Fen Quest
Fen Quest by Lagotrope |
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A reboot of the original Fen Quest, also known as the CheeQuest Intermission 3. This story starts with a clean slate, divorced from the Cheeverse, because both iterations of the latter had constraints on Fen's story.
Fen Quest Statistics are tracked on the wiki. |
This article contains spoilers! You were warned. |
Regions
The world of Fen Quest (or at least the continent the kobolds live on) is divided into regions. Transitions between regions are easily distinguished by a sudden change in terrain, climate, native biology, and literal seams in the sky.
Each region is (or was) home to a different greater beast. When a greater beast is killed, a brand new race of kobolds, native to that region, is born. The first generation of this new race possess Tolkien style immortality- they will never age past their prime, are extremely resistant to mortal illnesses, and they recover better from injury. Their children, and any subsequent generations, are mortal.
Each region exerts a different physical influence on the young kobolds within its borders, altering their appearance and physical development. The degree and severity of this influence vary geographically, and with the time a child spends in a given region. A child who moves between regions can accumulate multiple physical alterations. Further regional transformations cease after reaching adulthood.
It is possible for kobolds of different races to breed, but odds favor children who resemble one parent or the other rather than some kind of mixed breed. Should such a mixed breed kobold reproduce with a kobold of one of the initial races, their children will almost invariably resemble the second parent.
Magic, or at least the variant used and understood by kobolds, is tied heavily to the land, and as such itself functions slightly differently in different regions. A given spell may work better, or more easily, in a specific region. Kobold magic does not work at all away from their land (out to sea, on islands, or on other continents), unless powered by magic battery carried with them.
Non-living matter from one region will suffer accelerated decay if moved to another region. Hardier materials are more resistant, and magic can be used to offset this effect. (In fact, simply keeping important imported goods from falling apart is a major source of employment for mages).
Dragon's Fall
Greater Beast: The dragon, Akizil
Native Kobolds: Draconic
Physical Influence: Spikes, Strength
The homeland of the faction that became the northern empire. This tundra contained the highest mix of natural resources, lending its former armies the most balanced arsenal of tools. It's also said that the Greater Beast that created this land was the strongest of all.
The draconic kobolds were the first of their kin to walk the earth, and the only whose immortals still do. The Dragon Knights long ago slew the last of their peers among the other northern races. (With the possible exception that there may be oceanic immortals somewhere who escaped by hiding beneath the waves).
Fisher's Run
Greater Beast: unknown
Native Kobolds: Oceanic
Physical Influence: Discoloration. This affects oceanic kobolds the least.
A large swamp with various rivers. The capital of the northern empire lies on a high ground mesa near the coast.
Goldyard
Greater Beast: unknown
Native Kobolds: Cave
Physical Influence: Shine
A dry, crag heavy land named after the abundance of gold. Many other valuable gems and minerals are found here as well. This land has the highest discrepancy between the poor and the rich. Lord Shup has created a system of treating the workers and slaves well, while making them dependent on him and his industry to survive.
Land of the Conquered
Greater Beast: unknown
Native Kobolds: Canyon
Physical Influence: Rounded pupils and albinism.
A mass of canyon, pits and caverns spotted by oil pits and cesspools. Due to the ease of hiding here, this is the home of many of the northern empire's internal enemy factions, as well as the target of exploration for many bounty hunters and adventurers.
Poluputus
Greater Beast: unknown
Native Kobolds: Mountain
Physical Influence: Stockiness. At extremes, kobolds may appear dwarflike.
A mountainous range of highly volatile weather. Due to the harsh environment, this place is commonly used for military training and exercises. The stone here is of the highest quality, and so most quarries are located here.
Turtle's Hideaway
Greater Beast: unknown
Native Kobolds: Field
Physical Influence: Fluff, often giving kobolds the healthiest looking appearance.
One of the few gentle lands, comprised of rolling, grassy hills. This is the breadbasket of the northern empire. Known to try to gain independence every once in awhile.
Erja Nokol
Greater Beast: unknown
Native Kobolds: Presumed extinct; no sighting of a Forest Kobold has been reported in decades.
Physical Influence: Unpredictable mutations (currently. The former influence, before the forest kobolds were killed and the land changed, is unknown).
A land covered in fungus and moss. This used to be a forest, but as the kobolds here were hunted to the point of extinction, the forest grew shorter and shorter, appearing more and more sickly.
Kobolds who enter the tar pits of Erja Nokol are subjected to extreme mutations, above and beyond the physical influence of the region. "Lucky" kobolds, who are not killed outright by the exposure, or left crippled to the point where they cannot care for themselves, are dramatically transformed into abominations- powerful creatures that barely resemble the kobolds they once were.
Shroomleaf Forest
Greater Beast: Unknown, presumed alive.
Native Kobolds: Unknown. Since this land is friendly towards the presence of kobolds, it's presumed that a Greater Beast still lives inside, and so no kobolds exist yet.
Physical Influence: Yellow Eyes. Fen and his tribe does not know why they don't take to that change, and their tribe has gained minor attention as a curiosity as being the only white eyed barbarians.
This place is often referred to simply as barbarian territory. As the draconic kobolds traveled further and further south, they eventually grew disconnected with the northern empire. Many simply disbanded and lived within the forest, leading to the area between the northern and southern empire being occupied by draconic kobolds.
The Southern Empire
The southern empire contains another whole set of regions and kobold races that we currently know little to nothing about.
Nobles
Mithril | Gold | Stone | Wood | ||||
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Province / Region: | Noble: | District / County: | Noble: | City: | Noble: | Responsibility: | Noble: |
Fisher's Run | ? | ||||||
Poluputus | ? | ||||||
Turtle's Hideaway | Lady Apanya | Northen | Lady Cati6 | ||||
Eastern | Lord Rasyan1 | ||||||
Southern | Lord Jolli5 | Fence | Lord Warfield3
Sir Gauche |
Town Guard | Lord Vackles2 | ||
Yellow District | Sir Gauche4 | ||||||
? | Sir Tawns3 | ||||||
? | Lord Rumu | ||||||
? | Lord Bace3 | ||||||
Crow Zone | n/a | ||||||
Bandit Hunting | Lord Jolli | ||||||
Western | Warlord Krix | ||||||
Central | Lord Bardo6 | ||||||
Land of the Conquered | ? | ||||||
Goldyard | Lord Shup | ||||||
Erja Nokol | ? | ||||||
Dragon's Fall | n/a | ||||||
unclear | Blood Mage | Hunstine |
- Killed by Fen, 23rd of Spring
- Killed by Fen, 26th of Spring
- Killed in the conflict at Fence, sometime between the 25th and 26th of Spring
- Promoted to Stone by Lord Jolli, 27th of Spring
- Demoted to Wood by Lady Apanya (unclear under which stone), 27th of Spring
- Executed via combat by Dragon Knight for lying under oath, 27th of Spring
ITQ
Appearances by the cast Inside the Quest.
Thread 1: | Zizi 1, Tevliss 1, Shemi 1, Zizi 2, Zizi 3, Shup 1, Lin 1, Shup 2, Shup 3, Lin 2 |
Between Threads 1 and 2: | Shup 4, Shup 5 |
Thread 3: | Cheese 1, Shup 6 |
Quests by Lagotrope |
Cheeverse: Chee Quest | Work of Chaos | Chop's Dojo | The Oremor Trail | Clamp Quest | Story Seeker Asteroidverse: AsteroidQuest | Unnatural Selection (Stats) Other: Fen Quest | Rough Situation | Haze Town | Collaborations: Frillsby and Gallsby | The Rogue | Just a Job |