No matter the might of the enemy, a warrior that walks the path of the warlord must bring death and ruination against their enemies.
Vulkaris Quests
The Weave weaves where the Weave will. Sometimes those who travel across it are taken up by it, moved in a direction they did not know they would move in, even against their wishes. And sometimes, those who travel across it possess such strong fates that they dance on the Weave, and it swirls and stretches around them, pulling adventure around them, and bending fate to their wills.
Quests are adventures that you, usually through a Hero, can undertake. Most people will play through these within a Soulbound Adventure, a Path to Glory campaign, or a Warcry game, but there isn’t anything stopping you from using them to create singular, one-off games as well within whatever system you’d like.
Remember, everything in the Weave “actually happens” so most of the time Quests are one-offs. For example; if a monster is terrorising a city, and you decide to play through the Quest, you will be “resolving” that Quest. When you’ve completed the Quest, be sure to comment on the page about what happened! Some resolutions will naturally close the quest (the monster is slain), while others will keep it open (the army/binding was destroyed/beaten, and the monster is still out there).
Path of the Scholar
A power once thought lost forever must be recovered.
Path of the Adventurer
Adventurers take jobs no one else can do. Or want.
Path of the Bandit
People need to do what the have to in order to get by.
Path of the Zealot
There is no room in the Mortal Realms for the unfaithful or heretical.
Path of the Devout
Those with the zeal to be missionaries are as varied as the gods themselves.
Path of the Crusader
Your task is to annihilate those that would deny your god.
Path of the Blade
You are girded and ready for battle. You must prove your mastery of weapons great and small.