Special Quests
A Special Quest (SQ) is a Quest that is moderated by the GM.
There are numerous different Special Quests. Here are some examples:
* Being a courier. * Killing monster groups. * Conducting/Helping with a sermon to increase the popularity of a God. * Participation in a ritual to enhance a settlement's defenses.
All Special Quests have a code; this code has to be included in all relevant correspondence with the GM. The date the SQ is given is part of the code. If the code is a repeat of a previous code or has an obviously incorrect date then please let the GM know.
For all the sections when a response to an action is required the information will be on the party's next turn.
Contacting the Quest Liaison with information about a SQ they issued to the party is on is a FA.
It is important to remember that information is not automatically passed on.
There are two types of Special Quests, an Independent Quest and an Alliance Quest.
Independent Quests may be classified as non-Alliance parties, if this happens then only a party that is not in an Alliance can apply for the SQ.
The following is an explanation of how Special Quests work, starting with aspects that apply to both Independent SQ and then conditions that only apply to Alliance Quests:
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