Community Quests / World Quests

Gilgamesh

The King of Heroes
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Mesa Roja
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Faction
Babylonia
The Golden Brick Road
Quest Giver: Babylonia/Gilgamesh
Quest Length: 8k
Quest Location: Mesa Roja
Quest Prerequisites: Be Masa
Quest Description: While Gilgamesh's glorious city benefits from the wealth of its king, they cannot yet sustain themselves. The Great King wants his people to become independent, and not need his charity. For that, a city needs to trade with its neighbors. Gilgamesh is offering a reward for any noble citizen that establishes and secures a profitable trade route with the great city of Karim.

Repeatable? N
Quest Reward: Standard. Additionally grants a level up in the faction upon other OOC actions.
 

Roy Mustang

probably plotting something
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Cevanti
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Palatinus
The Silent Peace
Quest Giver: Roy Mustang
Quest Length: 20k
Quest location: Cevanti
Quest Prerequisites:
Quest Description: On a planet that is actively being unmade, reports of strange happenings in the wilderness are commonplace. What is stranger is a report of a wilderness sector that has gone entirely untouched by the Unmaking. Sector 37-152, nicknamed “The Silent Sector” has shown no signs of the Unmaking’s influence. The Pilot’s Union does not have any Ranger units to spare on investigating this location, and even if they did, the silent sector is developing a reputation that keeps people away. So we’re turning to outside help.
Venture carefully through the wilds, dealing with or evading the corruption of the unmaking and Cevanti’s natural threats. Determine the nature of whatever force is protecting the silent sector. If it is an asset we can use, bring it back to Markov. If it is a threat to us here, you are authorized to use extreme force to ensure Markov’s safety.
Repeatable? N

Chasing Doomsday
Quest Giver: Roy Mustang
Quest length: 5k
Quest location: Cevanti
Quest Prerequisites: Some form of sense or movement ability will be greatly beneficial to this activity
Quest Description: When Markov made it’s stand we dealt a mortal blow to the Doomsday mech, and our belief is that this mech is the key to halting the unmaking’s destruction of our planet. Regrettably, the massive metal construct has disappeared. We have not been able to accurately track the movements of either the Doomsday mech or the horde of Zoids that left with it after the siege was broken.
Venture into the wilds of Cevanti, track down some of the Doomsday mech’s horde. Try to find some trace of the Doomsday mech’s passing. Markov haven’t been able to detect the Doomsday mech with long range or orbital scanners, but even just a hint of the metal behemoth’s location will be invaluable when it comes time to hunt that thing down.
Repeatable: Y (while the doomsday mech is at large)

Forward positions
Quest Giver: Roy Mustang
Quest length: 5k
Quest location: Cevanti
Quest Prerequisites: Ability to protect non-combatants in the Cevanti wilderness
Quest Description: Markov’s dome protects us from Cevanti. It is a wonderous relic from before the Fall, and we would not have survived the Unmaking siege without it. Yet we cannot remain entirely within our shell. The Pilot’s union is performing scouting missions for the time being, but the establishment of long range scanners will help to protect Markov from another surprise assault.
We will be sending teams to install long range beacons in the jungles and ruins outside Markov’s borders. These are important missions, but we can spare only a few soldiers per team, less than I would like with the Zoids and Akata still prowling out there.
If you have the knowledge to assist with the installation all the better, but your primary objective is to escort the team out into the wilds, and ensure the beacon is placed and linked. These men are green, a lot of them weren’t enlisted when the siege happened. We need to keep them alive if Markov is going to have any hope of rebuilding her defenses in time for the Unmaking’s return.
Repeatable: Y
 

Ridley

The Reigning Wyrm
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Hunted for Treasure
Quest Giver: Ridley
Quest Length: 10,000 words
Quest Location: Mesa Roja
Quest Prerequisites: Must have a form of sense, tracking, or computer hacking skills
Quest Description: Mesa Roja has attracted a large number of people interested in the idea of hidden xenomorph vaults after Ridley and Olivia's little hide-away was revealed to the world. In fact, quite a few tech-hunters have came, falsely believing that Yautja tech is ripe for the taking in the vaults below.

Ridley and Olivia have found that this limits their ability to technologically understands the ancient ruins of the desert as well as they would like. Thus, they are offering a bounty to the less scrupulous in Karim for the heads of these treasure hunters. The mission goals are as follows: track down a group of hunters, catch them before they leave the planet with their stolen goods, deal with them, and return any stolen technology to Ridley's associate in the vault, and the old Pirate will handsomely reward you. But beware - the xenomorphs trapped in the vaults are still dangerous, and some say Yautja haunt the desert wastes. Of course, you are also welcome to help yourself to the weapons of the hunters you kill. After all, what sort of space pirate would you be if you didn't take some of the treasure for yourself?!
Repeatable? Y
 

Pecan

Absolute Degenerate
Level 1
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Cevanti
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Diamond's Boys
The Silent Peace
Quest Giver: Roy Mustang
Quest Length: 20k
Quest location: Cevanti
Quest Prerequisites:
Quest Description: On a planet that is actively being unmade, reports of strange happenings in the wilderness are commonplace. What is stranger is a report of a wilderness sector that has gone entirely untouched by the Unmaking. Sector 37-152, nicknamed “The Silent Sector” has shown no signs of the Unmaking’s influence. The Pilot’s Union does not have any Ranger units to spare on investigating this location, and even if they did, the silent sector is developing a reputation that keeps people away. So we’re turning to outside help.
Venture carefully through the wilds, dealing with or evading the corruption of the unmaking and Cevanti’s natural threats. Determine the nature of whatever force is protecting the silent sector. If it is an asset we can use, bring it back to Markov. If it is a threat to us here, you are authorized to use extreme force to ensure Markov’s safety.
Repeatable? N

Chasing Doomsday
Quest Giver: Roy Mustang
Quest length: 5k
Quest location: Cevanti
Quest Prerequisites: Some form of sense or movement ability will be greatly beneficial to this activity
Quest Description: When Markov made it’s stand we dealt a mortal blow to the Doomsday mech, and our belief is that this mech is the key to halting the unmaking’s destruction of our planet. Regrettably, the massive metal construct has disappeared. We have not been able to accurately track the movements of either the Doomsday mech or the horde of Zoids that left with it after the siege was broken.
Venture into the wilds of Cevanti, track down some of the Doomsday mech’s horde. Try to find some trace of the Doomsday mech’s passing. Markov haven’t been able to detect the Doomsday mech with long range or orbital scanners, but even just a hint of the metal behemoth’s location will be invaluable when it comes time to hunt that thing down.
Repeatable: Y (while the doomsday mech is at large)

Forward positions
Quest Giver: Roy Mustang
Quest length: 5k
Quest location: Cevanti
Quest Prerequisites: Ability to protect non-combatants in the Cevanti wilderness
Quest Description: Markov’s dome protects us from Cevanti. It is a wonderous relic from before the Fall, and we would not have survived the Unmaking siege without it. Yet we cannot remain entirely within our shell. The Pilot’s union is performing scouting missions for the time being, but the establishment of long range scanners will help to protect Markov from another surprise assault.
We will be sending teams to install long range beacons in the jungles and ruins outside Markov’s borders. These are important missions, but we can spare only a few soldiers per team, less than I would like with the Zoids and Akata still prowling out there.
If you have the knowledge to assist with the installation all the better, but your primary objective is to escort the team out into the wilds, and ensure the beacon is placed and linked. These men are green, a lot of them weren’t enlisted when the siege happened. We need to keep them alive if Markov is going to have any hope of rebuilding her defenses in time for the Unmaking’s return.
Repeatable: Y

I would like to claim "A Silent Peace" as an NPC
 

Izaneus Phortea

Level 2
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Erde Nona
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  • [An Arcane Obsession]
  • Quest Giver: Izaneus Phortea
  • Quest Length: 5000+
  • Quest Location: Earde Nona
  • Quest Prerequisites: None.
  • Quest Description: Izaneus, fresh from Dante's Abyss. Is close to a Magical breakthrough. His mind filled with the formation that came to him while he was deceased. He scrounged around, trying to find tell of anything. Or anyone who could help him make sense of the thoughts roaming in his head. Finally, he hears tell of an ancient ruins, who's depths yield a multitude of supernatural secrets. Determined to scour this ruin. He calls out for assistance with the promise to share whatever he, and his would be partner find within its depths.
  • Repeatable? Yes
 

Lilith

Dungeon Master
Level 3
Joined
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Kraw
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The Most Dangerous Game
Quest Giver: Babylonia/Gilgamesh
Quest Length: 10k
Quest Location: Kraw
Quest Prerequisites: None
Quest Description: Gilgamesh's ambitions do not only extend to Mesa Roja, but to the entire crossroads. He has recently heard of the lush world of Kraw and desires to display some of the planet's natural riches in his great city of Uruk. He is offering a handsome reward to any person in the crossroads willing to travel to Kraw and hunt down wild game to bring back to Uruk. He's even willing to pay extra to bring it back alive.

Quest also grants entry to faction if desired.
Repeatable? Y
Claiming this one for myself and @The Living
 

Roy Mustang

probably plotting something
Level 4
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Cevanti
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Palatinus
Brass snaps and colored glass
Quest Giver:
Roy Mustang
Quest length: 10k
Quest location: Oplean
Quest Prerequisites: Must have completed “An arbiter’s plea” or “An arbiter’s rage”
Quest Description: We cannot allow our focus to remain to directed. While we marshal here in Cevanti, the Unmaking will hit weaker targets. Markov’s relations with the water world are… complicated, they won’t agree to a large scale incursion of foreign military aid from our official channels. Consider this mission an experiment.
Ingratiate yourself with some of the locals in the City of Hope, get them to authorize a Cevanti force to assist them with spearheading efforts against the Unmaking. They’re going to be stubborn, Hopers don’t like to think anyone can do something better than them, but their planet can’t afford to wait for them to feel comfortable asking for help. Find the people who will listen and do what it takes to get them to work with us on containing the Unmaking there.
And remember, no magic!
Repeatable?: N

A shadow amidst the green
Quest Giver:
Roy Mustang
Quest length: 10k
Quest location: Kraw
Quest Prerequisites:
Must have completed “An arbiter’s plea” or “An arbiter’s rage”. must have some Cevanti technology to use to accomplish the task.
Quest Description: We cannot allow our focus to remain to directed. While we marshal here in Cevanti, the Unmaking will hit weaker targets. Kraw has few permanant settlements, but we won't have much success turning back the unmaking from this planet without their help. One would think they would welcome our pilots' experience with exploring the wilderness, but they complain about the bulkiness of our machinery.
Find a way to prove that Markovian forces will be useful to their defense. Kraw respects strength, so we need to do what they can't. Something has been hunting the hunters on Kraw. people are disappearing from camps to the south of New Abraxis. Something that keeps to the shadows. It's avoided the light so well we don't know for sure what you're even looking for. The only calling card they've gotten so far is a distinctive sound that tends to precede an attack. A deep-throated wail that clings to your ears. Find the missing hunters for New Abraxas. Maybe you'll be lucky, and find them alive. If my guess is correct, bring back their remains to be buried. If you can manage it, ending that monster will only help to prove our support will help them in the future.
Repeatable?: N

Double-sided Coin
Quest Giver:
CBA User RedKing (Roy Mustang)
Quest Length: 10k
Quest Location: Cevanti
Quest Prerequisites: Access to the Crystal Ball Array (Medium network based in Cevanti) investigative skills or other means to track down the target in question
Quest description: The Crystal Ball Array was created during the Siege by a large collection of Markovian citizens. Its intel proved invaluable during the siege, but now it’s existence and access is growing increasingly complicated. An anonymous network of users, some of whom have access to restricted information and positions is a tempting target for those of ill intent.
User RedKing contacts you through the CBA about another user, AmberSkull, who seems to be attempting to leverage the CBA to his own aims. Find out the user’s identity and neutralize the threat they pose to Markov’s security. This isn’t a hit mission, AmberSkull seems to be mining for information on the Trade-Baron Theolonious Rex. Getting things bloody will only draw more eyes to the situation. Find a way to keep Amberskull in check discretely, and the funds will be yours.
Quest rewards: Standard coin + 2000 coin from Mustang’s funds.
Repeatable?: N
 

Gilgamesh

The King of Heroes
Level 3
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Mesa Roja
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Faction
Babylonia
In Plaine Sight
Quest Giver: Babylonia/Gilgamesh
Quest Length: 12k
Quest Location: Mesa Roja
Quest Prerequisites: Be Cho
Quest Description: Gilgamesh’s grasp on Mesa Roja is loose at best. He understands diplomacy is the first step to supremacy. The Plaineview Company is in charge of many of the resources on Mesa Roja, and is crucial to the survival of any faction that’s wants to be taken seriously.

It would impress the King, if you made them realize how essential Gilgamesh is to the Mesa Roja ecosystem. Anyone brave enough to venture out and to deal with the malicious company can speak on the behalf of the entire Kingdom and is granted a platoon of soldiers to assist. Convince the company that Babylonia is worth doing buisness with. By any means necessary.

Repeatable? N
Reward: Standard + Level up in faction upon OOC requirements
 

Cho

Avatar-in-Training
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Mesa Roja
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Babylonia
In Plaine Sight
Quest Giver: Babylonia/Gilgamesh
Quest Length: 12k
Quest Location: Mesa Roja
Quest Prerequisites: Be Cho
Quest Description: Gilgamesh’s grasp on Mesa Roja is loose at best. He understands diplomacy is the first step to supremacy. The Plaineview Company is in charge of many of the resources on Mesa Roja, and is crucial to the survival of any faction that’s wants to be taken seriously.

It would impress the King, if you made them realize how essential Gilgamesh is to the Mesa Roja ecosystem. Anyone brave enough to venture out and to deal with the malicious company can speak on the behalf of the entire Kingdom and is granted a platoon of soldiers to assist. Convince the company that Babylonia is worth doing buisness with. By any means necessary.

Repeatable? N
Reward: Standard + Level up in faction upon OOC requirements

Yoink
 

Dr. McNinja

Kills with one hand, heals with the other
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Erde Nona
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I’m attempting Erde Nona’s Blood and Water! Sure seems like Chrollo isn’t doing it anymore.

Quest Giver: Ariel Pellbrook
Quest Length: 10,000 words
Quest Location: The Hinterlands
Quest Prerequisites: None
Quest Description: Those that choose to strike out into the Hinterlands know the danger associated with such a venture. Brigands roam the open roads and all manner of brutish creature lurk in the untamed wilderness. The Pellbrooks took this risk more lightly than most. With their bloodline having a natural affinity for water-based magic they were able to defend themselves easier than most travelers. Any would-be marauders or scavenging vagrants were met with harsh, and often fatal, rebuke. The Pellbrook family, led by their widowed matriarch, Ariel, cultivated a fruitful farm nestled in the southern reaches of the Hinterlands.

Up until a few months ago they lived a simple and isolated life, with Ariel herself fending off any outsiders. Peter, the second oldest out of five, disappeared one night. Shortly after his disappearance reports of a roving gang of bandits, led by a watermancer, reached Ariel’s ears. And to add insult to injury this gang of bandits actually managed to raid the Pellbrook estate in the dead of night. Peter’s siblings insist that this is just an act of teenage rebellion, but the cold-hearted Ariel sees it as nothing short of traitorous malevolence. While she cannot leave the farmstead undefended to go hunt down her misbegotten child she is willing to pay any capable adventurers to do the deed for her. Should you accept you will be tasked with hunting down Peter, disbanding his gang of brigands, and bringing back several stolen heirlooms. Ariel demands Peter’s blood, but his siblings implore you to spare his life.
 

Android XVII

Thrice-told Tale
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Erde Nona
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Faction
Civil Unrest
Restless Steel
Quest Giver: Group of Mercs in the Hinterlands
Quest Length: 5k or 10k
Quest Location: Erde Nona (the Hinterlands)
Quest Prerequisites: Be @John Connor
Quest Description: By all accounts, John Connor is something of a minor celebrity in the Crossroads, given his placement in the televised and widely-viewed Syntech program 'Dante's Abyss Conquest.' Since he doesn't quite have that Gilgamesh aura of smarm, that makes him probably the most likeable person from the winning army. As a result, people tend to know when Connor's around, and because of this, John finds himself sought out by a group of questionable individuals. They're asking for his assistance and 'unique expertise' to help them gain access to an old vault that dates back to the Golden Age of Arcadia. They've discovered the entrance, but they sent some people in only to have them die under suspect conditions. There are also rumors that the whole place is guarded by 'Clockwork Exterminators'. There are also rival groups of explorers.
 

Mickey Mouse

Murdermouse
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Mesa Roja
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None yet!
The Goombafather
Quest Giver: 8-Bitain Police Department
Quest Length: 10k
Quest Location: Nos’talgia
Quest Prerequisites: Be @Laura Kinney
Quest Description: It’s a gang war!

8-Bitain is home to several shady characters, including the mob! Several rival gangs vie for power in the video game-themed city, most principally the Goomba Gang and the Koopa Troop. It seems like it’s been generations that the two factions have been quietly in a cold war with one another, with only the occasional scuffle coming up threatening to move the fighting to a more public arena. In fact, it’s been so peaceful recently that the Koopa Troop has almost grown lax in their defenses, allowing themselves a brief respite from the conflict.

That’s all changed, however, now that the daughter of the Goombafather -- the de facto ‘leader’ of the Goomba Gang -- has been kidnapped by the son of the Koopa Troop’s leader. Rumors are circulating that soon, the Goomba Gang is going to make its move on the Koopa Troop’s part of town. Word is, though, that the Koopa Troop is completely unprepared for the attack. Looks like they’re about to be… shellshocked.

One further wrinkle? The Goomba daughter wasn’t an actually kidnapped. She and the Koopa son? They’re in love, in spite of their parents’ hostility.

The 8-Bitain police have called you in, X-23, to put a stopper in this war once and for all. Can you do it? And will the Goomba daughter and Koopa son have their happily ever after, or are they doomed to a tragic fate?

Repeatable? N
Quest Reward: standard! :)
 

Ridley

The Reigning Wyrm
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Kraw
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By the Grace of the Golden Gods
Quest Giver: Ridley
Quest Length: 20,000 Words
Quest Location: Erde Nona
Quest Prerequisites: Be Lilith and Ghost Orchid
Quest Description:
In Arcadia's past, Selendis brought golden ships to Erde Nona. Some of these used missiles utilizing trace amounts of anti-matter, coming from the power of her homeland. they are destructive, antiquated, and not relevant to most of Arcadia's current concerns, with weaponry better suited to anti-pirate raids coming to take up more of Arcadia's weaponry stock-pile. As a result, the remainder are moth-balled, not used unless brought in during times of need or lack of equipment.

Still, they haven't been destroyed, and many of these missiles - as well as their firing systems - lie in Arcadia's military vaults. Ridley has found out of these through his own reading of history, and they go unsought for more often than not, since the bulky weapons are ill-suited for the average light frigate or raider. The Mothership Ridley desires, and the fighters he wishes to fill it with, are quite suited for these oversized, but potent weapons systems.

Ridley desires mercenaries to go and take these missiles from an arcadia lock-up, kill those guarding them, and deliver the weapons to him. Returning to the pirate king with this bounty will come with rich rewards. Arcadian interference may be avoided, but the Pirate General ultimately does not care for the laws of Erde Nona. If Arcadia wants their missiles back, they may beg at the foot of his throne.


Repeatable? N
 

Lilith

Dungeon Master
Level 3
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By the Grace of the Golden Gods
Quest Giver: Ridley
Quest Length: 20,000 Words
Quest Location: Erde Nona
Quest Prerequisites: Be Lilith and Ghost Orchid
Quest Description:
In Arcadia's past, Selendis brought golden ships to Erde Nona. Some of these used missiles utilizing trace amounts of anti-matter, coming from the power of her homeland. they are destructive, antiquated, and not relevant to most of Arcadia's current concerns, with weaponry better suited to anti-pirate raids coming to take up more of Arcadia's weaponry stock-pile. As a result, the remainder are moth-balled, not used unless brought in during times of need or lack of equipment.

Still, they haven't been destroyed, and many of these missiles - as well as their firing systems - lie in Arcadia's military vaults. Ridley has found out of these through his own reading of history, and they go unsought for more often than not, since the bulky weapons are ill-suited for the average light frigate or raider. The Mothership Ridley desires, and the fighters he wishes to fill it with, are quite suited for these oversized, but potent weapons systems.

Ridley desires mercenaries to go and take these missiles from an arcadia lock-up, kill those guarding them, and deliver the weapons to him. Returning to the pirate king with this bounty will come with rich rewards. Arcadian interference may be avoided, but the Pirate General ultimately does not care for the laws of Erde Nona. If Arcadia wants their missiles back, they may beg at the foot of his throne.


Repeatable? N
Me and Ghost accept this mission
 

Ridley

The Reigning Wyrm
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Vital Exchange
Quest Giver: Ridley
Quest Length: 10,000 words.
Quest Location: Erde Nona
Quest Prerequisites: Be lead by Anders
Quest Description:
Ridley is currently trying to expand his power, not just on mesa Roja, but on other worlds as well. one such is Arcadia, where the most powerful fleets in the universe sit in wait - all with relatively lackluster security. Ridley sees great profits hidden behind tight security and high levels of experience. For most, this would seem a terrible proposition, but for the pirate king, he sees a way to catch a few well-to-do nobles off-guard.

The initial mission is simple - strike the 7th Tyree national bank. Named in honor of the line of Kings, it has historically also been a place where dirty nobles launder their money and create new and exciting ways to avoid paying taxes and create money from nothing. The first part of the job, and where a chunk of the pay comes, is simple - find a way past the guards, including their new cyber-mastiff vault protectors and the new type-73 electrical sensors, get into the bank itself, and steal as much money as possible before arcadia's lawmen can catch you. you may do this as loudly or as silently as you wish.

The second part is simpler, but more important to the mission - set up a certain piece of equipment made by Ridley's inventor, Dr. Octavia. This newly invented cyber-worm can tap into data sources wirelessly, given time, even without an internet connection. If left alone, it will transmit important data to a secondary data-hub that can receive from up to 5 miles away - that important data being personal and banking information of several of the most wealthy aristocrats in Arcadia, as well as information on the details of their priciest purchases

once the worm's set to go, you'll need to stay hidden in the area for a full hour while the information is sent to the hub, wait until the transfer is complete, and get the hell out of dodge before Arcadia can bring you to justice. If everything goes swimmingly, a ride might be waiting.

Repeatable? N
 

Masahir N'air

[M] The Queen of Hearts
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Mesa Roja
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The Thieves Guild |&| Babylonia
Special Delivery! ... And a Live Tour?

Quest Giver: Ra'tima-dro (NPC | @Masahir N'air )
Quest Length: 5,000 words
Quest Location: Mesa Roja
Quest Prerequisites: Be 'Fish in the River' (NPC | @Cho )
Quest Reward: Standard
Repeatability: Unique
Quest Description:

Ra'tima-dro has had a couple of long days spent in Karim, causing hijinks as she begins to reform her Thieves' Guild. She has tasked this Tabaxian Rogue with delivering a sealed scroll case of documents back to her shop, The Golden Sands, in Uruk- a newer city located roughly two-to-three days travel away from Karim. He is to hand the delivery off to Masahir, and recite a specific cant, then he is to learn the rules that Ra'tima-dro has set for thieves working under her guidance.

Upon reciting the cant, Masahir will be interested in getting the rogue settled into the city, up to and including giving him a tour of Uruk while informing him of the aforementioned rules, and providing him with food and lodging, if he is willing. After completing the tour, Fish is more than welcome to rove around, as long as he abides the tenets he was just informed of. Generally speaking, the Five Tenets are as such:

1.) Do no harm nor heist while within Uruk's walls.
2.) Do not disrespect King Gilgamesh's authority.
3.) Never bring harm or humiliation upon the Guild.
4.) Do not harm or kill marks, nor your fellow guildmates.
5.) Never attempt to skimp on the Guild's cut.

 
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Masahir N'air

[M] The Queen of Hearts
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Mesa Roja
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The Thieves Guild |&| Babylonia
Lost Lockboxes and Lunar Coins

Quest Giver: Ra'tima-dro (NPC | @Masahir N'air )
Quest Length: 5,000 words
Quest Location: Mesa Roja
Quest Prerequisites*: Have a thiefly skill ≥ rank II, OR a stealthy ability
Quest Reward: Standard + Entry Membership within The Thieves Guild
Repeatability: Non-repeatable upon success (per individual)
Quest Description:

The Thieves Guild is looking for fresh recruits, but not just any ol' slump from the gutters will do for the type of work they're looking to pull. You have to prove that you're up to snuff, and capable of getting into and out of hard to reach, possibly highly trafficked and observed locations. Being adverse to actually landing low-downs in jail with anything too risky, the guild has devised a relatively simple task to help sift the chaff from the grain: locate three lockboxes, hidden somewhere within Uruk's walls.

You are likely to catch wind of the job while in various, smaller seedy taverns and cornerclubs in Karim or Uruk, right near the outer walls or outside of town. Some ruffians, or perhaps even the bartender, may point you in the direction of Uruk if you're looking for work or connections, with some variation of the tip(s):

> "A well dressed figure in black robes was in here earlier, asking around for someone with a certain collection of skills for sussing down old and lost antiquities." <

> "Apparently they had a small set of rare collector's coins go missing from their last caravan- still in their ornate chests and all! Can you believe that sour luck?" <

> "I heard a lead for their recovery turned up somewhere in Uruk. The way they talked about them coins... Must be awful luck losing such a fine collection. Bet they'd fetch a lovely price on the market." <

These dark silver lockboxes are small, with peaked lids and ornate engravings of nightingale birds adorning their outsides. They are hidden throughout Uruk, with some being more obvious than others, though all are deceptively simple in placement. These placements are changed up after each attempt, so no prospective recruits can cheat by memorizing their locations after failing, or have an Initiated Footpad shell out the answers. You may find them tucked away on a hard-to-reach rooftop, squirreled away behind a pesky merchant's stand in the bazaar, or you might even find one hidden as a cache in the lower accessways. The point is that they are not explicitly guarded, and require a bit of thought to get to; you will have to take the time to carefully explore and discover Uruk in order to find them.

It should go without saying that getting caught by the Uruk law at any point in time while hunting down these safes will result in rejection, though one is always welcome to make another attempt at a later date if they really want to prove themselves. The coins will vanish from your person upon apprehension.

Once you locate a lockbox, you are encouraged to 'persuade' the lock to open with your finesse and skill (whatever it may amount to), and claim the lunar stamped silver coin within. Attempting to pick up or otherwise relocate the lockbox itself will quickly cause one to discover that it is somehow totally unmovable. Upon collecting all three, a note will appear in your hands through undeterminable yet clearly magical means- this note depicts an hourglass in front of a golden merchant scale, along with the cant, "the desert sands shift, but the moons remain loyal". Presenting these coins at the Golden Sands shop (who's logo is an hourglass in front of a golden scale), located near the palatial district, and speaking the cant, will earn you entry-level access to the Thieves Guild's network and resources. Expect one of the higher-ups to give you a bit of a lecture about the Tenets of the Guild once they eventually come around to greet you.

After completing the quest, one is more than welcome to rove around town, as long as they abide by the tenets they were just informed of, or leave if they otherwise see fit.




* As the Quest-giver, I consider a "stealthy" ability to be any ability or consumable meant to disguise, distract, or dissuade one from being 'discovered' by local law enforcement. A "stealthy" ability can be anything from literal concealment powers, to illusion magic, and even shapeshifting. Thiefly skills are anything you think would reasonable fit under the category of "rogue", or "secret agent", or even most "assassin" skills. It can be as lavish as James Bond's smarmy social charisma, or as honed as a netrunner's skill in cyber-infiltration. The point of this mission is for your character to prove that they are resourceful, persistent, thorough and at least a tad bit intelligent. If you're unsure, feel free to contact me via the site or Multerra's official discord.
 

Cho

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Special Delivery! ... And a Live Tour?

Quest Giver: Ra'tima-dro (NPC | @Masahir N'air )
Quest Length: 5,000 words
Quest Location: Mesa Roja
Quest Prerequisites: Be 'Fish in the River' (NPC | @Cho )
Quest Reward: Standard
Repeatability: Unique
Quest Description:

Ra'tima-dro has had a couple of long days spent in Karim, causing hijinks as she begins to reform her Thieves' Guild. She has tasked this Tabaxian Rogue with delivering a sealed scroll case of documents back to her shop, The Golden Sands, in Uruk- a newer city located roughly two-to-three days travel away from Karim. He is to hand the delivery off to Masahir, and recite a specific cant, then he is to learn the rules that Ra'tima-dro has set for thieves working under her guidance.

Upon reciting the cant, Masahir will be interested in getting the rogue settled into the city, up to and including giving him a tour of Uruk while informing him of the aforementioned rules, and providing him with food and lodging, if he is willing. After completing the tour, Fish is more than welcome to rove around, as long as he abides the tenets he was just informed of. Generally speaking, the Five Tenets are as such:

1.) Do no harm nor heist while within Uruk's walls.
2.) Do not disrespect King Gilgamesh's authority.
3.) Never bring harm or humiliation upon the Guild.
4.) Do not harm or kill marks, nor your fellow guildmates.
5.) Never attempt to skimp on the Guild's cut.

Yes pls and thanks
 

Ridley

The Reigning Wyrm
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attempting "call of the old gods" with Ridley:

uest Giver: Various
Quest Length: 5,000 words
Quest Location: Mesa Roja (Various)
Quest Prerequisites: Must not be Hated by the Ahn’Qiraji Empire, Some type of appropriate Master Skill to search for someone/something

Quest Description: While on Karim (or perhaps just from some nomads out in the ‘wastelands’ of Mesa Roja), you hear tales of the Ahn’Qiraji Empire that used to spread across this barren disk World. Seeing something in Karim that just doesn’t feel like your cup of tea, you instead decide to delve into this tale of the Qiraji and their once dominant empire. Perhaps you just don’t fit in with normal societies. Perhaps there’s a voice whispering in your head nudging you to pursue Ahn’Qiraji … either way, you’ll have to leverage whatever skills and resources you have to locate an ‘Emissary’ of the sunken empire. These ‘emissaries’ are spoken off in secret circles in Karim, and rumors of them are often exchanged between nomads, moisture farmers, and adventurers outside the World’s capital city.

Whatever the case, it is up to you to track down one of these elusive figures, and to convince them that you are worthy enough to receive an audience with ‘their people’. Only then will the way to the Scarab Temple be shown to you.

Quest Rewards: Standard Coin reward, + 3 Influence with ‘Ahn’Qiraji Empire', -3 Influence with ALL Karim factions, -3 Influence with Plaineview Inc., -3 Influence with Jasper's Army, entrance down into the Scarab Temple

Repeatable: N
 
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