Salted Sands (A Caves of Qud-Inspired Cultivation Quest)

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Greetings, far-walker, and welcome to the Salted Sands.

This is not a place for the faint of heart. Death looms before us all.

But, perhaps, you might make something of yourself?

Either way, live and drink.

(Heavily inspired by Caves of Qud)
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Introduction

I.F. Ister

Fortifying The Thread
Pronouns
He/They
Under the heat of the sun on high and deep in the heart of the Salted Sands, a newborn infant breathes deep of the hot desert air. Despite what should otherwise be an occasion of celebration, the parents bear faces of ash and stone, for they, like all else, know what it means to be born on the Sands.

Like all the unfortunate few unlucky enough to be born beyond the protections of an oasis, the Sands shall leave its mark, its claim on the life newly wrought. The child shall wander the salt dunes until the day they die. Never will they know peace and solitude, for the desert's call shall find them always. No matter the oasis, the child will always return to the Salted Sands.

The only thing that matters now is the nature of the Salted Mark. What form has it taken, what price has it reaped, and how the child shall live.

The Form:
[ ] Eyes of Salt; Never shall illusions cloud the vision, nor shall sandstorm close one's eyes.
[ ] Heart of Salt; Never shall terror grip tight nor shall heartbreak ever take hold.
[ ] Hands of Salt; Never shall one's fingers slip, nor shall one ever shake.
[ ] Tongue of Salt; Never shall one's words go unheard nor shall one's voice be muffled.

The Price:
[ ] Cost of Motive; Your legs have been taken from you.
[ ] Cost of Emotion; Your feelings are dampened; your emotions go unkindled.
[ ] Cost of Breath; Your lungs struggle with every breath, dulling your ability to cultivate.
[ ] Cost of Creation; Never shall you bring life to this world, not in any form or in any magnitude.

The Child's Life:
[ ] One of Farming; The Child grew up the offspring of a farmer and learned the art of coaxing life from the earth.
[ ] One of Powder; The Child grew up the offspring of a gunsmith and learned the art of firearms.
[ ] One of Swords; The Child grew up the offspring of a warrior and learned the art of combat.
[ ] One of Pain; The Child, cast aside by hateful parents, grew up a slave and learned the art of spite.

Please vote by plan.

0~0~0

You will learn more of the setting through the story, though I will answer any questions you may have.

The next update will introduce the world in more depth and will provide an opportunity to set your character's goal, which the story will then follow until completion. You are not guaranteed survival. Death is an ever-present specter in the lives of all those who call existence home. Pick your choices wisely and be sure to ask questions.

This is a quest that utilizes d100s and exploding dice. Every point in a skill provides you with an additional d100 while equipment, items, and consumables provides numeric bonuses to the first roll. Every result totaling 100 or greater will result in another d100 being rolled with overflow added on top of that. The more explosions, the more successes, and the better the result.

Skills can be upgraded during Downtime, which is the time you get between lesser arcs. At the end of a lesser arc, depending on how well you did, you will receive XP which you can then dedicate towards upgrading your stats. Completion of a greater arc will result in much grander rewards.

This quest is separated into two categories; 'lesser arcs' and 'greater arcs'. Lesser arcs consist of branching paths made up of choices while greater arcs are made up of a collection of lesser arcs.

Fanwork will provide you with Reward Dice, which can be used to rig rolls through adding d100s.

You make your choices day of and the day after the update; I write what happens over the week following that. This schedule may change upon feedback and as my IRL situation develops.

Please allow me to make a post for the future character sheet as well as two buffer posts before you begin posting.
 
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Character Sheet
  • The year is M3C1Y82 and you are Kell Nakesh of Surran, a small village of roughly a hundred-and-thirty people in the Oasis of Nareeve. At sixteen, you are the eldest son of Jarek Nakesh, a gunsmith, and Vaya as-Kattell, a seamstress. You have two younger siblings: Rattle Nakesh, your twelve-year-old brother, and Itta as-Kattell, your six-year-old sister.

    Coinpurse: $46

    Traits:
    Eyes of Salt; Never shall illusions trouble sight, nor shall sandstorms close one's eyes.
    Cost of Emotion; Your feelings are dampened; your emotions go unkindled.
    One of Powder; The Child grew up the offspring of a gunsmith and learned the art of firearms.
  • Like all the other youths of Surran, you have not yet awoken your cultivation. The reason for this is because of the Surranese Rebellion, as the Baron of Nareeve wished to punish the Surranese for their rebellious desires and did so by restricting their ability to cultivate.
  • Ashen Surran
    Surran is gone and your people with it. But all is not yet lost. You live, your siblings live, blood still pumps through your bodies. The end has not yet come, for your story has only just begun.

    Puzzles yet to solve:
    Who was responsible?
    How will you take vengeance?

    Achieving Ka
    The first step in taking vengeance is to unlock your ka. This is easier said than done. It took Karter eight or so years to unlock his ka. You don't have eight years, so you'll have to find a quicker way.

    Puzzles yet to solve:
    (Solved) What is the process of unlocking ka? Breathe the tides by inhaling the in-tide and exhaling the out-tide. This means you will take two complete breaths over the course of an entire twenty-four hours.
    Is it possible to unlock ka quicker? What is the cost if so?
  • Equipment works in manner similar to Qud, if slightly modified.

    You can wear something on your head, your face, your back, your body, your arms, and your legs. You have three weapon slots (one for each hand and one easily accessible, typically your ranged weapon.

    0~0~0
    Nareevian Youth Robes (1 Defense)
    -A colorful mix of green and red, the traditional robes of Nareevian youths are bound at the waist with a length of leather or cordage. A small satchel hangs from the hip, providing enough storage for most anything a child would need.
    Outrider Cuirass (3 Defense)
    -A piece of armor traditionally worn beneath one's robes, the cuirass is enough to protect against most light arms.
    Sturdy Boots (+3 to Movement)
    -These boots are quite sturdy, allowing one to walk further, for longer.
    Chrome Revolvers (+20 to Combat, will upgrade as you grow into them)
    -Chrome barrels gleam as a six-chambered cylinder spins with every cock of the hammer. A deadly pair of weapons, many lives have been lost from hands bearing these tools of death.
    Combat Knife (+8 to Combat)
    -A long, thick-bladed knife that's seen more combat than most people have years.

    0~0~0
    Items
    0~0~0
    Multitool (+10 to Crafting)
    -This multitool bears the symbol of Melka on it. It has no use in combat, but the many tools tucked away in its folds do provide plenty of help when crafting.
    Utility Knife (+2 to Combat)
    -With a blade as tiny as this knife has, it is good for little more than light daywork. Using it in combat is not recommended.
    Sunglasses
    -Provides no protection in combat, but allows Kell to use his salted eyes easier.
    Clottundium Injector
    -A needle filled with clottundium, a red dust-like substance. Using this injector provides the user with enhanced blood clotting as well as a minor regenerative effect.
    Armor-Piercing Rounds
    -This box of ammunition will allow one's firearm-based attacks to pierce through thick skin and armor plating. There are only enough rounds for a single combat encounter.
  • Unspent XP: 6
    0~0~0
    Combat
    0~0~0
    Gunplay (XX): +2d100 when using firearms.
    -Longarms (X): +10 when using longarms.
    -Handguns (X): +10 when using handguns.

    One-Handed (XX): +2d100 when using one-handed weapons

    Unarmed (XX): +2d100 when fighting with an empty hand

    0~0~0
    Non-Combat
    0~0~0
    Crafting (XX): +2d100 to crafting
    -Gunsmithing (XX): +20 when crafting firearms

    Social (XX): +2d100 to socializing
    -Negotiations (X): +10 when negotiating
    -Empathy (X): +10 when being empathetic

    Movement (XX): +2d100 to moving
    -Riding (X): +10 when riding
    -Sneaking (X): +10 when sneaking

    Perception (XX): +2d100 to perceiving
    -Scouting (X): +10 when scouting/spotting hidden enemies
    -Tracking (X): +10 when following tracks
    -Scavenging (X): +10 when scavenging
  • Reputation ranges from -999 to 999 and changes with your actions. The higher your reputation is with a group, the better they will treat you while the opposite is also true. Improving reputation with one group can lower it with another while lowering it with one can also improve it with another.

    If you have -300 or less reputation with a faction, they will attack you on sight. At -600 or less, they will put a bounty out on your head. At -900 or less, they will send kill teams after you.

    If you have 300 or more reputation with a faction, they will help you if they see you being attacked. At 600 or greater, they will respond favorably to requests of aid. At 900 or greater, they will give you special items and/or other boons.

    0~0~0
    City of Nash
    Baron of Nareeve: -200
    -Citizen of Nareeve (+300)
    -Son of Gunsmith (+100)
    -Cost of Emotion (-100)
    -Rebellious Surranese (-500)
    Nobility of Nash: 0 (Unknown)
    Merchants of Nash: 0 (Unknown)
    Lower Classes of Nash: 0 (Unknown)

    Nareeve Villages
    Surran: 300
    -Hometown (+300)
    -Son of Gunsmith (+100)
    -Cost of Emotion (-100)
    Norden: -300
    -Hometown's Rival (-200)
    -Cost of Emotion (-100)
    Kordel: -200
    -Cost of Emotion (-100)
    -Filthy Peasant (-100)
    Asketen: -100
    -Cost of Emotion (-100)
    Melka: 500
    -Mother's Village (+300)
    -Cost of Emotion (-100)
    -Clearing a Monsterhive (+200)
    -x2 Did a Job (+50)
 
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Teammates' Character Sheet Repository
  • Karter of Melka is a young man in his early twenties. Though he hides his face and covers his whole body in bandages, he is a man who enjoys any opportunity to test his skills in combat or otherwise. He is cousins with Kell Nakesh.

    Combat Dice in Optimal Conditions:
    10d100 + 130

    Traits:
    Shattered Eyes: Your eyes are shattered, providing you with the occasional peek behind the curtain.
    Sharp Mouth: Your teeth and tongue are sharper than most, providing you with great taunting ability, though you may find your words getting away from you.
    Bonded - Nero: You and your mount, Nero, have a very strong bond. Should one of you die, however, the other would struggle to live on without the dead.
    Extraordinary Potential: Your potential for ka is, by all estimations, a thing of legends.
    Lungs of Salt: Your lungs have been strengthened by the touch of the Sands, making each breath that much greater. Allows the user to use two techniques at once, three when fueled with ka.
    Cost of Judgement: You struggle to judge your limits, the strength of your foes, and the intentions of others.
    • Active Patterns: 4
      Ka Color: Blue - Blue ka is seen as naturally supportive.
      Ka Shape: Mist - Ka in the shape of mist lends itself to illusions and trickery.

      Known Techniques:
      Deep Breathing (XX): +2d100 ka dice when patterns allow
      -The most basic of all breathing techniques. Following a pattern of deep inhales and equally long exhales, this technique is the basis of many patterns and techniques.

      Flash Staccato (XX): +2d100 ka dice when patterns allow
      -A long inhale followed by a sharp series of stuttering exhales. Fast-attack and movement patterns are available with this technique.
    • Edge Infusion (+Combat)
      -Infuse the edge of a cutting weapon with ka.

      Fist Infusion (+Combat)
      -Infuse one's fists with ka.

      Grasp the Distant (Anti-Projectile, Escape Disabler)
      -Allows one to use their ka to grab objects at a distance, thus defending against ranged attacks. Some foes may be vulnerable to being restrained.

      ???
    • Mist Skip (+Movement, Escape Enabler, Damage Denier)
      -Disappear in a burst of mist to reappear a short distance away.

      ???

      ???

      ???

      ???

      ???
  • Totals:
    +60 to Combat
    4 Defense

    0~_~0

    Melkan Outrider Rifle (+25 to Combat)
    -Polished wood reflects the face of those about to die as an elegant barrel seems to drink of all light that touches it. A perfect weapon for laying ambushes in the mists of Melka, it is often found in the hands of outriders as they patrol the mists.
    Jewel-encrusted Saber (+35 to Combat)
    -A long-bladed saber with a guard encrusted with all myriad of jewels. This specific saber has the traces of Karter of Melka's ka all over it, signifying his preference for melee combat.
    Melkan Mask (+1 to Defense)
    -White-painted wood sits against the face without a visible seal. The sole break in the otherwise continuous surface are the two eye-slits carved into the wood.
    Outrider Cuirass (+3 to Defense)
    -A piece of armor traditionally worn beneath one's robes, the cuirass is enough to protect against most light arms.
  • Unspent XP: 4
    0~_~0
    Combat
    0~_~0
    Gunplay (XX): +2d100 when using firearms.
    -Longarms (XX): +20 when using longarms.

    One-Handed (XXX): +3d100 when using one-handed weapons.
    -Swordplay (XXX): +30 when using swords.
    --Sabers (XX): +20 when using sabers.

    Unarmed (X): +1d100 when fighting with an empty hand

    0~_~0
    Non-Combat
    0~_~0
    Social (X): +1d100 to socializing.
    -Hostile (X): +10 when socializing in a hostile manner.
    --Taunt (X): +10 when taunting.
    --Intimidation (X): +10 when intimidating.

    Movement (XX): +2d100 to moving.
    -Riding (XX): +20 when riding on a mount.

    Perception (XXX): +3d100 to perceiving.
    -Tracking (XX): +20 when following tracks.
    -Scouting (XX): +20 when scouting/spotting hidden enemies.
 
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[X] Plan: Poor Unfortunate soul
-[X] Eyes of Salt; Never shall illusions cloud the vision, nor shall sandstorm close one's eyes.
-[X]Cost of Motive; Your legs have been taken from you.
-[X]One of Pain; The Child, cast aside by hateful parents, grew up a slave and learned the art of spite.

Spite, will let us progress despite whatever hurdles may be thrown our way, we shall not be deceived, even if we must use spite to use our arms to get around. Our arms will be strong even if we lack legs.
 
[X] Plan: Gunners in the rain
-[X] Eyes of Salt; Never shall illusions cloud the vision, nor shall sandstorm close one's eyes.
-[X] Cost of Creation; Never shall you bring life to this world, not in any form or in any magnitude.
-[X] One of Powder; The Child grew up the offspring of a gunsmith and learned the art of firearms.

Alternatively

[X] Plan: Gunners in the rain Alt
-[X] Hands of Salt; Never shall one's fingers slip, nor shall one ever shake.
-[X] Cost of Emotion; Your feelings are dampened; your emotions go unkindled.
-[X] One of Powder; The Child grew up the offspring of a gunsmith and learned the art of firearms.

Because gunslinger is my favorite start in CoQ and cultivation+guns is not a combination i've seen for myself yet.

[X] The Sand's Gunman.
 
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[X] Plan Words And Blades
-[X] Tongue of Salt; Never shall one's words go unheard nor shall one's voice be muffled.
-[X] Cost of Creation; Never shall you bring life to this world, not in any form or in any magnitude.
-[X] One of Swords; The Child grew up the offspring of a warrior and learned the art of combat.

Combat skills and being good at talking are my jam. May throw approval votes at other stuff depending.
 
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Love Qud! Looking forward to this.

[x] Plan: A Cultivating Cultivator
-[x] Cost of Motive; Your legs have been taken from you.
-[x] Tongue of Salt; Never shall one's words go unheard nor shall one's voice be muffled.
-[x] One of Farming; The Child grew up the offspring of a farmer and learned the art of coaxing life from the earth.

So if this is qud based growing more legs is easy peasy, making this the least bad negative, even if it makes things a little dicey to start.

Tongue of salt because ego/esper builds scale to insane levels.

One of farming because making friends and growing allies fits well with an ego build.
 
[X] Plan: the farmer immovable
-[X] Hands of Salt; Never shall one's fingers slip, nor shall one ever shake.
-[X] Cost of Motive; Your legs have been taken from you.
-[X] One of Farming; The Child grew up the offspring of a farmer and learned the art of coaxing life from the earth.
 
[X] Plan: the farmer immovable
[x] Plan: A Cultivating Cultivator

I'm down for the legless farmer
 
So if this is qud based growing more legs is easy peasy, making this the least bad negative, even if it makes things a little dicey to start.
I will say that none of the costs are going to be easy to solve, if it's even possible. Getting your legs back would be a potential reward for successfully completing a greater arc and no lesser. Even if you found some, like, robotic legs or something, they would not work for you.

The Sands will not be cheated, not so easily
 
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I will say that none of the costs are going to be easy to solve, if it's even possible. Getting your legs back would be a potential reward for successfully completing a greater arc and no lesser. Even if you found some, like, robotic legs or something, they would not work for you.

The Sands will not be cheated, not so easily
Fair enough. Still, if we make friends with folks, or grow some ambulatory plants we should be able to be carried around, right? Or we can just teleport around everywhere.
 
[X] Plan: Gunners in the rain Alt

Edit: I took another look at the votes and decided I like the idea of a plant grower in the desert.

[X] Plan: A Cultivating Cultivator
 
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[X] The Sand's Gunman.
-[X] Eyes of Salt; Never shall illusions cloud the vision, nor shall sandstorm close one's eyes
-[X] Cost of Emotion; Your feelings are dampened; your emotions go unkindled.
-[X] One of Powder; The Child grew up the offspring of a gunsmith and learned the art of firearms.

[X]The Sand's Gunman


I like the idea of us playing a cold seeming, intimidating gunman who sees through lies and saves lives, but doesn't connect well with people and doesn't emote well, keeping separate and unbiased.

Or as my brain wanted to name the plan; Desert Gun Jedi.
 
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[X] Plan Words And Blades
[X] The Sand's Gunman.
[X] Plan: A Cultivating Cultivator

These three seem the most interesting to me
 
[x] Plan: A Cultivating Cultivator
[X] Plan: Gunners in the rain Alt
[X] The Sand's Gunman.

wild to see cultivation cross with Caves of Qud, looking forward to this
 
[X] Plan: While You Were Breathing, I Studied the Blade
-[X] Hands of Salt; Never shall one's fingers slip, nor shall one ever shake.
-[X] Cost of Breath; Your lungs struggle with every breath, dulling your ability to cultivate.
-[X] One of Swords; The Child grew up the offspring of a warrior and learned the art of combat.

[X] Plan Words And Blades
[X] The Sand's Gunman.

I'm a massive CoQ fan, but I just never see anything about it. I'm super interested in seeing where this goes. Especially since CoQ 1.0 is coming soon
 
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