Guide

Quests

A quest is a connected map of locations and routes. Unlike a linear expedition, it lets you choose among available connections and explore branches. Routes have step costs. Reaching a node reveals its event or interaction.

Quest maps Implemented

Quest maps use fog of war and progressive discovery. The player miniature follows the authored route geometry. The interface supports map navigation and access to the character and encounter information needed during a run.

A node is a location or interaction point. Travel between nodes spends the same kind of fuel as other routes: steps and Energy for a Walking hero, or Energy alone for an Energy hero. See Travel for stops, partial spending, hidden paths, and detours. Quest routes can contain hidden spurs and side excursions.

The systems for graphs, choices, fog, hidden paths, and detours exist. An individual quest still needs its own authored hooks and interactions before those systems show up in play.

Interactions

Depending on the quest, nodes can contain:

Choices can affect dialogue, offered replies, and encounter variants. Story variants may depend on class, a previous road, a local choice, or previously earned Resolution Fragments. These changes are authored. The game does not generate arbitrary narrative responses.

Mandatory bosses and rewards held until victory follow the Fight Bank rules on the combat page.

Companions

Chapter VI lets a fellow student accompany the trainee. Companion identity is part of the adventure and can be referenced later. The authored Eldergreen quests use Tarn as their companion.

A scripted companion is not a party you build, and it is not multiplayer. The current adventure is local and single-player. Player parties are a future possibility, not a current feature.

Finishing or leaving

Quest completion follows that quest’s definition. It may require a final encounter, a puzzle or choice, or a closing scene. Some newer authored quests continue after a boss fight or end on a scene. Follow the objective in front of you rather than assuming every boss is the closing node.

Abandoning a quest is different from briefly opening a character page or taking a permitted detour. Releasing a banked closing boss after a defeat abandons the quest and loses the rewards that boss was holding. The details are with mandatory quest bosses.