Introduction
Necrorifter
Lord of the Death and the Wanderer of the Reality.
- Joined
- Nov 2, 2021
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Welcome to the perilous world of Talisman where all the upstarts and champions go on a fabled quest for the Crown of Command, seeking the ultimate power to rule the land. They will battle many foes, step over each other in their hunt for power, and work together to face greater threats.
This whole competition has repeated many times throughout its history, across many timelines. In many, there is a crowned victor. In some, there is peace and surrender of quest... and in others... collapse and are utterly annihilated by greater threats...
Regardless of the world, they all are similar in layout. Same locations and key figures... However, events itself can be different each time as are those who undertake the quest. Even if you fall in one timeline, there is always another to try again and again. Time and Space itself no longer make sense for Questers with the appearance of the Crown of Command. Even if the location is right there, you can still find yourself walking elsewhere on another side of the land in just a short walk or day hike just to get to the place next door as your power guides your travel into interesting locations and encounters. Situations have become more chaotic with the Crown of Command behind the source. Sudden plagues, storms, and rampage of monsters, etc.
The land is split into three regions. Outer, Middle, and Inner Regions. Outer and Middle are divided by the River of Storm. Middle and Inner are divided by the Sun Mountain Range. The outer region is the safest with the Inner being one of the most dangerous... Of course, this depends on events as some could make Outer much more dangerous and some make Middle or even Inner safer.
In the Outer Region, there are many fields, hills, plains, and woods everywhere. Many of your encounters during your travel will be found in those. However, there are a few key locations that you can come across. There are cities where highly professional people are found such as doctors, alchemists, and enchantresses. A Legendary Tavern where people often go for their gambling urges and encounter various characters, the tavern owns a ferry here that leads to the Middle Region as well wandering wizard that can teleport others across vast distances... Although finding them will be difficult. Villages where lowly professional people reside such as blacksmiths, healers, and mystics. Beware the graveyard where the dark entities curse the good and watch over those black-hearted and their counterpart, Chapel that blesses the good and banishes the evil. A mighty Sentinel guarded the bridge that led to the Middle Region. Crags and forests have some danger within while being complex enough that one can get lost while Ruins are dotting around the land that contain extra dangers and rewards.
River of Storm surrounds the whole Middle Region with only a few ways to across from the Outer Region short of just finding a way to build a raft yourself to cross the treasonous river.
Within the Middle Region many dangers and wonders. Here you will find an oasis surrounded by deserts, an infamous cave of warlock that is said to hold a talisman to enter the Inner region if they will do a favor for the warlock... but be hurried for there only one talisman and many who covet a passage into ultimate power. Less you are forced to pray for luck in finding one elsewhere. Black knights hunting those who refuse or cannot pay them bribes. A hidden valley where many dangers and bounties can be discovered and surrounded by hills. Cursed Glade that saps strength from those who rely on external means to power. Woods and runic places can be spotted around a Castle that offers the service of a royal doctor for those who can afford the service. Similar runic places are near the cursed glades and a greater number around the chasm that has swallowed many people who wander too close to its edge. There is a mysterious temple that no one knows what going on. Some wander in and vanish, some find great power, and some are favored by the gods. There is a rumor that there is a talisman located within. Lastly, the famous Portal of Power, a great door that guarded the only entrance beyond the Sun Mountain Range. This great door is the only way to reach into the Inner Region where the rumored Crown of Command is located... and some of the most dangerous in the land survived here, empowered by the warmth and power radiating from the Crown.
The Sun Mountain Range surrounded the whole Inner Region with scorched mountains that have everyone who tried to trek over them reduced into ash. Even sorceries are unable to cross into the Inner Region, their attempts simply failed.
The Inner Region is a strange place where it starts with the Plain of Peril, accessible only from the Portal of Power. From here, all travels will find themselves very slow, almost as if the very land is testing your strength and cunning to survive the journey. The journey is split into two paths. Left and Right paths.
On the left, is a path where one must navigate the mazes of Mine... Otherwise, they will find themselves right outside of the Inner Region, with the way behind them gone, forcing them to journey to the Inner Region again. Then they must overcome the shadow of the Vampire's Tower which will demand blood and lives for safe passage through its territory. The last major challenge of this path is surviving the Pits, where many pit fiends gathered to feast on those who dared offend them with their presence.
Then for the right path, one must survive the underground halls of the Crypt whose resting dead will force the weak out of the Inner Region. At the end of this, they will come face to face with Death itself who will challenge them to a game of chance, only the lucky walk past Death. Then one will battle the mighty Werewolf, who barred the way forward, to the death.
Only at the end of Left or Right Paths, does one find themselves in the Valley of Fire. The final way to the Crown of Command. They better hope at this point, that they have Talisman to open the way... else all this journey is for naught and they must return back the hard way... Should they have one? They will walk the long spiraling stair to the peak of a tower of stairs where the Crown of Command rests and wields its power to command the land itself. Perhaps this is where they won the competition, perhaps this is where they wield the power to remove their rivals, perhaps something sinister will appear, perhaps they discovered that they aren't alone anymore, be it facing down the dangerous threat that awaits them or other rivals who covet the same power.
Regardless of these locations. You are the Quester, you found that you have a mysterious power called Trophy that allows you to acquire "trophy" from foes that you slay to empower yourself. Curious, others do too. If all other Questers are dead, their power will flow into you, enabling you to easily win... Making yourself mightier or cleverer depending on slayed foes. The question is, who are you? What is your archetype that the world acknowledges you as? Understand that this is more or less a birth sign that empowers you. You do not have to take their race or profession or how it is shown by their title. It is preferred that you embody them in some way but not necessarily.
You can choose to become a party with other players of similar archetypes such as a small clan of ninjas for a party that is all ninja archetype, or a classic DnD party by picking one of the members to be the Quester of the party if you want to go on a journey with other players without battling them or getting separated, etc. You will be effectively surrendering your right of Quester and impact the plot over to the Quester of your party unless you are chosen as Quester of the party. This is for those who don't quite want to play Quester but be followers of Quester and explore the land since this will ensure you are much more likely to survive encounters even one that has Quester killed, but you are doomed to be unable to affect anything in a major way without cling to Quester to see and battle anything noteworthy.
Here is the list of character archetypes that you could be and those rival Questers of yours. There are only 6 Questers or less that are active at once. Those on the list included their alignment and where they typically are located at the start of Quest. Those must be taken as it is.
Here is the sheet to help construct your character.
Name:
(Quester) or (Party with Quester: )
Archetype:
Alignment (Matched your archetype in the list):
Location (Region and Place) (Matched your archetype in the list):
Appearance:
Background:
Followers:
Inventory (Clean at the start unless stated otherwise):
Spells (Clean at the start unless stated otherwise):
Talent (I will reveal this once the game starts as it is tied to your archetype):
Maximum of 6 Quester players active at once and minimal of 2 active Quester. Can have a waitlist for players to replace those active characters of players passes away in the Quest in the next game. This means more than 6 players can be involved if they are in a party but only a maximum of 6 such parties can exist. If not enough player Quester to fill in 6 slots, NPC Quester can be created instead to challenge or work together with players... The same for lone Quester will have NPC Quester to fulfill the minimum although this means the game will end if either passes away.
This is a free-form PvP game, PvP is optional and decided by you guys to work together or betray each other to stay ahead in Quest, while still abiding by my "Fate" aka dice. There is no number for you to track as I will track it all off the screen and give you the wordy version of them.
This is a free-form PvP game, PvP is optional and decided by you guys to work together or betray each other to stay ahead in Quest, while still abiding by my "Fate" aka dice. There is no number for you to track as I will track it all off the screen and give you the wordy version of them.
Welcome to the perilous world of Talisman where all the upstarts and champions go on a fabled quest for the Crown of Command, seeking the ultimate power to rule the land. They will battle many foes, step over each other in their hunt for power, and work together to face greater threats.
This whole competition has repeated many times throughout its history, across many timelines. In many, there is a crowned victor. In some, there is peace and surrender of quest... and in others... collapse and are utterly annihilated by greater threats...
Regardless of the world, they all are similar in layout. Same locations and key figures... However, events itself can be different each time as are those who undertake the quest. Even if you fall in one timeline, there is always another to try again and again. Time and Space itself no longer make sense for Questers with the appearance of the Crown of Command. Even if the location is right there, you can still find yourself walking elsewhere on another side of the land in just a short walk or day hike just to get to the place next door as your power guides your travel into interesting locations and encounters. Situations have become more chaotic with the Crown of Command behind the source. Sudden plagues, storms, and rampage of monsters, etc.
The land is split into three regions. Outer, Middle, and Inner Regions. Outer and Middle are divided by the River of Storm. Middle and Inner are divided by the Sun Mountain Range. The outer region is the safest with the Inner being one of the most dangerous... Of course, this depends on events as some could make Outer much more dangerous and some make Middle or even Inner safer.
In the Outer Region, there are many fields, hills, plains, and woods everywhere. Many of your encounters during your travel will be found in those. However, there are a few key locations that you can come across. There are cities where highly professional people are found such as doctors, alchemists, and enchantresses. A Legendary Tavern where people often go for their gambling urges and encounter various characters, the tavern owns a ferry here that leads to the Middle Region as well wandering wizard that can teleport others across vast distances... Although finding them will be difficult. Villages where lowly professional people reside such as blacksmiths, healers, and mystics. Beware the graveyard where the dark entities curse the good and watch over those black-hearted and their counterpart, Chapel that blesses the good and banishes the evil. A mighty Sentinel guarded the bridge that led to the Middle Region. Crags and forests have some danger within while being complex enough that one can get lost while Ruins are dotting around the land that contain extra dangers and rewards.
River of Storm surrounds the whole Middle Region with only a few ways to across from the Outer Region short of just finding a way to build a raft yourself to cross the treasonous river.
Within the Middle Region many dangers and wonders. Here you will find an oasis surrounded by deserts, an infamous cave of warlock that is said to hold a talisman to enter the Inner region if they will do a favor for the warlock... but be hurried for there only one talisman and many who covet a passage into ultimate power. Less you are forced to pray for luck in finding one elsewhere. Black knights hunting those who refuse or cannot pay them bribes. A hidden valley where many dangers and bounties can be discovered and surrounded by hills. Cursed Glade that saps strength from those who rely on external means to power. Woods and runic places can be spotted around a Castle that offers the service of a royal doctor for those who can afford the service. Similar runic places are near the cursed glades and a greater number around the chasm that has swallowed many people who wander too close to its edge. There is a mysterious temple that no one knows what going on. Some wander in and vanish, some find great power, and some are favored by the gods. There is a rumor that there is a talisman located within. Lastly, the famous Portal of Power, a great door that guarded the only entrance beyond the Sun Mountain Range. This great door is the only way to reach into the Inner Region where the rumored Crown of Command is located... and some of the most dangerous in the land survived here, empowered by the warmth and power radiating from the Crown.
The Sun Mountain Range surrounded the whole Inner Region with scorched mountains that have everyone who tried to trek over them reduced into ash. Even sorceries are unable to cross into the Inner Region, their attempts simply failed.
The Inner Region is a strange place where it starts with the Plain of Peril, accessible only from the Portal of Power. From here, all travels will find themselves very slow, almost as if the very land is testing your strength and cunning to survive the journey. The journey is split into two paths. Left and Right paths.
On the left, is a path where one must navigate the mazes of Mine... Otherwise, they will find themselves right outside of the Inner Region, with the way behind them gone, forcing them to journey to the Inner Region again. Then they must overcome the shadow of the Vampire's Tower which will demand blood and lives for safe passage through its territory. The last major challenge of this path is surviving the Pits, where many pit fiends gathered to feast on those who dared offend them with their presence.
Then for the right path, one must survive the underground halls of the Crypt whose resting dead will force the weak out of the Inner Region. At the end of this, they will come face to face with Death itself who will challenge them to a game of chance, only the lucky walk past Death. Then one will battle the mighty Werewolf, who barred the way forward, to the death.
Only at the end of Left or Right Paths, does one find themselves in the Valley of Fire. The final way to the Crown of Command. They better hope at this point, that they have Talisman to open the way... else all this journey is for naught and they must return back the hard way... Should they have one? They will walk the long spiraling stair to the peak of a tower of stairs where the Crown of Command rests and wields its power to command the land itself. Perhaps this is where they won the competition, perhaps this is where they wield the power to remove their rivals, perhaps something sinister will appear, perhaps they discovered that they aren't alone anymore, be it facing down the dangerous threat that awaits them or other rivals who covet the same power.
Regardless of these locations. You are the Quester, you found that you have a mysterious power called Trophy that allows you to acquire "trophy" from foes that you slay to empower yourself. Curious, others do too. If all other Questers are dead, their power will flow into you, enabling you to easily win... Making yourself mightier or cleverer depending on slayed foes. The question is, who are you? What is your archetype that the world acknowledges you as? Understand that this is more or less a birth sign that empowers you. You do not have to take their race or profession or how it is shown by their title. It is preferred that you embody them in some way but not necessarily.
You can choose to become a party with other players of similar archetypes such as a small clan of ninjas for a party that is all ninja archetype, or a classic DnD party by picking one of the members to be the Quester of the party if you want to go on a journey with other players without battling them or getting separated, etc. You will be effectively surrendering your right of Quester and impact the plot over to the Quester of your party unless you are chosen as Quester of the party. This is for those who don't quite want to play Quester but be followers of Quester and explore the land since this will ensure you are much more likely to survive encounters even one that has Quester killed, but you are doomed to be unable to affect anything in a major way without cling to Quester to see and battle anything noteworthy.
Here is the list of character archetypes that you could be and those rival Questers of yours. There are only 6 Questers or less that are active at once. Those on the list included their alignment and where they typically are located at the start of Quest. Those must be taken as it is.
- Random from the list below
- Elf - Good - Outer Region, Forest
- Minstrel - Good - Outer Region, Tavern
- Monk - Good - Outer Region, Village
- Priest - Good - Outer Region, Chapel
- Prophetess - Good - Outer Region, Chapel
- Knight - Good - Outer Region, Chapel
- Druid - Neutral - Outer Region, Forest
- Ninja - Neutral - Outer Region, Forest
Artificer - Outer Region, Forest- Dwarf - Neutral - Outer Region, Crags
- Troll - Neutral - Outer Region, Crags
- Warrior - Neutral - Outer Region, Tavern
Specialist - Neutral - Outer Region, Village- Sage - Neutral - Outer Region, Village
- Thief - Neutral - Outer Region, City
Engineer - Neutral - Outer Region, City- Merchant - Neutral - Outer Region, City
- Assassin - Evil - Outer Region, City
Swindler - Evil - Outer Region, CityTrophy Hunter - Evil - Middle Region, Castle- Pirate - Evil - Outer Region, Tavern
- Ghoul - Evil - Outer Region, Graveyard
- Sorceress - Evil - Outer Region, Graveyard
- Wizard - Evil - Outer Region, Graveyard
- Witch Doctor - Evil - Outer Region, Graveyard
- Dark Cultist - Evil - Outer Region, Graveyard
Here is the sheet to help construct your character.
Name:
(Quester) or (Party with Quester: )
Archetype:
Alignment (Matched your archetype in the list):
Location (Region and Place) (Matched your archetype in the list):
Appearance:
Background:
Followers:
Inventory (Clean at the start unless stated otherwise):
Spells (Clean at the start unless stated otherwise):
Talent (I will reveal this once the game starts as it is tied to your archetype):
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