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.

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
In-universe Time
Summer 250 AC

Old Green Sins

Location
Eastern Byssia and the Blood-thirst Wildlands
Levels
1+
Description
You've been hired to escort a merchant caravan from the Byssian border to Fort Hope. Be warned, there has been significant tension along the Wyrmhold/Byssia/Windwalker Confederacy border zone. And old things, old buried things are stirring in the wildlands not far from the route.
Pillars
Combat ~ Exploration ~ Social
Terrain
Plains, Forests, Jungle
Adventuring Companies
Golden Banner, Nightshade Lily, Heart of the Woods
In-universe Time
Early summer/late spring 250 AC

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
In-universe Time
Early summer 250 AC

Uulan Confederacy/Outer Barrier Range

The Uulan Confederacy is a dwarven-dominated nation to the east of the Sea of Grass, mostly in and buried under the Outer Barrier Range. To the south across the mountains are wastelands, eventually leading into Moon's Fall Vengeance, a peninsula of broken glass and arcane magic run wild.

Forging a New Order

Location
Outer Barrier Range, and Uulan Confederacy. Mostly underground.
Levels
1+
Description
The run from Fuar Uulan to Kaelthia is one of the most boring, well-traveled routes in all the Federated Nations. So why is a well-known dwarven clan hiring adventurers to make that run...and why hasn't anyone else accepted it?
Pillars
Combat ~ Exploration ~ Social
Terrain
Underground, badlands
Adventuring Company
Ironshroud, Guardians of the Forgotten, Selan's Seekers or Imperial Legacy
In-universe Time
Late summer 250 AC or spring 251 AC.