The Journey Never Ends (Original Fantasy Quest)

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Deirdre Pathstrider is the last of the elves who once guided the people of Orbis before fading away. An unremarkable adventurer for much of her early life, she survived not by fate or power but by circumstance and luck. In a world rapidly advancing decades after the World War, what place does an elf drifter have in a land of nations with industry, technology, and magic far beyond anything the elves have conceived?
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Prologue: Part 1
You are the last of your race, the mythical elves who once guided the other races to the light of civilization before being outgrown themselves. In this realm, you and your fellows were constructed from the Currents to act as guides and mentors. On one hand, this granted elves a significant advantage due to their innate skills and knowledge. On the other hand, this careful construction of their capabilities and role eventually led to their extinction. They were born to solely focus on their duties, directives, and inclinations, colloquially referred to as "programming" in the present day among anthropologists and historians. They never deviated and rarely adapted.

In the end, it led to most elves performing their roles to the point of obsessions that they could not escape the spiral of. Elves attempting to teach or "civilize" other races that were now more advanced were rebuffed, with conflict occasionally erupting. Elven artisans lost to industry and advanced technology, and many either worked themselves to death trying to keep up or sank into a deep depression. Mad elven magicians were put down, their accumulated knowledge defeated by the improved advanced methodologies of magic in later times. Elven villages and towns died out as integral members of each died off and the community became unable to support themselves. All this with their population already declining due to low birth rates and general attrition. A dark thought sometimes crosses your mind that this too was something that served to help other races develop.

In the end, there was no single event that caused the entire elven race to become extinct. It simply felt as if they were never meant to exist for as long as they had. They fell out of relevance slowly but surely until a few curious researchers studying elven history and culture couldn't find any elves at all they could question.

Except for you.

You were nobody special in elven society, at least comparatively. You could be considered an older one, born during the first emergence of elves, but a significant percentage of elves were born during that period. The focus you were given was broad, sure, but there were many elves that held your specialization of adventuring and exploring. You weren't even that notorious or powerful of an adventurer, at least before your sheer age and experience started to show. You were a quiet, solitary traveler for much of your time. Your survival was based purely on luck and circumstance, having avoided any single instance where your death was assured as you traveled the land.

Those researchers eventually found you and told you of their plight. You answered their questions, but both you and them were unsettled by the implications. Together, you all returned to their institute and notified both academic and governmental figures. Colleges and universities drew on ancient connections with elves that may have been involved in their founding, and came up with nothing but a few artifacts as they searched. Governments around the world went through old and rarely used diplomatic channels and were returned with silence.

Eventually, the world tentatively agreed that the elven race was extinct, and you were their last survivor by pure chance.

You… weren't sure how to take that news. You grieved, yes, and prayed for everyone's souls to be taken by the elven pantheon that you then realized were also probably dead or so weak as to be considered it anyway. There must've been any number of actions you could've taken after that, but you were an adventurer. You've known nothing else. You've never settled in a home your entire life. You still remembered the words spoken by the leader of your first adventuring party that the journey never ends.

So you left. You didn't understand what everyone was talking about in academia and the governments about your status anyways. You didn't, and couldn't, disappear of course. People eventually tracked you down for supposedly necessary things. You were given an "ID", as well as official documentation that you were told to try and update every once in a while. You were approached by people asking "permission" to take over and develop formerly elven lands and ruins. Lands that weren't already taken over anyway.

You wanted to refuse them at first, but you eventually realized you couldn't enforce anything. The best you could do was take as much out of the settlements as possible and to try and direct their development in a way that at least paid homage to the fact that elves once lived there. Sometimes you could work out an archaeological or museum deal, but it still left you agitated. The signatures you signed made you feel more and more hollow, and the autographs you gave for your "fans" didn't exactly fill you with happiness in return. Eventually, the international craze about "The Last Elf" died down a bit and you resumed your travels.

Still, you are a being who has lived for thousands and thousands of years. As unfamiliar with the rapidly changing world as you are, you are still an individual to be reckoned with.

Over millennia, you've accumulated powerful equipment. Some lost their enchantments, others were sold, a few were lost, several were given, and a number of them were stolen. With items of true worth being a rarity even in modern times, you are no legendary warrior of old decked out in powerful gear. Still, there's been one weapon which has been your constant companion, and that is…

Choose One (You have some skill in weapons usage and magic regardless of what you pick, and have enough experience to fight in almost any situation with any of these weapons)

[] An ancient and beautiful khopesh
Forged at the height of the ancient Kemet Kingdom, it was gifted to you by the Pharaoh only a few decades into your life for saving their heir from a curse none knew how to get rid of. It is sharp enough to cut through armor like butter, has enough heft to overpower foes, and is well-balanced enough to feel like an extension of your arm. Can be recalled to your hand with a simple magical command. You are masterful at using it, and the enchantments and bronze have inexplicably held despite millennia of usage when it should've worn down.

[] A simple but elegant bow with a quiver holding infinite arrows
You've been shooting arrows for thousands of years, and though you have used other weapons, you are the epitome of the classic elven archer. This bow was once wielded by the Hurricane, an iconic figure who stole from and fought the corrupt rich to aid the poor. They entrusted this powerful weapon to you on their deathbed trusting it will never be in wicked hands. These arrows can be imbued with a variety of effects, and through a special enchantment, the bow and quiver can be linked to let loose a veritable hurricane of rapid-fire arrows. Despite all these years, you cannot say you have equaled the Hurricane in skill with this ability.

[] An enchanted wooden staff with five fingers at the tip shaped into a point
A Sylvan druid who once traveled with you used their arm to craft a staff of unique beauty for you as thanks before settling down in their home in the forest. Though Elves are traditionally known to be magically talented, you yourself have never been particularly skilled, neither born with much inherent knowledge and having spent much of your time traveling and not practicing. You've developed a use for the staff as a particularly effective bludgeoning and stabbing tool though that can quickly channel what magic you know in close range, creating your own unique fighting style. The title of "Blinkstaff" is known in some quarters due to your unorthodox but very effective techniques.


You've been part of more adventures you can count, and you hold onto several sentimental mementos. What are they? Choose Four. (They all give a little bit of a gameplay/interaction boost, but pick whichever story is most interesting. These events may have still happened if you didn't pick them, but they either had less of a personal impact or you were less involved.)

[] A simple ring given to you by your very first adventurer party leader and lover
You've forgotten their face, their voice, their name and the little things that drew you to them. When you look upon the faded metal barely keeping itself together through magical enhancements however, you still get a warm feeling in your chest.

[] A very worn out coin given to you by a slave you helped escape
While some of the actions of the Elves have been looked at with more scrutiny in modern times, their antipathy towards slavery is well-regarded and there are many recorded events of them opposing it. At this time, you were an unremarkable adventurer who didn't get involved in great and epic events, but you did your part when you could. After you helped a slave flee from his pursuers, they gave you the most valuable coin they had taken before their escape despite your protests. After they gave their profuse thanks and gratitude, they swore they would pay you back a hundredfold one day. Thirty years later, they managed to track you down and gave you a veritable fortune from the raids they led against slave owners.

[] An elegant fan given by the Jade Emperor
A reward for defeating the yaoguai who kidnapped his favorite concubine and then escorting her all the way to his palace. The entire incident was entirely by accident on your part, and you were unaware of the fruitless months spent by the Jade Emperor in searching for her. It's said that he smiled for the first time in nearly a year when he saw her returned, which didn't even dim when you declined his offer of becoming a concubine yourself. Though the fan didn't have many enchantments besides maintaining it, it served as an important symbol for you traveling Zhonghua for centuries after by opening many doors.

[] A badge with three swords crossed into a screaming demon
This badge signifies your participation in all three crusades meant to push the invasion of demons and their lords back during the Incursion. When it looked as if the world of Orbis would see another lost continent, you used your vast experience and knowledge to aid on both fronts of the conflict. Despite the badge being a public political gift and gesture given to you and others who qualified for this, there was clear thought put into it. After decades of fighting, loss, and bitter defeats, it was… gratifying to have something solid to commemorate the final victory over the worst interplanar disaster in recorded history. You are probably the last living recipient of this as well.

[] A Light symbol attached to a chain given to you by Archbishop Ismael
The Archbishop called on you to participate in the Great Council in Tarshish to discuss and unify the disparate religious groups of the world. As one of the few elves still living that people even knew about, he wished for you to share your perspective on the elven gods. He listened intently to your descriptions of the elven pantheon and the way the elves showed their faith. At the end of the council, he gave you this symbol as a token of his esteem and gratitude before asking you to travel with him in spreading the word. This reignited your faith, and you are still welcomed enthusiastically in several faithful institutions who recognize your contribution.

[] A medal shaped into the elven heptagram star awarded after the World War
It holds a symbol of Vragzarg, the nation you helped defend in the middle of the world war, and the flags of the victorious nations on various sides of the circular surface for your acts of heroism and valor in the World War. Vragzarg was a small, neutral nation with a majority population of orcs and ogres who stayed out of the war in the beginning. As you were arguing with certain authorities about your stay, they were suddenly invaded in a lightning fast and brutal assault by Tarshish. Despite the terrifying advances in technology and magic made for warfare, you used your millenia of experience to help aid in the defense and evacuation. Your later interventions in the war gave you acclaim, and the nation you first fought in awarded you this medal during all the different ceremonies that took place after.

[] A business card
A weary but determined young woman from Avista once gave you this after you saved her life and aided her on several important matters afterwards. She went on to found a company during the modern age of globalization that became one of the most well-known names in the world. The two of you didn't keep in touch very often, but there were signs that she remembered you. She helped you in times where you had disputes with the law, set up a bank account in your name, and supported you the few times you were involved in politics and business. Decades later, it's unlikely that many in the company hold you in the same regard, but you've kept the card as a symbol of the new, modern era.



AN:
Hi, I've finally decided to stop lurking and start my own quest after reading through a bunch here. I'm still learning some things, so please bear with me here haha. This is an idea that's been going around in my head for a while, and some of the ideas and concepts here is stuff I've been thinking about for fantasy in general for even longer. I'm still finalizing some things and it feels like there's always more to add, but I'm really excited to share this story and world with you all.

The first few chapters will mostly be introductory, though I'll write up some short scenes related to the choices you'll make on some of the finer details of Deirdre's character to keep things interesting.
 
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Character Sheet and Mechanics
(MAY BE SUBJECT TO CHANGE LATER, BUT WILL BE USED IN CURRENT STATE)

Name: Deirdre Pathstrider
Race: Elf
Age: ~4400-4500
Born: ~3000 BIC (Before Incursion)
Titles: The Last Elf, the Drifter, the Hurricane
Description: Deirdre is taller than the average height of many races, but was rather short for an elf at (6 ft or 1.83 m). She has medium length red-orange hair that she keeps as well maintained as she can on the road. She has typical elven facial features, with a slightly elongated v-shaped facial structure and high cheekbones. Green pupils cover most of her eyes.

She has a slender and lithe figure like most elves had, though she is marginally more fit and muscular than the average. A good amount of people in Kiengir will find her beautiful in some way, though that does not necessarily translate to attraction. Some might find her eyes, expressions, and the little micro-movements she makes unsettling in conjunction with those two things, however.

Permanent Stats:
Martial: Phenomenal - You're one of the most skilled and powerful individuals in the world due to your experience in combat and multitude of tricks and abilities, but you've never been the most powerful individual or one to constantly seek out strength. You have the capability to fight the strongest if need be, though it would be difficult to come away with a victory.
Physicality: Good - You have a physique and body built up over millennia of adventuring, ingesting elixirs, and receiving various blessings. You are the peak of physical fitness and are beyond what a normal combatant might train to. Your hand-eye coordination and speed is top notch as well. Though casually overpowering capable combatants isn't likely, you can keep up with physical monsters if you focus and push yourself.
Magic: Good - You are knowledgeable and skilled in what magic you know(Elven magic) and have experience regarding the Currents, but you are no true mage who has studied and labored to achieve true mastery.
Intelligence(tbd): Decent - You have strong analytical and critical thinking capabilities, but this is something borne of your experience rather than any natural aptitude or hard work.
Insight: Extraordinary - You have millennia of experience in all kinds of situations and environments. Your ability to spot different things in both the environment and with people while reacting properly to surprise circumstances is utterly unmatched by any regular person in Orbis.
Charisma: Good - You have come a long way from the quiet and taciturn elf you once were. You are able to present yourself and provide compelling arguments, but you still aren't the biggest personality or socialite.
Conviction(tbd): Great - You are a strong adherent of the Light, and you have determination and resolve matched by few others to do what you think is right. Your past companions' hands are on your shoulder, guiding you.

Each stat will have a rank and each higher rank will give a higher modifier on the dice roll. Each ability/trait that gives a bonus will act as one-two ranks, possibly more. I'll roll, and depending on how high the value is, the result will be better. There'll be some chance of a bad result if you get terrible rolls with no modifiers against something difficult, but mostly I want it to be a range of mediocre results to really good ones. Depending on what you guys choose to do with various choices and options, I'll add modifiers when an important dice roll comes. Will be rolling a 3d6. Three of the same number will add a +1(TBD).
Additional Failure/Success results beyond passing or failing a roll will function off sets of threes. If a failed roll is within 1-2 of the DC, the failure will be relatively minor for example.
Difficult Combat Encounters between either two equals or someone against difficult odds will feature opposed rolls. Higher result is better, but I will take into account how close each results are in determining outcomes and whether future rolls will be necessary.
All rolls based on time will use a 1d6 roll where lower results are better.


Status:
Fame: Good - You're the last elf, a minor war hero of the World War, and a pious warrior of the Crusades. Not everyone knows you, but it isn't uncommon for people to think of you if the conversation ever turns to elves. A "manager" from a bit more than a decade ago practically forced herself into working for you and establishing your presence in modern social media. She grumbles a lot, but you know that she's one of your biggest fans. You have a pretty sizable following on Chirp, YourVid, and Swiftclip, but your infrequent posts and avoidance of hot button issues means you stay out of the spotlight.
Reputation: Phenomenal - Your reputation is practically spotless and few people can find fault in your actions or history. The occasional interview where you speak about past experiences only reinforces this. Some people will find a reason to dislike you or the things you do though.
Wealth: Great - You aren't part of the 1%, but you are rich. After a proper review and audit of your finances some time ago, you can safely say that you are financially comfortable in the new globalized economy. You received various credit rewards since and have some form of sponsorship deals. Can sell certain things for an increase, but some you'd rather not part with.
Physical Health: Great - You are at peak health with no illnesses or injuries. (Base physical health cannot go over Great normally)
Mental Health: Mediocre - You… are "fine", and can function alright in society. You often get lost in your memories and have trouble getting closer with new people.
Directive: Great - You've had a relaxing few months in Central Kiengir. You're feeling the urge to go do something more exciting right now however,

These are statuses that will change over time and by external factors. They will not feature in rolls really and are more to track your current status.

(Dire Poor Mediocre(0) Average(0) Adequate Decent Good Great Phenomenal Extraordinary Peerless Legendary)
Stat Rank Change 10/18/24


Character Abilities/Traits:
Gift of Tongues: Able to quickly learn different languages
Stable Biology: Elven biology has always been resistant to changes and alterations, though they are not immune to them. Biologists claim that your DNA is downright indecipherable… for now.
Elven Directive: You must travel, move around, and experience a variety of situations around the world or your directive level will decrease
Heroic Inclination: Gain a small bonus when performing something heroically-inclined, such as helping people in need despite various consequences, standing against dangerous foes that may equal or surpass you in power, or speaking out against a large crowd opposed to you for what you think is right. (+1)
Hopeless with Tech: Gain penalty when using modern technology.
Master Marksman: You are an archer with few equals. Gain bonus while using a bow. (+2)
Hyper Body, Sharp Eyes: Gains bonus to physicality, reaction, and accuracy. (+2)
Aura of Regard: Gains slight bonus to all charisma. (+1)
Fae-Exposure: Gains slight bonus when dealing with the Currents, magic, and interactions with Fae. Gains slight decrease to interactions with non-magically sensitive people in close proximity. (+1/-1)
Phoenix Legacy: Heal a health state over time, each recovery taking longer until restored to full. If a wound is not immediately fatal even if it could become it, you will survive it but will either be incapacitated or suffer a large decrease in rolls. If you die, ??? ???? ?????? ????? ? ??? ?????? ?? ???? ?????????? ?? ? ??? ????. When you are ?? ? ????? ???? ????????? ?? ??? ???????? ?? ??? ?????? ?? ??????????, ??? ???? ????????? ?? ??? ????? ?????? ??? ???? ??????? ?? ???? ???? ??? ???? ?????.
Weight: For your comrades. For your friends. For your loved ones. You must carry their memory and legacy. Gain bonus to conviction checks. Incur penalties to Mental Health and sometimes a decrease to rolls when you see or are reminded of traumatic events. Decrease in certain Charisma checks when befriending new people. (+2/-2)

Inventory:
-A sizable pack you carry that is enchanted for durability and shocks anyone who doesn't have your magical signature
-A simple but elegant bow with a quiver holding infinite arrows
-A very worn out coin given to you by a slave you helped escape long ago
-A badge with three swords crossed into a screaming demon
-A Light symbol attached to a chain given to you by Archbishop Ismael
-A medal shaped into the elven heptagram star awarded after the World War
-Camping Supplies
-Spare Clothes
-General supplies for traveling
-A special pen that is infused with your magical signature that you use to sign important documents and autographs
-Your specially issued ID by the United Peoples and other documents
-A few small pouches of credits
-A credit card
-A tablet with your various information and accounts keyed to your magical signature.
-A notebook filled with random observations and thoughts
-Your snug, comfortable beanie that definitely conceals what you are. Definitely.

Spells(or idea of what magic she can use or call upon):
Short-medium range teleporting
Phasing
Moderate Barrier/Armor spells
Various arrow-related magic
Minor illusion spells
Minor fire spells
Minor water spells
Light(non-attacking) Spells
Slight sense enhancements
Limited Animal Communication
Limited Communication/Language in general
Movement spells that make her move faster
Spells to limit fall damage, enhance jumping
Target/Hunt Spells
Minor tracking spells
Minor healing/cure spells
Fae ????????
 
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[x] Plan An Ancient Archer Adapts to an Advanced Age
-[x] A simple but elegant bow with a quiver holding infinite arrows
-[x] A simple ring given to you by your very first adventurer party leader and lover
-[x] A Light symbol attached to a chain given to you by Archbishop Ismael
-[x] A medal shaped into the elven heptagram star awarded after the World War
-[x] A business card
 
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[X] Plan: Storybook Hero
-[X] A simple but elegant bow with a quiver holding infinite arrows
-[X] A very worn out coin given to you by a slave you helped escape
-[X] A badge with three swords crossed into a screaming demon
-[X] A Light symbol attached to a chain given to you by Archbishop Ismael
-[X] A medal shaped into the elven heptagram star awarded after the World War

Involved in 3 wars against demons, and one between humans. Now that even our gods are dead, keeping the memory of our people, culture and faith alive is even more important. We have allies in the church and a local nation, and quite a bit of money too thanks to the reward by the escaped slave.

A good start for us, I'd say. I would have gone for business card too, but the company doesn't like us too much nowadays, so I'd rather have reliable allies in the church and Vragzarg help us keep our finances safe.
 
The description of the coin ring reminds me of "Through the Eyes of Infinity", a short Record of the Lodoss War fanfic focusing on two very old elves meeting up to discuss their lost loves and ancient adventures in a medieval fantasy world grown into far future sci-fi.
 
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Involved in 3 wars against demons, and one between humans. Now that even our gods are dead, keeping the memory of our people, culture and faith alive is even more important. We have allies in the church and a local nation, and quite a bit of money too thanks to the reward by the escaped slave.

A good start for us, I'd say. I would have gone for business card too, but the company doesn't like us too much nowadays, so I'd rather have reliable allies in the church and Vragzarg help us keep our finances safe.

Hummm, unsure of how much I should say right now exactly, but I think I can reveal this much. The World War involved pretty much every race in a lot of different nations, though I don't think that should affect any choices. As for the items, there's going to be people forgetting/not knowing for all the publicly awarded ones to some extent. Not every religious institution is going to celebrate when you walk through the doors for example if you have the Light chain. On the other hand, you'll probably have at least a small in with whatever business the card is from, though how significant that'll be remains to be seen. There's definitely more credit/lasting effects in exchange for items being given a lot longer ago though. (Edit, for certain items even if they've been given longer ago, is probably more accurate to say)

The description of the coin reminds me of Through the Eyes of Infinity, a short Record of the Lodoss War fanfic focusing on two very old elves meeting up to discuss their lost loves and ancient adventures in a medieval fantasy world grown into far future sci-fi.
Ooo, that actually hits on a few themes I was thinking on, though not in the same manner. Still very nice to go through. Thanks for the read.

I think it's possible I get an update out tonight, though I'll give a hard limit of 24 hours before I close the vote. Unless the tie remains, then I'm not sure what I'll do. If it helps decision making, I had each memento give differing amounts of personal sentimental/emotional impact, fame, and relations benefits when I was thinking them up. None of them will have super major effects in most scenarios though.
 
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[x] Plan: Around the World
-[x] An ancient and beautiful khopesh
-[x] A simple ring given to you by your very first adventurer party leader and lover
-[x] A very worn out coin given to you by a slave you helped escape
-[x] An elegant fan given by the Jade Emperor
-[x] A medal shaped into the elven heptagram star awarded after the World War
 
Prologue: Part 2
Plan: Storybook Hero
-[X] A simple but elegant bow with a quiver holding infinite arrows
-[X] A very worn out coin given to you by a slave you helped escape
-[X] A badge with three swords crossed into a screaming demon
-[X] A Light symbol attached to a chain given to you by Archbishop Ismael
-[X] A medal shaped into the elven heptagram star awarded after the World War

You run a hand through your bow, the feel of the silvery wood with light engravings comforting you as you go through your things before moving on. You've already wiped it down and inspected it for any damage, and you found nothing as usual. The bow itself has enchantments preserving it, so you don't have to do much of the usual maintenance one has to for a normal bow.

When the Hurricane had it, she'd often snicker when you were going through the process of caring for your own bow. You let out a small smile as you remembered her constantly plucking at her bowstring in front of you when you were stringing your bow. The squawk the alerion let out later when you took her quiver in revenge is etched into your memory.

Turning away to go through the pockets of your bag and make sure everything was in place, you first take out a small wooden case and slide the cover off. Various coins of different eras and nations stared back at you, but you had eyes on only one. A weathered gold coin from the ancient Meso Empire sat alone, its surface barely shining. There are other coins like this that you have, but the memory behind it gave it worth beyond any monetary value they held.

Back then, you nearly forgot about the person who gave you this coin until you were suddenly approached by a stranger asking if your name was Deirdre. When they brought you to see him once more, the gnoll was barely recognizable with how much older but healthier he looked compared to when he was a slave. The large chest full of gold coins he pushed towards you and the satisfied smile were welcome new additions too.

Sliding the lid back on, you return the case to the bag and open another pocket to lift out a badge portraying three swords crossed into a screaming horned demon. The grayish metal depicts the mixture of pain, anger, and fear in great detail, and you smile at the sight of it.

The Commander of the Third Crusade invited everyone who participated in all three crusades against the demons to a ceremony all the way at Tarshish honoring their contribution at the behest of the Crusade's longtime supporters. With how spread out and chaotic things were at the end, the day when the badges would be given out had to be pushed back as many recipients arrived late. In a rare moment when you were alone with the Commander, she drily noted that the badges would be fit to be given out if another Incursion occurred before jokingly asking if you would award them in her stead.

Placing it back where it was, you open up another pocket. As you lift the Light chain, you eye the golden surface of the links and the pendant attached to it. A series of overlapping circles shaped into the now iconic Flower of Life shines back at you.

Archbishop Ismael had only a few of these made for those he considered his close friends and advisors. After you got over the surprise of being given one, you asked why you were given this. He declared that your insights were essential in conceptualizing what he has always had in his head, and requested you join him on his task to spread the word along with his inner circle. With a sly smile on his face, he joked that your bow would be appreciated as well. Sadly, he was correct.

Turning away to go through the pockets of your bag, you finally find the medal shaped into the elven heptagram star. Picking it up by the soft brown and red cloth the star was attached to, you spot a clenched fist holding an axe on top of a red and black background in the middle. On the various points of the star, the colors and symbols of other flags from the World War victors proudly show themselves.

The President of Vragzarg awarded you the medal himself, the gruff and scarred orc nearly looking as if he was smiling. He slapped you on the back and roared as he gestured to the crowd and proclaimed you to be an eternal friend of Vragzarg for your valor in the World War. When you nearly fell over, he pointedly kept staring at the crowd to stop a sheepish expression forming on his face.

Brushing away what little dust was on its surface, you set it back down and close up your bag. Confident that your treasured mementos are in order, you pack everything else up before making your way back to the road.



You adjust your beanie a tad as a carriage—car, you remind yourself, rushes past you on the road. Seeing it speed off, you briefly consider obtaining a vehicle of your own but dismiss the thought as soon as it comes. You're not interested in rushing between destinations in your travels after all. You… also don't have a "driver's license", as they call it. As the quiet returns, your mind shifts to taking a moment to review your current situation and plans.

You have been wandering the middle regions of the continent, or central Kiengir, for a short while now. The tranquil environment of what were disputed lands historically gives you a sense of calm and contemplation that's rarer to find nowadays. Many of the major nations and cities are hotbeds of activity, and at times you need to get away from the modern hustle and bustle. There are large cities in this region as well, but in general it is not nearly as urbanized or populated as the bigger nations.

Breathing deeply of the mostly fresh air, you brush your hands against a pocket of your jacket and feel the tablet stored there. Right. Your "manager" said you should take some pictures to post on social media on your travels. You didn't care for the idea of constantly sharing these kinds of moments, but you also didn't want to listen to another rant on why you should pay more attention to this kind of thing. Even if it's funny winding her up sometimes. Fumbling with the rectangular device, you stare at it for a moment before turning it on.

The lines running through the silvery material the tablet is made of glow as it uses the ambient magic around it. You don't fully understand how it works, but it has something to do with amplifying its range and sending out a signal to certain locations. For now, you ignore it and open up the camera option. You take in the rolling hills and countryside, birds flying away in the distance. Aside from the road, this view hasn't changed very much in the past few centuries. The same flowers, plants, and insects surrounded you as always, though you managed to catch a horned hare looking at you before it dashed away. After a few pictures, you make the memorized motions to send them to your manager before setting aside the tablet.

You sink into a contemplative mood after taking in the environment more. A few decades ago, you remember constant explosions, spells being slung and countered in turn, and a constant hail of Lancer fire around this region. A few centuries ago, you recall the long formations and lines of organized armies with magical barriers in attempts to "cull" the area. A few millennia ago, you remember your fellow elves discussing how to turn back the orcs, ogres, and other races residing here from your villages. Now, the pleasant countryside of rolling hills and chirping birds remains while the signs of conflict are nowhere to be seen in the months you've been traveling here.

Shaking the thoughts off, you continue on down the road. You just departed a small town a few days ago with your supplies restocked and informed on the latest news in nearby nations. The friendly orc bartender gave impeccable service as she chatted freely with you. The elections in Avista are getting heated, and the debates descend into shouting matches often. Tarshish is experiencing some unrest in their provinces, and the Small Republic apparently kicked out an ambassador for insensitive remarks. Yes, you think, it was a good idea getting out when you did.

The town also quietly warned you of a potential roving gang, but you weren't too worried about it. Even here, the roads were patrolled enough that they likely wouldn't care about a single person with limited things to rob.

Distantly, you hear the roaring of engines coming from all around you. Perhaps not.

You stop and observe as a series of two-wheeled vehicles circle around you and establish a perimeter. It isn't entirely flat plains around you, and they chose their ambush well by maximizing maneuverability and some areas where visibility of them would be cut off. It's intended to hide their numbers and disorient you, but you remain calm as you rest a hand on the bow on your back. The feel of the silvery wood eases any lingering tension you may have had.

You go through a quick mental assessment of the situation. They likely mean to threaten and then rob you if they weren't just rushing you. A few riders will probably be sent first to demand everything you have of value. The rest will be waiting in the wings, likely having someone watching from afar while the rest stay concealed with communicators. You'll try to scare them off, but you were confident if it came down to combat. After all…

Though you were born a normal elf, you've undoubtedly developed unique traits to yourself over the years. Some of them are stronger than others, but strength of this kind always brings drawbacks or attention of some kind. What are they?

Choose Three:
[] Hyper Body, Sharp Eyes
In adventuring, having a strong body is almost always helpful for both combat and non-combat purposes. Your surprising strength and durability developed over the years from your adventuring, ingestion of various elixirs, blessings by beings long gone, and more. This also extends to you moving faster, having quicker reflexes, and even better hand-eye coordination. However, the world has changed much since those early days of swords and undeveloped magic. There are ways for people now to deal with someone with a strong physicality.
(Can better keep up with physically enhanced people, increases physicality and reflexes)

[] Aura of Awe
Perhaps it is because you are an Elf, have lived thousands of years, gone through more harrowing experiences than everyone alive today, or your status as a living relic, but there is just something about you that makes people notice and listen to you. Your gaze hides millennia behind it, and your every gesture carries a unique weight to them. In the modern age where strength lies in many avenues aside from combat, this ability to present yourself has risen in value. However, this aura will not protect you from people dedicated to killing or harming you for whatever reason, and the world has only gotten even more dangerous with the strength of its combatants.
(Can persuade and intimidate people easier, and leadership comes easier to you. People are more likely to listen to you, even mid-combat.)

[] Magic Nullification
You've encountered all kinds of magic throughout your life, and something must have gone wrong with how magic works with you during that time. Enemy spells often fizzle around you. Most illusions and mind-altering attempts fail to find purchase with you. Magic-laden areas or fields are reduced in their effectiveness or even outright rendered inert. However, allies are largely unable to heal or enhance you magically. You yourself can use magic, but anything that is meant to last on you will fail. People that are magically or spiritually sensitive are uncomfortable around you, and you wouldn't be surprised if there is some new magic technology that could affect you somehow.
(various magic resistances and immunities, disruption of long-range and remote spells like scrying, other magic users find being around you uncomfortable)

[] Fae-Touched
Elves and fae are often erroneously thought to be connected by other races, but throughout your long life you have had many encounters with the unpredictable fae, first of all beings in the realms. Through various contracts, dealings, blessings, and even just exposure to them, you have gained a deep understanding of how magic, the world, and the realms work. Your ability to sense and use magic is enhanced, and your ability to traverse and withstand the Currents and areas affected by magic is increased.

However, this deeper connection can sometimes result in instabilities to your psyche, and people not closely attuned to magic often feel uncomfortable or jittery around you. Being both known to fae and having contact with them is a mixed blessing as well.
(More skill/knowledge of magic, better magic senses, and some connection to fae beings)

[] Phoenix Legacy
Many mythical species are thought to be extinct or residing only in the Currents. This includes the phoenixes, the fiery birds of life and rebirth. You have something similar in rapidly recovering from injuries with bursts of flame, and if the theme continues, you theorize you may even be able to come back from death. You haven't quite explored the hard limits to your recovery yet, but rapidly taking injuries in succession quickly tires you out and takes longer each time for you to recover.

You and others have some thoughts of how you've come across this ability. You have used phoenix feathers and other items that healed you for over millennia, which could have had some effect. It could be some strange magic interaction with you in particular. Deep down however, you suspect there is more to this than phoenix feathers or random magic. Others agree, as this is a trait that many interested parties are inclined to study, and some will do so with or without your permission.
(Regeneration, revival?, ???)



AN:
Alright, this is the primarily gameplay portion of the introduction. While what you pick here will influence how the first fight goes, keep in mind that these will be your abilities for the rest of the quest. Pick whatever sounds most interesting, fun, and useful in a variety of situations.

At first, this update didn't have the first half written for it, but I felt like some short descriptions of what you guys picked would be nice. If there's anything confusing you or you have a question about the world, feel free to ask. I'll probably show off more of the world after the intro is over, but deciding what and how much to info dump is difficult. If you guys want a map though, all I have is a badly drawn thing I came up with in paint unfortunately.
 
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[X] Plan: Gotta Love the Classics
-[X] Hyper Body, Sharp Eyes
-[X] Aura of Awe
-[X] Phoenix Legacy

Idea is basically have a spread of physical and social powers while having regeneration and revive in case things dont work out well.
 
[X] Plan Solitary Archmage
-[X] Aura of Awe
-[X] Magic Nullification
-[X] Fae-Touched


Talk-no-Jutsu is an obvious pick. Meanwhile, Magic Null pairs well with Fae-Touched. We don't want nosy corporate wizards trying to experiment on us, after all.
 
[X] Plan: My Path Never Ends.
-[X] Hyper Body, Sharp Eyes.
-[X] Fae-Touched.
-[X] Phoenix Legacy.

An all-out combat build, because while Aura of Awe sounds cool, I can't help but feel like it trivializes some future social interactions. I really want to see some "Is this the last elf? I expected more." interactions before our heroine shows off what she's really capable of. Instead of exuding an aura of authority, earn that respect through your actions. That, and I really want the Fae-Touched trait. Even beyond the deep understanding of magic, it promises some fun and unique interactions with magical creatures in the future.
 
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[X] Plan Solitary Archmage

Stacks all of the social effects. Magic Nullification makes mages uneasy, and Fae-Touched does the same for everyone else. Aura of Awe reinforces both for one hell of an impression.

[X] Plan: My Path Never Ends.
 
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[X] Plan: Gotta Love the Classics

[X] Plan: Gotta Love the Classics v2
-[X] Hyper Body, Sharp Eyes
-[X] Aura of Awe
-[X] Magic Nullification
 
[X] Plan: My Path Never Ends.
[X] Plan Solitary Archmage


I want to see what the fae are like, I hope Phoenix Legacy is a plothook to meet/find a Phoenix and helps a lot in general, and Hyper Body, Sharp Eyes is just classic elf.
 
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