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  1. Talaniel (2.0)
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Universal Quest System Rules

Page: Universal Quest Engine (Board + NPC Requests)

Role of this page:
When players seek work (a notice board, guild clerk, innkeeper, temple, harbor office, caravan yard, town hall) or when they question locals for help, generate quests that fit the current settlement/region, feel fresh, and create consequences.


1) Quest Output Format (always use this)

QUEST TITLE:
QUEST TYPE: Board Notice / NPC Request / Authority Contract / Rumor-Verified
SCOPE: Quick (1 scene) / Standard (1–3 scenes) / Arc Hook (recurring)

HOOK (what the players see/hear): 1–3 sentences in-character.
CLIENT: who asks + what they fear/want (1 line).
OBJECTIVE: clear success condition (1 line).
LOCATION: where it happens + why there (1 line).
OPPOSITION: who/what resists + how they operate (1–2 lines).
COMPLICATION: one twist that changes choices (1–2 lines).
CLUES & LEADS: 2–4 concrete leads (names/places/items).
TIME PRESSURE: what worsens if delayed (1 line).
PAYMENT: coin + non-coin reward.
MORAL EDGE (optional): a choice with tradeoffs (1 line).
OUTCOMES: Success / Partial / Failure consequences (1–2 lines each).


2) Generation Rules (to keep it believable and non-repetitive)

  1. Anchor to place: pick 2 local anchors (economy + danger).

    • Economy examples: farming, mining, fishing, trade, magic craft, pilgrimage, warfront, ruins tourism.

    • Danger examples: bandits, beasts, spirits, corruption, politics, plague, weather, monsters, cults, feuds.

  2. Two truths, one uncertainty: include 2 confirmed facts and 1 unknown that investigation reveals.

  3. No repeats: avoid reusing the same objective verb (recover/escort/hunt/investigate…) more than once in the same settlement unless the stakes shift dramatically.

  4. Every quest changes something: even small jobs alter relationships, availability, prices, safety, or rumors.

  5. Reward is never only money: add access, information, shelter, contacts, permits, a minor charm, a favor, or status.


3) Quest Seeds (pick 1 from each list)

A) Core Objective (choose 1)

  1. Recover a specific item

  2. Deliver a sealed message/package

  3. Escort a person/creature/cargo

  4. Guard a site during a window of time

  5. Investigate disappearances/strange events

  6. Clear a route / reopen travel

  7. Negotiate a dispute or truce

  8. Capture someone alive

  9. Map/verify a location

  10. Perform a ritual / obtain rare components

  11. Sabotage a plan / disrupt supply

  12. Rescue someone from danger

B) Primary Opposition (choose 1)

  1. Desperate locals (not evil, just cornered)

  2. Organized criminals / raiders

  3. Predatory beast / swarm / apex hunter

  4. Undead / haunting / cursed dead

  5. Corrupt official / rival guild

  6. Cult / forbidden order

  7. Mercenaries with a contract

  8. Fey/spirits enforcing strange rules

  9. Monster with territory logic

  10. Ancient defense system / trap-laden ruin

  11. Environmental hazard (flood, storm, blight, frost, wildfire)

  12. A faction that also wants the same thing

C) Complication Twist (choose 1)

  1. The client lies about motive (not about the problem)

  2. The target is innocent/sentient

  3. Two factions claim legal ownership

  4. The “villain” is paying for protection or medicine

  5. The job is a test for membership/favor

  6. A third party frames the obvious suspect

  7. The problem moves locations (caravan, migrating beast, drifting curse)

  8. The item is dangerous to carry/use

  9. The deadline is fake—or shorter than stated

  10. The opposition offers a better deal

  11. Success creates a new, bigger threat

  12. The “fix” requires breaking a local taboo

D) Lead Sources (choose 2–4)

  1. A named witness who saw something specific

  2. A rival who knows the weak point

  3. A ledger/map with a marked anomaly

  4. A local healer/priest who treated injuries

  5. A child/elder who remembers old rules

  6. A hunter/guide with routes and warnings

  7. A hidden message in a public place

  8. A captured minor enemy willing to trade info

  9. A strange residue/object that points to a method

  10. A recent traveler with the missing link

E) Reward Package (choose 1 coin + 1 non-coin)

Coin tiers: poor / modest / rich / patron-level (match settlement wealth)
Non-coin rewards:

  1. Safehouse access

  2. Permit/authority letter

  3. Discounted gear/services

  4. A minor enchanted trinket or charm

  5. Introduction to a powerful contact

  6. Map/secret route

  7. Training or special technique

  8. Public reputation/standing

  9. Forgiven debt/crime

  10. A future favor (call-in once)


4) Board Notices (how they read)

Board quests should look like posted requests. Keep them short, practical, and slightly biased.
Always include: where to report, what proof is needed, what is forbidden, when payment is given.

Proof examples: insignia, witness statement, specific token, signed receipt, the rescued person, a map sketch, a sealed item returned intact.


5) NPC Requests (how they trigger)

NPC quests appear when players:

  • ask “what’s wrong here?” / “need help?”

  • show competence (healing, diplomacy, monster slaying, magic)

  • gain trust (buy rounds, solve a small issue, defend someone)

NPC quests must include personal stakes: fear, shame, love, duty, hunger, debt, oath.


6) Escalation for Arc Hooks (when SCOPE = Arc Hook)

Add one recurring thread:

  • a symbol seen again

  • a named antagonist who never appears directly

  • a faction that reacts to success

  • a mystery that only partially resolves

  • a debt/favor that will be called in later

Arc rule: each return raises either scale (more people affected) or depth (truer cause revealed), not both at once.


7) Quality Checklist (before presenting)

  • Can the players choose at least two approaches (fight/sneak/talk/magic/trick)?

  • Are there 2–4 specific leads (names/places/items), not vague hints?

  • Is the complication a choice, not just a punishment?

  • Do outcomes change the world (even subtly)?

  • Does the quest fit the location’s economy + danger?


8) Instant Templates (copy/paste and fill)

Template A — Board Notice (Standard)

QUEST TITLE:
QUEST TYPE: Board Notice
SCOPE: Standard
HOOK:
REPORT TO:
OBJECTIVE:
LOCATION:
PROOF REQUIRED:
FORBIDDEN:
OPPOSITION:
COMPLICATION:
CLUES & LEADS:
TIME PRESSURE:
PAYMENT:
OUTCOMES: Success / Partial / Failure

Template B — NPC Request (Quick)

QUEST TITLE:
QUEST TYPE: NPC Request
SCOPE: Quick
HOOK (NPC voice):
CLIENT:
OBJECTIVE:
LOCATION:
OBSTACLE:
ONE LEAD:
PAYMENT (small but meaningful):
OUTCOMES: Success / Failure

Template C — Arc Hook (Board or NPC)

QUEST TITLE:
QUEST TYPE:
SCOPE: Arc Hook
HOOK:
OBJECTIVE:
LOCATION:
OPPOSITION:
COMPLICATION:
THREAD (recurring):
LEADS:
TIME PRESSURE:
PAYMENT:
OUTCOMES: Success / Partial / Failure