead King's old home lies you see a number of people slumbering. That it where you must go. However, not too far from it lies a concentration of great and awesome power. Not evil, but willful and proud. It tempts you to come to it. Challenges you to meet it.

>Head for the old home of the Undead King to lay him to rest

>Detour to first see this prideful and strange power
>>
>>6308328
>Detour to first see this prideful and strange power
Who dis
>>
>>6308328
>Detour to first see this prideful and strange power
>>
>>6308328
>Head for the old home of the Undead King to lay him to rest
We have a job to do. Enigmatic power can wait.
>>
>>6308392
>>6308333
>>6308332
You set out from your dreams towards the capital of the Lost Empire. Unlike in your dreams the way is not easy. Vast turbulence and funnel clouds block your path. Massive tornadoes endlessly spin around an endless storm. Forming moving columns, almost living sentinels against trespassers.

You persevere through the intense storm and emerge into a vast eye. At its center lies the Lost Empire's capital. A wondrous floating city made from white marble. Set upon strange levitating foundations. Massive chains connect the floating structures to the earth below. A crude path winds up these chains allowing for foot traffic to come and go. A similar network of bridges connect the floating islands. Pure sunshine rains down upon the city. But, it is eerily quiet. Few if anyone lives here any longer.

You suddenly hear a powerful voice in your head. You dragon stirs and can hear it, too.

"Why have you come?" is all it asks.

>Speak the truth

>Tell whoever you wish to see them

>To explore and know these lands

>To loot and take what you please
>>
>>6309191
>Speak the truth
>>
>>6309191
>Speak the truth
>>
>>6309191
>Tell whoever you wish to see them
>>
>>6309211
>>6309246
>>6309590
The voice echoes through your head, "Bring me his skull."

A sudden pillar of light arises from one of the inner floating islands, originating from some sort of amphitheater. A silent command from you and your dragon banks towards it.

You land in the center of the amphitheater (your guiding light now gone), the gust from your dragon's wings blows away centuries old dust. Clearing a place for you to step down from his back. Sitting casually atop a fallen marble column sits a man adorned in strange, baroque white plate armor. A single golden eye peers out at you from within the swirling pattern of his helmet's face guard. He wordlessly holds up his white gauntleted hand, palm open.

>Demand to know who he is

>Hand him over the skull of the undead King

>Give him the sword and skull of the undead King

>Give him the sword, skull, and ring of the undead King (turns out the King of ever more smuggled it into your belongings before you left)

>Attack him
>>
>>6309941
>Give him the sword, skull, and ring of the undead King (turns out the King of ever more smuggled it into your belongings before you left)
>>
>>6309941
Sorry for the delay in voting, only got access to the PC now.
>Give him the sword, skull, and ring of the undead King (turns out the King of ever more smuggled it into your belongings before you left)
>>
>>6310407
>>6309973
You give him the effects of the undead King with no ceremony or pomposity. Simply held out to him neatly stacked in your hands. He receives them with equal humility, this you realize is the proper way of things. For whatever it is about to occur.

He holds up the undead King's head to his eye level. Kisses him on the forehead and then violently rips his lower jaw from his skull held together by mummified flesh. "For you honored kin I do take thine jaw so to speak evil and death unto our enemies." He throws the skull into the ground and smashes it with his heal, "To your remains I return to dust so that your spirit and memory may in turn live on in me and through my hands may the blood of our foes know terror and ruin!" He looks up into the air and screams his voice carries with it a resonance that causes the entire amphitheater to shake to its foundations. He stops and reaches down to the fractured skull on the ground and begins to fit them into grooves on his own helmet somehow his helmet shifts and morphs absorbing the bone as if it were meant to be there. Next he breaks apart the jaw and removes the gems from the teeth and fits them into his helm as well. They too merge with it through some magic you know nothing of. His helm now appears as a skull motif with bejeweled gems shining from a false fused into his lower visor. His lone golden eye compliments it an eerie fashion.

He places the ring onto this gauntleted hand, which it too fuses with, and then he ties the undead King's sword to his belt, which compliments several other horrific looking, white swords.

"You have done me a favor stranger and so I in turn offer you one and only one boon. Name it."

>Ask for his friendship

>Ask to leave with your life intact

>Ask him for one free swing by which to take his life

>Say nothing and leave

>Ask for a gift of equal value

>Say nothing and attack him

>Command your dragon to attack him

>Evaluate him with your magic

>Ask him what he had in mind for a "boon."
>>
>>6310556
>Ask him for one free swing by which to take his life
Ok, idk what we were expecting, but I personally did not think it'd go that way lol. Thought this dude would bury the remains or something. Well, it is what it is.
>>
>>6310556
>Ask to leave with your life intact
>>
>>6310735
>>6310697
You tell him you want to walk away with your life intact, and the only way you can be sure of that is if he lets you take his. He's bound by his oath to give you that chance. His golden eye stares at you, and he kneels.

"Cut true," is all he says. You take out your blue sword and raise it high with both hands and bring it down upon the back of his neck with all of your strength. His head flies clear and he slumps onto the ground. You turn to leave and explore the rest of the strange Lost Empire when you hear a noise behind you. His body stands up and walks over to his severed head. He reaches down and picks up his still helmeted and reattaches it to his body. A strange organic noise can be heard from him as he finishes reattaching his head. He turns and speaks to you.

"Death does not come easy for us here in these cursed lands. In fact, death has never been a friend to my clan. Always we are denied its succor until a great deal of trouble. You, however will find it comes quite easy."

Without a moments hesitation you gesture to your dragon and he breaths an impossibly hot blue fire onto him. Burning his body, armor, and bones to ash. You then pull free your sword of fire and burn his ashes too a still finer dust. With that you mount your dragon and fly free of the amphitheater and away from the remains of the strange warriors.

>Explore the rest of the Lost Empire

>Head back towards the Tower for calmer and more gentile lands

>Head towards the coast to enjoy the beauty of the ocean

>Burn the amphitheater to the ground to be sure
>>
>>6311074
>Head back towards the Tower for calmer and more gentile lands
Surely he won't resurrect himself and come for our head. Surely.
>>
>>6311074
>Head back towards the Tower for calmer and more gentile lands
>>
>>6311090
>>6311103
You bid farewell to the Lost Empire and return to the more hospital climate of your homelands. The journey takes you roughly two weeks time during which you feel the presence of the strange warrior you burned to ash dogging you. The brutality of your attack must have instilled some measure of fear as he has not come to directly confront you, but you feel him getting closer with each passing night.

Your knowledge of the Lost Empire is poor. All you know is that it's the land where your discipline originated from and that your ancestors served some important role in its original prosperity. However, some grave sin or indulgence ultimately spelled the Lost Empire's doom and it your people fled its destruction. Whatever that warrior is he must have something to do with the Lost Empire as he was a kin to one of its dead warriors. Perhaps a divergent brotherhood or order from the Tower's? If that's the case, he'll be difficult to destroy. For you know of no greater force than magic in all the world. For it is the will of man manifest and so man is master of the world his will is therefore master of all creation.

>Turn back and confront the white knight, perhaps a bit more effort is needed to permanently kill him

>Increase your pace and try to lose him over the desert

>Confront him in his dreams and strike at him with your blue sword. Madness may be the next best thing to killing him

>Seek help from another member of the Tower. You remember feeling a brother's presence back at the port town in the northern wood lands east of the Tower

>Return to the Tower and submit the tale of your journey to your masters

>Search for locals near the Lost Empire and try to figure out who or what the strange warrior is
>>
>>6311452
>Search for locals near the Lost Empire and try to figure out who or what the strange warrior is
>>
>>6311452
I'm torn between seeking help of a Tower member and asking the locals. Let's start with the latter, then if we enter CODE RED tier danger run to our colleague.
>Search for locals near the Lost Empire and try to figure out who or what the strange warrior is
>>
>>6311452
>>Search for locals near the Lost Empire and try to figure out who or what the strange warrior is
>>
I'm bringing this quest to an end I'd like to thank everyone that participated in it. Will be doing more quests in the future.
>>
>>6314434
Thanks for running. idk if you're looking for feedback, but I felt like the quest was a bit chaotic. A sandbox is fine, but it kinda didn't feel like our decisions mattered and the plot about the Undead King was not very engaging. More personal interactions with characters would be cool. Also I tried to comment on my votes, it'd be nice to receive some banter back from you, QM. Overall, it was enjoyable, but could be worked on. Looking forward to more from you.



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