The Final Quest
System: LARP
Deltagere: 6 spillere
Af
| ✏️ | Kristen Hendricks |
| ✏️ | Warren Tusk |
Tapestries (2026), Embassy Suites by Hilton Milpitas Silicon Valley, California, USA
| Suko Toyofuku (GM) |
Foromtale
Once, long ago, seven children found a gate within a hillside, and stepped through it into another world.
Meridel was a fantasy realm, a magical place filled with grace and enchantment. Meridel was a land peopled by a menagerie of strange races, where the natives recognized you as destined heroes simply by dint of your humanity.
Meridel was a land in peril.
A shadow lay upon this magic place, and all Meridel was caught up in the war against that shadow, and the seven of you had hardly arrived before you were recruited into the struggle. For the dark lord Aelzor, who once had been fair, grew in power and strength; and all trembled before him, fearing the desolation that lay beneath his outstretched hand. The Great Grey Griffon, Meridel’s ancient godlike guardian, charged you all with a quest. You were to recover the scattered regalia of the Hallow King, so that one of you, having proven pure and good, might don that mighty panoply and defeat Aelzor.
You embarked on an arduous journey. You faced perils beyond imagining. You fought monsters, and evaded armies, and learned the wondrous secrets of the realm. And you were tested in soul and spirit, one and all, by Meridel’s exacting standards of worthiness, and met with such trials of character as taught you the shape of your own secret hearts. Six of you failed those tests.
But in the end, all your efforts were rewarded. At the close of the quest, the dread armies of Aelzor lay defeated by the forces that you had mustered. Aelzor himself lay slain at the hand of the youngest of you, who had proven himself pure and good, and Meridel was green and free once more.
Six of you had failed. Six of you came home.
♦ ♦ ♦ ♦ ♦ ♦
And then you grew up.
Readjusting to the mundane world, after a year of wonder and terror, went as poorly as anyone would have expected. You were confused and lost and scared. You had seen something of your own frailties, which you could never again cease to see. Two of you were missing a brother, and all of you were missing a friend.
But that was sixteen years ago now. You have found your places in the world. It may be that you will never forget the marvelous things that happened to you when you were a teenager…but, well, perhaps that makes you no different from anyone else.
♦ ♦ ♦ ♦ ♦ ♦
And now, only now, the horns come sounding, and the cry of the Griffon echoes in your ears –
And the wind tells you that in far sweet Meridel, where centuries have passed, the final war for the soul of the realm is joined –
And the lights beyond the hillside call you back to take your place on the battlefield, and to fight for the land that you once loved –
And are you going to go?
The Final Quest is a two-hour game for six players, by Warren Tusk and Kristen Hendricks. It is roleplay-heavy and mechanics-light. The game takes place on modern day Earth. The game experience will center on themes of memory, adaptation, moral standards, moral failure, grief, and choice.
Characters are pre-written. There are three female and three male roles. Please sign up for whichever role you are willing to play. No preference is a valid option and will be automatically assigned by the signup system to whichever bucket has space. On the casting survey you will be able to note if you had chosen “no preference”. Public documents and character sheets will be sent to players via email before the convention.
NOTE Total pre-game reading is approximately THIRTY (30) pages including your character, the rules, and substantial background material.
Content Warnings
All characters in this game have violent events in their history; these have affected some of them more deeply than others. All characters in this game lost a family member or a friend as teenagers; this has affected some of them more deeply than others. All players in this game have been judged and found wanting by the rules of an approximately spiritual authority; their responses to this fact vary substantially. Many characters in this game are dealing with issues common to people in their thirties, which include family, children, and pregnancy. Because this is a small game, it is not possible to entirely avoid discussion of these topics.
Spillet på
| Tapestries (2026) |
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