[Burichan] [Futaba] [Nice] [Pony]  -  [WT]  [Home] [Manage]
In memory of Flyin' Black Jackson
[Catalog View] :: [Quest Archive] :: [Rules] :: [Quests] :: [Discussions] :: [Wiki]

[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]
Posting mode: Reply
Name (optional)
Email (optional, will be displayed)
Subject    (optional, usually best left blank)
Message
File []
Password  (for deleting posts, automatically generated)
  • How to format text
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 10000 KB.
  • Images greater than 250x250 pixels will be thumbnailed.

File 126167049174.png - (13.89KB , 500x200 , MothQuest Chapter I.png )
97589 No. 97589 ID: c166ee

You awaken.
Your eyes flicker open, and you find yourself sat, your back upon a tree amidst a forest of some sort, your nostrils flare as you take a breath, and you are assailed by a dry musty smell, of age and dust. Your eyes focus after a few more blinks and you realise why this forest is so strange, asides from the smell it appears all ashen and grey, as though a thin layer of ash is covering each tree, or that their colours have been bleached out, leaving only murky greys. You also realise however, that where you are is perfectly silent, there are no birds nor bugs or similar making noises, and the wind is still.
Look down unto yourself, you notice that you are a human wearing drab-looking travelling clothes, namely wool trousers that cover tall, thick socks, which themselves end with large and by the looks of it, well-worn travelling boots. The trousers are tied to you by a leather belt (which has tied to it several leather pouches, as well as a small leather sheathe containing what looks to be a dagger), but above the waist lies a thick, long-sleeved tunic with a few pockets, and tied about your neck with a silver clasp is a heavy, fur-lined, hooded cloak. You find that you are wearing leather armour largely beneath your travelling clothes, with some padding beneath the leather.
With this self-examination you notice that upon the back of your left hand lies some sort of stylised moth tattoo, as you ponder its significance you come to the sudden realisation that you cannot remember anything, your name, your parents, your purpose, where you are, why you are here.
You cannot remember anything at all.
Expand all images
>>
No. 97606 ID: 1afd58

>>97589
For lack of anything else to suggest, stand up, attempt to take a few steps around. Make certain you aren't injured in any non-obvious way.
>>
No. 97609 ID: 2cbe3e

Flail your hands over your head, screaming and running in circles.
>>
No. 97612 ID: c166ee

>>97606
You stand, and straighten out your cloak a bit as you takes some steps about. You're not that unsteady on your feet, in fact you could describe yourself as being fine, physically at least.

>>97609
Well it would fill the crushing silence. You do so, being careful not to trip over any grey roots, or slip on any grey leaves. This doesn't accomplish much except warm you up a bit for further exercise should you need it.
Nothing answers your cries, so you decide to stop.
However, when you stop you notice a leather glove on a branch of one of the nearby trees, like most around here most of their leaves have fallen, and it is likely autumn, this place would have lots of browns and reds present if it were not for whatever has caused this monochromism.
>>
No. 97615 ID: 903f16

Check the pouches on your belt for any clue as who you are or why you are here. Then check the blade in the sheath for distinguishing marks. It also might be useful to determine your gender.
>>
No. 97628 ID: c166ee
File 12616805465.png - (44.55KB , 303x338 , MothQuest 002.png )
97628

>>97615
Pouches... let's see... one contains about five gold pieces, three silver pieces and six copper pieces.
Another pouch only has a small, wooden statuette of a knight or similar, with a shield and sword. Possibly an extravagant (albeit not made from marble) chess piece?
Another pouch has a brass key in it and a silver signet ring, the signet embossed upon it being as shown.
One of the pouches is upon closer examination, a waterskin, opening it up you find that it is mostly full, and the water is still fresh. Well, as fresh as water in a waterskin is soon after it has been filled.
The final belt-pouch contains a flint and steel.

Pulling the dagger from the sheathe and checking it over, you find that although decently made from iron or similar, it has no distinguishing marks that you can think of.

With a bit of a nonchalant check both upstairs and downstairs, you realise that you are in fact male.
>>
No. 97996 ID: 903f16

>>97628
Let's attempt to exit the forest then. If we can find a town there could be someone who knows what the signet means or could point us in the right direction.
>>
No. 98596 ID: c166ee

>>97996
Deciding to leave this place, but having no idea what direction to start you tromp off in a random direction, the bleak skies overhead giving no indication as to what time of day it is, the clouds dimming out any sunlight of note, causing a constant, dull haze to reign over the region.

After passing a couple of trees you almost fall over as you trip over a suspiciously coloured (i.e. not greyscale) leather backpack, reasoning that it is likely yours, you stop to hoist it over your shoulders, underneath your cloak and continue your trek.

As you head further ways in this direction, the forest slowly transitions over half an hour to what you believe to be its normal colour, browns with golden-brown and orange leaves lying mostly on the floor, the oppressive musty stench has left and is now replaced with the much fresher smell of nature. Although the clouds above appear to have maintained their gloomy ways, at least you're probably making progress from whatever unnatural (at least you believe) event caused the monochromicity.

During the following fifteen minutes of travel you realise that you have begun hearing wildlife again, chiefly birds but possibly other things, the wind also no longer seeming so still.

At the end of these fifteen minutes you emerge out onto a road through the forest, a heavily beaten path and stand upon a t-junction, an old wooden sign is stabbed into the ground here.

You notice somewhere in the distance on the road ahead, a rising plume of smoke. The sign points to your left, down a forest trail to a place called "Holstamm", ahead it points down a similar-looking forest trail (asides from the distant smoke) to somewhere called "Veldfield", and to the right it points down what looks to be a darker path through the forest to a place called "Castle Varris". From what you recall this is all in Common, the writing itself has been carved, then stained and varnished into the wood.

What do you do?
>>
No. 99829 ID: c0f3bf

Get over to Veldfield, that smoke should be investigated.
>>
No. 99830 ID: 0d1fe9

>>98596
lets have a look at what's in our backpack and head off to Veldfield, after all where there's smoke, there's a quest to deal with that smoke for a +1 codpiece and xp.
>>
No. 100226 ID: 32f345

>>99830
Taking off your backpack, and leaning on the signpost, you begin to investigate the pack's contents.
Let's see... it has...
- A BEDROLL: Of ordinary make, it seems to be made of cloth, with some leather or miscellaneous components.
- Two SUNROD(S): You realise that these gold-tipped, wooden and brass rods are minor magic items known as sun rods. When struck against a hard surface with sufficient force (or in some of them there are less common activation methods) and they emit bright, and largely heatless light out to about 100 feet for four hours before they burn out and become useless.
- Nine days' worth of TRAIL RATIONS: These bland bread-like cake-things, packed tightly with paper and cloth, and sealed with oil are unpalatable but heavily condensed food and capable of lasting a long time. These are the sorts of food adventurers, mercenaries and commandos or similar tend to carry in the field.
- 50 feet of HEMPEN ROPE: Self explanitory, really.
- Four CANDLE(S): Made from what looks like bee's wax, with a wick sticking out of the top of them, this has likely been embedded throughout the candle to get their proper effect.
>>99829
>>99830
Off in the direction of Veldfield we go!
You walk faster than before due to the greater clarity in travel along this twisting forest road, for a good ten minutes before you come upon another t-junction with the choices of direction of forward and left, this one being much more informal than the last, having no normal signs upon it, only having an arrow carved into an adjacent tree pointing in the forwards direction with the letter "V" atop it, and another arrow carved into a tree adjacent to the left route with a letter "J" carved above it. You realise as you have travelled this way, that the left route, towards this "J" seems to be where the smoke is originating from.
>>
No. 107097 ID: 903f16

>>100226
Let's go towards the smoke. If there's smoke there's either danger which gives us a chance to test our combat capabilities or there's people which let's us sort out this case of amnesia we have.
>>
No. 107101 ID: 0d1fe9

>>107097
Head down the right hand path as righteously as you can.
>>
No. 107302 ID: 9daec0

>>107097
>>107101
Struck with indecision you decide to flip a coin to see which thoughts you should follow. Pulling out a copper piece, it has a man's bearded visage cast upon the heads side, with a scrawled message of "Imperator Quinnius Via Universitas VII", the other side having a really hard to make out coat of arms vaguely scratched on to its surface, obviously copper pieces are not made particularly detailed, that would be a bit of a waste.

Flipping it with it balanced atop your right thumb, it twirls in the air before you catch it and slam it on the back of your left hand. Checking what face is up it turns out to be... heads. Thus, you head the left route.

Pouching the coin, you walk down the twisting and thinner path, swiftly you come upon a grass-covered clearing, stumps visibly jutting out of the ground where whole trees once were. At the rough centre of the clearing stands a chiefly wooden house with stone chimney bellowing grey smoke into the air, there are several 'windows' with shutters to close them, and an overhanging porch area at the front of it which the front door appears to be within.

From this angle there appears no other way out of this clearing outside of having to traverse through the thick trees around here.
>>
No. 107335 ID: 903f16

>>107302
Make your way towards the house. Knock on the door and wait for a response.
>>
No. 107728 ID: a41400
File 126296790654.jpg - (9.83KB , 300x300 , MothQuest003.jpg )
107728

>>107335
Heading along a vaguely present path, trodden into the ground you walk towards the house. It is with entering this clearing can you truly appreciate the overcast nature of the sky above, grim, light grey clouds enshroud it, but unless they are truly intense it looks as though it is not likely midday or thereabouts. You reach the porch and climb on to it, silently, your footfalls not being heard. Pulling up your arm, you curl your hand into a fist and knock four times in a consistent but not overly loud manner upon the plain-looking wooden door. Rap, rap, rap, rap.

A short while passes before the wooden door opens with a slight creak, revealing a man who stands before you. He is slightly under six feet tall, has short-cropped brown hair upon his head, brown eyes, a bushy, light brown beard hangs off of face, his skin appears lightly tanned, he looks reasonably muscular and likely works hard, his eyes are set a reasonable distance apart, his nose appears large but flat, and he is clad in a set of generally brown and grey, warm, woolen-looking clothes. Holding the door with one hand, his other is helping him lean slightly on a plain but hefty-looking wooden cudgel.

He looks you over briefly before speaking, his tone is boisterous.
"Greetings! And who might you be?" he inquires.
You are suddenly struck with the problem that you don't really know....
How should you reply? After that, what should we ask him? He seems friendly enough.
>>
No. 109886 ID: c0f3bf

"I'm sorry, would you happen to know who I am?"
>>
No. 110198 ID: cf3c66

>>109886
>"I'm sorry, would you happen to know who I am?"
The man pauses as he takes a closer look at you before stepping back once more. "I'm afraid not, I guess this means that neither do you, then? Come in then, would you? At least for a moment." he says, his expression having changed to one of pity.
>>
No. 110316 ID: c0f3bf

"Thanks."

Also he is human right?
>>
No. 119684 ID: dd9210

>>110316
Aye, he's human by the looks of it.

>"Thanks."
He nods before stepping aside and gesturing for you to enter his abode.
You enter a rather bare looking wooden hall about fourty feet long and seven or eight feet wide, ending with a rear (and currently shuttered) window. The walls (although painted a bland white colour, likely whitewashed) appear wooden, and there are bare wooden floorboards except for an interior doormat that you have just stepped upon (it appears plain and to be made of a rough hessian). Three doors are visible, one immediately to your left, one immediately to your right and one further down the hall to your right. There appears little to no ornamentation here, but just past the door to the left sits a small table, atop which stands a little wooden carving of a tree.

You reflexively wipe your feet upon it, and step in, the man closes the door behind you and leads you to the left door. "You'll want to come this way." he says before opening the door outwards and gesturing for you to enter. You realise how dim this hall gets when the front door is closed, but enough light to see streams in through the bottom of the front door and through the slats in the shutters on the rear window.

Entering, you find yourself in a living room of some descriptor, its dimensions about twenty feet square, to your left there is a shuttered window where more light streams through the slats illuminating the room somewhat, the rest of the light provided by the lit fire in the stone fire place on the opposite side of the room to you, crackling quietly. A door is found to your right, near the furthest right corner of the room, leading somewhere. Asides from these immediate features, the room has four wooden chairs sat about a wooden table dominating the centre of the room, sat upon it currently is a partly-carved block of wood that you cannot identify currently, and a knife presumably used for such carving. A few wooden cupboards and miscellaneous wooden furniture sit about the room's periphery. Asides from these details the only major item of note in this room is that a big axe has been hung over the mantle.

The man steps closes the door behind you and steps in, taking a seat at the table, gesturing for you to do similar.
>>
No. 127409 ID: c0f3bf

Sit at the table. "Do you have any water?"

Reflexive feet wiping says alot, particularly that we are civilized and likely not particularly poor.
>>
No. 130575 ID: c59c73

>>127409
You sit down on a chair by the table, before turning to speak to him.
>>"Do you have any water?"

"Of course. I shall go get you some, wait here if you would." the man says before turning and heading through the door in this room that you did not enter via, granting you a glimpse of some other room, namely what looks to be a sturdy barred, wood (with metal and wood barrings) door, leading elsewhere.
>>
No. 142050 ID: 903f16

>>130575
Wait for him to return, then begin to ask him some questions. First ask him where we are, what was wrong with the forest we just came from, and if he recognizes the symbol on our ring.
>>
No. 154626 ID: ee41a6

>>142050
You wait a few minutes before he returns with a wooden pitcher filled with water, and a wooden cup, putting them down on the table you are sat at, he gestures to them as he speaks "There you are.".

>>"Do you know where I am?"

He looks slightly worried again before he replies. "I'm guessing this memory loss is quite heavy then. You're in Varris Forest, the nearest village being that of Veldfield, roughly to the north up closer to the mountains lies Castle Varris, and the village of Holstamm lies to the south, deeper into the forest."

>>"Something was wrong with the forest where I cam from... which was at the nearby crossroads that lie away from Veldfield, but off the roads to the... east, I think it was."

"Hmm. Can't say I know of what you are talking about, but I don't tend to head that way, Varris Forest is truly old, so say the sages, and in the depths that lie far from the roads strange things are said to be." he says, looking somewhat concerned at what you are saying.

Having filled your cup with water and taking a drink of water from the cup, you fish the silver signet ring out of one of your pouches and show it to him.

>>"Do you recognise this signet?"

The man looks it over, before shaking his head.

"I'm afraid I've never been one for dealing with signets and the nobility. Though if you found this on you it likely means you are either a noble, or are or were doing something on behalf of a noble and they wanted it made official or similar. If I wanted to find more out about signets, there are several things I could do, the knights up in Castle Varris might well know, other than that I would find an archivist or similar, one that favours signets, but I doubt there are any of those around here, your best bet would be to head to the city of Alivarburg, I hear they have good libraries there."
>>
No. 154637 ID: bf49dc

That sounds good. Ask him about the sages?

...And ask him what year it is too.
>>
No. 154655 ID: 454dd2

Ask him if he knows the way to Alivarburg, as well.
[Return] [Entire Thread] [Last 50 posts] [Last 100 posts]

Delete post []
Password  
Report post
Reason