- Quests are unique to the Knight Faction; being rooted in tradition, milestones were often rewarded with greater powers and skills in the past. So true is that in present day, although the Quests and rewards are different from those of the Silver Millennium. These quests are available specifically to the Knight faction; any Knight can attempt a quest, however some are restricted by rank or other requirements.
Knight Quests cannot be handwaved unless specifically stated so; these are typically ICly accomplishments or ability upgrades and so ICly the Knight needs to make an effort to unlock them.
Quests may have OOC guidelines here, but most Quests cannot be knowingly pursued ICly. While some Quests may be ICly delivered, such as blueprints for Signet Ring updates, or Quests given by the Code itself, it should be assumed that all participating Knights are not aware that they will be rewarded in some way.
Players can submit ideas for personalized quests or shopwide quests! To do so, please contact the shop mule, The Space Cauldron, with information on what you hope to do. This should include the steps leading up to completing the quest, as well as the desired outcome or reward. These Quests do not have to be permanent boosts; they can be personalized Quests given out in response to plots or actions your character has undergone; for example, a Knight that has acted badly and is not properly serving their Wonder may be stripped of their powers in some way, and the magic cannot be restored until they complete a redemption Quest. Or, the Knight might undergo some sort of personal question in order to receive their Personalized Item, handed down from the Code or as a reward hidden somewhere deep in their wonder.
Available Knight Quests
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Earning a Summons
- A summons is essentially a Knight’s Familiar and serves as a spiritual aid that can be summoned to join them in battle. Summons have magical abilities and can serve the Knight; they can be channeled through a small trinket and share the Knight’s magic pool. Full information about Summons can be found in this post.
Restrictions: This Quest can only be completed by third stage Knights; players must PM The Space Cauldron with information as outlined below before pursuing this plot.
To Complete this Quest:
- Your character must be at least a third stage Knight.
The player must first PM The Space Cauldron to indicate that they would like their Knight to earn their Summons; this PM should include a link to the Knight’s journal, a description of the trinket they wish to house their Summons, physical description for the Summons, and an outline of magical abilities for the Summons. A Summons can be based off of any organic creature, magical or realistic, or a combination of them, but can be no larger and have no more mass than an average horse. It should have magic inspired by the same planetary themes as the Knight magic, but there is wiggle room. The Summons’ abilities will need to balance physical and magical abilities; if they are capable of biting or tackling, they should not also have magical abilities, such as a Uranus’ Summons breathing gusts of wind or Cosmos’ Summons dropping stars that explode like fireworks. The Summons’ abilities must be balanced, and they will typically either only have physical attacks with some magical elements, or magical abilities. These must also balance with the Knight’s Weapon and Magic, so it is difficult to put concrete restrictions on what may be approved before the player makes a request; the staff will work with the player to reach something appropriate for their Knight. After the Summons’ description and abilities are determined, and a magical trinket is selected, the player may pursue with the next step of ICly acquiring their Summons:
The Knight must locate a trinket, artifact, or other important item on their Wonder that must be small enough to be worn as jewelry or an accessory. This item can only be found here, and is the item that houses their Summons. This usually feels like the pull of something magical, luring them towards the item. As soon as they touch the item, the creature may manifest and follow them around. Through Past Life Memory, Guidance from the Ancestor, or Intuition, they will understand how to channel their Summons’ magic. The plot can be more or less detailed depending on player desire, and may even be a trinket (other than their Signet Ring) that they have already uncovered but need to complete a ritual to unlock.
Moon Knights have a slightly different process for unlocking their Summon; because these characters did not have powered lives before now to inherit any artifact or magic, they have a slightly different method of acquisition. To receive the Summon, they will first need to find a safe place to house their personal piece of the Code given to them when they are first awakened or purified into a Moon Knight; at a subsequent visit, the Knight can begin unlocking things; a Knight cannot earn their Signet Ring and Summon in the same visit.
To earn a Summon, the Moon Knight will find an old artifact with latent magic somewhere on their Wonder. They will not be able to tell what the magic is, only that the artifact is important and has something special about it. If they take this artifact to the Personal Code Piece and place the item inside of it, it will magically supercharge and create a new Summon. This Summon will embody the spirit of the Wonder, manifested through the artifact that has been preserved there for so long and brought to life with the new energy flowing through the Wonder.
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Final Farewell (Descended Knights)
- Completion of this Quest allows Descended Knights to see their ancestor's starseed return to the Space Cauldron and should be done only when an Ancestor feels there is nothing more that they can teach the Knight. In doing this quest, the character's ancestor will disappear forever. From there on out, they will have past life memories in the same manner than Reincarnated Knights do! They will experience these memories as the previous Knight did, however will do so with an awareness that these are not their memories and are simply memories that have been burned into the Wonder due to the bond the previous Knight had. This will also provide a boost to the natural healing of the Wonder, meaning you might notice plants grow healthier or the area seems in better condition. All methods to do this will be unique to a character and should tie into their wonder, relationship to their ancestor, and an important ritual or something otherwise pivotal to your character's development.
Restrictions: This Quest can only be completed by Descended Knights who have Ghostly Ancestors at their Wonder; must PM The Space Cauldron with a plot outline before pursuing this plot
To Complete this Quest:
- Your character must be at least a third stage Knight.
The Knight must have received both their Summons and their Signet Ring
Your character must have made at least five homeworld visits prior to undertaking the quest; there needs to be a strong development with your ancestor and time for your character to grow! These solos or roleplays must be at least 500 words in length.
One of the five visits must involve your character speaking with their ancestor to some degree about completing their training. The ancestor may mention they have no more to teach or just feel that your character has learned all they can. Your ancestor may also voice desire to return to the Cauldron.
After the Ancestor voices wanting to return to the Cauldron, the current Knight must search for their starseed. Your character's ancestor is hidden somewhere in the Wonder, most likely in a safe, secret place that your character either never thought to look at or that revealed itself once they reach this point. There must be at least one roleplay or solo searching for the starseed.
After the starseed is found, it can be extracted. There are no other requirements at this point; your character may choose to say final farewells and then release the starseed into space, where it will then return to the Space Cauldron. You are permitted to add special rituals or do more for this stage! Your character does not just have to return the starseed immediately after being found.
As soon as the starseed departs, the Ancestor is gone forever. Upon your character's next visit, they may notice improvements to the condition of their Wonder and may experience flashbacks from their Ancestor’s time spent there.
Signet Ring Updates
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- Signet Ring Update 1: Senshi-Sync Communication
- This upgrade to a Knight's ring enables them to send messages directly to Senshi phones instead of just sending a physical sheet of paper. This modification also enables Senshi to send texts to Knights from Senshi Phones; these messages manifest as a physical message on a sheet of magical paper, as if the Knight had been sent a message from another Signet Ring.
Restrictions: Knight must have located Signet Ring
To Complete this Quest:
- Complete at least 1 RP in which your knight works together with a Senshi Character or Mauvian; this can be a battle, regular, or solo, where the Knight has at least 500 words.
Have a Senshi or Guardian Cat manually input your character's information into their personal phone or the Headquarters. This can be handwaved, but it is only after their information is input into the system, and a Mauvian manually installs a very small chip into the Ring that messages can be sent between factions. The chip is small enough that it will not change the Ring’s appearance.
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- Signet Ring Update 2: Enhanced Technological Upgrades
- Thanks to Mistral, whose ancestor left behind a blueprint hidden at their Wonder, she and the many knights who helped her were able to make this upgrade available. This upgrade allows Signet Rings to be used to transfer messages either verbally or through holograms instead of just through handwritten notes. You may record an image in front of you and send it to another ring, or project a sent hologram from your ring. This functions like video chat and allows Knights to have a direct line communication to talk instantaneously with no delays. This update allows this upgraded communication to work between anyone with a Senshi Phone or a Signet Ring. The Senshi would appear as a small hologram out of the ring and the Knights would appear on the Senshi's cellphones like normal video. The ring will now be able to function as both a magical camera and a projector. Additionally, Knights and Senshi can leave video voicemails or text messages if the person they were trying to contact was unavailable. With this update, Knights also have the ability to access the Senshi Database and read and edit articles. The database takes the form of a holographic book that allows the user to search the index and edit articles.
Restrictions: Knight must have located Signet Ring; previous Signet Updates are not required
To Complete this Quest:
- Upon powering up and accessing messages left on the Signet Ring, the Knight will find a blueprint for this update sent to them by the Code. This blueprint is a copy of the one found at Mistral's Wonder and allows each individual knight to have access to individually upgrade their ring when ready.
The blueprints may be summoned or dismissed, and cannot be handed off to anyone of Chaos without plot approval.
The Knight must take this blueprint to a Mauvian to complete the updates on the Ring. Because this is directly linked to the Senshi database, only Mauvians are capable of syncing it properly. This blueprint cannot be given to a Chaos character or used to understand Knight Rings in any capacity. The Mauvian will install a very small chip that cannot be detected into the Ring; the appearance will not change, only the function.
All of the above can be handwaved, however at least one roleplay or solo must be done of either a Mauvian upgrading the ring for them, or a roleplay or solo that mentions that the Ring has been updated according to the above. The actual maintenance for the ring may be handwaved, but it does need to be mentioned in roleplay that the ring was upgraded at some point in time. The roleplay or solo mentioning the attempt to upgrade or acknowledging that it has been upgraded must have at least 500 words for the Knight character.
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- Signet Ring Update 3: Signet Ring Meter
- Thanks to efforts by Scholomance, this meter allows Knights to track their vitals, including oxygen levels, heart rate, and blood pressure, as well as allows them to monitor how much of their magic pool they have remaining. This upgrade allows users to create their own meters, such as Hvergelmir’s personal update to record carbon monoxide levels in her body. The only limitation to what meters can be created is that the metered variable must be something inside the Knight’s body; it cannot measure or analyze any data outside of the Knight who the Signet Ring belongs to. The Installation Unit is a small circular plastic laden with gold interconnecting circuits. It has a paper backing and is semi-opaque. As a flexible plastic circuit board , it can be very easily attached to the signet ring by peeling off the paper backing and applying the sticky side to the underside of the ring beneath the signet gem. To activate the meter, the Knight needs to brush their finger across the signet stone to activate the meter interface; only the owner of the Signet Ring can call up this information. All meters will be displayed as if a hologram, and anyone can see the information depicted on the meters. Meters cannot be broadcast in help calls.
Restrictions: Knight must have located Signet Ring; previous Signet Updates are not required
To Complete this Quest:
- Knights who attended the original meeting on Olympus were given extra circuit boards so it can be handwaved that the Knight has received a circuit board from one of them; alternatively, a blueprint for the constructing the device can be accessed on the Signet Ring in the form of a pinned message. One roleplay or solo where the Knight contributes at least 500 words is required to obtain this upgrade, however it can either be the installation of the update or just a mention that the update was completed in any roleplay.
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- Signet Ring Update 4: ‘Connections’ App
- Connections is an app created by Sailor Alya so that Senshi could find a way to connect with each other easily. It was originally designed for Senshi phones and the programming has been ported to function on the upgraded Knight Signet Ring. It allows Knights and Senshi to locate each other cross-faction and can be accessed by Mauvians from their database. The application functions by allowing the user to create a profile including information about them, their skills, and what they are looking for. Users accessing the app can send messages or locate other users who were recently online or are nearby. It cannot be used for tracking but simply alerts users who are nearby in case they want to schedule a meet up. Profiles can be set up in this thread.
Restrictions: Knight must have located Signet Ring and completed the Quest ‘Signet Ring Update 2: Enhanced Technological Upgrades’
To Complete this Quest:
- This upgrade is a small programming feature that is sent to all upgraded Signet Rings and can be accessed at any point in time. The programming can be downloaded and will function without any major modifications; once the program is installed they can access it without needing any new hardware built into their ring. The display will appear as a hologram that they can interact with.
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Unlocking Cosmic Resonance
- Once a Knight has reached third stage and is properly in tune with their Wonder, they can improve weapon and magic mastery by attuning with their Code Piece. By completing some OOC RP Requirements and a small IC plot, they can unlock an alternate weapon form and an additional magic pool that allows them to use a totally different Knight magic or temporarily transform their weapon into a lethal weapon.
Restrictions: This Quest can only be completed by third stage Knights; players must PM The Space Cauldron with information as outlined below before pursuing this plot. If your Knight participated in the event to unlock Cosmic Resonance and posted for your character in this thread, they can unlock Cosmic Resonance with reduced RP requirements. Please use this form if you qualify! If your Knight did not participate, please use the following information:
To Complete this Quest:
- Your character must be at least a third stage Knight.
Your character must have at least five completed solos or roleplays that take place on their Wonder. These should showcase your character bonding with their Wonder or becoming closer with it in some way. This might include working to restore it, having past life memories related to the culture or history of the Wonder/speaking to their ancestor, completing rituals or trials, or any other meaningful experience. Your character must have located the Code piece on their Wonder. These roleplays can be done at any point during your Knight’s development and you can use roleplays from any growth stage.
Your character must have five battles once they’ve reached third stage to show them improving or becoming proficient with their weapon and magic.
The player must PM The Space Cauldron to indicate that they would like their Knight to unlock additional forms or magic. Players can use the following form:
[b]Knight Journal[/b]: [url=???]Character’s Name[/url]
[b]RP Links[/b]: (Please include links to five completed solos or roleplays that take place on the character’s Wonder and showcase your character bonding with their Wonder or becoming closer with it in some way. These RPs can take place at any rank. Please also link to five completed battle RPs that have taken place since your character has reached third stage; this should showcase them improving or becoming more proficient with their weapons and magic)
[b]Current Weapon[/b]: (Please include the description of their current weapon)
[b]Current Magic[/b]: (Please include the description of their current magic)
[b]Alternate Weapon Form[/b]: (This is an alternate form your weapon can take. It can be similar or completely different from their current approved weapon but it must follow Knight rules. It must be a timeless artifact and it must not be lethal. Your Knight will only have one item but they can shift it from its original form to its alternate form. This will become easier with practice and eventually they will be able to seamlessly shift the form. Knights can channel their magic from either form.)
[b]Secondary Magic[/b] : (This is an alternate magic pool your Knight will be able to tap into. Knights can access this magic [i]or[/i] their original magic regardless of what weapon form they have, and using one magic will not deplete the pool of the other magic. Players have two options for this: 1) create an alternate magic that follows standard Knight rules and reflects their power themes or 2) their weapon will shift into a lethal weapon. This magical weapon should be timeless and cannot be a firearm or weapon that requires any ammunition (bullets, pellets, arrows, etc.) but it can be sharp enough or bladed to do lethal damage. The lethal weapon should be similar to at least one of their non-lethal weapon forms and should be considered a temporary lethal enhancement. Other characters cannot wield a Knight’s lethal weapon, as they must be holding it to channel the magic. This magic pool will typically be 45 seconds and players can channel it by turning it on and off.)
[b]Plot[/b]: (To unlock this ability ICly, your character must visit the Code piece on their Wonder. [color=red]They may have noticed some anomalies when summoning their magic, such as shortened cast time, weakened or distorted magical effects, or feeling incredibly drained afterwards. Their weapon may be incredibly draining to summon, or may appear warped or malformed, or extremely fragile. The weapon and magic should never do lethal damage but this is designed to be short term story flair.[/color] These effects are not required; a character may simply just feel a strong pull to their Wonder. Upon convening with the Code, they will feel the urge to present their weapon, at which point in time the Code piece will envelop it in a warm light, allowing the Knight to tap into their new abilities. Upon request, the Code [i]can[/i] speak to them to answer questions, so please include what conversation you are hoping for so we can guide the Code’s dialogue for you! The staff can either RP this out with a player or offer prewritten dialogue for a solo.)
[b]RP Links[/b]: (Please include links to five completed solos or roleplays that take place on the character’s Wonder and showcase your character bonding with their Wonder or becoming closer with it in some way. These RPs can take place at any rank. Please also link to five completed battle RPs that have taken place since your character has reached third stage; this should showcase them improving or becoming more proficient with their weapons and magic)
[b]Current Weapon[/b]: (Please include the description of their current weapon)
[b]Current Magic[/b]: (Please include the description of their current magic)
[b]Alternate Weapon Form[/b]: (This is an alternate form your weapon can take. It can be similar or completely different from their current approved weapon but it must follow Knight rules. It must be a timeless artifact and it must not be lethal. Your Knight will only have one item but they can shift it from its original form to its alternate form. This will become easier with practice and eventually they will be able to seamlessly shift the form. Knights can channel their magic from either form.)
[b]Secondary Magic[/b] : (This is an alternate magic pool your Knight will be able to tap into. Knights can access this magic [i]or[/i] their original magic regardless of what weapon form they have, and using one magic will not deplete the pool of the other magic. Players have two options for this: 1) create an alternate magic that follows standard Knight rules and reflects their power themes or 2) their weapon will shift into a lethal weapon. This magical weapon should be timeless and cannot be a firearm or weapon that requires any ammunition (bullets, pellets, arrows, etc.) but it can be sharp enough or bladed to do lethal damage. The lethal weapon should be similar to at least one of their non-lethal weapon forms and should be considered a temporary lethal enhancement. Other characters cannot wield a Knight’s lethal weapon, as they must be holding it to channel the magic. This magic pool will typically be 45 seconds and players can channel it by turning it on and off.)
[b]Plot[/b]: (To unlock this ability ICly, your character must visit the Code piece on their Wonder. [color=red]They may have noticed some anomalies when summoning their magic, such as shortened cast time, weakened or distorted magical effects, or feeling incredibly drained afterwards. Their weapon may be incredibly draining to summon, or may appear warped or malformed, or extremely fragile. The weapon and magic should never do lethal damage but this is designed to be short term story flair.[/color] These effects are not required; a character may simply just feel a strong pull to their Wonder. Upon convening with the Code, they will feel the urge to present their weapon, at which point in time the Code piece will envelop it in a warm light, allowing the Knight to tap into their new abilities. Upon request, the Code [i]can[/i] speak to them to answer questions, so please include what conversation you are hoping for so we can guide the Code’s dialogue for you! The staff can either RP this out with a player or offer prewritten dialogue for a solo.)
If a player is unsatisfied with their Alternate Weapon form or magic, it can be revised at a later date, but it may require a small plot if anything is already ICly in use. If players want to unlock a secondary magic but not an alternate weapon form, or vice versa, they can do this. Please just include this in your form when you submit. If you choose to only unlock one or the other and later want to unlock more, please PM in this form again again and include all presently unlocked abilities.