To become Great: a Golden Treasure Dragon Quest

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The Sun is your father, the Earth is your mother. All beings are your prey.

Welcome to "To become Great" a narrative quest heavily inspired by Golden treasure where you play as a dragon.
You will start as a small hatchling but with determination, strenght of Body and Mind and some luck you shall become Great and take your place among your Kin: the True Children of Sun and Earth, the Draak.
1.1 Hatchling
Location
Italy
1.1 Hatchling

A box without hinges, key, or lid, and yet golden treasure inside is hid. What is it?
-Bilbo Baggins, The Hobbit



You are alone in the Chamber. There is one Wall which surrounds you in every direction and on every side. The Wall is made of love and it embraces you, its goodness is an obvious Truth. There is a Rhythm within the Chamber and yourself, a beat that is and has always been.

Suddenly there is a Voice. At first you do not know it is a Voice, just a sensation of warmth flowing from... The outside the Chamber? As you reach out of your reality you feel its deep joy, it echoes in the deepest parts of your Essence and Mind. As the Rhythm beats the Voice pours in your Mind-Song the colors of the emotions and images of a world you still have to see. It tells you of the Great Giver, the Sun, and the Great Birther, the Earth. "Earth and Sun are the Greatest of beasts, the mightiest of all the animals, but next to them in might there are your own people, the True Children of Above and Below, the Kin Unto Each Other, the Draak".
The Voice asks you a question: "Oh Kin yet to be, which shall you become? Will you be like the Sun, the Great Giver, who rules and slays and is slayed and reborn each day? Or like the Earth, the Great Birther, who circle-dances to Sun's Music, peaceful and omnipotent it knows all silent secrets?"

[] Sun
[] Earth

As the Rhythm beats the Voice from outside leaves and returns again and again, continuing to instruct you. It teaches you of the many good beasts, those of fur and scale and feather and fin. Some are swift, other are powerful, but all are Good and have their own Music. Most importantly it teaches you the Two Great Laws:
"First you are a Destroyer. To Live is Good, and you may only preserve you Life by tearing away the Life of others. You must Destroy: find that which calls to you and Destroy it, take it into yourself and grow mighty. If you fail to Destroy you will waste away and yourself be Destroyed, and all your Music will become Silence."

"Second you are a Creator. All Creators are one of two kinds: Givers, who give their Essence in the Dance of Creation, or Birthers, who receive the Essence and waive it into new life. When you have grown Great you must seek another who is also Great and of opposite nature and through the dance of Creation become source of the Future. If you fail at this the destiny of the True Children of Heaven and Earth will waste away, and where there might have been an echo of your Music in the time beyond yourself there will only be Silence. So it Was, Is and Shall Be."

"Beyond the Two Great Laws there is one Lesser Law, you shall not be Destroyed should you violate it. Nevertheless taste this Truth and chain it to your Mind: you must seek Treasure. Treasure comes in many kinds, but you will know it when you find it. Treasure is something rare and of worth to all the Children of Above and Below. By taking Treasure as your own you shall prove your Greatness to other Kin. Whenever obtained by strength of Body or Mind, or any other thing it matters not: all that matters is that you must gather all Treasure to yourself. Some are obvious, but well guarded, others require little strength, but are difficult to find."


There is a pause for one question, what shall you ask?

[] Write in
[] Nothing, and reflect on this Truths within yourself.
 
Caracter Sheet
Hatchling

Elemental Masteries:

Fire: Rank 2 (2/5 to next Rank): The Fire within you burns strong and mighty. Far stronger than one would expect from an hatchling this young, you are bigger than most Draak of your age.
1. Fire Breath: the very first step on the path of Mastering Fire. All Draaks can creathe fire and most good beasts fear it. As they should.
2. Danger Sense: with this ability your Core will warn if something is wrong or dangerous. You will need Air to understand what exactly is wrong though.
Water: Rank 0 (4/5 to next Rank): You are still ignorant of the ways of Water, your body is stiff and not very agile and you can't hide well.
/
Air: Rank 1 (1/5 to next Rank)
: You have started to understand the path of Air, you are quicker and more clever. Your speed allows you to give Chase to your prey
1. Glide: the first step on the path of Mastering Air. While not the same as true flight, gliding allows you to reach plays you couldn't reach in normal ways and to save yourself should you fall from somewhere high
Earth: Rank 0 (4/5 to next Rank): You are still ignorant of the way of Earth, you are brash, impatient and your scale armor still soft.
/

Trove

You currently don't own any Treasure
Artifacts: You haven't found any Artifact

Good Beasts' Ways


Sentinels are small furbeasts that live in clans led by an Archbirther. They begin every Sun solemnly contemplating its rebirth, unlike many featherbeasts that commence the Sun with hymns and prayers. Vigilance is a crucial part of the Good Way of the Sentinels, when they are out hunting there is always some clan members keeping an eye out for dangers from above and ground. As they give the alarm every member runs toward one of the refuges that they build all around their the clan's territory. Do not let their preference to flight fool you, when cornered the Sentinels close rank and fight enemies way bigger than them, they have an alliance with the Treetails who might join in support against some enemies

Silence Seekers are large featherbeasts whose feathers can be brown or black. They patrol the Great Above in search of the remains of other animals' prey and consume the parts nobody wants. And the ones everybody wants if you let them. They are easily distinguishable by their naked heads, some say they are featherless in respect of those they consume with gratitude. Silence Seekers have an important role as without them the land would face way more plagues.
Follow them and you will find the remains of an animal, be wary though, you are not the only doing so and the prey was probably fell by someone that won't give up their prize without a Challenge.

Greater Pricklebacks are furbeasts strong in Earth that prefer to live alone. They are rather large and their armored backs offer them protection from most predators attacks. The Greater Pricklebacks' Way is a way of patience, their Dance strategy is to offer their backs to potential predators and let them impale themselves on their thorns. Their armor doesn't cover their whole bodies, the strategy of the good beasts that prey on them consists in swatting them to the side making them fall on their backs and attacking their vulnerable bellies. Not many good beast are capable of such a feat since adult Greater Pricklebacks are quite heavy and it requires a certain limb coordination and strength to flip them.

Clanjokers are one of the three big Tribes that live in packs, along with the Maneclaws and the Lesser Clansingers. Clanjokers live in clans lead by an Archbirther with all the birthers in the higher positions of the hierarchy. All pups inherit their birther's position and are raised accordingly. Once they become mature givers leave their original clan and join another. Unlike other pack animals Clanjokers tend to hunt alone or in small numbers, but all the clan will rise in defense of food, territory and den. Their costume to laugh in face of the gravest dangers earned them their name.

Day Skyclaws are one of the mightiest featherbeasts on Earth. They patrol the great Above during the day, when they decide on a target they lock on it and dive to catch it. Day Skyclaws are famous for their claws and the strength they hold, goodbeasts caught in them can't free themselves. Day and Night Skyclaws feathers are considered Treasure among Kin and a collection of feathers of a single Day Skyclaw is worth a few Shiny Things depending on quality, quality and condition.

Tailbeast are scalebeasts that are believed to be distant relatives of the Draak. In ancient times they gave up their limbs and wings in the name of Survival, but their Spirit remembers and still shows what the Tailbeasts have sacrificed. There are two major categories of Tailbeasts: those that fight their enemy face to face, whose Dance strategy is to suffocate their opponent, and the feared Deathbite Tailbeasts, who are more versed in Water, they poison their prey and then leave the battleground, later they trail it and when it dies consume it.

Treetails are small furbeasts that live up on the trees. Unlike the Sentinels they aren't great fighters and run from most confrontations. Treetails are strong in Water, they can run away and quickly climb trees, Chasing them will require you to either know how to climb quickly and catching them before they can reach the trees. When Sentinels are confronting Tailbeasts the Treetails, unusually for their Way, will join the Dance in aid of the Sentinels and use their big fluffy tails to distract the Tailbeast.

Longears are small furbeasts that make their dens underground. They Create many times during a Turning and are prey of many goodbeasts. Longears are one of the most revered goodbeast here as the land you live in is harsh and during the hardest times they sustain even the mighty Maneclaws. When hunted Longears run to their underground homes, to consume them you need to catch them before they reach their refuge or be able to burrow to follow them underground.

Blackburns are middle size featherbeasts extremely strong in Air. They can be found everywhere on Earth and can be easily recognized by their mostly black feathers, which depending on the land can also be blue, white or grey. Blackburns are uncontested masters of Air among the featherbeasts, their intelligence allowing them to find clever ways to survive any environment. Sometimes they are too clever, in the land you live the Blackburns use the forbidden art of lying to steal prey from the Sentinels.
Like Draaks Blackburns collect Shiny Things, seek their dens to find some Treasure or ask them for valuable information, but be wary, their high Air makes them strong Challengers in Trials of Mind.
 
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Quest Mechanics
Nature is surrected by four pillars: Fire, Water, Air and Earth.
Your relationship with the Great Four is the key to survival. Your understanding of them will improve your Body and Mind.

Fire is your physical strenght, your ferocity and the strenght of your fire-breath. Fire is used to intimidate others and to take a more direct approach
[
Fire is the Core part of yourself and regulates your most instinctival responses.]

Water is your fluidity of motion and flexibility of Mind, it governs your agility and your stealth. Water is used to understand others and to take a more indirect approach.

Air is your swiftness of Body and Mind, your intelligence and speed are incresed by your understanding of it. Air is used to understand better all of creation and to find clever solutions to your problems.


Earth is your patience and your ability to resist Destruction, it rapprensents the strenght of your scale armor. Earth is used to stop and think things through where others would just charge in.

As you progress through the game you will learn Lessons of this elements. Every five Lessons learned you will increase your Mastery of that Element of one Rank and learn a new ability.

Remember that while success brings you benefits you do not need to be too afraid of failure: mistakes and losses bring with them the best lessons. If you lose a challange you will suffer in the short term, but your elemental masteries are likely to increase
 
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All right folks, vote is closed. You are a male dragon and you are asking what will happen to those who do not seek treasure.
 
1.2
1.2
You tell the Voice you wish to be like the Sun. The Voice nods "You shall have the Power, the Glory and the Rise and Fall both. You will be a Giver, like Sun itself".
Your Mind receives the vision of the warmth that sustains all life on Earth and the scorching heat that can Destroy it all. You do not see your Body within the Chamber, but know for Truth that such visions changed it.
[+2 Lessons of Fire]

--------

You ask what happens to those who do not follow the path. The Voice intones patiently "The reasons for being known as Great by other Kin are many. When the time comes for the Dance of Creation only those that are Great will be chosen by others to Dance with. If you are not Great you will never Create more of the blessed beings that are the Draak. Those who do not collect Treasure will never be called Great and though they might survive and be well-fed and strong of Body, their Creator-self will lie in a frigid void"
"But more important still is the Truth that the seeking of Treasure is written upon our very Essence. We must seek out great and rare things. Even if there were no Dances of Creation, we would still do it. It calls to us, as the Sky and the Sea and the Great Green call to all with a Song of Invitation. You are Kin, you shall seek Treasure. For such is our Way, the Good Way of the Draak"
[+1 Lesson of Air]

The Voice grows softer "Now I leave you, my Kin and my Creation, you will never hear my Song again, nor I yours. As is my duty I have imparted you the Three Laws of the Draak-Kin. All other Laws are false. Those alone bound us."
"Remember that you are Draak-Kin all other beings in the world must stand in the shadow of your beautiful and terrible Music. The Rhythm you feel now flowing through you is the Rhythm of Life. To have the Rhythm within you is the sign of being Alive. To be Silent, without the Rhythm, is the perfect sign of Death. Nature shall now be your guide, companion and opponent, your friend, enemy and always, always your teacher. There is no being born of Earth, the Great Birther, or Sun, the Great Giver, greater than you. The Music of our people is Great. Rejoice knowing that your Essence has been woven into such a Body and that such fate is yours. When you at last escape from the Wall I have put around you, both to keep you safe and to test you, you will be worthy to begin the great Adventure called Life" With this final message the Voice is gone. You know it will not return.



You are alone again. As what you now know as Time passes you dream awake and asleep of the life that awaits you. Finally, at last, the Wall around you grows smaller and smaller. Its embrace once full of love has now become toxic. Beginning the first of your challenges you start to Destroy it, pushing and breaking with your head and claws, reaching from the light you start to see through the cracks.
At last you are free, earning your right to begin to Live.
As you rest to recuperate from the ordeal you can finally observe your Body, though you can't fully see yourself you confirm that you belong to:


[] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]

[] The Sapphire Clan. This graceful Kin live near Water, the Essence of Earth. They can easily hide inside the Element that favors them and are born already capable of diving, but their territory must be surrounded by Water [starts with a Rank of Water Mastery]

[] The Onyx Clan. Unlike all the other Clans this swift Kin are active mostly during the night, their pitch black Bodies allowing them to blend in the sky after the Sun is slayed. Like the Ruby Clan this Kin don't have requirements for territory but they prefer dens that remain in the dark during the day. They are favored by Air and are born capable of gliding for short distances. [starts with a Rank of Air Mastery]

[] The Emerald Clan. This majestic Kin make their home in forests, as they easily blend among Mother Earth feathers. Their territories are in tree rich areas and are born capable of digging. [starts with a Rank of Earth Mastery]
 
Vote is open for three days.
The Clan selection vote will decide in which habitat you will start the quests and what type of territory you will conquer when you become an adult. It is not a choice to decide a build or anything, you can be a dragon of the Sapphire Clan and become a paragon of Fire.

I'll update the quest mechanics in the afternoon, for hatching out of the egg you eceive +2 to all Stats
 
[X] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]
 
[X] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]
 
[X] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]

S P E C I A L I Z A T I O N. Specialization.
 
[X] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]

Volcano Lair
 
[X] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]
 
[x] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]
 
[X] The Onyx Clan. Unlike all the other Clans this swift Kin are active mostly during the night, their pitch black Bodies allowing them to blend in the sky after the Sun is slayed. Like the Ruby Clan this Kin don't have requirements for territory but they prefer dens that remain in the dark during the day. They are favored by Air and are born capable of gliding for short distances. [starts with a Rank of Air Mastery]
 
[X] The Emerald Clan. This majestic Kin make their home in forests, as they easily blend among Mother Earth feathers. Their territories are in tree rich areas and are born capable of digging. [starts with a Rank of Earth Mastery]
 
[X] The Emerald Clan. This majestic Kin make their home in forests, as they easily blend among Mother Earth feathers. Their territories are in tree rich areas and are born capable of digging. [starts with a Rank of Earth Mastery]
 
[X] The Ruby Clan. This fierce Kin can't blend in any environment, but they don't have particular requirements for their territory and can be found in lands no other Kin would live in. The Kin of the Ruby Clan are capable of breathing Fire right after having hatched from the egg. [starts with a Rank of Fire Mastery]
 
[X] The Onyx Clan. Unlike all the other Clans this swift Kin are active mostly during the night, their pitch black Bodies allowing them to blend in the sky after the Sun is slayed. Like the Ruby Clan this Kin don't have requirements for territory but they prefer dens that remain in the dark during the day. They are favored by Air and are born capable of gliding for short distances. [starts with a Rank of Air Mastery]
 
[X] The Onyx Clan. Unlike all the other Clans this swift Kin are active mostly during the night, their pitch black Bodies allowing them to blend in the sky after the Sun is slayed. Like the Ruby Clan this Kin don't have requirements for territory but they prefer dens that remain in the dark during the day. They are favored by Air and are born capable of gliding for short distances. [starts with a Rank of Air Mastery]

Oh nice, I like the game a lot. Let's agree to stay away from Allmother. Whatever drugs it hands out can't be good for us.
 
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