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Current date/time is Wed May 08, 2024 8:57 pm

QUESTS (WIP)

  • QUESTS (WIP)

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  • Quest News


    Updates, quest descriptions, THT plots for during quests, and the list of members on the quests will be posted here. This is also where you volunteer your character to be on a quest! :)
    3 Topics
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    Wed Aug 08, 2012 3:22 pm
    Her Majesty the Cat Quest Members
  • THE MAP


    A map to the locations on the quest. The only locations that are visible are the ones you've either traveled to already or the one which is your immediate next destination. As soon as you pass one location, the next will appear on the map. The map protects you from the worst of the evil in these locations, and is your only contact to the elders and the Hollow Tree. It is one of your biggest assets.
    2 Topics
    2 Posts
    Wed Aug 08, 2012 2:29 pm
    Her Majesty the Cat Current Location
  • Start Here


    Before actual quest roleplay begins, this is the meetingplace for all characters on the quest. It is at the base of the Tree, so other character may come to say goodbye, as well.
    1 Topics
    1 Posts
    Wed Aug 08, 2012 2:24 pm
    Her Majesty the Cat Say Your Goodbyes
  • The First Location


    A little place off in the forest where the quest members make camp for the first night. However, the next location is guarded by a thorny bridge. Under the thorny bride, there is a troll. To pass over the bridge, they must solve the riddle of the troll.
    1 Topics
    1 Posts
    Wed Aug 08, 2012 2:25 pm
    Her Majesty the Cat Questers, Assemble!
  • The Stream


    Down here, past the bridge, a stream awaits. You can make camp here for a few days, but at night, the selkies come out and do not return to their watery home until sunrise. They mean you no harm, but you cannot pass over the stream until you break the curse which binds them to the stream and the night. You could always go around, but it is not wise to abandon a magical creature... there are ways of transferring curses...
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  • The Shades


    Past the stream leads to a dark part of the forest, overflowing with black magic and wild foliage. When the selkies came to this place, they were cursed. Will one among you be tainted with evil? Only time will tell. But don't be fooled by the tricks of the shadows here. What you think is real could be merely an illusion. To pass this part, you simply must get to the other side... through the maze that you soon discover is hidden within the trees and shrubs.
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  • The Desert


    Finally, you have escaped... but now lurks a vast, sandy platform, filled with sandlings. Sandlings are large, blind worms about the size of a fairy's shin with spiny teeth that swim under and through the sand, making barely a ripple in the surface. They will bite off your feet and drag you down if you put enough pressure on the ground that their overly sensitive bodies notice. To overcome this part of the journey, you must fly over the desert... or so you think, at least until a vulture swoops down and picks off one of your members. The rest of you barely escape, but the vultures also fear the sandlings, so you must fly a few inches above the ground. To pass the desert, you must not only find the Gold Coin of Achleckberg, to lure the vultures away, but also rescue the member of your group from their nest. Then, and only then, will the vultures accept that you beat them and let you fly over the desert.
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  • Fairytale Valley


    After the desert, you come to a little village in a big valley. Everything here is right out of a fairytale, with towers and queens and princes and peasants and knights and dragons. These are the Bellifurs, a race of mystical creature that resembles a human but is much closer inside to a fairy, and the Tellifurs, the ones that most resemble monsters and dragons and goblins, but are closer inside to a domestic rabbit. They are harmless enough, unless you disrupt their current fairytale, in which case they will forcefully recruit you to help them write a new one. But they give you food, drink, and shelter, and give medical attention to those who need it, as well. However, there is a human here. To move on from the valley, the Bellifurs and the Tellifurs request that you find the human and release it. Some say the human is here because it wants to be, and is fooling the residents. Others say the human is trapped. Either way, if you don't find the human, you will be trapped here... forever. Or, at least, until you do.
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  • The Castle Ruins


    You now come across a serene meadow with large boulders that suggest there used to be a stone castle here. The spirits of the former inhabitants whisper to one of your members, and lead them to the former Throne Room. They now can only see the palace as it used to be, beautiful and thriving and filled with mirrors. They can only see the other questers in their reflection, but who would ever want to leave paradise? It seems that all hope is lost. Will you have to leave your friend behind? Arguements and conflict ensure. Suddenly, the map flickers, and the Elder Ones appear. They tell you the way to escape. The only way to pass this part of the quest is to find all the mirrors in the ruins and shatter them. Then, when there are no mirrors in their original form, your member will be released.
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  • Toothpick Gorge


    A steep cliff overlooks a deep gorge, filled with water... a humongous ocean basin. There's a rickety rope bridge that you could always use to cross, if it doesn't break, because it is nearly impossible the survive a fly-over, what with all the ocean spray in the air and crazy wind currents. But that would be too easy. In the water, narrow, jagged rocks spew from every angle, threatening to spear you on their sharp edges. You must figure out the way to safely cross the bridge all by yourselves... no help from the Elders this time... because you see.... You've lost the map.
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  • The Waterfall of Desire


    You finally made it... but you still don't have the map. This spawns trouble within the relations of the group, and threats to go it alone... but is it the only cause of these arguments? No. You have come to the Waterfall of Desire. Everything you've ever wanted is clear to you know, drives you, even things you've kept secret your entire life because you know that achieving them would mean disaster. Even things you've never even wanted before... now, you want everything. Especially if you can't have it. Beware. To get through this section, you must retrieve the map, which is difficult when nobody can agree on anything.
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  • The Garden of the Fountain... the end?


    A beautiful, astonishing fountain in a lovely garden marks the end of your journey... or does it? Find the item you've been searching for, and this is all over. Make one mistake... you're done for. To pass this section, you must appease the genie in time. If so, he will give you the artifact you seek. If not... well, let's just say the garden isn't so innocent at night.
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  • The Wishing Well


    You've been quarantined in a tiny, walled-off section of the garden by a vengeful genie... all that stands are a few dead plants and a creaky, crumbling old well that used to be owned by a man who could steal stars from the sky... The genie took the map. You're on your own, now.
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  • The End


    You did it! This is it. The Elder Ones welcome you back... and reward you handsomely. But it's a long journey back. Remember those vultures? They'll fly you across. But they dropped the coin again, and they want it back in exchange... only they've dropped it in the genie's fountain. The sandlings? The spirits of the castle? The shades? They want it too. Maybe the artifact you thought you wanted isn't the artifact you need... BOSS FIGHT MOMENT!!!
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