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Talisman Quest OOC (Closed to new players)

Introduction

Necrorifter

Lord of the Death and the Wanderer of the Reality.
Joined
Nov 2, 2021
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IC Link

iu


Maximum of 6 Quester players active at once and minimal of 2 active Quester. Can have a waitlist for players to replace those active characters of players passes away in the Quest in the next game. This means more than 6 players can be involved if they are in a party but only a maximum of 6 such parties can exist. If not enough player Quester to fill in 6 slots, NPC Quester can be created instead to challenge or work together with players... The same for lone Quester will have NPC Quester to fulfill the minimum although this means the game will end if either passes away.

This is a free-form PvP game, PvP is optional and decided by you guys to work together or betray each other to stay ahead in Quest, while still abiding by my "Fate" aka dice. There is no number for you to track as I will track it all off the screen and give you the wordy version of them.


Welcome to the perilous world of Talisman where all the upstarts and champions go on a fabled quest for the Crown of Command, seeking the ultimate power to rule the land. They will battle many foes, step over each other in their hunt for power, and work together to face greater threats.

This whole competition has repeated many times throughout its history, across many timelines. In many, there is a crowned victor. In some, there is peace and surrender of quest... and in others... collapse and are utterly annihilated by greater threats...

Regardless of the world, they all are similar in layout. Same locations and key figures... However, events itself can be different each time as are those who undertake the quest. Even if you fall in one timeline, there is always another to try again and again. Time and Space itself no longer make sense for Questers with the appearance of the Crown of Command. Even if the location is right there, you can still find yourself walking elsewhere on another side of the land in just a short walk or day hike just to get to the place next door as your power guides your travel into interesting locations and encounters. Situations have become more chaotic with the Crown of Command behind the source. Sudden plagues, storms, and rampage of monsters, etc.


The land is split into three regions. Outer, Middle, and Inner Regions. Outer and Middle are divided by the River of Storm. Middle and Inner are divided by the Sun Mountain Range. The outer region is the safest with the Inner being one of the most dangerous... Of course, this depends on events as some could make Outer much more dangerous and some make Middle or even Inner safer.


In the Outer Region, there are many fields, hills, plains, and woods everywhere. Many of your encounters during your travel will be found in those. However, there are a few key locations that you can come across. There are cities where highly professional people are found such as doctors, alchemists, and enchantresses. A Legendary Tavern where people often go for their gambling urges and encounter various characters, the tavern owns a ferry here that leads to the Middle Region as well wandering wizard that can teleport others across vast distances... Although finding them will be difficult. Villages where lowly professional people reside such as blacksmiths, healers, and mystics. Beware the graveyard where the dark entities curse the good and watch over those black-hearted and their counterpart, Chapel that blesses the good and banishes the evil. A mighty Sentinel guarded the bridge that led to the Middle Region. Crags and forests have some danger within while being complex enough that one can get lost while Ruins are dotting around the land that contain extra dangers and rewards.


River of Storm surrounds the whole Middle Region with only a few ways to across from the Outer Region short of just finding a way to build a raft yourself to cross the treasonous river.


Within the Middle Region many dangers and wonders. Here you will find an oasis surrounded by deserts, an infamous cave of warlock that is said to hold a talisman to enter the Inner region if they will do a favor for the warlock... but be hurried for there only one talisman and many who covet a passage into ultimate power. Less you are forced to pray for luck in finding one elsewhere. Black knights hunting those who refuse or cannot pay them bribes. A hidden valley where many dangers and bounties can be discovered and surrounded by hills. Cursed Glade that saps strength from those who rely on external means to power. Woods and runic places can be spotted around a Castle that offers the service of a royal doctor for those who can afford the service. Similar runic places are near the cursed glades and a greater number around the chasm that has swallowed many people who wander too close to its edge. There is a mysterious temple that no one knows what going on. Some wander in and vanish, some find great power, and some are favored by the gods. There is a rumor that there is a talisman located within. Lastly, the famous Portal of Power, a great door that guarded the only entrance beyond the Sun Mountain Range. This great door is the only way to reach into the Inner Region where the rumored Crown of Command is located... and some of the most dangerous in the land survived here, empowered by the warmth and power radiating from the Crown.


The Sun Mountain Range surrounded the whole Inner Region with scorched mountains that have everyone who tried to trek over them reduced into ash. Even sorceries are unable to cross into the Inner Region, their attempts simply failed.


The Inner Region is a strange place where it starts with the Plain of Peril, accessible only from the Portal of Power. From here, all travels will find themselves very slow, almost as if the very land is testing your strength and cunning to survive the journey. The journey is split into two paths. Left and Right paths.

On the left, is a path where one must navigate the mazes of Mine... Otherwise, they will find themselves right outside of the Inner Region, with the way behind them gone, forcing them to journey to the Inner Region again. Then they must overcome the shadow of the Vampire's Tower which will demand blood and lives for safe passage through its territory. The last major challenge of this path is surviving the Pits, where many pit fiends gathered to feast on those who dared offend them with their presence.

Then for the right path, one must survive the underground halls of the Crypt whose resting dead will force the weak out of the Inner Region. At the end of this, they will come face to face with Death itself who will challenge them to a game of chance, only the lucky walk past Death. Then one will battle the mighty Werewolf, who barred the way forward, to the death.

Only at the end of Left or Right Paths, does one find themselves in the Valley of Fire. The final way to the Crown of Command. They better hope at this point, that they have Talisman to open the way... else all this journey is for naught and they must return back the hard way... Should they have one? They will walk the long spiraling stair to the peak of a tower of stairs where the Crown of Command rests and wields its power to command the land itself. Perhaps this is where they won the competition, perhaps this is where they wield the power to remove their rivals, perhaps something sinister will appear, perhaps they discovered that they aren't alone anymore, be it facing down the dangerous threat that awaits them or other rivals who covet the same power.


Regardless of these locations. You are the Quester, you found that you have a mysterious power called Trophy that allows you to acquire "trophy" from foes that you slay to empower yourself. Curious, others do too. If all other Questers are dead, their power will flow into you, enabling you to easily win... Making yourself mightier or cleverer depending on slayed foes. The question is, who are you? What is your archetype that the world acknowledges you as? Understand that this is more or less a birth sign that empowers you. You do not have to take their race or profession or how it is shown by their title. It is preferred that you embody them in some way but not necessarily.

You can choose to become a party with other players of similar archetypes such as a small clan of ninjas for a party that is all ninja archetype, or a classic DnD party by picking one of the members to be the Quester of the party if you want to go on a journey with other players without battling them or getting separated, etc. You will be effectively surrendering your right of Quester and impact the plot over to the Quester of your party unless you are chosen as Quester of the party. This is for those who don't quite want to play Quester but be followers of Quester and explore the land since this will ensure you are much more likely to survive encounters even one that has Quester killed, but you are doomed to be unable to affect anything in a major way without cling to Quester to see and battle anything noteworthy.

Here is the list of character archetypes that you could be and those rival Questers of yours. There are only 6 Questers or less that are active at once. Those on the list included their alignment and where they typically are located at the start of Quest. Those must be taken as it is.
  • Random from the list below

  • Elf - Good - Outer Region, Forest
  • Minstrel - Good - Outer Region, Tavern
  • Monk - Good - Outer Region, Village
  • Priest - Good - Outer Region, Chapel
  • Prophetess - Good - Outer Region, Chapel
  • Knight - Good - Outer Region, Chapel

  • Druid - Neutral - Outer Region, Forest
  • Ninja - Neutral - Outer Region, Forest
  • Artificer - Outer Region, Forest
  • Dwarf - Neutral - Outer Region, Crags
  • Troll - Neutral - Outer Region, Crags
  • Warrior - Neutral - Outer Region, Tavern
  • Specialist - Neutral - Outer Region, Village
  • Sage - Neutral - Outer Region, Village
  • Thief - Neutral - Outer Region, City
  • Engineer - Neutral - Outer Region, City
  • Merchant - Neutral - Outer Region, City

  • Assassin - Evil - Outer Region, City
  • Swindler - Evil - Outer Region, City
  • Trophy Hunter - Evil - Middle Region, Castle
  • Pirate - Evil - Outer Region, Tavern
  • Ghoul - Evil - Outer Region, Graveyard
  • Sorceress - Evil - Outer Region, Graveyard
  • Wizard - Evil - Outer Region, Graveyard
  • Witch Doctor - Evil - Outer Region, Graveyard
  • Dark Cultist - Evil - Outer Region, Graveyard


Here is the sheet to help construct your character.

Name:
(Quester) or (Party with Quester: )
Archetype:
Alignment (Matched your archetype in the list):
Location (Region and Place) (Matched your archetype in the list):
Appearance:
Background:
Followers:
Inventory (Clean at the start unless stated otherwise):
Spells (Clean at the start unless stated otherwise):
Talent (I will reveal this once the game starts as it is tied to your archetype):
 
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Give me a bit and I'll make a sheet.
 
Raku: Samuel the Warrior
Name: Samuel
Quester or in Party with Quester and who?: Quester
Archetype: Warrior
Alignment: Good
Location (Region and Place): Outer Region, Village
Appearance:
Goblin_Slayer_LN_Profile.png

Background: A young man born in the Outer Region. As a child, his village was destroyed and family killed. He trained to become a warrior and learnt of his abilities as a quester. So he decided to adventure the land to help people and for the crown of command.
Inventory: Iron Sword, Shield, Armor, Bow, Arrows, Camping Supplies, Knife
Spells: N/A
 
Name: Samuel
Quester or in Party with Quester and who?: Quester
Archetype: Warrior
Alignment: Good
Location (Region and Place): Outer Region, Village
Appearance:
Goblin_Slayer_LN_Profile.png

Background: A young man born in the Outer Region. As a child, his village was destroyed and family killed. He trained to become a warrior and learnt of his abilities as a quester. So he decided to adventure the land to help people and for the crown of command.
Inventory: Iron Sword, Shield, Armor, Bow, Arrows, Camping Supplies, Knife
Spells: N/A
You can remove that Quester line and just leave it as Quester. Your alignment is neutral and the location is a tavern. Over time, in the game. The alignment can be changed depending on the event. Of course, you can still roleplay as well. It is just that events will treat you until neutral until otherwise. This means you can avoid a lot of evil curses but you don't really gain blessings either. I am sure Samuel is fine with this as he wants to save and help people with his own strength rather than with divine or dark meddling.

Your inventory is clean since they are meaningless beyond flavor lore. Thanks to your training as warrior. You have to learn the skills to wield two weapons at the same time with great efficiency. Unfortunately, you did not keep your training weapons and must set out to purchase a sword from a blacksmith in the village... or find it in your travel. You do have some money that should be enough for a sword.
 
By the way. Specialist and Trophy Hunter is removed, but in turn, Artificer, Engineer, and Swindler is added.

The theme seems to change to Clockwork Kingdom.

Innovation strikes in the land of Talisman. Large clockwork towers, flying carriages, and magical automation appear in a frenzy. The rulers are no longer Kings and Princes, in their place stand inventors and merchant lords.

In this era of innovation and mercantilism though, some have been left behind, unable to share in the wealth and prosperity. Nostalgic for the simpler times of tradition and mysticism, they wish to bring the land of Talisman back to its former glory.

Now. I can just suppress this for the current timeline so we can stick with the good old almost fantasy theme if you don't want to deal with that right now. This will only persist for this week before it is changed up for something else.
 
@Raku

Besides the above question with keep the Clockwork Kingdom theme or hold it off for the next game.

Do you want to start with just yourself and one other Quester as NPC since it seems like nobody else is going to show up? Others can still play but not as Quester and likely in your party or NPC Quester party. No, we don't know who will NPC Quester be. Given there are more archetypes on the side of neutral and evil than good. It is probably more likely to be neutral or evil.
 
I say hold it off for next game.

I can start with one other as an NPC.
 
Edit to Raku sheet that is awaited to be implemented
I went ahead and fix your sheet so you can copy and paste it back to your main post

Name: Samuel
Quester
Archetype: Warrior
Alignment: Evil
Location (Region and Place): Outer Region, Village
Goblin_Slayer_LN_Profile.png
Background: A young man born in the Outer Region. As a child, his village was destroyed and his family was killed. He trained to become a warrior and learned of his abilities as a quester. So he decided to adventure the land to help people and for the crown of command.
Followers:
Inventory: Runesword
Spells:
Talent: Skilled with dual-wielding weapons.
 
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Thank you. Is it possible for him to recruit a party?
 
Thank you. Is it possible for him to recruit a party?
Yes, your power as Quester is so great that even the party is not that much help. They are more for companionship so it does not get lonely. It is like the Main Character of a fantasy RPG recruit mook soldiers. They might distract some enemies or give information but ultimately, it is you that change the tide. Other players in your party are like side companions who can help you shift the tide but it is still you who truly change things and without you, they will have a hard time on their own.
 
@Raku

IC Link here.

 
@Raku

I will stop here for an hour or two. If you are still here when I am back. We can keep going.

EDIT: I am back.
 
Last edited:
Okay. I am going to stop here and sleep. We can pick this up tomorrow after my business.
 
Good morning. I am back and ready to rumble for a few hours.
 
Too take the sword or not…..
 
Too take the sword or not…..
That is the question. Remember that you spend the last of your gold bag on that medicine. It might take you a while to gather up enough gold bags for the sword in the shop.
 
I'm hesitant because I saw your post with the dwarf saying it was cursed. So I feel like not taking it would be mega gaming.
 
I'm hesitant because I saw your post with the dwarf saying it was cursed. So I feel like not taking it would be mega gaming.
Remember that Branotir has different personalities and views on matters. So the sword might be cursed to him. But it might just be a normal magical or blessed sword to you.
 
@Raku, will be off for an hour or two. Like before. If you are still around when I am back. We can keep going.
 
Ok. Also did the attempt to Enchanced himself last time not work?
 
Ok. Also did the attempt to Enchanced himself last time not work?
Yes, it didn't work as darkness disrupted your attempt while marking you. You can still try again. And if it does work, you can still try again and again to grow even more stronger. There is no limit to you thanks to your power. The only limitation is that you still have to wait between uses for your soul to acclimate and prepare itself after the ordeal of leaving your body.
 
Oh ok.

I also love how we are just finding magic items laying around.
 

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