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Elf Clan Quest

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Thread replies: 41
Thread images: 1

File: elf preparing for takeoff.gif (86KB, 596x372px) Image search: [Google]
elf preparing for takeoff.gif
86KB, 596x372px
Probably a oneshot.

Lore tells of a time many, many years ago, in the distant past of Arda. Far to the east of the Ocean and the Undying Lands, there was a valley known as Cuiviénen. It was the home of the Elves, the first of the Children of Ilúvatar. Amongst the Elves had already emerged a clan, stemming from its primogenitor, one of the first of the Awakened. It is this clan whose history we will follow through the history of the World.

The head of this clan was...

>An Elf woman named [Ellien / Cela / Tillian / Other]
>An Elf man named [Mandil / Telendol / Alnor / Other]

Cuiviénen was a fair and peaceful land; it rang with the sounds of song and laughter beneath the ever-starlight sky. Yet its outskirts were haunted by beasts strong and cruel, which stalked the dark woods and preyed upon the unwary.

Your first action as leader of your clan is to...

>Befriend others with charm, making alliances
>Train with discipline to protect Cuiviénen from the threats from outside the valley
>Study rigorously and alone, increasing your knowledge and skill
>>
>>1302156
>An Elf man named [Mandil]
>Befriend others with charm, making alliances
>>
>>1302156
>be friend
You gonna be friend ed so hard
>>
>>1302156
>An Elf man named [Alnor]
>Befriend others with charm, making alliances
Gonna be Middle Earth's first Bard. Get all the Elf Bitches.
>>
>>1302156
>An Elf woman named [Merkelia]
>Your first action as leader of your clan is to...
Take 5 million orc refugees
>>
>>1302192
That's how you turn Into Sauron
>>
>>1302156
An Elf woman named Ellien
Train with discipline to protect Cuiviénen from the threats from outside the valley
>>
>>1302192
Now I'm kind of expecting this quest to get raided by this one >1299713
>>
>>1302317
*whoops
>>1299713
>>
>>1302322
qst war
kek
>>
Rolled 1 (1d2)

>>1302156
1 = Mandil
2 = Alnor

You spend much time in the village, socialising and making friends. You banter with the men and give helpful advice to the youths; you help others, comfort the widows and play with the children. You become quite popular amongst your kin, and become well regarded, as by extension do your clan.

After several decades, a Stranger comes amongst the Elves, from the forest. He is Elflike, but taller; muscular, he rides a great white horse. His chin sports a full blonde beard and his voice is booming. He names himself to the Elves as Oromë, and calls himself a Valar, a Great Power of the West. Yet though he appears as an elf writ large, he came to you from the dark and evil woods from which many never return; many fear and shun him.

You...

>Are curious about him
>Are cautious of him
>Are fearful of him
>Are hateful of him
>Other
>>
>>1302333
>Are curious about him
>>
>>1302333
>Are cautious of him
>>
>>1302333
>are curious of him
>>
>>1302333

>Are curious about him
>>
>>1302333
> Are cautious of him
He's probably come here to steal the females from your bed and the words from your tongue.
>>
>>1302333
You feel slightly cautious, but your curiousity - as ever - drives you forward. You ever strive to seek him out on his visits to Cuiviénen; and you listen eagerly for the thunder of his horse's hooves as he passes from west to east and east to west, and for the ardent cry of his great horn. In the village, you seek out rumours and tales of his doings in the valley and the forest around, and spend much time contemplating his true nature and purposes.

After a relatively short span of uncounted years, Oromë, the Huntsman of the West, announces that he has a matter of great gravity to discuss with the leaders of the Elven clans. Of course you attend the council, and there he declares his intention: that all the Elves shall follow him on a great march into the unknown west of the world, into a fair and untroubled land. But some of your kin mutter that the journey will be long, and arduous; and further that they do not trust Oromë, and that he plans to lead the Elves away into slavery under his rule.

You...

>desire to join the march
>would prefer to stay in Cuiviénen, but will reluctantly follow your kin if they journey west
>decide to remain in Cuiviénen
>Other
>>
>>1302456

>desire to join the march
>>
>>1302456
>desire to join the march
>>
>>1302456
I don't get it, what's in it for us?
>>
>>1302531
No evil monsters kidnapping people in the forest. Or so Oromë claims.
>>
>>1302531
The actual quest gets started? Maybe?
>>
>>1302456
You decide to join the march. Cuiviénen is familiar and fair, but it is plagued by the foul creatures which stalk between the trees of the forest. You must put your trust in Oromë and join the long journey into the west of the world. You popularity and respect amongst the Elves means that all your clan agree to follow you, even those who have misgivings about the Huntsman. Also marching west with their clans are the three Elvenkings Finwë, Elwë and Olwë; they trust you and rejoice in your company. But some of your brethren choose to stay behind in Cuiviénen, and cannot be persuaded to travel with the great Elven host.

Beneath the stars, the host sets off west; you journey for many, many days along unpathed land. Evil creatures, dark and secretly shambling, are sighted, but they flee from the sight of Oromë and the sound of his horn. After a month of travel under the eternally starlight sky, you arrive at a great dark lake; into it tumbles a waterfall. Here, Oromë announces that he must leave you and return later, and he rides swiftly into the west alone.

Now that Oromë has gone, his detractors who bit their tongues speak up again. They ask why he has led the Elves to unfamiliar land only to abandon them, now sundered from their kin, and fatigued from the journey; and they curse him and say that the Elves were better off before he appeared.

You...

>Challenge them as cowards, too afraid to see through the march. March onwards, with or without them.
>Try to reason with them. Compromise by establishing a settlement by the lake.
>Agree with them but grudgingly remain at the lake
>Agree with them and suggest a return to Cuiviénen
>>
>>1302627
>Try to reason with them. Compromise by establishing a settlement by the lake.
>>
>>1302627
>Try to reason, perhaps the journey forward is dangerous and a safe path must be found for such a great host. As it is we should at least wait to see if the huntsman will prove himself in good light or if he has lead us astray we see for ourselves
>>
>>1302627
Also did prune actually say to keep moving cuz the way it reads he kinda said heyou I need to go ahead
>>
>>1302688
He suggested that you keep travelling.
>>
>>1302675

This
>>
>>1302645
>>1302699
Switching to >>1302675
>>
>>1302627
>Try to reason, perhaps the journey forward is dangerous and a safe path must be found for such a great host. As it is we should at least wait to see if the huntsman will prove himself in good light or if he has lead us astray we see for ourselves

Such is the rhetoric you put forth to the Elfkings and the others of your host. Over the years both in Cuiviénen and in the march, you have gained much practice in the ways of public speaking and debate,. You manage to convince the entire host to make a temporary settlement at the shore of the lake whilst scouting for a safe path along which the host can travel. But the host of Finwë are eager to be gone, and to progress onward along the road, and are restless; and it is muttered by some amongst them that you are craven. The critics of the Huntsman continue to murmur their disapproval.

It is whilst the host are resting in this temporary place that a messenger arrives from the north. He is an elf, dark-robed and mounted upon a black horse. He speaks to the council, and says that he hails from another strain of your race that dwells in the north of the World. There, he says, there is much verdant land, and bountious food and honey, and freedom from all kinds of pestilence; and he invites your people to veer from the path of the march and follow him there. Finwë is opposed to the offer, but Olwë is willing to talk further with the messenger, claiming that Oromë has already proven himself fickle and careless.

You...

>Counsel against it. You have already suggested to give Oromë the benefit of the doubt; you can't take the opposite stance now.
>Invite him to instead bring his people south, to join your host on the march.
>Send scouts northward to verify his claims.
>>
>>1302795
>Counsel against it. You have already suggested to give Oromë the benefit of the doubt; you can't take the opposite stance now.
>>
>>1302824
>Counsel against it. You have already suggested to give Oromë the benefit of the doubt; you can't take the opposite stance now.

You speak in opposition to the messenger, making it clear that you have at least pragmatic trust in Oromë and that you don't have intention of changing the course of your clan's march. Though the stranger elf tries hard to sway you and the Elfkings, you manage to refute his arguments. Eventually, his face and manner change to show a strange dread, and he stops trying to convince you, and rides away back into the north.

The scouts return after a fortnight and warn you that a deep, dark ravine blocks the western path, spanning from horizon to horizon; it is thickly forested and matted with brambles. There is, they say, a feeling of unrest and evil there.

You decide to...

>Push forward, through the ravine
>Look for a way around the ravine
>Wait for Oromë at the lake, for an unknown span of time until he returns
>Return to Cuiviénen
>>
>>1302930
Since it seems that the huntsman has yet to return. We shall lpress through the ravine and leave behind a breadcrumb trail upon the trees with runes of starlight to let him find us later
>>
>>1302930
>>1302974
I would like to think of us ashould being a comet blazing forth in the unknown while we leave a trail of light for others to follow after if legends our passing come to bear fruit
>>
>>1302930
>Look for a way around the ravine
>>
>>1302974
The ravine that blocks your way must not be allowed to obstruct you. It must be pushed through, through the might of the Elves! Yet you are fearful of the darkness and the dense forest, and the evil beasts which might lurk within, ready to cut and snatch. It takes some persuading to get your clan to agree to follow you through the ravine, but they have trust in you and join you in the endeavour. You and your clanset off with the host of Finwë and Elwë, but Olwë chooses to remain by the lakeshore and await the return of Oromë.

At the lip of the ravine, yoiu light flaming torches; and you are about to descend into the ravine when a beautiful Elf woman emerges from the treeline. She is tall, and clothed in green, and names herself to you as Yavanna, another of the Powers of the West. Her intention, she says, is to guide you through the evil woodland and into the land beyond, where the march will continue for yet many leagues.

>Trust her to lead you through the forest
>Distrust her as a trap, shun her and make your own way
>Capture her for questioning
>>
>>1303082
Ask her about the huntsman theb, is she friend or field of the fine fellow who lead us here? If so then we can take heart in the fact we have such friends to guide us. Go with her if she names him friend if not then ask why
>>
>>1303167
sorry if the wording of my posts are off I am on the phone
>>
>>1303082
Yavanna explains that Oromë requested of her to guide the Elves through the ravine, whilst he petitions their leader Manwë to invest more action into facilitating the march out of Arda. Satisfied, you follow her into the ravine; she wends a route through the trees, and monsters flee from the sound of her footsteps. At last you emerge from the ravine into a lush land of meadows, and she leaves your briefly to guide the host of Olwë to join you. It is in these meadows that the host of Elwë tire greatly, and stop their journeying, and settle.

You continue to march west, and at last you come to a great pooling of water; green and blue and grey all at once, and stretching off to the horizon, and populated by charging waves that crash white upon the rocks of the shore. A salt wind blows. You dwell here for some time, and the host of Olwë are even more enamoured of the "sea" than they were of the rivers and lakes which they passed along the way.

After a year living by the coast, fishing for food, a youthful Elf man appears to you, walking out from the ocean. He introduces himself as a Maiar, Ossë, a servant of the Valar Ulmo. He tells you that you are at the end of your march, but not at the end of your journey: for you must carve mighty wooden ships and cross the ocean to Aman and the City of Valinor where the Valar, the Powers of the West, dwell. He is energetic and vigorous, quick to laugh and joke, but also takes great joy in the violence of the ocean. At long last the boats are carved, and the fleet, though it is only you and your clan and not the host of Olwë - which chose to stay on the shore - sets sail for Aman.

[That's the end. I tried to (loosely) base this quest on the early stages of the Silmarillion, but I didn't really think about how player-interactive it would be. I don't think this went great, but you live and learn.]
>>
>>1303308
I dunno I thought that this went rather well to be honest. I also thought that this was somehow based on the middle earth idea as soon as the word Valar started to spring up.

You were fun to read from so don't be too down on yourself dude, if you wanted to do more conflicts you could have had us go through some trials along our journy at least.

Though I have some questions are the ones who stayed at the lake Elrond's folk? Also the ones who stayed at the shore, are they the ones who man the shore the elves return too?

If you wanted to set something else up I'd be more than happy to collab something with you or just bounce ideas off of.
>>
>>1303308
Thank you for running.
Thread posts: 41
Thread images: 1


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