Welcome to the Betwixt and Between! An emporium of magical curios, that you can find only if you really need it.
Acting as the first step in adventure for 1000 years and providing perfect narrative placement for numberless lost magical artifacts.
You have been called here to be the new proprietor. The shopkeeper who can make suggestions and bargains, protecting your potential adventurers and guiding the narrative destiny of their tale.
Of course its not all calls to adventure. You have to keep the shop hidden from threats, source new items to keep the stock levels high, serve troublesome magical customers and well… you'll find out.
It's there in every story.
Hidden in a side street, appearing in an alley. The shop that you have never seen before, never noticed. Except today.
The name is worn and illegible, and the windows dusty, but you can see a light inside and there are strange lamps and statues in the window. Glittering eyes look down from stone faces and you feel the wind kick up, pushing you towards the door. This moment feels paused. Like you are on the bubble of a Destiny.
You reach out and grasp the door handle that is shaped into what looks like a coiled dragon.
It's warm under your palm.
You push open the door.
A bell rings above you, tinkling like starlight.
It all begins now.
Welcome to the Betwixt and Between! An emporium of magical curios, that you can find only if you really need it.
Acting as the first step in adventure for 1000 years and providing perfect narrative placement for numberless lost magical artifacts.
You have been called here to be the new proprietor. The shopkeeper who can make suggestions and bargains, protecting your potential adventurers and guiding the narrative destiny of their tale.
Of course its not all calls to adventure. You have to keep the shop hidden from threats, source new items to keep the stock levels high, serve troublesome magical customers and well… you'll find out.
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Hello! I'm Wistways!
I am so excited to write this quest with you. This is a real love letter to adventure stories, mythic fiction and the nature of stories. In this quest all things are real and possible, and I will be SHAMLESSLY stealing from fiction and fable.
I am also hoping to make this community created world. If you create content (omakes or illustration) and they fit the *vibes* of what I'm going for I will canonize it and reward it. All stories exist somewhere.
General Themes : Mutiverses of adapted fiction, Heavy use of adventure tropes, classic myth and legend, cosy vibes.
Please have a look at the Origins below and the Mechanics post explaining the system.
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So you have arrived. Where are you from?
What is your Gender?
[ ] Male
[ ] Female
And can I know your Name? (Please choose a name that matches the origin)
[ ] Write in :
And where to you come from?
[ ] The Mundane World.
You have never encountered magic or myth other than what you have found in stories. You share much with your potentiats, having been thrust into adventure yourself. (No bonus or knowledge of magical practices, but you are likewise not bound to any rules.) Starting Stats: +1 to Quick, Perseverance, Empathy and Reason, All other stats start at 0. Starting Trait:Common Sense - When using a Perseverance or Empathy Skill you have a 10% chance to gain an Insight. Magical actions are locked until you are tutored or otherwise learn them.
[ ] The Sunlit Lands.
A Seelie of the Fae, it was read in the shadows of your crib that this would be your destiny, and you are eager for it to start. You may be young for one of the Fae and this may be your first time leaving your home, but those are but paltry obstacles in your path. (All Fae have ability to cast glamor and make contact the Fae realms, Fae cannot lie, are injured with the touch of cold iron and cannot break a deal they have made in action or word.) Starting Stats: +1 to Quick, +1 to Magic of Craft, +1 to Magic of Illusion, -1 to Destiny, -1 to Reason Starting Item: Mirrorglass box : An item that will let you contact the Fae realms and your court.
[ ] A Country of Myth.
You are a Citizen of a Storyland, a place made real with mythic weight. You were a sailor, and in a storm you washed up literally on this doorstep. You are familiar with the purpose of this shop and even met several heroes who wield items from it. You are ready to play your part in this tale. (Citizens are in tune with the Narrative Weave and sometimes can predict the future, Citizens find it very difficult to act out of their narrative step.) Starting Stats: +1 to Destiny, +1 Empathy, +1 to Magic of Intent , -1 Reason, -1 Hidden Knowledge Starting Insight: And once the storm is over, you won't remember how you made it through, how you managed to survive. You won 't even be sure whether the storm is really over. But one thing is certain. When you come out of the storm, you won't be the same person who walked in. That's what this storms all about.
[ ] Running from Destiny.
You have escaped! Or, at least, you hope so- you feel like you have run for years, the hot breath of your pursuers on your neck. This shop is a safe haven, a miracle, one in which you feel miraculously at home. (In tune with the Magic of Betwixt and Between, you are hunted.) Starting Stats: +1 Hidden Knowledge, +1 Perseverance, + 1 Reason, -1 Magic of Words, -1 Destiny Starting Trait:Perfect Synergy - Your soul sings the same song as this place. On failure of a task have a 10% chance to restore 1 condition to Betwixt and Between.
[ ] The Crystal Towers.
Yesterday, you were sure your academic career was over. Never had you seen someone at the Academy get no offers at all! You might as well pack up your staff and books and head back home. When you got a letter from this address offering apprenticeship, you really didn't have any other options. (Knowledge of all Magics, skilled in none. Must find a way to overcome inability to do magic. Ability to appraise magical items) Starting Stats: +1 Hidden Knowledge, +1 Reason, +1 Destiny, +1 Empathy Starting Trait: What is this? - You know how to read magic and have studied it. Will gain the ability to reroll failures on tasks that involve wonderitems. Magical actions are locked until you overcome your inability to cast.
[ ] Return Visitor.
You said when you first received the Penumbral Umbrella that you would bring it back when it stopped raining. It's been.... well, if you are being honest, it has been quite a long time, but you are finally making good on your promise.
(Has the Penumbral Umbrella, a wonderitem, in your possession. Has knowledge of the store. Has friends in another world) Starting Stats: +1 Perseverance, +1 Quick, +1 Magic of Elements, -1 Destiny, -1 Magic of Intent Starting Item:The Penumbral Umbrella (a wonderitem) - This umbrella can shield a person from both rain and magic. It is also quite sharp.
This quest operates on a plan based system. This system is adapted from the fantastic game Citizen Sleeper, which I have no involvement with but am a big fan.
Each turn you get a number of Action Dice, these dice get assigned to Tasks. The total of the dice and your skills sets the probability of a Great Success, Neutral or Failure result. This result may effect the Condition of the Betwixt and Between, your own personal energy or provide you with items and insights.
You will discover during play various quests you can complete and problems you can solve. Completing quests will grant you with skill points to level up.
Skills
These are what you are good at. There are mundane skills, mystery skills and magical skills.
Skills will range in rating from -1 to +2. Leveling up a skill may gain a unique Trait. The Mundane skills are skills of the body, all people have some skill in a combination of these.
Quick - Is used for any action that required fast action, agility, or small dexterous physical action.
Perseverance - Is used for physical action to resist, lift, persist and endure.
Empathy - Is used when trying to understand and connect to others.
Reason - Is used to plan, solve puzzles and resist outside influence.
The Mystery skills are those that interact with higher concepts.
These are very important in your job as the shopkeeper of a magical curio shop.
Destiny - See the weave of the narrative, understand the best path. This is how much power you have to effect and change what will and is.
Hidden Knowledge - Knowledge of the arcane, the strange and the magical. Insight into the unknowable.
The Magic skills refer to specific concepts and practices of magic.
In a magical world you may have to deal with magical effects or yourself cast them. It is unusual to have skill in all 5 categories of Magic.
Magic of Words - Deals and contracts, true naming.
Magic of Intent - Sympathetic magic, Scrying, Ritual
Magic of Illusion - Glamor, Emotion and Mind
Magic of Craft - Runecrafter, Wonderitem maker, realm walker
Magic of Elements - wind and fire, earth and water.
Condition
This is the most important tracker of this game. Condition is the magical and physical state of the Betwixt and Between, the magical curio shop. If condition reaches zero the store is destroyed and the quest is over.
Condition is tracked constantly. At the start of every new turn the Betwixt and Between loses 1 condition as the first event. Every 4 points of condition is equal to 1 'Action Dice'. Condition can be gained or lost through various tasks, it's your job to find what these are.
Action Die
Action dice are what you assign to various tasks to set the probability of success.
The number of Action Dice you generate at the start of turn is dependent on the total Condition of the Betwixt and Between. The Betwixt and Between has a current max condition of 20. Each block of 4 points of condition is equal to 1 action die.
When the condition number falls you get less 'Action Dice' and less opportunity to succeed.
Currently the condition of the Betwixt and Between is 16/20, I received 5 action die. After I have used all the die in a turn it proceeds to a new turn. At the start of every new turn I lose 1 condition and 2 energy. Because my condition has dropped to 15/20 I have lost use of an Action Die. The number of dice I generate for this new turn is 4.
Action Die are generated at the start of every turn based on the total condition. Action die are a d6. Action die are assigned to tasks which then add to your Skill level, this total sets the probability of success on that task.
These Dice totals equal the following probability.
1 and 2 - 50% Neutral / 50% Failure
3 and 4 - 25% Great Success /50% Neutral / 25% Failure
5 - 50% Great Success / 50% Neutral
6 - 100% Great Success
Some tasks instead of making a probability roll, require a specific Action dice number instead to complete them. This number will be clearly stated in the task.
Energy
Energy is the personal strength of your character. Some tasks will cost energy to complete, or require energy on failure. You currently have a base energy pool of 5. If energy reaches zero, you will not be able to do tasks that require energy. Also all condition effects will be doubled as the Betwixt and Between is focused on keeping you alive.
Tasks
On each turn there is many different tasks that are available. Most tasks will have to be completed multiple times to fill the completion counter.
Travel through the Wierdway
Completion Counter : 0/10
Skill : Hidden Knowledge
Difficulty : RISKY
You seek to navigate the Betwixt and Between through the shifting shadows of the Wierdway towards the Golden Celestial City.
What is in a Task. Completion Counter
Some tasks need to be completed multiple times to fill up a counter. Points to this counter are granted always on a Great Success and often on a Neutral. Some tasks have a failure counter, if you fail multiple times you may cause narrative changes or be locked out of a task forever!
Skill
The skill associated with the task. The level of your skill is added to the Action Dice you assign. (Eg. I have a +1 in Hidden Knowledge and I am attempting a Hidden Knowledge Task. Therefore my 4 Action Dice becomes a 5 Action dice and I have a better probability of a Great Success)
Difficulty
There are 3 levels of difficulty to a task.
SAFE - This task will never cause a loss of condition or energy.
Rewards on a Safe Task.
Great Success - Receive energy or an Item, possible add to condition, add to completion counter.
Neutral - Receive energy or an Item.
Failure - Limited or no rewards.
RISKY - This task will have consequences for Failure and Neutral results.
Great Success - Receive item/insight/energy/condition, large total added to the Completion Counter.
Neutral - Receive item/insight, low add to Completion Counter, lose energy
Failure - Lose condition/energy, negative or no total added to Completion Counter, possible failure counter addition.
DANGEROUS - This task will have very negative consequences on Failure
Great Success- Receive item/insight/energy/condition, large total added to Completion Counter change, narrative changes.
Neutral - Receive small total added to Completion Counter, lose energy
Failure - Lose item/plot failure, negative change to Completion Counter, locked out for 3 turns.
Crafting and Magic
Tasks which involve crafting wonderitems or magical practice are different from regular tasks.
These tasks will only be completable if you have the Items, correct Action Dice result and insight/knowledge required. You do not have to roll probability for these tasks. But there may be a loss/transformation of items or/and a loss of energy.
Crafting a Wonderitem
Requires : Action dice 3, Insight, Item of Potential.
It's time to add a new item to your stock and to breathe magical life into an object.
Creation of a Wonderitem will trigger an additional vote, this is to determine the Insight and Item of potential you want to use. User submissions on the effect of the wonderitem are judged on a approval vote.
Name : Mahogany Gelt
Gender: Female
Origin: The Crystal Towers, Xanzi. (Formerly Piecrow Isle)
Appearance:
Mahogany has thick, dark hair typically pulled back into a braid. She has pale skin and hazel eyes and no magemark at all. She looks very tired and a little too thin. She is currently wearing her Student robes from the Crystal Towers.
Mundane Skills
Quick : 0
Is used for any action that requires fast action, agility, or small dexterous physical action.
Perseverance : 0
Is used for physical actions to resist, list, persist and endure.
Empathy: +1
Is used when trying to understand and connect to others.
Reason : +1
Is used to plan, solve puzzles and resist outside influence.
Mystery Skills
Hidden Knowledge : +1
Knowledge of the arcane, the strange and the magical. Insight into the unknowable.
Destiny : +1
See the weave of the narrative, understand the best path. This is how much power you have to effect and change what will and is.
Magic Skills
Magic skills are locked at this current time, Mahogany has an inability to cast magic.
Magic of Words - Deals and contracts, true naming.
Magic of Intent - Sympathetic magic, Scrying, Ritual
Magic of Illusion - Glamor, Emotion and Mind
Magic of Craft - Runecrafter, Wonderitem maker, realm walker
Magic of Elements - Wind and fire, earth and water
Traits
Owner of the Betwixt and Between - Proof that you are who you say you are. Your identity is proven and authority established.
What is This? - You know how to read magic and have studied it. Will reroll failures on tasks that involve wonderitems.
Current Quests
Unlock your Potential - Find a Wonderitem and sell it to someone marked by Destiny.
Mirrorglass - "Could this be my own face, I wondered. My heart pounded at the idea, and the face in the mirror grew more and more unfamiliar."
Sunshine - "Keep your face always to the sun and shadows will fall behind you."
Wounds - "Oblivion cures the old wounds"
Mentor - "Children must be taught how to think, not what to think."
Betrayal - "Trust, once lost, could not be easily found. Not in a year, perhaps not even in a lifetime."
Feast - "Sweet to tongue and sound to eye, Come buy, Come buy."
(2) 'Magic Crystals'
The Raven Feathered Band - Created by Shopkeeper Bloyse
Current Status: Lost
Current Location: The Borderlands
This band allows the wearer to turn into a black raven at will. The user will remember they were a human.
Needle of Capture - Created by Shopkeeper Bloyse
Current Status: Stolen
Current Location: The Borderlands
This needle can sew anything. Whatever it has sewn is bound forever until the needle is broken.
Lyre of the Maiden - Created by Adremia the Grey Walker
Current Status: Stolen
Current Location: The Borderlands
Strung with the hair of a long dead maiden, it sings in her voice. The song will be the sweetest and saddest the listener has ever heard and will send the listener into despair.
Connections -
Current Location - The Borderlands
A space between worlds existing in the absence between things and only in habited by natives of the Lost. Currently the Betwixt and Between is not hidden magically.
Betwixt and Between
Something terrible has happened here recently. Though you can still taste wonder in the air, the shimmer-sharp taste of it is watered down. You have cleaned up most of the evidence of violence though scars remain still, the shelves that should be filled with treasures are mostly empty. Several doors remain locked to you.
Current Condition : 19/20
Energy : 5/6
Wheel of Destiny
An Empty Teapot (7 turns) - The last teaspoon of a legendary blend has been used, soon they will return for more.
Lost on Black wings (3 turns) - I have been pursued for so long. It's peaceful... easy to be like this.
Confined (8 turns) - It won't stop bleeding. It's slow but will not stop. A cursed blade perhaps.
Yellow eyed Vengance (14 turns) - They will pay for what they have done. I refuse to be the last.
Looming Shadow (5 turns) - A shadow comes for the Betwixt and Between out of the Mists.
The Mirror Being : Blue skinned, mirror eyed, ash haired. This being is inside the mirror in the bedroom of the Betwixt and Between. It has been .... uncoperative, and seems to only desire the mirror to be smashed and it released.
The Raven Feathered Band - Created by Shopkeeper Bloyse
Current Status : Lost
Current Location : The Borderlands
This band allows the wearer to turn into a black raven at will. The user will remember they were a human.
Needle of Capture - Created by Shopkeeper Bloyse
Current Status : Stolen
Current Location : The Borderlands
This needle can sew anything. Whatever it has sewn is bound forever until the needle is broken.
Lyre of the Maiden - Created by Adremia the Grey Walker
Current Status : Stolen
Current Location : The Borderlands
Strung with the hair of a long dead maiden, it sings in her voice. The song will be the sweetest and saddest the listener has ever heard and will send the listener into despair.
[X] Is This My Chance? A Normal Guy In Magic Setting Quest.
-[X] Male
-[X] Write in :Jared Yule
-[X] The Mundane World.
You have never encountered magic or myth other than what you have found in stories. You share much with your potentiats, having been thrust into adventure yourself.
(No bonus or knowledge of magical practices, but you are likewise not bound to any rules.)
Edit: Yule means "The One" in Swahili.
Edit 2: Could also be talking about Christmas.
[X] Those that can't do... own a shop?
-[X] Female
-[X] Write in : Mahogany Gelt
-[X] The Crystal Towers.
Yesterday, you were sure your academic career was over. Never had you seen someone at the Academy get no offers at all! You might as well pack up your staff and books and head back home. When you got a letter from this address offering apprenticeship, you really didn't have any other options.
(Knowledge of all Magics, skilled in none. Must find a way to overcome inability to do magic. Ability to appraise magical items) Starting Stats: +1 Hidden Knowledge, +1 Reason, +1 Destiny, +1 Empathy Starting Trait: What is this? - You know how to read magic and have studied it. Will gain the ability to reroll failures on tasks that involve wonderitems. Magical actions are locked until you overcome your inability to cast.
[X] The Scuttled Sailor
-[ ] Female
-[ ] Madelyn Maelstrom
-[ ] A Country of Myth.
When I saw the description for Country of Myth, I started wondering what kind of sailor would have encountered people a destined curio shop would cater to before. Then the answer became clear: a dread pirate, or at least someone with pirate-inclined leanings.