Every man, woman, dwarf, elf, orc or other intelligent race on the surface of Dolusil shares, regardless of language, the same first words. When spoken, these words are understood clearly, by every creature nearby, even if they would normally speak entirely different languages, even if they would use entirely different methods of communication. The words are the result of a magical working of tremendous scale, and they tell a tale. They tell the Tale of
The Twisted City
A riot Quest
According to the Children's Story, the Twisted City , though it had another name then, was a city of magical wonders build in the hub, the very center of the world. From it's shining Spires one could see all the way to the Rim mountains, and in it's markets one could find traders from every city in the world. It's streets and houses were build from perfect marble, from which the filth of ordinary life appeared to vanish without a trace. Yet for all it's wealth and splendor, it did not possess any walls, barracks or soldiers. For the Twisted city was a city of mages, who could bent reality to their will at a whim, and shatter any army which dared oppose them.
Neither the Children's Story, nor any historical record tells of what happened to change this. Powerful spells have erased all detail from history. Even mere speculation on the matter will simply vanish from paper before one's eyes. The Children's Story only covers the aftermath, when the remaining and most powerful mages gathered in the burning city and unleashed their powers, changing the world to bring safety to their city for eternity. On the rest of the world, this was known as the Cataclysm. The entire disk shook and thundered, bringing down buildings and mountainsides alike. On the Rim, hundreds of thousands died. Of the hubwards nations, nothing remained.
In one moment,fertile lands were turned to twisted deserts, or impenetrable jungles. Animals turned into giant, savage versions of themselves. The very rain, and water was turned into poison, and the dead rose across the lands. Though the effects are different everywhere, they serve one common goal. To approach the Twisted city is to face certain dead, and every child has been warned of it.
Most heed this obvious warning, but is not a warning for them. It's a warning for witches and mages, to anyone with an ounce of magical potential. The Twisted City calls to them, and unless they manage to bind themselves to something (marriage, service to a King, or a particularly engrossing project) they find themselves making the voyage to the city, disappearing in the ensorcerced wilds around it.
You are all mages. Or well, people with magical potential. If you'd been an actual Mage you'd never have been snared by the Calling. You find yourself waking up in the Twisted City, in a small building on the outskirts of the Twisted city, surrounded by shattered crystal. Around you, several others are waking up surrounded by the same crystal, and further out stand row upon row of crystal spires, one person confined in each of them.
The calling is gone now, and the certainty that drove you into the ensorcered wilds is gone now. You don't know how you got here, you don't what you're supposed to do. Some of you may not even have known they had magical potential and were susceptible to it. All you know, quite certain, is that there's no way out.
Besides the grunts and other noise around you, there's nothing to see or hear. The buildings around you are burned yet somehow pristine, the blackened and shattered walls clean of any of the debris that must have fallen from them, no dust or plants present among the ruins.
A pinch of hunger and thirst reminds all of you that even though miraculously survived the Wilds, you could still easily die. Perhaps the big questions have to wait for later, and matters of survival must take priority.
Introduction
This is a riot quest. Specifically, it is a quest where every participant plays they're own (relatively undetailed) character, and the combination of all that chaotic action forms the story. In this case, all of you are part one of the many intelligent races that live on Dolusil, a flat, disc-shaped world. Because you posses some rudimentary magical talent (and no magical education), you've been ensnared by the call which has drawn you to the Twisted City, a fabled lost city of Mages sitting in the very center of the world.
Each person has 2 actions, which they can select from the list below. They will then roll 1d10 for each action. Rolls of 10 explode, and gaining multiple exploding rolls within the same action has interesting results. If a roll is at or below the danger treshold noted on the action, the player must roll 2d6, which will determine the nature of the event. More specific rules and exceptions will be noted in the rules post, which will soon follow.
Actions :
Explore :
- Surrounding Area (Explore the area immediatly around you) [0/50]
- Widdershins ( Explore the outskirts of the city, against the rotation of the disk (counter-clockwise)) [0/20]
- Turn wise (Explore the outskirts of the city, going with the rotation of the disk (clockwise) [0/20]
- Hub wards ( Towards the center of the city) [0/20] Danger 3
- Rim wards (Explore the wilds outside the city) Danger 2
Scavenge
- Look for Food [Gain result/2]
- Look for water [Gain result/2]
- Look for material [Gain result]
- Look for other interesting stuff
Build
- Reinforce the Crystal room [ 0/50 Material 0/25 Contribution]
- Construct Lean-to [ 0/30 Material 0/15 Contribution]
- Basic Storage [ 0/30 Material 0/15 Contribution]
- Water Catcher [ 0/30 Material 0/15 Contribution]
Experiment
- Your talent [ Does nothing, but rolls 3d10] Danger 1
- Crystal Shards [0/100]
- Stasis crystals [0/100]