quests_and_vignettes

Quests and Vignettes

While many of the fae beings who are part of Vanora's Watch are “normal folk”, they may still be called upon to help with issues in the wider world, not just into the Faewilds. These are not always as easy as they appear.

  • Quests and Vignettes are opportunities to head into the wider world and impact it during the event.
    • Though they are to specific areas in the Nations, Quests are not Nation-specific.
  • Quests are longer excursions that will take 7 players and always involve Combat, though some may be Abstract Combat.
  • Vignettes are shorter excursions that will take 7 players and never involve Combat.
  • Every player will have one token to go on a Quest and one token to go on a Vignette.
    • You can expect to go on a Quest, you may not be able to go on a Vignette.
    • Only 2 people from the same Nation can go on the same Quest.

How to Quest: Quick Guide

  1. Find a Quest you wish to go on from the available Quests
  2. Place your token on the Quest Board to indicate you are going
    1. You may need to negotiate your position on a Quest with other players - only the owner of the token can remove it.
  3. Detail any unusual magical items you intend to carry in and their expected effects to the Refs an hour before you intend to leave.
    1. Some items can turn Combat Quests to Abstract Combat Quests, these must be given to the Refs 3 hours before you intend to leave.
  4. Gather your Quest party with the Gatekeeper at the relevant Gate at the allotted time.
  5. Quest!

Finding a Quest

Quests can come from anywhere - an outside threat, a cry for help, or a whisper on the wind. At the start of each Event, markers will be present on the Mission Board that represent opportunities to affect the world in the here and now, for example the appearance of a Dragon or rumours of a Troll, or long-forgotten loose ends from the veterans to tie up in the outside world. Information about these Quests, and when that Quest will depart, will be found on the Mission Board.

The Gatekeeper

No matter where your cause has come from, the fact remains that you still need to leave Camp to face it.

At the start of the event, it will be clear which Quests are heading outside of Camp when. The Quest party must be decided an hour before the Quest is due to leave at which point any items or powers of note should be declared to the gatekeeper. The party is determined by whoever's tokens are on the Quest Board. Only 2 characters from the same Nation may go on the same Quest.

At most 7 people can come on a Quest, so if the Quest is full then you may have to negotiate your place on it.

Preparing for a Quest

It's dangerous outside the Camp, so you'll probably also want to stock up on Magic or other resources. You won't be able to make new items outside of Camp, so get your supplies ready and be sure to make note of what you're bringing with you.

Meet at the Gate

Once you are set for a Quest, you will need to meet at the Gate. When you do, the Gatekeeper will ask everyone in the party one by one to confirm they have had their weapons checked for Safety.

If you have any information you wish to disclose privately, do so to the Gatekeeper an hour before the Quest.

Quest!

Assuming all is well, the Guide will open the Gate and take you to the start of your Quest. They will accompany you until your Quest is through and you ask to be returned to the Camp.

Remember, the world outside Vanora's Watch is dangerous. Be prepared. If you stay for more than an hour away from Camp, you can expect bad things to happen…

Vignettes are smaller jaunts into the world where the threat of death is minimal and there will be no combat. The means of going on a Vignette are the same as for a Quest, and the names, times, and locations for Vignettes will similarly be known in advance.

  • quests_and_vignettes.txt
  • Last modified: 2025/07/03 08:28
  • by 127.0.0.1