Open Quest Seeds: Difference between revisions

From Dreams of Hope
No edit summary
 
(17 intermediate revisions by the same user not shown)
Line 1: Line 1:
Quest seeds are the starting point for campaigns. Think of them like "main quests" in Skyrim or similar. Unlike video games, they do often come with a ticking clock. Success isn't the end of the campaign--merely the end of an arc. And you can choose to abandon the arc at any point and go somewhere else. But remember--Dawn of Hope is a persistent-world setting. The things you do (or don't do) have effects that last and will affect other campaigns in the same setting! While there are other adventurers who may attempt the unchosen quests, their performance and their choices are somewhat random. Choose your quests wisely!
Quest seeds are the starting point for campaigns. Think of them like "main quests" in various video games. Unlike video games, they do often come with a ticking clock. Success isn't the end of the campaign--merely the end of an arc. And you can choose to abandon the arc at any point and go somewhere else. But remember--Dawn of Hope is a persistent-world setting. The things you do (or don't do) have effects that last and will affect other campaigns in the same setting! While there are other adventurers who may attempt the unchosen quests, their performance and their choices are somewhat random. Choose your quests wisely!


Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note.
Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note.


==Byssia==
== Primal Sea + Blood-thirst Wildlands ==
The nation of [[Byssia]] is in transition from an communitarian, decentralized nation of ihmisia and humans, backward and sleepy, into a bustling center of growth and religious fervor. As the only nation with solid access to the Primal Sea, much of its people look to the sea. Off in the distance to the south, across [[Gap-tooth Bay]] lies the fabled [[Island of Beasts]], a mountain peak rising high into the sky, supposedly inhabited by unique monsters and hidden treasures.
The Primal Sea is the tropical ocean that separates the two eastern continents--[[Noefra]] on the north and [[Soefra]] on the south. Of the nations, the [[Serpent Dominion]] and [[Byssia]] border this sea, but no sea route is known between them. In this age, there is increased interest in expanding and finding trade routes in many directions. Between the two lies the uncharted and dangerous [[Blood-thirst Wildlands]]. Adventures here will generally not involve cities or large "civilized" areas.


===Island Hopping===
=== Two if by Sea ===
;Location: [[Gap-tooth Bay]] and the [[Byssian Lowlands]]
'''Location''': Around the south coast of the [[Blood-thirst Wildlands]], as well as the [[Serpent Sea]] and [[Gap-tooth Bay]].
;Levels: 1+
;Description: Normally isolationist and reclusive, the island folk of the bay have sent an emissary to the civilized people of Byssia asking for help with creatures that have been raiding their fishing boats and villages.
;Pillars: Social > Combat ~ Exploration
;Terrain: sub-tropical islands and shallow aquatic
;Adventuring Company: [[Heart of the Woods]]
;In-universe Time: Summer 250 AC


===Old Green Sins===
'''Levels''': 1+
;Location: eastern [[Byssia]] and the [[Blood-thirst Wildlands]]
;Levels: 1+
;Description: You've been hired to escort a merchant caravan from the [[Byssia]]n border to [[Fort Hope]]. Be warned, there has been significant tension along the [[Wyrmhold]]/[[Byssia]]/[[Windwalker Confederacy]] border zone. And old things, old buried things are stirring in the wildlands not far from the route.
;Pillars: Combat ~ Exploration ~ Social
;Terrain: Plains, Forests, Jungle
;Adventuring Companies: [[Golden Banner]], [[Nightshade Lily]], [[Heart of the Woods]]
;In-universe Time: Early summer/late spring 250 AC


==Fiach Wood==
'''Description''': An expedition, sponsored by the famous [[Dilligas Husty]]'s trade fleet, seeks to establish a viable route west from [[Tarad'am]] to [[Byssia]], driven by the effects of the [[Red Plague]]. They are in need of capable adventurers to handle the myriad dangers that may arise, as well as explore inland as the expedition hugs the coast.
The [[Fiach Wood]] is the sea of trees that covers the land north of [[Lake Coy'in]] and east of the [[Nocthian Caldera]]. Home to orcish tribes and a few puun ihmisi tribes, it houses many untouched ruins.


===Do Orcs Mass in the Woods?===
'''Pillars''': Exploration ~ Combat >> Social
;Location: [[Fiach Wood]], north east of [[Wyrmhold]]
;Levels: 1+
;Description: While seeking news of lost ruins, you hear rumors of an orcish war-horde massing in the forest.
;Pillars: Combat ~ Exploration ~ Social
;Terrain: Forests
;Adventuring Company: [[Dragonslayers]] or [[Bloodstand]]
;In-universe Time: Early summer 250 AC


==Uulan Confederacy/Outer Barrier Range==
'''Terrain''': Sea, hills, grasslands, jungle (islands)
The [[Uulan Confederacy]] is a dwarven-dominated nation to the east of the [[Sea of Grass]], mostly in and buried under the [[Outer Barrier Range]]. To the south across the mountains are wastelands, eventually leading into [[Moon's Fall Vengeance]], a peninsula of broken glass and arcane magic run wild.


===All that Glitters===
'''In-universe Time:''' Late Fall 253 AC
;Location: [[Outer Barrier Range]], mostly underground.
;Levels: 3+
;Description: An iconoclastic dwarf has asked for adventurer assistance in uncovering a fabled dwarven city of centuries past.
;Pillars: Combat ~ Exploration > Social
;Terrain: Underground, badlands
;Adventuring Company: [[Ironshroud]], [[Guardians of the Forgotten]], [[Selan's Seekers]] or [[Imperial Legacy]]
;In-universe Time: Late summer 250 AC or spring 251 AC.


=== Go West, Young Adventurers ===
'''Location''': Starting in [[Fuhino]] on the west coast of the [[Serpent Sea]], but moving west toward [[Byssia]].
'''Levels''': 1+
'''Description''': Another expedition, this time overland, seeks to replace the (broken as of the [[Red Plague]]) northern wildlands trade route. They need adventurers to provide security and handle most of the heavy exploration through the unknown lands.
'''Pillars''': Exploration ~ Combat >> Social
'''Terrain''': Jungle, grasslands, hills.
'''In-universe Time:''' Early Fall 253 AC
== Crisial Kingdom/Sundown Hills ==
The [[Sundown Hills]] is the local name for the range of grassy, rolling hills that range the southern border of the [[Crisial Kingdom]]. The only major town is [[Honel]], and the major exports are various stones and ores mined from the hills. The people are generally averse to central authority--the area is dotted with small villages that have limited contact with the outside world
=== Helping Honel ===
'''Location''': [[Honel]] and surrounding areas.
'''Levels''': 1+
'''Description''': The Duke of Honel has an important request for some adventurers. Or rather, several important requests. Mostly she just wants adventurers on tap in these troubled times. Especially after the [[Red Death]] and the collapse of the [[Windwalker Confederacy]].
'''Pillars''': Social ~ Combat > Exploration
'''Terrain''': Hills, Mountains, Fens.
'''In-universe time:''' Early fall 253 AC.
== Sea of Grass/Former Holy Kaelthian Republic ==
The Sea of Grass is the center of "human" civilization since the [[Cataclysm]]. The central valley along the river is densely settled; the eastern grasslands less so. In the last few years, the [[Holy Kaelthian Republic]] has inverted onto itself and become a small nation of religious fanatics, leaving the settlements that once belonged to that (formerly) great nation to fend for themselves.
=== Forging a New Path ===
'''Status''': in progress
'''Location''': Starting in [[Bradford]] and heading south-east through the [[Sea of Grass]].
'''Levels''': 1+
'''Description''': The [[Duarchy]], [[Rauviz]], and [[Crisial Kingdom]] have all sponsored an effort to create a new route to the [[Uulan Confederacy]] following the river south to [[Lowbridge]] and then the [[Shield River]] east to the dwarven homelands. They need many hands, including those willing to discover how the isolated communities have faired since being abandoned...although for some of those far out villages, that wasn't much of a change.
'''Pillars''': Exploration ~ Social ~ Combat
'''Terrain''': Grasslands, hills
'''In-universe time''': Early summer 253 AC
[[Category:Player's Guide]]
[[Category:Player's Guide]]

Latest revision as of 04:05, 31 March 2025

Quest seeds are the starting point for campaigns. Think of them like "main quests" in various video games. Unlike video games, they do often come with a ticking clock. Success isn't the end of the campaign--merely the end of an arc. And you can choose to abandon the arc at any point and go somewhere else. But remember--Dawn of Hope is a persistent-world setting. The things you do (or don't do) have effects that last and will affect other campaigns in the same setting! While there are other adventurers who may attempt the unchosen quests, their performance and their choices are somewhat random. Choose your quests wisely!

Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note.

Primal Sea + Blood-thirst Wildlands

The Primal Sea is the tropical ocean that separates the two eastern continents--Noefra on the north and Soefra on the south. Of the nations, the Serpent Dominion and Byssia border this sea, but no sea route is known between them. In this age, there is increased interest in expanding and finding trade routes in many directions. Between the two lies the uncharted and dangerous Blood-thirst Wildlands. Adventures here will generally not involve cities or large "civilized" areas.

Two if by Sea

Location: Around the south coast of the Blood-thirst Wildlands, as well as the Serpent Sea and Gap-tooth Bay.

Levels: 1+

Description: An expedition, sponsored by the famous Dilligas Husty's trade fleet, seeks to establish a viable route west from Tarad'am to Byssia, driven by the effects of the Red Plague. They are in need of capable adventurers to handle the myriad dangers that may arise, as well as explore inland as the expedition hugs the coast.

Pillars: Exploration ~ Combat >> Social

Terrain: Sea, hills, grasslands, jungle (islands)

In-universe Time: Late Fall 253 AC

Go West, Young Adventurers

Location: Starting in Fuhino on the west coast of the Serpent Sea, but moving west toward Byssia.

Levels: 1+

Description: Another expedition, this time overland, seeks to replace the (broken as of the Red Plague) northern wildlands trade route. They need adventurers to provide security and handle most of the heavy exploration through the unknown lands.

Pillars: Exploration ~ Combat >> Social

Terrain: Jungle, grasslands, hills.

In-universe Time: Early Fall 253 AC

Crisial Kingdom/Sundown Hills

The Sundown Hills is the local name for the range of grassy, rolling hills that range the southern border of the Crisial Kingdom. The only major town is Honel, and the major exports are various stones and ores mined from the hills. The people are generally averse to central authority--the area is dotted with small villages that have limited contact with the outside world

Helping Honel

Location: Honel and surrounding areas.

Levels: 1+

Description: The Duke of Honel has an important request for some adventurers. Or rather, several important requests. Mostly she just wants adventurers on tap in these troubled times. Especially after the Red Death and the collapse of the Windwalker Confederacy.

Pillars: Social ~ Combat > Exploration

Terrain: Hills, Mountains, Fens.

In-universe time: Early fall 253 AC.

Sea of Grass/Former Holy Kaelthian Republic

The Sea of Grass is the center of "human" civilization since the Cataclysm. The central valley along the river is densely settled; the eastern grasslands less so. In the last few years, the Holy Kaelthian Republic has inverted onto itself and become a small nation of religious fanatics, leaving the settlements that once belonged to that (formerly) great nation to fend for themselves.

Forging a New Path

Status: in progress

Location: Starting in Bradford and heading south-east through the Sea of Grass.

Levels: 1+

Description: The Duarchy, Rauviz, and Crisial Kingdom have all sponsored an effort to create a new route to the Uulan Confederacy following the river south to Lowbridge and then the Shield River east to the dwarven homelands. They need many hands, including those willing to discover how the isolated communities have faired since being abandoned...although for some of those far out villages, that wasn't much of a change.

Pillars: Exploration ~ Social ~ Combat

Terrain: Grasslands, hills

In-universe time: Early summer 253 AC