Quest For Glory

Defacto

Stay safe
Joined
May 17, 2009
Messages
477
Location
Callia
Hello and welcome to Quest For Glory. Quest For Glory is a choose your own adventure/quest game set in a steampunk universe. You're Arla Erling, a woman with no memory of your past and a burden that you're unaware.

As standardization goes, there'll be rules—explanations actually—about the game. Unlike a standard CYOA, Quest For Glory is full of choices and, hopefully, a reliable RPG system to make the experience as "fun" as possible. As a standard rule understand that more than one option can be voted on. Everything depends on the situation and "Action Points". Actions Points being the most ridiculous way of saying that you can't attack an enemy and try a peaceful way at the same time. If certain polls result in a tie, we roll the dice.

INDEX
1. Prologue

QUEST LOG
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Name: Arla Erling
Age: 25 years
Sex: Female
Alignment: True Neutral
 

PROLOGUE
The sun had risen shy this morning, appeared to be struggling for a space between the forest and the dense clouds. The great sea of pines was spreading in all directions and birds seduced the ear with their songs echoing in the forest. Tthe wind blowing through the trees seemed to whisper something. The few raindrops that were falling denounced the rain that was to come. The sparse snow that remained adorned the landscape, but the dew on the leaves was no longer frozen, a sign that spring had finally arrived. The sprouts have appeared on that land that was still recovering from the scars left by the last season. The air that region was still fresh, a memory that left him last, icy winter.

[tab]A gentle breeze penetrated your nostrils making you finally wake up, disoriented and confused. Your first memory is darkness. Followed by a flame on the horizon, its flames dancing in front of you, stirring you, they form silhouettes, people, animals and symbols you've never seen. You follow the strange and familiar darkness. But the more you walk, the further the flame become.

[tab]Your journey took you to a gate made of the same dark metal that the broken shell that you carry in your left hand. Torches light up in your presence, illuminating the black gate. Serpents, made of gold, adorn the gate, weaving in the lines drawn on the metal. A large crystal skull carved in the door seems to notice your presence, but that does not irritate you. You push the big metal gate, which creak in response. On the other side of the door you see:

[ ] A ship.
[ ] A field of flowers.
[ ] Ruins of a castle.
[ ] A volcanic island.
[ ] A magnificent forest.
[ ] A library.
[ ] A temple.
[ ] An alley.​

[tab]The images blend in your head as the dream continues. The darkness and silence returned. You get up and, when you touch the frigid walls of cobblestone, a sequence of torches light up one by one until encounter a magnificent gold-plated gateway adorned with cristal dragons.

[tab]You go through the gate to the center of the next room. You come across a chamber, though its walls are pitch black, you can count fourteen columns designed as serpents forming a sparse circle. The columns rise until your eyes can no longer see, it was as if the chamber had no ceiling.

[tab]With slow steps you walk to the center. The metal of your boots echoes as you make your way up cautious for the upper deck that is located in the center.

[tab]"Kneel down." Comes a voice from the darkness ahead.

[tab]Your knees bend helpless, incapable of holding your own weight. You try to get up but you can't. Something forced you to kneel. You look at the darkness but you see nothing and any attempt to communicate resulted in frustration as you couldn't speak.

[tab]"What're we going to call her, Oakspur?" The same voice continued.

[tab]"Arla." Said Oakspur, his voice was slow and deep. "The elder called her Arla Erling." He went on, "It's a good name. Yes... I like it."

[tab]"She must not fail," the first voice spoke again.

[tab]"She will not." A third voice joined the group. "We'll make sure that she completes her task."

[tab]"So be it." The first voice concluded and, in a flash of light, the dream was over.

[tab]The dream seemed confused but you gradually tries to make sense. You get up. You're dressed in a black armor. The armor is broken, cracked and rusty, not being of much use now and you're hurt but able to walk. Then you see:

[ ] A river, south of you. Perhaps the water will help clean the wounds.
[ ] A dirt road through the dense trees toward the southeast. You may be able to reach a cabin if you make a bit of effort.
[ ] Smoke to the east. Someone must have set up camp there. Perhaps hunters, possibly merchants or travelers. Hopefully they can help you with medicinal herbs.
[ ] Icy mountains to the north. Maybe you find a northern village before the cold consume you.​

[tab]The armor, although damaged, is heavy, further hindering your steps. As you head in one direction you need to decide whether to keep or throw away the strange armor. You decide to:

[ ] Keep the armor, even if in pieces, there must be someone who can repair it.
[ ] Throw away and keep only parts that are not damaged.
[ ] Throw away the entire armor. You're too injured to carry additional burden.​
 
A volcanic island
Icy mountains to the north. Maybe you find a northern village before the cold consume you.
Keep the armor, even if in pieces, there must be someone who can repair it.
 
[x] A library.
[x] Smoke to the east. Someone must have set up camp there. Perhaps hunters, possibly merchants or travelers. Hopefully they can help you with medicinal herbs.
[x] Throw away and keep only parts that are not damaged.
 
A ship
Icy mountains to the north
Keep the armor.
 
This is not dead. The lack of update is because I have exams this week. When I'm done with exams things will go back to normal (I hope).
 
Ruins of a castle.
Icy mountains to the north. Maybe you find a northern village before the cold consume you.
eep the armor, even if in pieces, there must be someone who can repair it
 
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