Magical Quest

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In the Course Books storyworld and related material, the concept of the Magical Quest is as follows: an adventure according to the rules of Antiquity, blessed by fate and unable to fail if all conditions are met.

Conditions for a Magical Quest

  • At least three individuals must band together to begin the quest;
  • The party must begin with a Fellowship Stone, broken only when the quest is complete;
  • The quest must be bestowed by a wise and noble benefactor.

Other people may join the quest, but at least three are needed to begin. It is also generally accepted that the benefactor must bestow a magical item upon the fellowship to aid them in their quest.

History

The concept of the magical quest is thought to have originated during Early Antiquity when "The laws of magic were known", though this is a misnomer as magic did not come into human possession until around the beginning of the Age of Darkness. The laws of magic are often referred to as the Rules of Antiquity.

Magical Quests probably came about sometime during the mid First Chaotic Period, though exactly when is anyone's guess. Stories of Nathan Searlin going on magical quests were popular light fiction during the early Golden Age, but no historical evidence has surfaced to confirm or refute the idea.


Trivia

  • The Slayer Dragons (all of them, from beginning to end) are supposedly on a magical quest imparted to them by Draco, and the Fellowship Stone is in the pommel of Echbalder.