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Have you ever wanted to live forever, to influence the world from its nascency? Here's your chance, with some fantasy spice thrown on top.
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The Start.
A little foreword;

I have dabbled in writing like many people on this cursed website for a couple years, but I mostly spent it shitposting or getting about people's decisions on how the fictional doll theatre should act.

As such, expect low quality and quantity.

Proofread by: No one, I would never produce anything if I let myself read my own writing.

-

Closing your senses to the rest of existence was a small respite, for a few moments you could pretend like the wasn't clock was ticking ever forward, like an invisible hand had pressed the pause button on everything. A small comfort, as much of a comfort as anything could be anymore.

You know it wasn't always like this. A long, long time ago it was very different. Despite everything it still remains clear to you. A pièce de résistance framed in the main chamber of your mind palace, a time when time still had the same stakes.

Mortal life, a blink in the runtime of the world, a single grain of sand in the hourglass.

How foolish you were back then, you didn't appreciate it enough. Blissful ignorance.

.
..


It wasn't one particular malady that made your suffering horrendous, that would be too kind. Instead it was a symphony of many horrible afflictions that perhaps with a strong will, you could ignore individually but in tandem it made every second feel like the humble moment was waiting for an eternity to take its time, out of courtesy or maybe some weird romantic tension you feel between the two temporal measures you cooked up from your delirium.

If someone ever experienced a form of pain, you were probably having it right now.

Thirst so bad you would quench your thirst on the urine of a four legged beast, a throat so parched that you could feel the flesh inside your throat dry out and flake to disintegrate into nothing. Heat so oppressing you're sure that you would be imagining the greatest feast surrounded by the most bodacious bedmates if only you had any energy behind your eyes to dream of them.

The sand, oh the sand, it was coarse and rough and irritating and it got everywhere.

You came all the way to this gods forsaken piece of nothing land and not only did you gain nothing, as a matter of fact fate was gonna throw an even bigger piece of excrement in your face by also just fucking killing you. If a storyteller somehow found your body they couldn't even make up a tale about you because clearly you were planted here at some sort of undecipherable ploy.

Or maybe the punch line was that no one would find your body.

Whatever was left of your willpower, it was used to keep dragging yourself across the dunes forward over the slope, your stick thin arms pulling as hard as they could with the little fraction your flayed forearms could muster after enduring brunts of sandstorms for you.

Finally, you got onto the slope and the strength of the earth could do the rest of the work. It dragged you down the slope into a nook between the dunes, giving you a couple precious moments of rest. Taking the chance to preserve what little strength you didn't have left, your almost died from a collision with something harder and unknown. Not the sand you were more familiar with than any lover.

A sickly glance revealed it wasn't another pile of bones from a wild animal. It was something else, clearly mystical radiating some sort of magical aura.

In your homeland, you were told that you should avoid unknown things, people who take chances like this almost always perished.



Well, you were basically dead already. What the hells, why not?

With languid, strained movements you gambled what little existence you had on this plane and interacted with the object.


…Who are you again?

[ ] Write In: Name and Pronouns/Gender.


What was the treasure that saved your life?

[ ] A puddle of silver metal
- Shimmying your way into the pool was enough for the magic to take over and allow the rest of the metal to encase you like a cocoon. You don't know how much time passed before your metamorphasis ended, but like a butterfly you came back more glorious than before.

Benefits:
+Gain the physical appearance of your peak, with that comes qualitative increases to memory retention and acquisition. In other words, you will remember everything you have seen and will ever see without any downside.

+Your new body is immutable, nothing on this mortal physical plane may harm it and close to nothing from beyond could either. Additionally, you never tire physically or spiritually and you don't require any form of sustenance for peak performance.

+Your physical might is undeniable, as the world changes and grows so will your power change to reflect that you are strong. In simple terms, you will always be in the upper 50th percentile of strength on your current plane of existence.

Negatives:

-There is no personal, physical or spiritual growth for you from until forever.


[ ] A dried snake eating its own tail - A strange, sickening enlightenment struck you as you observed this cadavre. You snapped your own leg and feasted it with new found fervour, for now you could live forever.

Benefits:

+When you die, you will get a list of people you have met and you will be able to select one. When you do, your mind will move into theirs and attempt to dominate the physical shell, shunting the host mind into the dark recesses of your subconscious.

+You can spend the lifespan of your current body at any time to empower yourself, lifespan is an all encompassing resource that can be used efficiently with all forms of expenditures, magical or physical. Naively, it allows for great feats of athleticism.

Negatives:

-Those of exceptionally strong willpower, stronger than yours might be able to fight you off and force you to find another host. Master sorcerers could theoretically capture your consciousness, through extreme methods.

-Who knows what all the minds could get up to there in your mind?


[ ] A well of sapphire blue water - It looked so refreshing, so calm, so inviting. All you had to do was give yourself to it. Its embrace reminded you of something you never knew, when you were still one with your mother.

Benefits:

+Upon physical demise, your soul and mind return to the pool and you can design a new body to inhabit with any physical characteristic you have encountered in history. The new body takes as much time as its apparent age to gestate.

Negatives:

-You know the pool is never going to dry or be destroyed in any matter, but it also cannot be moved from this desert.


[ ] The Totem - A creature resembling your homeland, it was a nostalgic sight. You leant forward, to touch it and then with a brilliant flash of light it disappeared and left you matching its resemblance.

Benefits:

+Depending on the next vote, you will become a mythical creature from your homeland. They all come with some form of immortality and some form of individual mystical power, the most versatile option.

Negatives:
+They all have some sort of folklore inspired drawback, a dragon's need to gather gold, a spider's need to spin plots. In simple terms, it will be another meta resource to manage.
 
[X] The Totem - A creature resembling your homeland, it was a nostalgic sight. You leant forward, to touch it and then with a brilliant flash of light it disappeared and left you matching its resemblance.
 
[X] Petra Morruskos She/Her
[X] A well of sapphire blue water

This seems fun. I'm hesitant on Totem, because I think the most interesting part of immortality is it's effects on our relationship with our sense of humanity and connection. The pool itself seems like a neat little plot element.
 
The Start 2
Your name comes back to you once the clear waters of the well envelop you. The water pulls apart your broken body without painlessly. You watch as your flesh and bones float away before dissipating like a hot breath on a cold morning.

There should've been some fear in your mind as you saw your body be entirely dissolved, but you were already too overstimulated to worry about that at the moment.

Then once it was gone, there was nothing but you and your mind. There wasn't even darkness you heard came after death, it appeared as such to you but you somehow knew that there was no such stimulus currently. Panic wasn't even the same, you knew you should be experiencing it but there was no veins to pump harder until you felt light headed, no heart to beat so hard that you might think it would leave your chest. Nothing to flex in anxiety.

The passage of time was quickly lost after that, the panic lost it's place and gave away to remniscing about what stupid choices you made to get here.


Where did you come from?

[ ] The Haven Between Water Snakes
- A land of little impassable terrain, where the weather was easily tracked by the wise men and women of your tribe and great herds of beasts moved back and forth across the landscape. All matter of fruits and eatible plants grew from the ground, just asking to be plucked and feated upon.

The territory was split inbetween the nomadic wanderers and the great citadels of men that claim to be akin to Gods, with entire populations worth several tribes working both on plantations and craftsmen all to bring greater wealth to their rulers and their families.

Benefits:
+ The Origin of Civilization, if there is something to experience in this less advanced age it's to be experienced here. Sentients already have decades, if not centuries of making the hallmarks of what makes a society. Rules, Craftsmen, Organized Religion.

Negatives:
-
Not even the nomads who live inbetween the God's King citadels are truly free in the Haven, control and liberty is what you trade for safety. The God Kings wield great magical power created from worship of their citizens which they use to gain loyalty from their people, either through tyranny or bribery, more than often both.


[ ] The Shining Valley - What once used to be the hallmark of life, sentient carved pathways in the ground carried clean drinkable water to every home and carried waste away into the stable rivers peppering the Valley. Situated inbetween different great powers to the East, West and North they had a priviliged buffer state status therefore requiring less military.

Then it all came to an end, the rivers moved and with that the Lumenscent Cities lost their splendour. Then savages from the north came, to take whatever was left to take.

Benefits:
+The most advanced structures in the known world reside here, even though they are defunct. The people who built these places still live, even though they are being pushed to the fourth corners. Artifacts and knowledge is up for grabs, if you return home.

Negatives:
-There is no guarantee of safety. Barbarian raiders, fellow survivors, or beasts that now make the cities their home may find grieviances with you.

[ ] The Green Sea- The land is unwelcoming, vegitation that can be eaten is sparse in this sea of green. Similarly, animals travel in packs so large that they make entire landscapes shake with their hoofs and feet. There's no guarantee you'll have something to hunt every moon, not even every season. Its a place where you either adapt to it, or you become food for something else.

Benefits:
+If you want to be left alone, there are hardly better places to be a lone wolf. You can go for days without seeing another living moving thing, no tribe leaders, no wise men or even King's rule here.

Negatives:
-Not the hashest in terms of potential physical conflict, most animals and men in the waste realise that if you pick a fight it has to be maximally profitable. No, instead your greatest enemy will be the climate, the freezing weather and the lack of anything for many miles except grass.


[ ] Copper Island - A long, long time ago someone looked at the great expanse of undrinkable water that at best can be used to fish and decided to see if they went on a piece of floating wood if they could find some oppornuties. Most of those people died, obviously. But your ancestors were those who survived. So, you made a society built around sailing the seas.

Benefits:
+The only place in the known world where the seas that spot the great expanse of the world are used, your people alone traverse the waves to bring the best possible trades from remote people to make the maximum amount of wealth back.

Negatives:
-The entire domain of the Island is ruled by the priest-sorcerer caste, who worship the Mothers of Bulls. If you are a native, you will come back to either be forced into the defense or trading navy of the state or stay behind to raise children or produce what little goods the Island is better at than the rest of the mainland.


What were you?

[ ] A Leader


*Gain a level in the Leadership skill. You have a much easier time making sure that people listen to you and get anything done. If you return to your homeland, you have a group of supporters who will stick with you.

*If you pick The Haven, in addition you will be treated as a lesser noble in every God Citadel you visit due to your status.

[ ] A Priest

*You and your cadre alone after many centuries have learnt the way how to speak to those Above, gain a level in the Divination skill. In addition, your good faith over all these years has earned you an amount of good luck good enough to survive a major threat.

*If you pick Copper Island, you will also know the secrets of the earth and how to manufacture coveted Bronze.

[ ] A Warrior.

*Gain a level in the Combat skill, in addition you have a sack of your tools for war. In practical terms the weapon and armor you carried with you should be enough to defend against most personal threats and deter larger ones a tad bit. Most initial applicability.

*If you additionally pick The Green Sea, you will know how to tame and ride certain animals to be used as mounts for transportation.

[ ] An Artisan.

*Gain a level in the Craft skill, in addition gain a small amount of goods that depend on your homeland that have some value for trade or perhaps to pay people to leave you alone.

*If you pick The Valley, your Craft skill counts as one higher when it involves Architecture.

[ ] An Outcast.

*Gain two levels in the survival skill. You only have had yourself


Finally, why did you leave?

[ ] Ambition


*You gain Motivation from pursuing and achieving goals beyond your station.

*There are people who are hunting you down for your hubris.


[ ] Fear

*Gain more Sanity if you do safe things without little threat, you are not one to do things beyond your station.

*Higher chance to lose Motivation when you are attempting actions that could endanger you.


[ ] Wonderlust

*Gain Sanity and Motivation when you explore anything unknown to you.

*Methodical, repeating actions lose you both Mental Resources much faster.
 
Mechanics
I thought I should explain some of the mechanics I will be implenting for Petra. The main one two that you will have to balance will be;

Sanity - A skill that mainly affects interaction with other sentients and at very low levels, which can be negated with enough social skills but incredible hard to gain at lower levels.

Ranks from 1 to 10 from least to most sane.

Motivation - With how much effort Petra does something, self explanatory. At lower Ranks she will do nothing, at higher ranks of Motivation she will perform better in her actions.

Goes from 1 to 10, just as before.



Skills

They can range from Level 0 to Level 5 for mortal ability, which Petra is currently limited by where 0 is a total begginer and 5 is a the greatest mortal at that skill on the face of the planet.

I will not include a list of all skills, because I'm currently deciding how many skills you will have available.


Trouble Clocks

I saw some other quests doing these and I liked them, so I will be copying it. Trouble can range from anything from Minor, a tree blocking a road in your city to Major, like an entire people hunting you down to encase you in stone.

You will be able to spend actions in solving the problem, either by removing the clock or downgrading the level of the threat.

The levels will be Minor, Medium, Major and Existential.


I am willing to hear feedback on this, if someone has a better idea I will just swap it at a later point.
 
[X] The Green Sea
[X] A Warrior.
[X] Wonderlust


A simple, straightforward build - the barbarian arriving to civilized lands, curious about what they might encounter. I think I favour the Green Sea, for being the option that allows out pool to be most concealed in effective terms. If this isn't the case, I'll switch my vote.
 
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