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NPC QUESTS
QUESTS are tasks offered by NPCs that characters can work together to complete in order to earn special rewards. The NPCs offering quests will change from setting to setting, and each NPC will typically offer different rewards for completing their quests.
OOCly, quests are lower-impact ways players can interact with the setting and the metaplot between major game events.
To claim a quest, simply comment to the corresponding thread to let us know which characters will be participating. You should have a minimum of two players participating to claim a quest. Depending on the quest, we may have additional info for you to help you get set up, but then you're free to thread! Once the quest is complete, return here with a link to your thread, and we'll give you a rundown of the rewards.
There are no penalties for backing out of a quest after it's been claimed. If you find you aren't able to complete a quest, or simply don't want to anymore, just let us know so that we can open it back up to be claimed by someone else!
Quests refresh after each Crossing (roughly every 3 months)*, so don't be afraid to give them a try! Each character may only be an active participant in one quest at a time.
* Even if not all quests for a given setting are completed, lore details and special items will never be "lost", so don't worry too much about missing out either. Lore always finds a way. 👻
THE CAVERN
THE FERRYMAN
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The Ferryman's Lantern has created a bubble of safety around the Subterranean City, giving our traveling souls a place to rest, reflect, and prepare for the journey ahead. But The Lantern's reach isn't complete, and there is more to find within The Cavern.
With that in mind, The Ferryman has offered an additional piece of The Lantern's light, contained within a palm-sized shard of glass, for the souls to use as they like — or not at all. It's an opportunity to learn more about The Lantern, its light, and its effects on the population of drifting wraiths.
Characters may choose to:
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While being carried, the shard has an immediate light radius of ~20 meters. It will repel all wraiths on the way to the Whispering Pools, but sort of passively. At most, some wraiths might linger at the edge of the border the way they do with The Lantern's light, but eventually they'll move on, apparently uninterested.
The wraiths at the Pools, however, will become extremely agitated when Kel and Celehar bring the shard nearby. Interestingly, though, the agitation isn't aggressive towards Kel and Celehar; it's more like children being called in early from recess. They'll leave, but they'll make sure you know that they very much do not want to.
The wraiths still don't make any sounds, but while agitated their misty forms will shift into something less placid and more overtly monstrous: pointed teeth, wide eyes and mouths, hooked claws - feel free to take some creative liberties.
Let us know when you've gotten further in, and we'll give you a few more details to help wrap things up. Or if your plans change, that's no problem, just let us know that too!
Let us know if you have any questions!
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Frieda (who joined the others on the way there) is going to submerge her head - will the result be the same as described here, or will something change with the wraiths no longer in the area?
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However, if she or anyone else does this after some time has passed (even if they've already tried it before), they'll find that the voices are getting quieter and quieter -- a bit like the metaphorical party is thinning out, so to speak.
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Whoever populated the winding tunnels of the Subterranean City before left behind a number of signs to guide you through them, marked only with simple iconography. Most of them are straightforward: this tunnel to this square, another to this statue, a third to that landmark. But there are some that don't lead you so directly, and are marked with less straightforward symbols. In particular, some of the signs are clearly marked with a lantern. The Lantern? It's hard to say.
For anyone curious enough to look, there might be insight to be had about The Ferryman, and about their relationship with the ones who came before you.
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It's up to the group whether they'd like to present their findings to The Ferryman or not. If they do, let us know and we'll follow up with what The Ferryman would have to say; otherwise, we'll let you know what characters could glean for themselves! But hopefully this helps y'all get going.
Let us know if there are any questions!
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They're surprised, they explain, not that the room exists, but that it was still discoverable in the network of tunnels. It's been some time since they last spent time there, you see. This is the information they volunteer about it:
For Reasons, anything taken from The Ferryman's room will not be lost after The Crossing.
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The Crossing is coming. The Ferryman told you that you would feel it, but what does that mean, really? You've never been here before; how would you know what signs to look out for?
The Ferryman invites you to learn, and the easiest way is to descend to The River again. There's no need to dive in, to invite back the pain of your arrival, but if you wade out into the water — so says The Ferryman — you might find some understanding there.
Or you could dive. If you were very curious, or at least very masochistic.
If anyone is willing to brave a repeat bout with The River, they may be able to uncover what The Ferryman finds so strange about this Crossing in particular...
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actually I should plurk friend you too hang on
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Standing at the bank of The River doesn’t appear to yield anything on its own... The water is just the same as before: cold, dark, and still. According to The Ferryman, there’s no need to fully submerge — but you do need to step out into the water, and wait.
As always, let us know if there are any questions!
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The boys will find that The River retains all the qualities that made it such a fun time before: it's still bone-chillingly cold, and still ignites overwhelming pain as long as your head is underwater.
There are two new developments:
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