Quests

Green = BOOK 2

BLUE = BOOK 3

A system mechanic Alexander unlocked after earning the ‘Survive a Safe Zone’ achievement.

Quests are unique scenarios that trigger when a certain set of conditions are met (with the most common of these conditions being as simple as one’s immediate location). Quests reward people for clearing the scenarios presented by the system, and can be shared with one’s group even if they haven’t unlocked the quest system themselves.

Known quest types:

  • Regional Quests

    • The main condition behind regional quests triggering is one’s location. 

      • e.g. Giant Problems Require Giant Solutions triggered when Alexander encroached on Mitkos’ territory.

  • Personal Quests

    • The two main conditions behind personal quests triggering are one’s future intentions and their current situation. Some personal quests seem to trigger by default, too, almost like tutorial quests.

      • e.g Contribute to the Economy III triggered when Alexander cleared the previous quest and expressed interest in the mining and selling of orichalcum.

      • e.g. Make a Home triggered when Alexander was back inside the enclave after an expedition. You could debate this quest triggered as a result of his current situation, but the system seems to throw this sort of quest at people just because they have the quest mechanic unlocked, almost like tutorial quests.

  • World Quests

    • The main condition behind regional quests triggering is one’s location. However, the scale of these quests is much bigger than that of regional quests, and their difficulty is equally higher.

    • Divine Racial Evolution

      • Evolution of Slaughter - You do significantly more greater damage to your foes. Your strikes are more deadly and your foes tremble before you. Your body size is increased and your appearance is altered to reflect your brutal nature.

      • Evolution of the Tinkerers - Your mind is able to process information extremely fast. Your devices are more effective and your creations are quicker, more intelligent, and require fewer resources. No physical changes.

      • Evolution of Exploration - All your senses are enhanced, and you gain a new sense for adventure and treasure, able to sense where to go at any time to find something interesting or rewarding for you personally. No physical changes.

      • Evolution of the Dungeon-Delver - You gain the power to modify existing dungeons, which includes allowing others to leave or enter the dungeon at will, keeping the dungeon from closing when cleared, and stopping monsters from leaving a dungeon once you have completed it.

      • Evolution of the Demon Slaughterer - You gain all of the positive attributes of the race that you have exterminated from the face of your world with none of the downsides. You gain access to demonic enchanting, your strength and coordination are increased, and your body evolves to permanently give you a pair of wings that allow for flight.

      • Evolution of the Diplomat - You are considered trustworthy and friendly by people of your own race and all other intelligent races. You gain a bonus to all chances to persuade others. You gain an instinctive understanding of what those around you desire most.

      • Evolution of the Skyborne - You gain the ability to fly. If you already have access to flight, you gain an instinctive understanding of how best to fly as if you had been born with a pair of wings on your back. Your speed, coordination, and stamina are improved significantly when you are flying. Your mind will better grasp combat and movement in three-dimensional spaces.

      • Evolution of the Dread-God - You have slaughtered so many that their blood follows you wherever you go. You will never be free of the taint of death that now follows in your wake. You bring nothing but despair to everyone and everything near you. Your touch is death, and your mind hungers for nothing but its next kill.

      • Evolution of the Progenitor - The life you have brought into the world shall flourish, spreading from its humble roots to the four corners of the world—and beyond. All sapient beings created by you, or the future generations of such beings to be born or made, start with increased attributes, a basic class of their choice when they reach mental maturity, and a unique perk that reflects their creator’s life, history, and personality.

Known quest trigger conditions:

  • Location

  • Future Intentions

  • Current Situation

  • Trigger by default

J.R. Mathews

Author of Jake's Magical Market and Portal to Nova Roma.

https://jrmathewsauthor.com
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