[attr="class","queststats"]
[attr="class","questh"]BASICS
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participants: locked participants are
diespiter delacour | open quest, anyone who feasibly knows diespiter can join.[break]
threads: 2 - 3 threads ( one large group, two small groups )[break]
sponsor: apocrypha hall[break]
objective: to find and locate an relic of the black sun, dispatch any dangerous persons, and disarm any traps that may lay in its lair. retrieve the relic, and bring it back preferably in one piece.[break]
danger level: injury-enabled, novice+[break]
moderation: look ma, no hands![break][break]
[attr="class","questh"]DETAILS
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keeper of the ragged lore, you know there is something more to your home than you were taught. as a pup, you weren't taught to
not revere the black sun. he was merely kept a secret from you by adults who had been around for decades, but you learn of him through dreams as you always do.[break][break]
you would dream of waking in melting snowfields with the sun hanging above your head. the sun would be dark. you find that you would like to bathe in that golden warmth he offers; it's so restful, unlike anything you've had before.[break][break]
[attr="class","questtalk"]
"...what do you mean i have too high expectations of you? don't be silly, i trust you'll be fine."[break]
[attr="class","questblock"]
a tired, overworked third-party chews pink bubblegum obnoxiously between their teeth. they declared their work's interest in your ventures, as you announced to your battalion and other interested parties your plans. they say clearly: if you find anything of interest, artefacts or anything, won't you bring it back for us to curate? you don't say no, and they take it as mild-mannered compliance.
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how do most stories start? once upon a time— ah, right. once upon a time, during the great war, murmurings of an shrewd lord lingered upon the tongues of those who kept to the untamed wilds of the mountains up north. he was cowardly and greedy, hoarding his treasures deep within the base of one of the largest mountain ranges that could nearly touch the sky at some points.[break][break]
so cowardly he was, he deemed it necessary to spread traps throughout his heavenly abode; none would dare to think to separate from him what was rightfully his.[break][break]
far after their lord had passed, his dutiful followers swore to protect his lair of treasures from would-be pillagers. it's rumored in various re-tellings of the story that the small civilization has lasted through to today, and still loyally defend their home and their lord's hidden treasure from outsiders.[break][break]
[attr="class","questblock"]now dilapidated, adventurers have tried many times to infiltrate the fabled house of the rising sun, which was obviously much more than just a house. it's the adventure that would ruin their careers at best, their lives at their worst, granted they return from their adventure at all. they don't get far for a reason, but for some reason, you think that'll change for you and your party. you won't lie, the challenge that presents itself is tantalizing.
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ooc description: there will be an "entrance" phase, where the party initially arrives at their destination, a combat phase where they run into the "locals," and an exploration phase, where they will navigate the booby-trapped lair; each phase is marked with "encounters" to progress the quest further. the party will eventually be broken up after the initial thread, but will reconvene toward the end of the quest. staff oversight shouldn't be too necessary methinks; it'll be ran like a d&d session.[break]
suggested reward: no idea yet! open to talk about potential rewards and such