Open Quest Seeds

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Quest seeds are the starting point for campaigns. Think of them like "main quests" in Skyrim or similar. Unlike video games, they do often come with a ticking clock. Success isn't the end of the campaign--merely the end of an arc. And you can choose to abandon the arc at any point and go somewhere else. But remember--Dawn of Hope is a persistent-world setting. The things you do (or don't do) have effects that last and will affect other campaigns in the same setting! While there are other adventurers who may attempt the unchosen quests, their performance and their choices are somewhat random. Choose your quests wisely!

Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note.

Asai'ka

A nation of merchants, nobles, and priest-bureacrats, Asai'ka is the central of the three nations of the Jungle of Fangs. Old, corrupt, and convoluted, nothing there is quite what it seems.

Shedding the Skin

Location
In and around Asai'ka City.
Levels
1+
Description
Work either with the Benevolent Organization or the authorities to track down and stop a series of thefts.
Pillars
Social > Exploration > Combat
Terrain
Urban, jungle
Adventuring Company
Serpentstrike or Bloodmoon Dancers

Byssia

The nation of Byssia is in transition from an communitarian, decentralized nation of ihmisia and humans, backward and sleepy, into a bustling center of growth and religious fervor. As the only nation with solid access to the Primal Sea, much of its people look to the sea. Off in the distance to the south, across Gap-tooth Bay lies the fabled Island of Beasts, a mountain peak rising high into the sky, supposedly inhabited by unique monsters and hidden treasures.

Island Hopping

Location
Gap-tooth Bay and the Byssian Lowlands
Levels
1+
Description
Normally isolationist and reclusive, the island folk of the bay have sent an emissary to the civilized people of Byssia asking for help with creatures that have been raiding their fishing boats and villages.
Pillars
Social > Combat ~ Exploration
Terrain
sub-tropical islands and shallow aquatic
Adventuring Company
Heart of the Woods

Crisial Kingdom

The Crisial Kingdom is mostly a peaceful place, home to gwerin, wall-builder humans, halflings, a few dwarves, and a smattering of all the other Noefran races. Ruled by a queen and nobility, it espouses peace and diplomacy. Not all, however, believe in such things.

Wouldn't Be Caught Dead

Location
Sundown Hills near the border with Sha'slar Autonomous Zone and the Holy Kaelthian Republic
Levels
1+
Description
Outlying farmers near the village of Adlarnis report seeing a strange light over the hills and a blight affecting their crops and animals gone missing.
Pillars
Combat ~ Exploration > Social
Terrain
Hills and grassland
Adventuring Company
Feathers of the Phoenix

Dreamshore

Part of the Duarchy of Kotimaa, Dreamshore is ruled by an aristocracy. The east and north are all wooded mountains holding back the Sea of Dreams; the west and south are part of the Sea of Grass--endless grasslands. The people are hardy and independent, although the aristocracy is trying to gather more control. Mostly inhabited by humans and puun ihmisia, there are a few orc tribes and halfling families in the area.

Port Troubles

Location
On the shore of the Sea of Dreams and offshore, as well as into the mountains.
Levels
1+
Description
The village of Honenaxe has been trying to expand their port from just a slip for fishing boats. But there have been endless troubles, making some believe that it's cursed.
Pillars
Combat ~ Social > Exploration
Terrain
Beach, aquatic, mountains
Adventuring Company
Forever and Beyond

Fiach Wood

The Fiach Wood is the sea of trees that covers the land north of Lake Coy'in and east of the Nocthian Caldera. Home to orcish tribes and a few puun ihmisi tribes, it houses many untouched ruins.

Do Orcs Mass in the Woods?

Location
Fiach Wood, north east of Wyrmhold
Levels
1+
Description
While seeking news of lost ruins, you hear rumors of an orcish war-horde massing in the forest.
Pillars
Combat ~ Exploration ~ Social
Terrain
Forests
Adventuring Company
Dragonslayers or Bloodstand

Nocthian Caldera

The Nocthian Caldera is the colossal remains of an ancient extinct volcano. Now the site of an ongoing land-grab by two nations (Wyrmhold and Byssia), the depredations of the "civilized" folk are resisted by the local barbegazi and jazuu peoples. Ruins of the old Nocthian and dragonborn kingdoms still dot the land, and treasures lie beneath.

Down for Some Raiding

Location
Northern caldera, near Wyrmhold territory
Levels
1+
Description
A band of barbegazi have been aggressively raiding the allied White Bear tribe's holding. Their raids are much more organized and persistent than normal, and come from further away.
Pillars
Exploration > Combat > Social
Terrain
Grasslands
Adventuring Company
Bloodstand

Shinevog

The smallest and one of the newest nations, Shinevog is a dwarven community dedicated to technological advancement located in the foothills of the Giant Spine Mountains. They attract all sorts of folk, not all of whom fit in elsewhere.

The Fabled East

Location
Foothills of the Giant Spine Mountains
Levels
1+
Description
A recent earthquake and rockslide has uncovered a passage carved into the mountains. Could it lead to the fabled lands of the East?
Pillars
Exploration > Social > Combat
Terrain
Mountains, hills, forests, underground
Adventuring Company
Ironshroud