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gold
familiar Familiargawain, western osprey
played by OOC Namesafi
you don't have to hate on your instinct and fears; nothing will ever change anyways
Amaranthine Star
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Post by Anima Blair on Nov 13, 2022 9:40:48 GMT -7
[nospaces] [attr="class","questcont"] [attr="class","questname"]THE WHITESTONE TOWER [attr="class","queststats"] [attr="class","questh"]BASICS [break] participants: locked participants are mel khatagin, Anima Blair, diespiter delacour / open quest, all other participants must be invited by the three locked participants and be armed & prepared to fight[break] threads: 3 - 4 threads? it also might require a split between two threads at once at a certain point depending on how the initial phase proceeds. [break] sponsor: spontaneous, potential pegasus sponsor?[break] objective: to find the lost Whitestone Tower Lighthouse and clear out anything that might have taken up residence inside of it. If possible, get the lighthouse back in operational conditions.[break] danger level: injury-enabled + recommendations for strong combat experience against daemons[break] moderation: moderated by me, can share all my notes + plans with staff as needed[break][break] [attr="class","questh"]DETAILS [break] [attr="class","questblock"]Dreams point to a white tower in the north, covered in bracken, moss and smelling like the world beyond the rifts. There are stories of a lighthouse that can guide the way to a lost city, sunken beneath the waves. Whether the city was sunk by hubris, or sunk to stop something else from waking - stories conflict.
[break] There goes a story that concerns the Red Keeper, a spiritual figure in some tellings, a manifestation of the hopes and prayers in others. Some call him a great witch, who sat atop his tower keeping a burning beacon to ward away all the monsters that beset sailors during a storm.[break][break] On nights when the winds would sweep down the coast, when daemons and monsters prowled the rocks and waves and the very sea itself would wait for the sailor's demise ; the Red Keeper would shine the beacon. A bright red burning beacon atop a white limestone tower that stretched so high it touched the heavens.[break][break] Although the Lighthouse has been lost to the pages of myths and legend, there are various cultures and traditions that maintain the existence of similar figures, although with different names and connotations. Whilst the figure changes, the lighthouse never does. It is always a white tower, stretching high into the sky, nestled amongst dangerous terrain as a guiding light. Whilst this could be a coincidence - a shared fragment of unconscious thought - there may be some truth to the tales.[break][break] The tales go back before the Great War. The tales go back as far as the civilized world does.[break][break] Annie finds this odd when she sings her own rendition of the tale that she heard a woman sing once, although her name and face evade her. This woman was important, but she can only remember the songs that she sung to Annie, once upon a time. She’s corrected by the tavern patrons, who all chip in with their various stories and tales about the lighthouse.[break][break] It fell into disrepair when the Red Keeper died. It sank into the sea when a particularly harsh storm came to harbour. It was used in the Great War to send signals. The lighthouse stopped burning when the lighthouse keeper’s heart was broken, and never transmitted 143 coherence again.[break][break] She finds it even more when she asks Mel, after she dreams of the whitestone tower. Mel tells her own story, a lighthouse that once would guide the way to a sunken city. Mel takes particular interest when Annie sees it in her dreams; as Mel seems to want to do.[break][break] Annie is merely curious. Melusine contacts another member of the Winter’s Grasp, Diespiter, asking him to join the pair on their investigation to trace the origins of the Lighthouse.[break][break] The Whitestone Tower lies in ruins; claimed by erosion, rust and riftspawn. And yet, even so, the beacon may be lit again to guide the lost back home. [break] [break] [attr="class","questblock"]Lighthouses have long been symbols of hope and safety to sailors navigating the sea, beacons of hope shining in the darkness. And yet, the Winter’s Grasp has lost the grip of their beacon; reclaiming it would surely be of interest to any true son or daughter of the Winter’s Grasp. When an outsider dreams of a locked tower with a single bright burning beacon, Melsuine decides to investigate further alongside the outsider in question.
[break] [break][break] ooc description: basically the quest can be broken down into phases which is basically 1. planning , 2. scouting + 3. big combat and boss battle time. scouting phase can be split between getting information from a nearby settlement that may/may not be hostile to the party + have items that will be helpful and can support multiple lines of questioning from different groups to spread people out and the scouting / sailing to the tower itself[break] it shouldn't need a lot of oversight from staff, but should be run very similar to a dnd session.[break] suggested reward: access to a fun fancy lighthouse and whatever's inside there (: [newclass=".questcont"]color: var(--iconcolor); font-family: 'Jost'; font-size: 13px; line-height: 1.8; width: 520px; margin: 0 auto; padding: 2em; text-align: justify; box-sizing: border-box; border:10px solid var(--bannerbgcolor); } .questname { padding:1em; box-shadow:inset 0 0 0 1000px rgba(18, 18, 30, 0.7); background-size:cover; background-position:center; color:white; font-size:20px; text-transform:uppercase; letter-spacing:0.1em; } .questh { text-transform: lowercase; font-weight: bold; font-size: 22px; letter-spacing: 0.05em; border-bottom: 10px solid var(--mainbg); height: 22px; margin-bottom: 1em;} .queststats b { color:var(--hovericoncolor); } .questtalk { display: flex;justify-content: flex-start;align-items: center;background-color: var(--mainbg);height:60px;box-sizing:border-box;overflow:hidden; } .questtalk img { width: 60px;padding-right: 1em;opacity: 0.6;} .questtalk span { font-size: 0.9em; padding: 0 1em 0 0; } .questblock { border-left:1px solid var(--thirdbg); padding-left:1.5em; } .queststats { box-sizing:border-box; margin-top:2em; padding:3em; background-color:var(--secondbg); [/newclass]
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Administrator
high priestess
999
gold
familiar Familiariorek byrnison
played by OOC Namepandora
content monkey
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Post by pandora on Dec 28, 2022 17:06:01 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","appheader"] QUEST APPROVED. [attr="class","appprimary"] [attr="class","approvalcont"] [attr="class","staffpara"] [attr="class","staffquotes"]“ A worthy endeavor. Be careful and remember your roots. Exploration can be full of surprises, huh? [attr="class","staffquotes2"]” [attr="class","staffbody"] [attr="class","spelltitle"] DETAILS This quest has been approved by staff. Since it will mostly be unmodded, please feel free to start this at your own behest. Staff will give you your rewards at the end of the quest. If you have idea you would like to suggest, please DM staff.[break][break] If/when additional participants are added to the quest, you will need to edit the post to reflect the participants list. Participation in this quest cannot put any character over their three quest limit.
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gold
familiar Familiargawain, western osprey
played by OOC Namesafi
you don't have to hate on your instinct and fears; nothing will ever change anyways
Amaranthine Star
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Post by Anima Blair on Jun 2, 2023 17:04:02 GMT -7
THE WHITESTONE TOWER QUEST IS NOW COMPLETED
participants:
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Administrator
high priestess
999
gold
familiar Familiariorek byrnison
played by OOC Namepandora
content monkey
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Post by pandora on Jun 4, 2023 11:06:23 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"] WHITESTONE REWARDS
[attr="class","staffbody"] [attr="class","staffheadimg"] [attr="class","staffpara"]
“O BEARER OF MINE, DO YOU NOT WISH TO FILL THE WORLD WITH TEETH?” [break][break] “I CAN BE ANYTHING THAT YOU WISH, O BEARER OF MINE” [break] “OURS IS THE NEVER-ENDING, O BEARER OF MINE” [break][break] “LET US DEFY OUR EXTINCTION, O BEARER OF MINE”[break][break] “TELL ME, O BEARER OF MINE, WHAT IS YOUR WISH—[break][break] The weapons they bring back from the tower are powerful. The weapons they bring back are dangerous. The voice that's now in their head, in their blood, begins to show them dreams of regret—a person once loved, once lost, comes to haunt them in the form of a nightmare. The daemon speaks. [break][break]
—IF YOU COULD TAKE ANYTHING FROM THIS WORLD, WHAT WOULD YOU TAKE?”
POINT TALLY[attr="class","staffbody"] [attr="class","staffheadimg"] WEAPONS FROM THE TOWER[attr="class","staffpara"] Note: Accepting this reward means accepting the following CURSE on your character. The curse will remain for as long as they have the weapon. You may lift the curse by destroying the weapon ICly (selling the weapon). When the curse is cured through IC development, the weapon will be destroyed regardless.[break][break] Accepting the weapon and the curse is entirely optional.[break] [break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER'S CURSE 0PTS[break]Required if your character is taking a Dreameater Weapon. This curse grows worse each time its associated weapon is used. In general, a daemon forms a communicative link with the wielder, and begins to haunt their dreams. The user has troubled sleep, making them physically weaker and slower to react when waking. Emotions of regret, especially related to a lost loved one, are amplified. When the associated weapon is used too long, it may lead to hallucinations. [break][break] EACH CHARACTER MANY ONLY TAKE THE WEAPON MEANT FOR THEM. Weapons will not be offered again. [break][break] serafim strix [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER CANE-WHIP 10PTS[break] Toggles forms between a whalebone cane and a segmented whip-sword through an intentional guidance of mana. When used as a whip, the user's blood can be smeared against its body. The sacrificial blood seems to shimmer with moonlight, making the weapon extremely effective against daemons, and at combating and dispelling darkness creations. Its handle, the same across both forms, is made from daemon bone. [break] yazmine mercier[break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER FAN[break] Made from ivory-like bone and a fine silk material. The user can prick their hands against the handle, causing the fan to glisten with moonlight and be capable of conjuring long-range, light-based attacks that are extremely effective against daemons and darkness-based constructs. More mana-cost-effective than regular spellwork, at the price of blood.. mel khatagin [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER PARASOL 10PTS[break] A parasol with a sharpened bone blade hidden in the handle. With the blade itself made from daemon bone, any wounds it inflicts tend to be debilitating for witches and familiars. When the user uses it to cut their own flesh and sheathes it into the parasol, the parasol can finally be opened. While opened, the item makes itself and the user underneath invisible and difficult to detect even with spellwork, for as long as they remain within its shade and hold the parasol with both hands. Must have blood resupplied whenever it is used again. [break] Marin Kyouki [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER JAVELIN 10PTS[break] A small hairpin made of daemon bone. If user pricks their finger on it, it transforms into a Javelin that can be infinitely recalled. When recalled, it morphs back into a hairpin, and requires another prick of blood to be thrown again. The javelin's extension on the pin seems to be made of pure moonlight, and is extremely effective against daemons and familiars. [break] Amatus Cassus [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER GREATSWORD 10PTS[break] A greatsword. Its handle has small thorns which can be used to offer blood. When infused, the blade glows with moonlight, making the weapon highly effective against daemons and familiars. This is not made from bone, but has still been corrupted, leaving a strange network of fungal matter that seems to have grown underneath the reflective surface of the blade. [break] Anima Blair [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER BOW 10PTS[break] A recurve bow which does not use traditional ammunition. The user must be an elementalist, and cut their fingers on the bowstring to conjure an arrow of their element. The shot becomes infused with moonlight, dealing powerful damage to daemons and darkness-based constructs. [break] diespiter delacour [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER CHAKRAMS 10PTS[break] A pair of chakrams which resemble elaborate punching daggers. When smeared with someone’s blood, they will always return to the person who it created the blood link with. Any blood placed on the chakrams lights it with a soft, moonlit glow, causing it to become effective against daemons and shadow constructs. [break] zephyr [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER BULLROARER 10PTS[break] A simple bullroarer with a handle and tip made of daemon bone. When played, the instrument causes small incisions inside the user's palm, drawing their blood. In exchange, it produces moonlight that pins objects or other beings in place by their shadow, for which they would need a strong light to get out of. Must be played continuously, or another blood offering will be taken. [break] Kap Az'es [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER SHIELD 10PTS[break] A large shield that can be materialized, worn as a daemon bone clasp on the arm. Drains a significant amount of blood to materialize a large, shimmering moonlight shield. It can absorb a spell of any rank, and also functions as a physical barrier. Once stored, the spell must be unleashed before storing another spell. The spell will always be reflected as downcasted by one rank from its original caster. Very heavy once materialized. [break] [attr="class","staffbody"] [attr="class","staffheadimg"] OTHER REWARDS[attr="class","staffpara"] [attr="class","staffpara"]All characters can claim +3MP as a base reward.[break][break] 1PTS:1MP For a total of 10 MP. [break][break] 5PTS For 1 non-adv spell of choice, max of 1[break][break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: FAUSTIAN BARGAIN 10PTS[break] When actively using a Dreameater weapon with the Dreameater curse active, gain +5 on your roll. [break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HUNTER'S STAMINA 10PTS[break] +5 on all rolls made outside walled cities. [break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ANCHOR LINK 10PTS[break] A heavy link from a chain once belonging to a (literal) anchor. Civilizations outside walled cities once used what are now known as "anchoring techniques" (metaphorical) to imbue objects with reserve mana, and store it for a very long time, across generations. The name does seem to have roots in actual anchors, which were the original manifestations of the practice, first started by witches of Hydra. Though the art is now considered lost in an era where (most) witches do not need to train their stamina as frequently, some anchored objects still exist today. Can entirely replenish all mana reserves. One time use. [break]
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