The Story
Your story begins in a land afar, where magic suffused the very earth, a land where dragons once ruled the skies and dungeons deep contain the secrets of ages past.
You hail from the Old World, a continent of endless conflicts and petty rivalries driven by centuries of bickering over territory and plunder that was shattered in a single night by a catastrophe, a magical apocalypse called “The Arcanoclysm”.
But hope was not lost…
The realm of mortals have been desperate to salvage what remains of their civilizations. "The Expeditioners Guild", made up of intrepid explorers, navigators, chroniclers, hearty tradesfolk and warriors ventured forth to sail west, in an attempt to find hope in the shores of “The New World, Atollamu”. A world once thought to be pure legend.
Those who have paved the way…
Meet past players who joined the Expeditioners’ Guild and the characters they created!
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Thrain Ironhand
A hill dwarf cleric raised by his village chief to inherit the clan’s faith tradition. The dwarves of his hill clan worship the ideal of Justice. For years Thrain strained to hear the divine voice—until a cruel magistrate’s injustice awakened his connection to that ideal. Now he walks the world with confident conviction, bearing the banner of balanced scales.
As the vanguard of his people’s exodus from their homeland to Atollamu, Thrain serves as a stalwart ally to all who stand with him.
Thrain’s Player wanted to build confidence and the ability to speak up for himself- at the office and among strangers. By embodying Thrain’s unshakeable faith in what is right and boldly advocating for justice, the player carried that same confidence into his daily life.
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Cor Valar
A human fighter and emerging folk hero, Cor endured a hard childhood as the son of a ruthless mercenary and a barmaid. Raised amid emotional neglect and harsh training, moving from battlefield to battlefield, he seemed destined for a short, brutal life as a common brigand.
One day, while leading a raid party to pillage a small hamlet, Cor saw his own reflection in the eyes of the innocent villagers. Horrified, he took a stand and turned his blade on the other raiders to defend the townsfolk. Nursed back to health by the grateful villagers, he later learned that his father’s band had gone fully rogue, turning to outright banditry and sailing to the New World for easy prey.
Vowing to master swordsmanship beyond anything his father taught him and one day bring his progenitor to justice, Cor joined the Expeditioners’ Guild.
Cor’s Player grew up in a complicated, emotionally volatile situation with his own father. Using Cor’s story- learning to shake off negative habits and building better ones- became a cathartic experience. Recognizing and mindfully interrupting behaviors that pulled him away from his goals helped him break free from generational patterns and move toward the life he truly wanted.
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Elseris
A half-elf warlock who struck a bargain with an otherworldly entity. Born into a family of musicians, magecrafters, and entertainers, Elseris always felt she could never measure up, no matter how hard she worked. When a mysterious eldritch being offered her power in exchange for hosting its influence, she accepted. She now struggles to balance her penchant for heroism and exploration with her patron’s less noble demands.
Elseris’s Player aimed to develop her voice and learn to assert herself, even against influence or authority. Playing a character literally empowered by a being that does not always have her best interests at heart gave her valuable practice in setting strong boundaries and building inner confidence that stands firm against what she knows is wrong.
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Dracara (also known as Experiment #267)
A tiefling barbarian who channels her burning blood into righteous fury on the battlefield. Raised in an unethical alchemical laboratory as part of a mysterious cabal’s experiments, Dracara escaped with other orphaned tieflings who had been bought or kidnapped from Old World streets. She became a protective “big sister” to them, using her dramatically enhanced strength to defend the innocent and vulnerable.
As the Arcanoclysm spreads even into the cities, Dracara has joined the Expeditioners’ Guild in search of a new safe haven for those who call her Big Sis.
Dracara’s Player grew up with undiagnosed ADHD and Autism Spectrum Disorder. It wasn’t until adulthood that she understood why she often felt “like a zebra among horses.” An introvert who prefers observing from the sidelines and struggles to assert herself when boundaries are crossed, she deliberately chose to play a barbarian who unleashes righteous rage against those who take advantage of others. She described the experience as incredibly liberating and empowering.
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Brakk
Half-orc, half-human, and all bard. Brakk is an eloquent, outgoing troubadour and student of both song and spell. Left on the doorstep of a majority-human monastery, his height, strong build, olive-green skin, and pronounced tusks made him stand out from childhood. Shy and self-conscious, he found solace in music.
As the Arcanoclysm ravaged the land, Brakk resolved to travel west to the New World, carrying the ballads and folklore he had studied for years. Embracing his differences and seeking the company of others, he discovered that his enthusiasm for connection and performance was rewarded with genuine camaraderie and community in the Expeditioners’ Guild.
Brakk’s Player, a very introverted person, wanted to improve his social skills and practice intentional mindfulness in connecting with others. Playing a character who had often been judged prematurely helped him find peace from anxiety about others’ opinions, embrace what makes him different, and celebrate the little things about himself and his fellow players.
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Artenno Sydonis
A high elf druid and green mage in his third century of life. Particular, fastidious, and highly organized, Artenno is a devoted student of nature magic and the stars. He maintains strict daily routines for waking, eating, studying, and sleeping to keep his attention grounded and prevent daydreams from disrupting his focus on constellations and cosmic mysteries.
When the stars foretold the Old World’s decline, Artenno set sail for Atollamu, hoping to find new wisdom, remedies for seemingly incurable ills, and a fresh way to live in peace with the earth and sky among the Explorers.
Artenno’s Player experiences severe ADHD and disorganization, especially at work. Playing Artenno provided a practical way to test, implement, and benefit from established techniques for managing ADHD. He found it highly effective to bring greater focus and clarity into his everyday life- without needing to be a centuries-old elf.
Now the call has gone out all across the ruins of the Old World. Atollamu is waiting, and the Expeditioners’ Guild needs new adventurers. Mystery, adventure, treasure, and the bonds of fellowship can all be found in the New World.
This is your moment, today is your day. You will be playing a new member of the Expeditioner's Guild, arriving in a living, breathing world shared by other players of The Quest! The choices you make, the friends, enemies, allies and adversaries you interact with will echo across the canon of this shared world, and your growth will uplift and inspire yourself and your fellow Expeditioners.

