Showing posts with label story. Show all posts
Showing posts with label story. Show all posts

Sunday, March 17, 2013

Kralls, The Boy Who Turns into a Dinosaur

Last night, I posted a very crunchy mechanical update about possible rules for Quest. Today, I want to contrast that with some more story. Here's the concept of the character Kralls, the boy who transforms into a dinosaur.



Kralls grew up in a vast, tropical forest. He was born before the dawn of magic, but from the time he was old enough to know the difference, magic had been there, twisting the world. And also as long as he could remember, he had known no other humans, but his great tyrannosaur friend had been around taking care of him.

As he came of age, as with any young boy, he became curious of the world beyond him—of the broad, civilized world beyond his jungle. He would watch from the edge of the trees as other humans—like him—traveled in caravans and lived in the small nearby town full of people, and while he loved his home, he craved adventure. But with his beloved dinosaur companion, he couldn't leave the protection of the trees.

One night, as Kralls slept on the back of his dino friend, a soft rain started, and Kralls pulled a large leaf over his face so he could sleep through the storm. But the rain grew heavier, and the smell of magic came across the wind. The raindrops became stronger and sharper. The leaf blew away from atop Kralls, and the trees began melting. Branches bent and melded into bushes. Animals sunk into the ground, crawling to escape but sunken halfway as though every inch of earth were quicksand.

Kralls tried to spring up and escape the rain, but his hand was stuck—in the flesh of his tyrannosaur. He pulled and pulled, and the side of the dinosaur stretched, but he couldn't extract his arm. He felt his feet sinking into the dinosaur's body as well, and as the rain fell harder, he could see his own flesh melting away and dripping into the dinosaur's unperturbed body. It slept soundly, apparently unbothered by the caustic, magical rain. Within moments, Kralls was completely submerged in his companion's flesh, and he let himself drift away into death.

When he awoke, he did so in his own body on a smooth, unnatural surface with a shining sun and the bright blue sky above him. The surface was the ground, melted into oblivion by the rain. No plants or animals remained, but the greens and browns of the jungle had melted into a flat expanse for hundreds of feet around him. He could see spots of color in the smooth surface that he expected were the remnants of bright fruits and berries—or perhaps poison frogs and tropical birds.

At the edge of the smoothed area where the rain had fallen hardest, bumps emerged where the vegetation had been less affected, and farther out, the jungle returned to less-melted status. Kralls went to the human village that was nearby, to peer at them from a distance as he often did, and discovered melted homes and people with their human amenities—and even other people—melted into them. They shambled, confused and cursed by their fate. Kralls turned and ran into a less affected part of the jungle, and emotions swelled over him as he wondered what had happened to his dinosaur companion.

As he ran, he felt his legs becoming heavier. The thin hair on his arms sloughed away, and scales grew. He continued running and crying, and he felt his back stretch as he went higher and higher from the ground. Within a few seconds, he found himself inside his tyrannosaur's body again, but instead of having melted, his body had become the dinosaur's, and Kralls existed only within the beast's mind, looking out from its eyes. The dinosaur went about its day, hunting, eating, and resting, and Kralls was happy to experience his friend's safety, and a half-day later, the dinosaur shrunk away, leaving Kralls in control of his own body again.

Within a few weeks, Kralls had gained some semblance of control over the change. He wished he could hold onto his friend again and be with him, but he took comfort in the knowing that his friend still existed and lived within him—and sometimes the reverse of that. Now able to take his friend everywhere he went, Kralls ventured out into the wilds of civilization, looking for adventure.

~

Friday, March 8, 2013

An Initial Taste

Playtesting has been going on a bit for Quest, and it looks positive. The rules as written will need an overhaul, but that'll probably happen a couple times more still. A few people across the Internet have access to the print-and-play playtest files, and I've been sharing the game with more friends and acquaintances at the local game store. If you're interested in helping out with playtesting, shoot me an e-mail! (fissionessence at hotmail dot com)

But in addition to making sure the game plays well, one of the elements I've been focusing on recently is figuring more out about the setting. The playtest edition of the game has Land, Air, and Sea Encounters with enemies ranging from Squirrels to Electric Sharks to Forest Fires to Mermaids' Riddles. But while the intellectual property of the setting won't have a huge impact on actual gameplay, I do want the illustrations and card designs to resonate flavorfully—and for that to happen, there needs to be a resonant, flavorful world.

I can't guarantee that all of this will make it through to the final version of the story—especially names of people and places—but I'm pretty happy with what I have so far. Here's a verbal sketch of the setting.

Quest: Awakening of Melior

Melior wasn't a peaceful world, but its wars were waged with swords and crossbows—with catapults and wrought towers—with steel, wood, and flesh. Its denizens knew magic only in fairy tale and legend; no gods watched over the land, and the only great lizards weren't firebreathing, gold-hoarding dragons, but simple dinosaurs. But about a hundred years ago was the first sighting of the strange lights that began appearing in the sky. Some of them fell to the earth, crystalline meteorites of varying sizes. Some people spoke of an intelligence beyond Melior, of people who lived out among the stars, whose eyes were the lights in the sky. Such talk was derided socially . . . but whispered of in curses and in frightful stories. But still, Melior knew no magic.

That is . . . until only a few years ago. On a dark night—so dark even the foreign lights were dim—a huge glowing mass appeared in the sky. It descends the horizon as day breaks, and it rises at the night's fall, but day or night, its presence can be felt across Melior. The crystals hum and glow, and the world has been beset by storms of chaotic, alien energy. People, animals, and places alike have been touched and twisted by the world's new wild magic, creating abominations, havens, dangerous phenomenon, and people with strange new powers.

And there are rumors of dark, shadowy caves—you may turn a corner and find yourself among them, their labyrinthine sinews taking you endlessly in any direction, but with no exit. Some have found escape to tell the tale, but others may be lost, still wandering.