TEXT: XP
  Bonus XP
  Life—it’s all about making precious memories with your friends.
  Like this one!
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) by contextualizing what you’ve been doing in the current scene as a precious 
  memory.
  You can indicate this any way you like but a good catchphrase for this quest is 
  “Scrapbook!,” as to indicate that this situation is definitely one for the scrapbook.
  Is that what you say?
  Or do you usually say something else?
  ______
  15
  Precious Memories
  
  Bonus XP
  You’re painfully foreign here. You thought of yourself as this laid-back, unruffled, un-
  worried type, but in a lot of ways you were still a Horizon kid. There was always this 
  underlying sense in your life like you were in danger of missing out. Like you needed a 
  good game guide to your life or you might do things wrong or out of order.
  Like you were always being judged. 
  Like being laid-back was about fighting to be laid-back, you know?
  It wasn’t easy. It wasn’t free.
  Bit by bit you’re learning to let go of that. Bit by bit you’re learning that work can 
  be healing, that the moments of your life can be stretched to hours, that it’s just as good 
  to watch the birds and enjoy the wind as to play a new computer game or read a manga. 
  Bit by bit you’re becoming part of the world.
  And here’s how you show it.
  When it’s funny, or when it’s true, or when it matters, you’ll say or emote something 
  like:
  � “I’m learning the ways of Fortitude!” or
  � “Well, I’ve been learning the ways of Fortitude.”
  You can do this at any time (but only once per scene/15 minutes) to earn a bonus XP 
  for this quest.
  XP
  25
  Learning the Ways 
  of Fortitude
  
  XP
  Haunted
  35
  Major Goals
  The HG can award you 5 XP towards this quest when you’ve:
  ☐ found someone in Fortitude who can help you or teach you how to help yourself;
  ☐ put a name and face to the power that’s haunting you from afar;
  ☐ formed an important connection to it—recognized that power as, e.g., a friend, 
  enemy, parent, or SO.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest by:
   
   doing reckless stuff together with a rival, enemy, or wicked creature
   having a troubled dream
   
   investigating magic that might help your situation
   
   talking to a scholar or sailor about your situation
   performing cleaning- or purification-related chores
   talking with somebody about what dreams are, as compared to reality
   talking with somebody about whether the world deserves to exist, whether it’s 
  good or bad, or whether that even matters
  You can combine this with an XP Action, but you’re not required to.
  
  XP
  Bonus XP
  You’re trying to reconnect with something that you used to, or “should,” be. You’re 
  trying to garb yourself in majesty or cinematic vice. As part of the process you’ll usually 
  meditate, do purification rituals, and/or do goofy stuff in order to get in touch with your 
  former or childhood self.
  Pick a two-sided sign—I’ve provided a few options here. One side is the side you 
  show other people when they question (or look like they might consider questioning) 
  this sort of activity. It’s a bold statement, like “I know what I’m doing” or “I’m becoming 
  something ... greater.” You can earn a bonus XP at any time (though only once per 15 
  minutes/scene) by expressing that sentiment—normally, by showing others that sign. 
  The other side of the sign, on the other hand, reveals what you’re really thinking. 
  Ideally you’ll re-read it, or at least remind yourself of it, every time you pick up an XP 
  for this quest. 
  15
  Knight Path Miracles
  
  XP
  Bonus XP
  You’re dreaming about the island of King Death.
  This quest comes with a division of states—there’s the you who’s fully awake and 
  alert to the mortal world, and then there’s the you who’s oppressed and burdened by 
  thoughts or dreams of graveyards, zooming over water, the shores of distant islands, and 
  roots tangling around your bones.  
  I’ve made a sign for this—a reversible card, which you could in theory have on the 
  table in front of you in play to show which state you’re in. You can earn a bonus XP at 
  any time (though only once per scene/15 minutes) by flipping the card, showing that 
  you’re moving between states—focusing on the world of life, or fading into dreams and 
  thoughts of death. 
   If you can’t actually keep the card in front of you, holding up the card with the 
  relevant side facing people or just saying or emoting something appropriate can earn 
  you the XP instead.
  An Otherworldly Tree
  15
  
  Bonus XP
  Arrange for a sign. It says “Over the Top.”
  Sometimes when you’re making up your history, or taking pains to establish it as 
  real, or when you’re caught in a lie or contradiction—
  Things get a little over the top!
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) when that happens, or when you decide to make it happen and take things over 
  the top. At that time, hold up the sign or otherwise declare/observe that things have 
  gotten over the top and you can claim the XP.
  You don’t even have to say anything in character! You just have to hold up the sign.
  XP
  15
  Hide the Evidence
  
  Bonus XP
  Arrange for a sign. It says “Over the Top.”
  Sometimes when you’re helping out the
  ______
  ...things get a little over the top.
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) when that happens, or when you decide to make it happen and take things over 
  the top. At that time, hold up the sign or otherwise declare/observe that things have 
  gotten over the top and you can claim the XP.
  You don’t even have to say anything in character! You just have to hold up the sign.
  XP
  25
  The Wishes of ...
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you do something that connects you spiritually or practically to death and rebirth, 
  the sky, a holy mountain, or the sun; 
  ☐ you find a place for yourself in Fortitude, ideally one that connects and relates to 
  one or more of those ideas; 
  ☐ a context is established or updated for your regular interactions with the Walker 
  in Darkness as an enemy/rival you’re stuck with occasionally or a friend/ally you 
  sometimes get the chance to see. 
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   having one of those nightmares (about the death of the sun)
   
   talking about one of those nightmares
   talking with somebody about death and what it means in a world of potential 
  rebirth
   talking with somebody about the nature of the unknown chaos outside the 
  world
   talking with somebody about what it means to belong somewhere
   talking with somebody about fate, free will, and meaning
   
   a scene mostly leading to/motivated by your declaration, “This is my 
  destiny!”
  You can combine this with an XP Action, but you’re not required to. 
  Why Are You Here?
  35
  
  XP
  Bonus XP
  To do science properly is a guilty pleasure—one of the little things that helps sustain 
  you. There’s just something so healing about studying a bird or slime or phenomenon, 
  taking notes on it, thinking about it, and coming up with ideas about what the world 
  (beyond the boundaries of your own mind and body) means!
  It’s not as effective as following the wild brilliance of your muse but it’s more order-
  ly. More proper. More sustaining. It’s like your nightmare science is the junk food of 
  your genius and this the warm steamed rice.
  You’ll do all kinds of things as part of your studies of the world around you, but most 
  importantly, you can earn a bonus XP towards this quest at any time (but only once per 
  scene/15 minutes) by proposing a theory about something in the natural world, the 
  world of nightmares, or the paranatural environments around them. 
  Note that you do have to actually consider/entertain the theory IC—it doesn’t  
  technically have to be aloud, once you’ve proposed the theory actually thinking about 
  it can be confined to your inner monologue, but the point is to consider it in play and 
  have it potentially shape your behavior and actions, not to come up with interesting and 
  goofy things to say at the gaming table. 
  15
  Natural Scientist
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you explicitly take responsibility or get handed responsibility for dealing with the 
  riled-up Outside;
  ☐ you construct some sort of defensive perimeter;
  ☐ you encounter Jade Irinka, the former sun, or the Headmaster of the Bleak 
  Academy;
  ☐ three weeks/chapters pass without obvious IC progress on the quest. 
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   sympathizing with, or assisting, the outcast and the wrong
   dreams calling you to a place of danger
   listening to stories of strange things happening in Big Lake
   regaling people with a legend of the Outside, the glass dragon, or the epic 
  dangers (or whatever) that are the focus of the quest—typically a legend 
  invented by your player but occasionally forwarded from previous 
  discussions with the HG
   
   complaining to the other PCs about the progress of your investigations/
  work
   reluctantly allowing yourself to be dragged away from it or
   reluctantly allowing others to get involved with it
  You can combine this with an XP Action, but you’re not required to. 
  40
  The Outside Stirs
  
  Major Goals
  The HG can award you 5 XP towards this quest when you:
  ☐ get someone to show you the ropes of Professor Hayashi’s archive, since that’s got 
  the best records of things like historical storm frequency and local legend;
  ☐ stumble on or are shown the hidden part of the archive’s upper floors, where it 
  fades into a portion of the Outside.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you discuss the operational principles of your or Chuubo’s Engine
   
   you work on your theories in a café near the Archive
   
   you’re drawn into somebody else’s obsession (manga, movies, whatever)
   
   you fall off of a building
   you are bitten by a snake
  You can combine this with an XP Action, but you’re not required to.
  XP
  25
  The Hidden Library
  
  XP
  Bonus XP
  You’re working on some grand project of nightmare science—to be ready upon the 
  completion of this quest.
  But how shall it function?
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) by proposing a theory about how the device will function, how it will be 
  built, what its design should be, or something unusual it could be used for. 
  Note that you do have to actually consider/entertain the theory IC—it doesn’t 
  technically have to be aloud, once you’ve proposed the theory actually thinking about 
  it can be confined to your inner monologue, but the point is to consider it in play and 
  have it potentially shape your behavior and actions, not to come up with interesting and 
  goofy things to say at the gaming table.
  15
  Deeds of the Binder
  
  XP
  Bonus XP
  You need peace. You love the simple, quiet moments. But it’s hard for you to accept 
  them. It’s hard for you to allow yourself to stop.
  I’ve prepared a sign for this —
  A sign to show that you’re at peace for a moment, that things are OK for the moment, 
  and that you’re relaxing. You can earn a bonus XP at any time (though only once per 15 
  minutes/scene) by expressing that emotion—normally, by holding up the sign.
  The back side of the sign will remind you that you don’t have time.
  If you’re not playing in a place where you can actually hold up the sign, it’s OK to 
  just remind yourself quietly of what it says, or, if you must, ignore the back side in its 
  entirety.
  What’s your sign?
  15
  Peaceful Moments
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ someone accuses you of controlling the snake or being the snake;
  ☐ you have a scary fight scene with the snake and lose, run away, or can’t finish it 
  off;
  ☐ you track it to its lair at “Madcaps’ Nave,” atop the Archive of Professor Hideo 
  Hayashi, where it nests with bits and pieces of your memories.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   prowling the rooftops
   
   making a new friend/acquaintance while out hunting the snake
   
   helping someone who’s in trouble or
   talking about your past in Russia, reflecting on (IC) and developing (OOC) the 
  memories that the snake is nesting on
  You can combine this with an XP Action, but you’re not required to.
  XP
  25
  The Golden Snake 
  of the Rooftops
  
  XP
  Bonus XP
  You don’t want to admit it when something touches your heart. You don’t want to notice 
  it. It’s really uncomfortable. It challenges your image of yourself.
  But it keeps happening
  I’ve made a sign for this. It’s to show that you’ve been touched by something. That 
  it’s reached you. You can earn a bonus XP at any time (though only once per 15 minutes/
  scene) by expressing that emotion—normally, by holding up the sign.
  ... the back side of the sign reminds you that this will only end in pain.
   If you’re not playing in a place where you can actually hold up the sign, it’s OK to 
  just remind yourself quietly of what it says, or, if you must, ignore the back side in its 
  entirety.
  35
  Thaw Your Heart 
  (aka “A Troubled Protagonist”)
  
  Bonus XP
  You’re working on a new martial arts technique or developing a useful Chi aura. When 
  you’ve put 15 XP into it, you’ll be able to use it for as long as you remain on this quest.
  In the meantime, though, your training can get a little... over the top.
  You know what I mean. Living on a grain of rice a day. Doing splits with your legs 
  tied to stretchy tree branches, obnoxious martial arts masters, or unruly bears. Spending 
  days at a time staring at a candle-fire. Tying yourself into awful martial arts machines. 
  Balancing on needle-width stilts. Stuff like that!
  I’ve provided a sign reading “Over the Top.”
  When your training gets a little over the top, or when something happens mid-training 
  to take it over the top, you can earn an XP—up to one per fun scene/15 minutes—by 
  showing the other players that sign. You don’t have to prove that it’s over the top. You 
  don’t even have to say anything in character! You just have to hold up the sign. 
  If you can’t hold up that sign, saying something like “OTT XP! Yeah!” or “Over the 
  Top” can work just as well.
  XP
  15
  Special/Spiritual Training
  
  XP
  Bonus XP
  You love stories. Telling them. Listening to them. That’s important. That’s cool. 
  So... you can earn a bonus XP for this quest with an emote or statement that says, 
  basically: oo, storytime!
  Pick a catchphrase for this. You don’t have to use the exact same catchphrase every 
  time, but it’s the core of your experience here. It’s usually pretty straightforward and 
  to the point:
  “Storytime!”
  But it could be something like clutching dramatically at the air and declaring, 
  “Once...  upon a time!” even when it’s not your story to tell.
  So, specifically, you usually say...
  ______
  15
  Story Time
  
  XP
  Bonus XP
  You used to be so young. So sheltered.
  Even a little shy.
  But that’s changing now. You’re coming out of your shell now. And it’s fascinating 
  to you.
  It’s not something you ever expected to happen. In the drug-misted Yatskaya temple 
  it always seemed to you like people just kind of were, like Goro and Caroline and 
  Kuroma and you yourself were just always yourselves.
  And now that you’re out in the world and the wind and the air is clear—
  Say it! Notice it!
  � “Wow. I’m growing up.”
  � “Wow. I’m coming out of my shell.”
  � “Wow! You’ve changed!”
  Whatever!
  You can do that at any time (though only once per 15 minutes/scene) to earn a bonus 
  XP for this quest—and once you’ve established the pattern there’s no reason you can’t 
  be as delighted in other people growing up as in you doing it yourself!
  25
  The World is Changing
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ trouble starts or gets much worse in a well-staged way—whether that’s 
  accidentally walking backwards into an enemy camp, breaking into a supposedly 
  empty manor during what turns out to be a dinner party, or declaring that 
  everything’s fine as long as there aren’t any werewolves around just before 
  werewolves show up;
  ☐ someone rescues you;
  ☐ you stand in a shadowed place and tell someone a secret, then run away before 
  they can react.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   sneak into somewhere you shouldn’t go
   
   risk trouble by digging into somebody’s secrets
   
   drag others into your affairs/arrange their lives for them
   propose a theory about the underlying situation you’re in
   
   tell someone a story related to the underlying situation you’re in
   
   get into trouble trying to help somebody else
   
   risk trouble in the name of adventure!
  You can combine this with an XP Action, but you’re not required to.
  35
  The Straw-Haired Kid 
  (aka “Adventure GET”)
  
  XP
  Bonus XP
  You have something you need to do, but you just don’t have the means. Every idea you 
  come up with has a level 4-5 Obstacle—it’s as unfeasible as suddenly teleporting to 
  Mars or building a perpetual motion machine. But if you keep trying, you’re sure you’ll 
  figure something out.
  You can earn a bonus XP towards this quest at any time (though only once per 15 
  minutes/scene) by proposing a theory as to how you’ll get this thing done, or, if you 
  already know basically what you want to do, by proposing a theory about how and 
  why it might actually work.
  If there’s nothing else important going on in the game, you’ll usually then play this 
  out in a dream sequence before cruel reality shows that it just won’t work after all.
  15
  Great Work of Fable
  
  XP
  Bonus XP
  To wield some of your greater miracles you must exist outside yourself—must set aside 
  living and walk into dreaming, so that you can see your own heart’s wish power from 
  outside and shape it with a meditative care.
  You may earn a bonus XP towards these miracles at any time (but only once per 15 
  minutes/scene) by shifting into that state—or, if appropriate, by shifting out from it. I’ve 
  provided a two-sided card to help you track these events; you’ll normally keep it in front 
  of you, flipping it over in play to indicate your change of state.
  If you can’t actually keep the card in front of you, though, holding up the card with 
  the relevant side facing people or just saying or emoting something appropriate can earn 
  you the XP instead.
  Note: this is a valid quest card for “Great Work of Fable” as well as for “Rinley’s 
  Dreams.” 
  Rinley’s Dreams
  15
  
  XP
  Bonus XP
  You’re trying to be the light of hope in the mortal world. You’re trying to be sunny.
  You can earn a bonus XP for this quest when you or someone else thinks, basically, 
  that you’ve done that well. That you’ve sunnied well.
  Pick a catchphrase for this—something you usually say. You don’t have to say it 
  exactly every time—it’s just the usual thing.
  Something like:
  � “Ding!” or 
  � “Ting!” to represent a sparkle in your eye or on your tooth, or 
  � “Sunny!” or 
  � “Emote: sunny!” to show how sunny you are.
  The rule is: you can earn a bonus XP (up to once per scene/15 minutes) just by saying 
  or emoting that!
   So, specifically, your usual phrase is...
  ______
  15
  The Light of Hope
  
  XP
  Bonus XP
  You don’t really know how the lower world works. It’s all... money, and sneezing, and 
  denim, and dragonfruit and stuff. Is the dragon in the fruit? Is the fruit made of dragons?
  You don’t know!
  Any time you wisely propose a theory about how this lower world works, or a 
  theory/memory about how the upper world worked, or a theory about how the 
  sun fits into it all, you can earn a bonus XP for this quest. (Though only up to once per 
  fifteen minutes/scene.)
  The expectation here is that mostly this quest’s theories are going to be silly/goofy or 
  a little sweet—but it’s fine to be profound as well if you can manage it!
  All that really matters is that it’s really you, coming up with that theory, IC—not just 
  a thing to say, but a concept to consider for at least a moment as a possible actionable 
  fact.
  25
  A Mortal Life
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you have a traumatic transformation or dissociation scene in play, where your 
  reality gets weird because your true nature is changing or revealing itself;
  ☐ you see a confusing vision, nightmare, or premonition of your or someone else’s 
  death;
  ☐ you meet and get the chance to help a mysterious child find their way.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   wrestling with/expressing nameless feelings of loss that make you act 
  unnaturally
   
   trying and failing to burn things, to light them on fire
   
   getting confused about who and where you are
   listening to stories about things that were lost when Jade Irinka died
   talking with somebody about your destiny/nature and what it means
   talking with somebody about why there’s such a thing as death
   
   dealing with acne, braces, your period, ear infections, or other annoyingly 
  intrusive elements of physicality
  You can combine this with an XP Action, but you’re not required to.
  The Miracle 
  (aka “Changes”)
  35
  
  XP
  Bonus XP
  You’re dreaming about another world, a place that’s deeply connected to you—most 
  likely the sky kingdom or the Bleak Academy.
  This quest comes with a division of states—there’s the you who’s fully awake and 
  alert to the mortal world, and then there’s the you whose thoughts are on your mother’s 
  kingdom or your father’s keep.
  I’ve made a sign for this—a reversible card, which you could in theory have on the 
  table in front of you in play to show which state you’re in. You can earn a bonus XP at 
  any time (though only once per scene/15 minutes) by flipping the card, showing that 
  you’re moving between states—focusing on the mundane world around you, or fading 
  into thoughts of distant and magical lands.
  If you can’t actually keep the card in front of you, holding up the card with the 
  relevant side facing people or just saying or emoting something appropriate can earn 
  you the XP instead.
  Otherworldly Divination
  15
  
  XP
  Mystic Quests
  Bonus XP
  There’s something going on. You think it means... you... you think it... r-relates to... 
  It is about growing up, when you are the sun. 
  You can earn a bonus XP towards this quest at any time (though only once per 
  scene/15 minutes) by declaring that you can feel... someth— that, that there’s a, a thing, 
  you know? A-a sensation, a connection. That you’re having something happen, because 
  you are the sun. Something, it, it, it’s happening but... but you, you, you don’t know 
  what. Taking you away from your you. Turning you into, into another thing for a while 
  or or or or taking the part of you that’s the you away from the part of you that’s the not; 
  or maybe helping, helping with some, um, some thing that needs to be helped. You, you 
  don’t know. No, no manual. No, I mean, it’s not a manual. It’s... a... it’s a thing.
  You don’t have to say it that way. Certainly not at such length. But you do need 
  to free-associate for a moment about what’s going on, to claim the XP. ...talk about 
  feathers, talk about wings, talk about frogs. Talk about tendrils writhing, twisting, and 
  they all beyond all time and space. About, about... about setting, fires with your eyes. 
  And your arms hurt. And your head, it’s ringing. And your ears.  And, and there’s a 
  stone, well, uh, um, it’s like a stone, it’s beneath your tongue. 
  Talk about what you experience; taste the leeks beneath the earth—and that ramble 
  is what brings you in a bonus XP towards this quest.
  15
  
  XP
  Bonus XP
  There’s something you say, something you do, when you’re stunned and overwhelmed 
  by the good and bad turns things take. Something you’ll do to be impressed, and thereby 
  make the world around you more impressive.
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) when you use your catchphrase, or some close variant, or just plain emote your 
  shock, horror, or awe. 
  Do you...
  � Gasp!
  � Whisper, “Staggering... Impossible!”
  � Declare: “Unprecedented!”
  ... or do you usually say something else?
  ______
  You thought you had a handle on things. You thought you knew what was up. 
  But the world, it seems, retains a certain limitless capacity for surprise!
  15
  Mentor Syndrome
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when you’ve
  ☐ put yourself at moral or physical risk to protect a creature of the evil world;
  ☐ had a meal utterly ruined by one of your experiments;
  ☐ fallen into water, mud, or something else less than perfectly pleasant because of 
  your experiments.
  You can earn one of these bonuses per (repetition of the) quest, for a total of 5 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest by:
   coming up with something new to be working on, and bringing it to Fortitude
   experimenting with blood, feng shui, or the creatures of the evil world
   
   doing the grunt work for an experiment in progress
  You can combine this with an XP Action, but you’re not required to. 
  The Angel of Fortitude
  15
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you make peace with a recent setback where you lost a few days of work; 
  ☐ you’re unexpectedly shy, vulnerable, or open with someone;
  ☐ you have a vision to guide your work or an elaborate dream sequence about the 
  delights of clean hands.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
    working on this project, involving simple, honest effort
   working on this project, involving slightly larger-than-life or magical incidents
   admiring the construction and atmosphere of Fortitude, often while softly lit, 
  obscured by fog, and/or with something weird or unnatural nearby
   enjoying the softness of fur, plush grass, carpet, fleece, etc.
   
   having trouble because your clothing’s a bit too big for you
   
   trying and failing to hide your identity
   talking about your progress on the project and its positive or negative effects 
  on the local environment
  You can combine this with an XP Action, but you’re not required to.
  35
  Clean for a Day 
  (aka “The Story of Your Life”)
  
  XP
  Bonus XP
  You are manifesting in a distant place. Signs and omens of your presence are already appearing; hints—
  and later on you’ll appear fully integrated into that world, whether that means being a shop-owner in a 
  demon city, a gardener in a royal palace, or a child’s come-to-life imaginary friend.
  Ideally there’ll already be play happening in that place.
  If there is, you can earn an XP for this quest (up to one per 15 minutes/scene) by reacting to 
  something that’s going on there with an ominous indication of your impending arrival. Let’s boil this 
  down to something simple: the HG can add detailed supernatural effects, but to earn the XP, you just 
  stage-whisper some variation on a standard catchphrase, like:
  � “Soon.”
  � “I will be in this place.”
  � “Ominous emanation:” optionally followed by a noise representing ominousness (e.g. 
  “womwomwomwomwomwom” or “zzzzt” or “oo woo oo”)
  � “I... am coming.” 
  � “I am... already... here.” or
  � “Red runs from my hands.”
  If there isn’t already play happening there, so you can’t just ominously interject to it, you can still use 
  this quest. You can earn an XP towards it (up to one per 15 minutes/scene) by reacting to something 
  that happens here with a sudden vision of being there. Again, you’ll pick a standard catchphrase, and 
  you’ll quote it or some variant to earn the XP: 
  � “Soon.”
  � [in reaction to something you see, or touch, or feel] “It is like this, there.”
  � [aloud, in character, with steepled hands] “womwomwomwomwom”
  � “The gate of the world... opens.” 
  � [because your attention was far away] “Sorry, say that again?”
  � “Red runs from my hands.”
  What’s your phrase?  _____
  15
  Slipping into the World
  
  XP
  Bonus XP
  This quest comes with a division of states—there’s the version of you that’s making it, 
  that’s handling it, that’s doing OK.
  And then there’s the you that is not.
  I’ve made a sign for this—a reversible card, which you could in theory have on the 
  table in front of you in play to show which state you’re in. You can earn a bonus XP at 
  any time (though only once per scene/15 minutes) by flipping the card, showing that 
  you’re moving between states—that you’re starting to be a little overwhelmed by the 
  harshness of your life and whatever peeves you, or that you’re coming out of it and 
  becoming OK again.
  If you can’t actually keep the card in front of you, holding up the card with the 
  relevant side facing people or just saying or emoting something appropriate can earn 
  you the XP instead.
  “Under Siege”
  15
  
  XP
  Bonus XP
  This quest comes with a division of states. Sometimes what you seem to be is a normal, 
  if kind of stressed-out, kid putting together and then running a little shop and garden. 
  Other times you seem suspicious. Out of place. A possible host for the Dream-Witch!
  I’ve made a sign for this—a reversible card, which you could in theory have on the 
  table in front of you in play to show which state you’re in. You can earn a bonus XP 
  at any time (though only once per scene/15 minutes) by flipping the card, showing 
  that you’re moving between states—that you’re starting to seem a little suspicious, or, 
  conversely, that you actually seem kind of normal.
  Technically the division between these two states is in others’ eyes: you can’t actually 
  control whether you “seem” suspicious or whether you “seem” innocent. But I’m going 
  to assert that the act of having a card in front of you that says you’re one or the other is 
  going to do a pretty good job of giving that impression!
  If you can’t actually keep the card in front of you, holding up the card with the 
  relevant side facing people or just saying or emoting something appropriate can earn 
  you the XP instead.
  Art Shop and Garden
  35
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ others stumble on your hidden room;
  ☐ you establish a reason why you need the hidden room—why it’s sustaining you, 
  why you’d be at risk without it;
  ☐ you establish a reason why the hidden room is hurting you, breaking you, 
  damaging your ability to lead an ordinary life.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   guiding someone through the Archive
   talking with somebody about your hidden room
   talking with somebody about what dreams are, as compared to reality
   talking with somebody about whether the world deserves to exist, whether it’s 
  good or bad, or whether that even matters
   
   getting in a row with somebody over/about your hidden room
   refusing to retreat to your hidden room, even though things are very bad or
  retreating to your hidden room
  You can combine this with an XP Action, but you’re not required to.
  35
  The Hidden Room 
  (aka “Beautiful and Far Away”)
  
  XP
  15
  Bonus XP
  You have something going on in your heart. So you’re making a minion or a twisted 
  space as a way to explore/deal with it—
  To bring those inchoate feelings out and sort through, overcome, or understand them.
  And there’s something that you keep turning your attention to while you do this. 
  Something outside you, which could mean the minion, or the twisted space, or something 
  in the world around you... maybe even a memory. Like, “The plants are so green here” 
  or “I remember how he used to smile” or “These stones are so cold.”
  Like: “It smelled so good”—and if someone asks what that was, “there was this soup 
  place that I used to eat at.” 
  Like: “It was so nice”—and if someone asks you, you mean, the summer, that’s now 
  past. 
  It doesn’t have to have anything to do with making a minion or a twisted space; 
  rather, both the magic and the catchphrase are things you’re doing to show your heart’s 
  all tangled up.
  What’s your catchphrase?
  ______
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) by saying that or something of the kind.
  Miracles of Emptiness
  
  XP
  Bonus XP
  You’re using your Craft to train an animal or person in something—either making 
  them unnaturally responsive to your needs, which acts as a +1 Tool for you or them or 
  whomever is appropriate, or granting them a borderline-supernatural Superior Skill 2.
  What are you teaching them?
  ______
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) by explaining away what you’ve been doing or trying for in the current scene 
  as part of that training. Pick a standard phrase to indicate this, and then just say that 
  phrase or some close variant when you want to claim the bonus.
  This is usually pretty straightforward: if you’re teaching your dog qinggong (light 
  foot technique), try, “I’m teaching my dog qinggong,” “It’s for her training,” or, at the 
  outside, “Gravity is an illusion.” I’d recommend against something specifically said to 
  the dog, though, like “C’mon, girl, up!” because you might be buying tools or treats for 
  the training, and explaining why you’re carrying around a bunch of planks and ankle 
  weights with “C’mon, girl, up!” only works if your dog is on the scene.
  What’s your phrase?
  ______
  15
  A Keeper of Treasures
  
  XP
  Bonus XP
  You’re awakening a power in one of your Treasures. This is usually something you 
  already see as there—it just needs some work to bring it out.
  What are you teaching them?
  ______
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) by explaining away what you’ve been doing or trying for in the current scene 
  as part of that training. Pick a standard phrase to indicate this, and then just say that 
  phrase or some close variant when you want to claim the bonus.
  The suggested phrase is something that’s kind of a smiling reflection on the power 
  and how natural it is. If you’re teaching a dog to fly, you could try, “That dog is born 
  for the sky.” If you’re teaching Seizhi to breathe fire, you could say, “Dang, what a 
  firecracker!”
  What’s your phrase?
  ______
  If you’re creating or claiming a new Treasure with this quest, as when you build a 
  magical mask or mirror from scratch or befriend someone like Seizhi by training them, 
  this quest costs an additional 30 XP.
  15
  45
  A Maker of Wonders
  
  XP
  25
  Bonus XP
  You’re drawn to the other PCs. You’re being pushed by fate or your own plans or by 
  some unwanted entanglement into meeting them, building an ever-stronger emotional 
  connection to them, and committing further to whatever has the lot of you involved.
  And the way to make that happen, the way to jiggle your worldview around until the 
  other PCs snap into being a part of it, or vice versa, is to propose a theory about the 
  other PCs and/or their role in your life. 
  (Or are you using a variant quest where you need to propose a theory about:
  ______
  instead?)
  You do have to propose it aloud! Or at least in your internal monologue! It can’t 
  just be the player at the table—the point is that, at least for a moment, you genuinely 
  consider it. But you also don’t have to prove it, or do anything specific about it: just 
  raise the matter in play.
  And when you do that, when you consider that—up to once per 15 minutes/scene—
  you earn a bonus XP towards this quest.
  Meet the Other PCs
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you learn something at the edge of Town that really helps you out;
  ☐ you find a way, or at least a lever, to redeem, civilize, or humanize a wicked 
  creature—most likely one of the minions of the Outside;
  ☐ you’re hapless/head-desk-able enough that the voice of the Outside temporarily 
  loses the ability to cope.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you spend a peaceful interval at the edge of Town
   you explore, finding something neat, scary, or beautiful at the edge of Town
   
   you learn something dramatic about “the voice of the Outside”
   
   you fall under the sway of the Outside
   
   you get the Outside or one of its creatures involved in your hobby; or, 
  more generally, use whatever powers your relationship with it grants you 
  and whatever effects it has for unimportant things
   
   you hide what’s going on from the people around you
   the Outside and its creatures are a little too helpful
  You can combine this with an XP Action, but you’re not required to. 
  35
  A Far and A Sunless Land 
  (“Bindings” Option)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you do something that connects you spiritually or practically to death and rebirth, 
  the sky, a holy mountain, or the sun;
  ☐ you find a place for yourself in Fortitude, ideally one that connects and relates to 
  one or more of those ideas;
  ☐ a context is established or updated for your regular interactions with the Walker 
  in Darkness as an enemy/rival you’re stuck with occasionally or a friend/ally you 
  sometimes get the chance to see.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest with:
   a nightmare of Jade Irinka (the murdered angel of the Houses of the Sun)
   
   talking with somebody about one of those nightmares
   talking with somebody about death and what it means in a world of potential 
  rebirth
   talking with somebody about the nature of the unknown chaos outside the 
  world 
   talking with somebody about what it means to belong somewhere
   talking with somebody about fate, free will, and meaning
   
   a scene mostly leading to/motivated by your pretensions—by your trying 
  to be more than you are, either out of hope or from hubris
  You can combine this with an XP Action, but you’re not required to. 
  35
  A Far and A Sunless Land 
  (“Knight” Option)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you fall under the burden of the quest: you explicitly decide to fight for your life 
  using whatever magic or science you command;
  ☐ you construct some sort of defensive perimeter;
  ☐ you encounter Jade Irinka, the former sun, or the Headmaster of the Bleak 
  Academy;
  ☐ three weeks/chapters pass without obvious IC progress on the quest. 
  You can earn up to three of these bonuses, once each, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   sympathizing with, or assisting, the outcast and the wrong
   dreams calling you to a place of danger
   listening to stories of strange things happening in Big Lake
   regaling people with a legend of the Outside, the glass dragon, or the epic 
  dangers (or whatever) that are the focus of the quest—typically a legend 
  invented by your player but occasionally forwarded from previous 
  discussions with the HG
   
   complaining to the other PCs about the progress of your investigations/
  work
   reluctantly allowing yourself to be dragged away from it or
   reluctantly allowing others to get involved with it
  You can combine this with an XP Action, but you’re not required to. 
  35
  A Far and A Sunless Land 
  (“Otherworldly” Option)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you express your fascination with someone or something dangerous and 
  irresponsible;
  ☐ after that first reward, you go a long way out of your way (physically) in order to 
  study the operation and mechanisms of somebody else’s powers —e.g., a field trip 
  to Horizon to watch the Wish-Granting Engine at work;
  ☐ you make yourself terrifyingly vulnerable, e.g., as an act of social/romantic trust, 
  an act of folly, or as bait for a trap.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   confess a secret desire
   have a troubled dream about glass, magic, and the Outside
   
   investigate the shrine family magic for dealing with troubled dreams
   
   dream about a Main Character or Arc-related NPC
   
   hang out with someone you like while they do their thing
   get into goofy trouble for, with, or because of someone else
   
   talk with someone about the various bad ends people can come to in fairy 
  tales, stories about wishes, and stories about witches
  You can combine this with an XP Action, but you’re not required to. 
  35
  A Far and A Sunless Land 
  (“Storyteller” Option)
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you make peace with a recent setback where you lost a few days of work;
  ☐ you’re unexpectedly shy, vulnerable, or open with someone;
  ☐ you have a vision of magic in some thing, place, person, or work, which you might 
  one day be able to bring out (if only you weren’t so tired!)
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   admiring the construction and atmosphere of Fortitude, often while softly lit, 
  obscured by fog, and/or with something weird or unnatural nearby
   enjoying the softness of fur, plush grass, carpet, fleece, etc.
   
   having trouble because your clothing’s a bit too big for you
   
   trying and failing to hide your identity
   working, involving slightly larger-than-life or magical incidents
   working, involving simple, honest effort
   talking about your progress on some project and its positive or negative effects 
  on the local environment
  You can combine this with an XP Action, but you’re not required to. 
  XP
  A Far and A Sunless Land 
  (“Aspect” Option)
  35
  
  XP
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you visit a throne room and stand before a seated (e.g.) King or Queen;
  ☐ you’re sent into an underworld, be it basement, cave, oubliette, dungeon, or literal 
  world of the dead;
  ☐ you’re hung on a hook, crucified, tied to a wall, suspended by telekinesis, used 
  as a scarecrow, or otherwise imprisoned and bound above the ground. Agony is 
  optional (you could be in a canvas sack that is hung from a hook, or stage-show-
  style crucified); suspension and imprisonment are not.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you have to abandon something precious, leaving it behind
   
   you’re lost
   you’re thirsty
   
   you encounter the dead
   
  you share a meal with someone while sitting on cracked stones
  You can combine this with an XP Action, but you’re not required to. 
  A Far and A Sunless Land 
  (“Shepherd” Option)
  
  XP
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you have a traumatic transformation or dissociation scene in play, where your 
  reality gets weird and your (forthcoming?) death reveals itself in your body;
  ☐ you see a confusing vision, nightmare, or premonition of your or someone else’s 
  fate;
  ☐ you meet and get the chance to help a mysterious child find their way.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   wrestling with/expressing nameless feelings of loss that make you act 
  unnaturally
   
   trying and failing to burn things, to light them on fire
   
   getting confused about who and where you are
   listening to stories about things that were lost when Jade Irinka died
   talking with somebody about your destiny/nature and what it means
   talking with somebody about why there’s such a thing as death
   
   dealing with acne, braces, your period, ear infections, or other annoyingly 
  intrusive elements of physicality.
  You can combine this with an XP Action, but you’re not required to. 
  A Far and A Sunless Land 
  (“Emptiness” Option)
  
  XP
  35
  Bonus XP
  You don’t understand.
  I wanted to give you a sign for this. You know. Something to say, “Normal life” on 
  one side. And then you’d flip it over to say that you’re “shadowed” by something. Cast 
  into shadow. I don’t know. That your life is gray.
  But it’s not that simple.
  Look.
  You don’t even know why everything is so wrong. You don’t even know why life 
  is so tasteless, cardboard, and gray. You don’t know why eating your cereal feels like 
  eating the box. You don’t know why laughing and running and standing in the sun feels 
  like... eating the cereal box.
  Like tails are falling off of the stars. Like the world is turning green. Like now and 
  then you look around you and it’s all gone colorless, sepia, and everything is lost. Why 
  that dog is barking at you when it doesn’t even have a head.
  Your life is weird.
  So, every now and then—up to once per 15 minutes/scene—you can talk about 
  what’s going on with you. You can narrate the weird sensations. Free associate them. 
  Say, you know. Body stuff. Eye stuff. Word stuff. Things. Whatever. Share that it’s all 
  just broken, twisted, and wrong.
  Oh. I’m giving you a sign anyway. But it doesn’t really do anything.
  A Far and A Sunless Land 
  (“Mystic” Option)
  
  XP
  Haunted
  Major Goals
  The HG can award you 5 XP towards this quest when you’ve:
  ☐ found someone in Fortitude who can help you or teach you how to help yourself;
  ☐ put a name and face to the power that’s haunting you from afar;
  ☐ formed an important connection to it—recognized that power as, e.g., a friend, 
  enemy, parent, or SO.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest by:
   
   doing reckless stuff together with a rival, enemy, or wicked creature
   having a troubled dream
   
   investigating magic that might help your situation
   
   talking to a scholar or sailor about your situation
   performing cleaning- or purification-related chores
   talking with somebody about what dreams are, as compared to reality
   talking with somebody about whether the world deserves to exist, whether it’s 
  good or bad, or whether that even matters
  You can combine this with an XP Action, but you’re not required to. 
  35
  
  XP
  Haunted 
  (Simplified)
  20
  Major Goals
  The HG can award you 5 XP towards this quest when you’ve:
  ☐ found someone in Fortitude who can help you or teach you how to help yourself;
  ☐ committed to helping, connecting to, or making friends with whatever power is 
  haunting you.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest by:
   
   abandoning a task or once-loved possession in disgust
   
   having night terrors
   
   realizing suddenly that you were very dumb sometime in the past 24 
  hours
   talking with somebody about your dreams
  You can combine this with an XP Action, but you’re not required to. 
  
  XP
  Wishing for Ease
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you discover that something you were trying to give up/get rid of is actually 
  important to you;
  ☐ you learn an important life lesson;
  ☐ a rival or enemy is making good use of your power—coming up “smelling of 
  roses,” as it were —even as your wish blows up in your face.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   a wish becomes goofy and self-defeating
   
   you double down and use one wish to fix another
   
   a wish somehow strengthens the power of the Outside in Fortitude/your 
  life
   
   a wish somehow strengthens the evil former identity of the Dream-Witch
   you’re lured to a secret place
   trying to understand the changed world and the wish that caused that change
   you have to make a public apology for a wish
  You can combine this with an XP Action, but you’re not required to.
   
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here.
  35
  
  XP
  Wishing for Ease 
  (Simplified)
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you wind up lost in the Outside;
  ☐ you give a monologue—often comedically serious IC, though not necessarily so 
  OOC—to explain why a given wish was a bad idea.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you work to repair damage caused by the wish
   
   you encounter some shocking consequence of the wish
   storms roll into Fortitude from the Outside
   
   you have a cool dream of watching the glass dragon, Professor Hideo 
  Hayashi’s “country” (pg. 412, Fortitude: the Glass-Maker’s Dragon), 
  or the Outside from high up or far away
   you try to fix something with a big use of power, but it goes further wrong
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here. 
  25
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you realize belatedly that something you “solved” with your powers wasn’t a 
  problem at all;
  ☐ you get in trouble because of your overconfidence;
  ☐ you lose face to a rival and your powers can’t fix it.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   your powers enable goofy, self-defeating behavior
   
   you try to fix a power-based screw-up by throwing more power at it
   
   you accidentally hurt somebody with your powers 
   
   something corrupts or manipulates your use of your powers
   
   the evil former identity of the Dream-Witch grows stronger
   
   your life becomes strangely dream-like; it’s hard to focus on anything
   you’re really confident that you know what you can handle
  You can combine this with an XP Action, but you’re not required to.
  XP
  35
   Wishing  Using Power for Ease
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you freak out—you have a minor or major psychological breakdown because your 
  powers haven’t fixed everything;
  ☐ you receive some implausible honor or award.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you get extra responsibility piled up on top of you because you stood out too 
  much
   
   you try to get things done without using your powers
   you boast about your awesomeness
   you have nightmares about the Outside or the laughter of Melanie (or 
  Reginald) Malakh
   
   your life falls apart a little because you went overboard with your use of 
  powers
  You can combine this with an XP Action, but you’re not required to.
  XP
   Wishing  Using Power for Ease 
  (Simplified)
  25
  
  XP
  Wishing for Power
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you discover that some power you wanted is actually rather dull, boring, or 
  unpleasant;
  ☐ you wear a truly ridiculous outfit or assemblage, with details suggested by the HG 
  and the other players;
  ☐ you, or somebody whose power you’re drawing on to make wishes (e.g., if you’re 
  “wishing” by persuading the Wishing Boy or Girl, them), get sick, hypnotized, 
  won over, or corrupted by someone or something.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   experiencing the wish-fueled changes in the world
   pretending a wish is making you happy when it’s not
   
   events spin out of your control
   
   you double down and use one wish to fix another
   
   you revel in the power that a wish has brought
   
   you engage in strategic use of the power that a wish has brought
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here.
  35
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you sit or lean against a wall with someone and explain how your new power went 
  terribly wrong;
  ☐ you show off a new power, but people are more interested in something else (like 
  your outfit or an impending store opening).
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   pushing yourself to enjoy some power that you’re really... not
   
   you go overboard with your new powers
   
   events spin out of your control
   
   experiencing annoying consequences
   
   there’s a moment of sudden, amazing joy or grace
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here.
  XP
  Wishing for Power 
  (Simplified)
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you learn something in the corruptor’s Chapel that really helps you out;
  ☐ you find a way, or at least a lever, to redeem, civilize, or humanize a wicked 
  creature—most likely one of your corruptor’s associates or minions;
  ☐ you discover that some previously quasi-abandoned or pointless member of the 
  cast is also somehow involved with your corruptor;
  ☐ you’re hapless/head-desk-able enough that your corruptor temporarily loses the 
  ability to cope.
  You can earn up to three of these bonuses, once each, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
  you spend a peaceful interval in your corruptor’s Chapel
  you explore, finding something neat, scary, or beautiful in your corruptor’s 
  Chapel
   
   you learn something dramatic about your corruptor
   
   you fall under the sway of your corruptor’s voice, power, or dreams
   
   you get your corruptor or one of their minions involved in your hobby; or, 
  more generally, use the powers you get here for unimportant things
   
   you hide what’s going on from the people around you
   the powers or minions of your corruptor are a little too helpful
  You can combine this with an XP Action, but you’re not required to.
  35
  Wicked Creatures
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you tell people that you think your corruptor is lonely;
  ☐ your corruptor reveals its identity;
  ☐ some quasi-abandoned or pointless member of the cast takes on new story life as a 
  minion of this competing power.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you’re spending too much time in your corruptor’s Chapel
   
   you fall under the sway of your corruptor’s voice, power, or dreams
   
   you’re sucked in to a dramatic dream or memory of your corruptor
   
   your corruptor or a minion thereof comforts you
   
   your corruptor, some power you got from them, or one of their minions 
  helps you out with your chores or your ordinary life
  You can combine this with an XP Action, but you’re not required to.
  25
  Wicked Creatures 
  (Simplified)
  
  XP
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you make someone acknowledge you as your true self, when they’d been trying to 
  deny it;
  ☐ something useful happens because you’re not really “you” any longer;
  ☐ someone monologues to you about the thing you’ve lost and how important it is.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   wrestle with questions of identity
   get kind of worked up about the situation
   fail at something you were good at, breaking or damaging something
   
   give in to your new identity and dress or cut your hair in a fashion to show it
    
   dream of your true self, far away
   
   dream of a tree growing on the island of King Death
   
   something useful happens because you’re not “you” any longer. (This 
  typically follows the 5-XP bonus for such things, repeating what happened before, or 
  is too minor to count—but it can trigger the 5-XP bonus if you have a good idea and 
  the HG approves.)
  You can combine this with an XP Action, but you’re not required to.
  Asserting Your Existence
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ someone tells you that they miss who you used to be;
  ☐ you achieve some grand plan the old you couldn’t have.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   talk about how you plan to get back what you’ve lost
   
   give up something that you cared about in your “new” life
   
   dream of your true self, far away
   
   dream of the waves against the shore of the island of King Death, and the 
  shade of a tree that grows there, and the shadow of King Death
  You can combine this with an XP Action, but you’re not required to.
  20
  Asserting Your Existence 
  (Simplified)
  
  XP
  Wishing for Healing
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you manage to fix something you broke a long time ago;
  ☐ you manage to make something better for people in secret;
  ☐ you tend the grave of a friend, and meet their new incarnation as a star or wish 
  spirit.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   talk with someone about what you’d do if you could have anything you 
  wanted
   
   wander Fortitude with a friend and a snack
   
   visit an old friend—probably someone sick and mostly bed/housebound
   
   tease someone mercilessly
   
   stand in a door, arch, or window frame with sunshine and Big Lake behind 
  you
   
   face down a dragon of some sort
   get into goofy trouble because of a wish
  You can combine this with an XP Action, but you’re not required to.
  
  XP
  Wishing for Healing 
  (Simplified)
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you manage to fix something you broke a long time ago;
  ☐ you ask people to keep some way you’re helping others a secret;
  ☐ you look up and you see a shooting star.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   talk to someone about your plans for the future
   
   drag someone out of seclusion into the world
   
   admire the trophies from some adventure
   
   go mountain-climbing or hill climbing
   get into goofy trouble
  You can combine this with an XP Action, but you’re not required to.
  25
  
  XP
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you do something that connects you spiritually or practically to death and rebirth, 
  the sky, a holy mountain, or the sun; 
  ☐ you find a place for yourself in Fortitude, ideally one that connects and relates to 
  one or more of those ideas; 
  ☐ a context is established or updated for your regular interactions with the Walker 
  in Darkness as an enemy/rival you’re stuck with occasionally or a friend/ally you 
  sometimes get the chance to see. 
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   having one of those Encounters in the Night
   
   talking about one of those encounters
   talking with somebody about death and what it means in a world of potential 
  rebirth
   talking with somebody about the nature of the unknown chaos outside the 
  world
   talking with somebody about what it means to belong somewhere
   talking with somebody about fate, free will, and meaning
   a scene mostly leading to/motivated by your pretentions—by your trying 
  to be more than you are, either out of hope or from hubris.
  You can combine this with an XP Action, but you’re not required to. 
  Encounters in the Night
  
  XP
  20
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you find or claim some sort of destiny (a role or purpose in the world);
  ☐ a context is established or updated for your regular interactions with the Walker 
  in Darkness as an enemy/rival you’re stuck with occasionally or a friend/ally you 
  sometimes get the chance to see. 
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   struggling with whether you deserve, or can afford to have, a destiny
   talking with somebody about what it means to belong somewhere 
   
   a troubled or disordered sky concerns you
   listening to stories about, or of, the dead
  You can combine this with an XP Action, but you’re not required to. 
  Encounters in the Night 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you test yourself against your vice—test how strong it is, either giving in or 
  realizing that you’re better than you thought;
  ☐ you’re introduced to the Guardian Bird on or shortly after a stormy night;
  ☐ you receive a message (e.g., recorded instructions or a message in a bottle) from 
  Jade Irinka, who was the sun.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   a scene wherein a Cruel Prince tries to break you
   stories of the death of the sun and the first Principal Entropy
   stories of people created from nothing, or raw chaos
   
   marveling at a stormy night
   
   a scene where the Hero shows up in an amusing/helpful fashion
   
   hanging out, voluntarily or otherwise, with the Walker in Darkness
   
   a scene with your supporting cast that takes your vice and/or their 
  goofiness to new heights
  You can combine this with an XP Action, but you’re not required to.
  35
  The Troubled Sky
  
  XP
  15
  Bonus XP
  You’re in a weird story. It’s full of bizarre entities and over-the-top goofiness.
   In the end there’s nothing for it. You just have to live with it, don’t you?
  You just say... well, whatever you say about this stuff. 
  � “I just wanted to be somebody,” maybe. Or
  � “Of course that happens.”
  � “Is this really my destiny?” 
  —Something like that, anyway. And you sigh, then, and you shake your head.
  Or maybe there’s something you say to remind you that for all the troubles in it the 
  world’s still real?
  � “I have fingers.”
  � “Yare, yare.”
  � “Look at those clouds.”
  � “It’s cold.” (Unreal things—they’re never cold. Are they?)
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) with your catchphrase—with that thing that you say when why do I have to 
  deal with these kinds of situations? is on your mind.
  What catch phrase do you use?
  ______
  The Troubled Sky 
  (Simplified)
  
  XP
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you trust the Guardian Bird or some other bird-like figure with the guardianship 
  of something precious;
  ☐ there’s a dramatic case of mistaken identity related to the Arc events or 
  antagonists—e.g., they kidnap a hapless bystander instead of you, or you put your 
  trust in an enemy;
  ☐ a plan for dealing with a Cruel Prince blows up in your face.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   testing an idea on:
  ► how to defeat a Cruel Prince
  ► why a Cruel Prince chose a particular target
  ► how to overcome your vice or
  ► how to fulfill the destiny you’re aiming towards
   
   admiring the guardianship abilities of the Guardian Bird
   investigating the Student Council of Horizon’s School
   
   talking with someone about the first Principal Entropy and their death
   
   talking with someone about fate and free will or
   
   a “death flag” scene for the Walker in Darkness—they talk 
  sympathetically about their plans for life, do something needlessly dangerous, or 
  get too interested in something you’re having the Guardian Bird guard
  You can combine this with an XP Action, but you’re not required to.
  Behind the Mask
  
  XP
  Behind the Mask 
  (Simplified)
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you trust the Guardian Bird or some other bird-like figure with the guardianship 
  of something precious;
  ☐ there’s a dramatic case of mistaken identity related to the Arc events or 
  antagonists—e.g., they kidnap a hapless bystander instead of you, or you put your 
  trust in an enemy (mistaking them for a friend).
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   the Walker in Darkness is hurt
   
   something throws a wrench into your plans
   
   you test some idea pertaining to what you’re trying to become
   
   you’re investigated or hunted by something evil
  You can combine this with an XP Action, but you’re not required to.
  25
  
  XP
  Atonement
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you get melodramatic about your mistakes or your hubris;
  ☐ you throw yourself into a plan that winds up making everything even worse;
  ☐ you struggle to climb something that has been strongly established as a 
  metaphorical mountain. (If you can find an actual mountain to climb, I guess that 
  could work too.);
  ☐ a serious storm—a hurricane, Outside storm, or mysterious flood—threatens 
  Fortitude.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you’re forced to suffer because of your errors
   
   someone is struck wordless by the consequences of your mistakes
   
   someone uses your own words against you
   
   you witness a holy thing
   
   you try to eat eggs, but somehow fail
   
   you encounter staggering vistas of storms or steep slopes
   
   you take dramatic steps to fix things
   
   you have a sudden, stunning vision of a metaphorical Heaven or Hell—of 
  what it would look like if your vice ruined you, or, something to help you overcome it
  You can combine this with an XP Action, but you’re not required to.
  40
  
  XP
  Atonement 
  (Simplified)
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you have a metaphysical/holy experience of the sacred;
  ☐ you’re flung from a metaphorical mountain by the actions of some enemy (and yet, 
  presumably, survive).
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you’re forgiven or released from punishment for some sin
   
   you’re sent or set to climb/surmount something as expiation
   
   storms rock Fortitude
   
   you screw up badly
   
   you propose a theory about how to overcome your vice, or why it isn’t 
  actually that big a deal
  You can combine this with an XP Action, but you’re not required to.
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you venture into the chaos beyond the world;
  ☐ you risk yourself for the sake of someone trying to hurt you;
  ☐ you redeem the Guardian Bird;
  ☐ you’re forced or obligated to help with scientific or magical research.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   defending life and freedom
   a tense encounter with your enemies
   finding someone you’re hoping to help
   marveling at stormy weather
   facing terrible threats
   
   attending a wedding or funeral
   
   witnessing strange sights
   
   talking someone through their grief
   fleeing terrible threats
  You can combine this with an XP Action, but you’re not required to. 
  45
  The Struggle of the Knight
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you venture into the chaos beyond the world;
  ☐ you risk yourself for the sake of someone trying to hurt you;
  ☐ you find love.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   taunting/challenging your enemies
   
   risking your life and freedom
   
   sharing something beautiful
   
   someone romantically befuddling you
   
   stumbling into terrible danger
  You can combine this with an XP Action, but you’re not required to. 
  The Struggle of the Knight 
  (Simplified)
  25
  
  XP
  40
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you fall under the burden of the quest: something explicitly puts the problem in 
  your hands, or you explicitly take it up;
  ☐ you construct some sort of defensive perimeter;
  ☐ you encounter Jade Irinka, the former sun, or the Headmaster of the Bleak 
  Academy;
  ☐ three chapters slip by without obvious IC progress on the quest.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   sympathizing with, or assisting, the outcast and the wrong
   dreams calling you to a place of danger
   listening to stories of strange things happening in Big Lake
   regaling people with a legend of the Outside, the glass dragon, or the epic 
  dangers (or whatever) that are the focus of the quest—typically a legend 
  invented by your player but occasionally forwarded from previous 
  discussions with the HG
   
   complaining to the other PCs about the progress of your investigations/work
   reluctantly allowing yourself to be dragged away from it or
    reluctantly allowing others to get involved with it
  You can combine this with an XP Action, but you’re not required to. 
   
  Science!
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you fall under the burden of the quest: something explicitly puts the problem in 
  your hands, or you explicitly take it up;
  ☐ you construct some sort of defensive perimeter.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   witnessing the fates of the wicked
   
   dragging other Main Characters into your work
   proposing new theories about the subject of your investigation or calling—the 
  Outside, the glass dragon, the nightmare world, the Titovs, or whatever
  You can combine this with an XP Action, but you’re not required to.
  20
  Science! 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you formally commit (aloud or in an emote) to trying to help this person;
  ☐ they open up to you while talking to you in their home or important haunts;
  ☐ some element of their problem bridges from the metaphorical or emotional to the 
  real—e.g., a gate opens from their nightmares to the world, or a fear turns into a 
  curse, or someone who always gets a little too carried away gets physically carried 
  away shortly after a reference to that tendency.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   catch eerie glimpses/foreshadowing of a threat to them
   
   have a sleepover/slumber party/visit to their dreams
   
   listen to them explaining their despair
   
   are shown one of their secrets
   
   hunt down some specific bit of trouble
   
   drag them somewhere they really shouldn’t be
  You can combine this with an XP Action, but you’re not required to.
  35
  Someone’s in Trouble!
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you formally commit (aloud or in an emote) to trying to help this person;
  ☐ some element of their problem bridges from the metaphorical or emotional to the 
  real—e.g., a gate opens from their nightmares to the world, or a fear turns into a 
  curse, or someone who always gets a little too carried away gets physically carried 
  away shortly after a reference to that tendency.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   identify or hypothesize about the “real” threat that will emerge
   
   feverishly work on an idea to help
   
   dig into their secrets
   
   invoke or bargain with some terrifying power to save them
  You can combine this with an XP Action, but you’re not required to.
  20
  Someone’s in Trouble! 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you complete a major inventory, map, survey, or other exploration of the territory 
  (often dream- or dream-like territory) at hand;
  ☐ you work towards a reconciliation between apparent rivals, enemies, opposing 
  forces, or even with something oppressing you or someone you care about;
  ☐ you find a hidden well or spring of pure or untainted water.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   clean, prepare a ritual space, or do maintenance work
   eat with someone strange in a literal or metaphorical cave
   
   catalogue or explore the territory at hand
   
   groom a dog or similar animal connected somehow to the quest
   
   are penned in somewhere by rain
   bear witness to strange visions
  You can combine this with an XP Action, but you’re not required to.
  35
  Engineering!
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you find or gain access to a major inventory, map, survey, or other exploration of 
  the territory (often dream- or dream-like territory) at hand;
  ☐ you’re recruited or asked for help by what had previously seemed to be a rival, 
  enemy, opposing force, or even oppressor;
  ☐ you find a hidden well or spring of pure or untainted water.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   write off some portion of the situation as a loss, and trash/seal it
   imprison someone or something
   
  call upon some terrifying or mysterious power connected somehow to the 
  quest
   present yourself to “your public” in a dramatic pose for admiration; put on airs
   
   declare what must be done
  You can combine this with an XP Action, but you’re not required to.
  25
  Engineering!  
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you stand in a storm, overlooking a pit or dangerous depth;
  ☐ you stand before a dead power that was or is greater than yourself;
  ☐ you have a moment of spiritual insight and forgiveness, and are able to explain or 
  solidly commit to both.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   trust yourself to a dangerous (and relevant) part of the setting, e.g., sailing Big 
  Lake in Nightmares Open or visiting the nightmare world in 
  Nightmares’ World.
   
   explore daily chores in that part of the setting
   
   deal with a child who lives/hangs out there
   
  get sucked into goofy fun there—a ridiculous game or silly experience, 
  despite a tense situation or environment.
  You can combine this with an XP Action, but you’re not required to. 
   
  35
  Above the Fray
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you enact a meaningful judgment—impose a penance, punish a criminal or enemy, 
  or forgive someone in an official capacity;
  ☐ you seek and receive some sort of divine guidance;
  ☐ you have a cathartic breakdown.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
  reviewing reports or records of a dangerous (and relevant) part of the setting, 
  e.g., the nightmare world in Nightmares’ World or Big Lake in 
  Nightmares Open.
   
   chores piling up while you figure out what to do
   
   someone cooking for you, bringing you a hot drink, or putting you to bed
   
  “walk and talk” decision-making scenes
  You can combine this with an XP Action, but you’re not required to. 
   
  20
  Above the Fray 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you walk among flowers in a place where somebody died;
  ☐ you read or tell someone the stories of a place’s history;
  ☐ you share a precious drink or meal with someone, where “precious” is relative to 
  your available resources (and not necessarily absolute);
  ☐ you say goodbye properly to an old friend.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest by:
  tending a garden or caring for a bit of wilderness
  making repairs
  staring into a fire
  watching children or animals playing
  playing ball, Frisbee, or something of the sort
  having an encounter with something that seems at first to be dramatic and 
  scary, before turning out to be perfectly safe and friendly
  waking up with water dripping on you, moss growing on you, or an animal 
  nosing you
  You can combine this with an XP Action, but you’re not required to.
  40
  Walking the Boundaries
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you walk among flowers in a place where somebody died;
  ☐ you dream or share a story or two of a place’s history;
  ☐ you say goodbye properly to an old friend.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
  indulge in a lazy routine (e.g. wearing pajamas all day)
  indulge in slightly less lazy morning routines
  tend a shrine, grave, museum, or mausoleum
  are pointlessly cleaning or organizing, and a visitor interrupts
  play with a dangerous thing
  You can combine this with an XP Action, but you’re not required to.
  25
  Walking the Boundaries 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ trouble starts or gets much worse in a well-staged way—whether that’s 
  accidentally walking backwards into an enemy camp, breaking into a supposedly 
  empty manor during what turns out to be a dinner party, or declaring that 
  everything’s fine as long as there aren’t any werewolves around just before 
  werewolves show up;
  ☐ someone rescues you;
  ☐ you stand in a shadowed place and tell someone a secret, then run away before 
  they can react.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   sneak into somewhere you shouldn’t go
   
    risk trouble by digging into somebody’s secrets
   
   drag others into your affairs/arrange their lives for them
   propose a theory about the underlying situation you’re in
   
   tell someone a story related to the underlying situation you’re in
   
   get into trouble trying to help somebody else
   
   risk trouble in the name of adventure!
  You can combine this with an XP Action, but you’re not required to.
  35
  Adventure GET
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you stand in a shadowed place and tell someone a secret, then run away before 
  they can react;
  ☐ trouble starts or gets much worse in a well-staged way—whether that’s 
  accidentally walking backwards into an enemy camp, breaking into a supposedly 
  empty manor during what turns out to be a dinner party, or declaring that 
  everything’s fine as long as there aren’t any werewolves around just before 
  werewolves show up.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you discover a secret
   
   you express your boredom and interest in adventure
   
   you drag someone somewhere they really shouldn’t be
   whatever trouble’s been dogging you shows up and/or escalates
  You can combine this with an XP Action, but you’re not required to.
  20
  Adventure GET 
  (Simplified)
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you meet a new antagonist, ally, or romantic interest. (As designated by destiny/
  the HG—if someone unexpectedly becomes something like that, it may or may not 
  count);
  ☐ you discover a previously unseen shard of the glass dragon, or major new feature 
  of one you’d seen before;
  ☐ three chapters pass without obvious IC progress on this quest. (That is, whatever 
  problem you’re trying to solve gets no closer to being solved.)
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
  narrate your impression of a PC, Main Character, Arc-related NPC, 
  labyrinth, high place, or key location for the Arc, as if explaining them to 
  a reader or video game player; you may do this IC or, if nobody minds, 
  suspend play for a moment and do it OOC. 
   
   drag other Main Characters into your quest-related activities/investigations
   
   grandstand about your reasons for being on this quest
   
   talk with somebody about your dreams for the future
   
   talk with somebody about death
   get hurt emotionally by somebody somehow involved in the story of this Arc
  You can combine this with an XP Action, but you’re not required to.
  XP
  35
  Let’s Doing!
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you’ve met, or seen, all the key players in this Arc;
  ☐ you discover a previously unseen shard of the glass dragon, or major new feature 
  of one you’d seen before.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   sympathizing with, or assisting, the outcast and the wrong
  proposing new theories about the subject of your investigation or adventure—
  the Outside, the glass dragon, or whatever else
   
   complaining to the other PCs about the progress of your investigations/plans
  or
   reluctantly allowing yourself to be dragged away from them
   
  You can combine this with an XP Action, but you’re not required to.
  20
  Let’s Doing!  
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you find or gain access to a major inventory, map, survey, or other exploration of 
  the territory at hand;
  ☐ you’re recruited or asked for help by what had previously seemed to be a rival, 
  enemy, opposing force, or even oppressor;
  ☐ you find a hidden creek, flow, or spring of pure or untainted water.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
  write off some portion of the situation as a loss, and trash/seal it
  imprison someone or something
   call upon some terrifying or mysterious power connected somehow to the Arc
   present yourself to “your public” in a dramatic pose for admiration; put on airs
   
   declare what must be done
   
   feed a stray cat
  You can combine this with an XP Action, but you’re not required to.
  35
  Labyrinth Diving
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you complete a major inventory, map, survey, or other exploration of the territory 
  (often dream- or dream-like territory) at hand;
  ☐ you make a friend in an unexpected place.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   hang out near a fountain or water feature
   eat with someone strange in a literal or metaphorical cave
   
   catalogue or explore the territory at hand
   
   are penned in somewhere by rain
   bear witness to strange visions
  You can combine this with an XP Action, but you’re not required to.
  25
  Labyrinth Diving 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you release some guilt or burden that had been weighing you down;
  ☐ you struggle alone on an arduous and metaphorically “upwards” journey;
  ☐ the wind knocks you from a height;
  ☐ you are struck by an insight or revelation that changes everything.
  You can earn up to three of these bonuses, once each, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
  hunt desperately for solutions
   
  stagger on despite a wasting illness
   rise above/conquer some element of your situation
   
   show someone an amazing view or vista
   
   admire a distant bird, ornithopter, or zeppelin
   
   see the sun break through the clouds
   learn what it is that must be done
  You can combine this with an XP Action, but you’re not required to.
  35
  Climbing the 
  Sacred Mountain
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you release some guilt or burden that had been weighing you down;
  ☐ you’ve reached a “landing” (a place to stop and catch your breath) on an arduous 
  and metaphorically “upwards” journey;
  ☐ you are struck by an insight or revelation that changes everything.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   rise above some element of your situation
   stare out at an amazing vista
   
   talk about something bad that’s happened to you
   
   talk, while feverish, to a bird, bird-like person, or bird-like entity
   
   struggle with sickness, weakness, rough environmental conditions, and 
  your own frailty
  You can combine this with an XP Action, but you’re not required to.
  25
  Climbing the Sacred Mountain 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you watch somebody die. It can be an animal but only if it’s emotionally affecting 
  (brutal, or an animal you cared about);
  ☐ you get into a fight with someone you care about;
  ☐ you break down from grief or shock;
  ☐ you get really, viscerally sick—it’s either life-threatening or really gross. You don’t 
  have to nauseate squeamish players by going into the sickness itself but you do 
  have to play up the toll it takes on you.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you talk with someone about someone or something you’ve lost
   you hug a large animal, e.g., a deer
   
   you walk with the Headmaster of the Bleak Academy
   
   you wander in a daze
   you can’t eat or drink, or can’t keep something down
   you fall apart a little, skipping your usual hygiene/self-maintenance tasks
   
   you wander a graveyard or at the edge of a cliff
   
   you lock yourself in a bathroom
   you self-harm
  You can combine this with an XP Action, but you’re not required to.
  45
  Down
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you visit a throne room and stand before a seated (e.g.) King or Queen.
  ☐ you’re sent into an underworld, be it basement, cave, oubliette, dungeon, or literal 
  world of the dead;
  ☐ you’re hung on a hook, crucified, tied to a wall, suspended by telekinesis, used as a 
  scarecrow, or otherwise imprisoned or bound above the ground. Agony is optional 
  (you could be in a canvas sack that is hung from a hook, or stage-show-style 
  crucified); suspension and imprisonment are not.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you have to abandon something precious, leaving it behind
   
   you’re lost
   you’re thirsty
   
   you encounter the dead
   
   you share a meal with someone while sitting on cracked stones
  You can combine this with an XP Action, but you’re not required to.
  35
  Down 
  (Simplified)
  
  XP
  35
  Bonus XP
  This quest comes with a psychological or social burden—a private cross to bear. Pick 
  the sign associated with your Arc or some close relative thereof; you may wish to keep 
  it around even after completing the quest.
  The emotion or social position on the sign represents a feeling or state that gives you 
  trouble. You can earn a bonus XP at any time (though only once per 15 minutes/scene) 
  by expressing that emotion—normally, by holding up the sign.
  The back side of the sign reminds you of your flaws. If you’re not playing in a place 
  where you can actually hold up the sign, it’s OK to just remind yourself quietly of what 
  it says, or, if you must, ignore the back side in its entirety.
  What’s your sign?
  25
  This can be a 25 XP or 35 XP Quest
  A Troubled Protagonist
  
  This can be a 25 XP or 35 XP Quest
  XP
  A Troubled Protagonist 
  (Variant)
  Bonus XP
  This quest comes with a division of states—there’s the normal, beat-down you, and 
  then there’s the you who’s starting to brighten up or change under the influence of the 
  spiritual forces in Town.
  Normally you’ll pick an Arc-appropriate sign for this—a reversible card, which you 
  could in theory have on the table in front of you in play to show which state you’re in. 
  You can earn a bonus XP at any time (though only once per scene/15 minutes) by 
  flipping the card, showing that you’re moving between states—that your ordinary world 
  has been disrupted by a spiritual thought or experience. If you can’t actually keep the 
  card in front of you, holding up the card with the relevant side facing people or just 
  saying or emoting something appropriate can earn you the XP instead.
  You’ll normally use this version of the quest for a Spring Arc and the normal version 
  for a Winter Arc, but you can swap them around or use them for other things if you think 
  you’ve found or created an appropriate sign.
  35
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you identify/choose the “unlikely friend” for this Arc;
  ☐ you fall, and your friend either pushed you or tries and fails to catch you;
  ☐ your friend picks up a baby, cat, or small animal and panics because they don’t 
  know what to do next;
  ☐ your friend betrays some duty out of loyalty to you—usually, quietly, and just 
  before walking away.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   meet your friend while riding, or go riding with them, on an awesome mount or 
  vehicle—ideally, a flying manta ray of some sort
   
   have formal or at least fancy teatime with your friend
   
   spend time with a new possibility to be the “unlikely friend” for this Arc
   
   try tempting your friend or a possible friend out of their shell
   
   investigate something with your friend or possible friend, often in a library
   
   urge your friend to climb up to you (presumably, you are physically higher)
   
   hang out with your friend on/around great expanses of bare stone
   
   become dumbstruck by your friend’s attempt at impressive clothing and style
   
   have a serious conflict of interest with your friend
  You can combine this with an XP Action, but you’re not required to.
  45
  An Unlikely Friendship
  
  This can be a 20 XP, 25 XP, or 35 XP Quest
  XP
  An Unlikely Friendship 
  (Simplified)
  Bonus XP
  This quest comes with a division of states—there’s you, as who you usually are; and 
  then there’s the you when you’re with your friend, or when that side of you comes out 
  at another time.
  I’ve made a sign for this—a reversible card, which you could in theory have on the 
  table in front of you in play to show which state you’re in. You can earn a bonus XP at 
  any time (though only once per scene/15 minutes) by flipping the card, showing that 
  you’re moving between states—that you’re thinking your friend’s way, or your own. 
  If you can’t actually keep the card in front of you, holding up the card with the 
  relevant side facing people or just saying or emoting something appropriate can earn 
  you the XP instead.
  This quest usually runs 20 XP, but you can push it a little further if it seems right.
  35
  25
  20
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you’re unexpectedly drawn to somebody—you didn’t think you even liked them, 
  but it’s magnetic!;
  ☐ someone expresses completely baffling expectations of you;
  ☐ you have an unexpected suitor.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   model formal or ridiculous clothing for friends, family, or an instructor/
  guide
   
   leave your calling card or visiting card with someone
   
   pace during a conversation at a coffeeshop or pancake house
   
   refuse, or try to refuse, to dance with somebody
   
   converse in an alley, leaning against the wall or sitting on a dumpster 
  edge
   
   sort through paperwork or invitations at a desk
   
   get into a fight or trouble while way overdressed
  You can combine this with an XP Action, but you’re not required to.
  XP
  35
  Your Social Burdens
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you’re torn between two romances, two teams, two great friendships, or two 
  loyalties;
  ☐ you ignore a lecture from an authority figure or the excited storytelling of a friend 
  because it’s all just foolishness;
  ☐ you have an unexpected suitor.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   are interrupted while working because there’s somewhere you have to be
   
   experience a montage of letters, dances, calling cards, and people 
  dragging you places
   
   debut dazzlingly somewhere
   
   are hugged so hard you can’t breathe
   
   try to conduct a fight, pull off a heist, or face big trouble surreptitiously so 
  as not to alarm the people of the party or event you’re at
  You can combine this with an XP Action, but you’re not required to.
  XP
  25
  Your Social Burdens 
  (Simplified)
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ there’s nowhere to run! (Not only are limbs, tendrils, soldiers, or whatever bursting 
  out from all around you, but there’s nowhere closer than several minutes of travel 
  that’s safe);
  ☐ you drag some limb or minion of the enemy out of the shadows;
  ☐ you listen to a shockingly off-kilter rant from someone you care about;
  ☐ the world freezes over or stops, as under crystal or glass.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you create something amazing for use in this battle
   
   the world goes distorted and weird—space bulges or looms in around you
   
   your vision fades in and out
   
   you stagger through a high-contrast location (e.g. a dark dirt road in 
  snow)
   
   you’re tormented by the whispering or other noise your enemy makes
   some job takes a lot longer than you expected—often right to the last second
   
   you put on a badass longcoat or other “hero outfit”
   
   bugs seethe
  You can combine this with an XP Action, but you’re not required to.
  XP
  40
  Action!
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ there’s nowhere to run! (Not only are limbs, tendrils, soldiers, or whatever bursting 
  out from all around you, but there’s nowhere closer than several minutes of travel 
  that’s safe);
  ☐ the enemy has infiltrated or is waiting somewhere you thought was safe;
  ☐ a friend is mind-controlled by the enemy.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you reveal a new weapon, technique, or device
   
   you put on a badass longcoat or other “hero outfit”
   
   the world starts melting around you
   
   you flee just ahead of an explosion, an implosion, or destruction
   
   you’re feverish or sick
  You can combine this with an XP Action, but you’re not required to.
  25
  Action! 
  (Simplified)
  
  XP
   
  Coming to Grips with Death
  35
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you change the world;
  ☐ you make a friend. An amazing friend, in the most unexpected place;
  ☐ someone tries to win you over to “the other side”—they take on the role of parent, 
  mentor, older sibling, or romantic interest, and try to persuade you that what you 
  think of as loyalty or purpose is just you clinging to things that hurt you; that they 
  want to offer you a safer, better home.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you stay up all night walking
   
   you discover a beetle or tick climbing on you
   
   your clothes are in rags
   
   you notice a scarab symbol in your living quarters or dreams
   
   you revert to the behavior or social position of someone younger
   
   you’re having trouble seeing
   somebody is trying to change you; you have trouble fighting it off, trouble 
  keeping your thoughts your own
  You can combine this with an XP Action, but you’re not required to.
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you receive some honor or distinction;
  ☐ you invite someone you’ve scarcely met to join you on an adventure.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   somebody helps you to pull yourself together
   
   you stare aimlessly at somebody’s grave or sickbed
   
   you watch a bug of some sort fly away
   
   you wander, lost
  You can combine this with an XP Action, but you’re not required to.
  Coming to Grips with Death 
  (Simplified)
  20
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you have a traumatic transformation or dissociation scene in play, where your 
  reality gets weird because your true nature is changing or revealing itself;
  ☐ you see a confusing vision, nightmare, or premonition of your or someone else’s 
  death;
  ☐ you meet and get the chance to help a mysterious child find their way.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
  wrestling with/expressing nameless feelings of loss that make you act 
  unnaturally
   
   trying and failing to burn things, to light them on fire
   
   getting confused about who and where you are
   listening to stories about things that were lost when Jade Irinka died
   talking with somebody about your destiny/nature and what it means
   talking with somebody about why there’s such a thing as death
   
  dealing with acne, braces, your period, ear infections, or other annoyingly 
  intrusive elements of physicality.
  You can combine this with an XP Action, but you’re not required to.
  Changes
  35
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ there’s a scene where people are disapproving or bland but most importantly 
  unfazed by your showing up with extra limbs or unusual physical alterations, e.g., 
  a disdainful “Oh, that’s just like you to have those tentacles” or “Acne! Nobody 
  told me we were supposed to have acne today! (muttered) Showoff.”;
  ☐ you meet Death, the Headmaster of the Bleak Academy, or some other feared 
  personage, but because you’re delirious or have reason to believe that it’s just 
  somebody dressed as them, you have a pleasant chat instead of anything else.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   dreaming of merging with a great and branching tree
   
   uncontrolled shapeshifting, possibly in a dream/imagination spot
   
   being surrounded by dancing shadows (again, possibly in a dream)
   
   noticing some weird mark or change in your body
  You can combine this with an XP Action, but you’re not required to.
  Changes  
  (Simplified)
  25
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you accept, or at least are clearly tempted by, someone’s offer to help you fight off/
  resist your destiny;
  ☐ you stand in the shadow of an enemy’s fortress or cathedral;
  ☐ you give yourself into someone else’s hands, making yourself terrifyingly 
  vulnerable either physically or emotionally.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   talking with someone about the principles that are the most important to you
   
   describing yourself as a helpless pawn of fate
   
   wondering if you’re actually good or evil
   
   trying to replace or repair torn clothing on a tight budget
   
   you’re overburdened—you work too hard, and with too little
   
   you get confused about who and where you are
   fretting over whether you’re actually on the wrong side
  You can combine this with an XP Action, but you’re not required to.
  XP
  35
  The Refusal of the Call
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you build or show a strong emotional bond to an “opposite number”—someone 
  working at cross purposes to what you will become;
  ☐ they offer to help you but you have to turn them down.
  You can earn up to two of these bonuses, not limited to once each, for a total of up to 
  10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   pleading with an enemy to understand you
   
   exploring and having fun
   
   a phone rings but isn’t answered
   
  someone helps you while you’re throwing up (from overwork? Sickness? 
  Drinking?)
  You can combine this with an XP Action, but you’re not required to.
  20
  The Refusal of the Call 
  (Simplified)
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you have a profound spiritual experience where you seem to blend into the world 
  around you;
  ☐ you’re trapped;
  ☐ you defeat an “opposite number” or rival, only to have a scarier enemy or problem 
  arise;
  ☐ you’re rescued by somebody;
  ☐ you rescue somebody else.
  You can earn up to four of these bonuses, once each, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you stand barefoot in a high place, looking down at the world
   
   you get stabbed through the torso, possibly in a dream/imagination spot
   
   your hair grows in real-time, possibly in a dream/imagination spot
   you bring light in the darkness
   
   you comfort someone
   
   you sit by the water eating fried fish with one or more friends
   
   birds cluster around you
   you manage a contemplative moment between troublesome circumstances
  You can combine this with an XP Action, but you’re not required to.
  XP
  45
  The Belly of the Whale
  
  XP
  Bonus XP
  This quest takes place in a context where you’re out of your element, where you’re 
  transforming or being transformed into something else.
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) by proposing a theory about what will happen to you.
  Your character must propose the theory aloud or, at minimum, in their official inter-
  nal narration—it can’t just be you, as the player, at the table, it has to be IC.
  20
  25
  35
  This can be a 20 XP, 25 XP, or 35 XP Quest
  The Belly of the Whale 
  (Simplified)
  
  Bonus XP
  You’re dissociating from reality.
  You are dissolving into these places that you find yourself in. You are awakening a 
  strange new self inside. Everything is turning into teeth and rivers inside you.
  Something is being born.
  You can earn a bonus XP towards this quest at any time (though only once per 
  scene/15 minutes) by declaring that you can feel the touch of the impending miracle 
  upon you—you can phrase it another way; just give some indication that you’re trigger-
  ing this quest condition—and then free-associating for a few moments about what your 
  character is experiencing, feeling, thinking.
  Talk about being cold, or warm; talk about visions; whatever. Flare up the light in 
  you. Cut your teeth on cold. Have a greenness stuck in your mouth, somewhere, ugly, 
  stopping up your tongue as you try to pry it loose. That kind of hing. That brings you in 
  a bonus XP for this quest.
  20
  25
  35
  This can be a 20 XP, 25 XP, or 35 XP Quest
  XP
  20
  25
  35
  The Belly of the Whale 
  (Simplified, Variant)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you reclaim a lost legacy of a parent or mentor;
  ☐ you humble some enemy, bending them completely to your will;
  ☐ you unleash, or are taken over by, a bleak power.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   your hands/arms sprout bladed vines, possibly in a dream/imagination 
  spot
   you merge with/devour someone else, possibly in a dream/imagination spot
   you experiment with powers that you shouldn’t
   
   you assert your power or your destiny
   
   you talk about your sense that there’s a hole in the world
   
   you wander in the dark, remembering some grief or loss
   you use an elaborate, magical-looking key
  You can combine this with an XP Action, but you’re not required to.
  The Trials of the Sun
  35
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you build a model, duplicate, icon, or eidolon of yourself;
  ☐ someone else tells the story of how you lost or damaged some potential you once 
  had;
  ☐ someone realizes that they were afraid of you for all the wrong reasons. (It’s OK 
  for them to wind up more afraid, less afraid, or about the same, as long as the 
  reasons change.)
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you transcend or apotheosize in some fashion
   
   you or your player give a monologue about the nature of your power
   you propose an enemy’s fate
   
   you commune with an angel or the holy part of your nature
   
   you perform some sacred chore (e.g. feeding a holy fire)
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  If the game and your powers don’t support literal apotheosis/angels, handle these 
  things as a spiritual effect—intangible and only sort of visible,  but nevertheless 
  “real” for purposes of the scene.
  25
  The Trials of the Sun 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when you:
  ☐ hold a representation of the sacred eternal—a philosopher’s stone, an elixir of 
  immortality, a key to the world—in your hands;
  ☐ return to where you started the game or the Arc, find it ruined or damaged, and 
  rebuild/repair it;
  ☐ meet something that could be considered “the other half” of yourself;
  ☐ witness an eclipse;
  ☐ swallow a lizard, enemy, or ally spirit whole.
  You can earn up to four of these bonuses, once each, for a total of 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   can’t find water
   
   fix something broken or unwhole
   
   eat hot cross buns or melon pan
   guide someone else through a long journey or struggle
   dig up someone frozen and rescue them, possibly in a dream/imagination spot
   grow a new mouth or eye, possibly in a dream/imagination spot
   
   merge with a book of some sort, possibly in a dream/imagination spot
   pass through the gates of the Bleak Academy
  You can combine this with an XP Action, but you’re not required to.
  Apotheosis
  40
  
  Major Goals
  The HG can award you 5 XP towards this quest when you:
  ☐ wander strange, misty landscapes;
  ☐ stare at a living creature frozen in or behind some sort of crystal;
  ☐ release light from or open an eye in your forehead.
  You can earn up to two of these bonuses, once each, for a total of 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   shatter an enemy’s weapon barehanded
   
   possess or infiltrate an enemy or place with your spirit/energy
   fight imaginary enemies, hallucinatory enemies, spirits, or shadows
   
   talk to people about your dreams for the future
   call upon one of your big powers in a dramatic fashion 
  You can combine this with an XP Action, but you’re not required to.
  XP
  25
  Apotheosis 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you make peace with a recent setback where you lost a few days of work; 
  ☐ you’re unexpectedly shy, vulnerable, or open with someone;
  ☐ you have a vision of magic in some thing, place, person, or work, which you might 
  one day be able to bring out
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   admiring the construction and atmosphere of Fortitude, often while softly lit, 
  obscured by fog, and/or with something weird or unnatural nearby
   enjoying the softness of fur, plush grass, carpet, fleece, etc.
   
   having trouble because your clothing’s a bit too big for you
   
   trying and failing to hide your identity
   working, involving slightly larger-than-life or magical incidents
    working, involving simple, honest effort
   talking about your progress on some project and its positive or negative effects 
  on the local environment
  You can combine this with an XP Action, but you’re not required to.
  The Story of Your Life
  35
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you have a relatively peaceful week or two;
  ☐ you receive a kindness;
  ☐ you have a chance to use your powers, Skills, and associates to help out somebody 
  in trouble.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   horrors, spirits, and other abnormalities gather to watch you at your work
   
   you want to work, but don’t have the right tools/environment
   
   you show up in a goofy fashion in the middle of someone else’s scene
   
   you get pushed into things (e.g., onto a stage by a friend, forward by the 
  wind, into a pool)
   
   you find yourself in the presence of pie, cakes, and candy canes
   
   you win with a scratch-off lottery ticket
  You can combine this with an XP Action, but you’re not required to.
  The Story of Your Life 
  (Simplified)
  20
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you’ve figured out a mysterious responsibility, or reluctantly accepted a difficult 
  one;
  ☐ you’ve defended the sidekick or pet against some threat;
  ☐ you’ve come up with and committed to a plan for how to deal with the 
  responsibility at hand.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   the sidekick or pet getting into goofy trouble
   
   finding yourself stuck with responsibility for the sidekick or pet 
   
   chores involving voluntarily taking care of/helping the sidekick or pet
   
   foreshadowing, research into, or stories about the sidekick or pet
   
   talking with people about strange monsters and horrors
   talking with someone about the nature of the unknown chaos outside the world
   talking with someone about where destiny comes from
  You can combine this with an XP Action, but you’re not required to.
  The Sidekick
  35
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ things get harder and harder until you have a stress explosion over these new 
  responsibilities;
  ☐ the sidekick or pet helps you in an unexpected way.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   refusing to admit that you’ve taken to, and taken responsibility for, the 
  sidekick or pet
   keeping the sidekick or pet out of trouble
   
   telling the sidekick or pet your problems
   
   foreshadowing, research into, or stories about the sidekick or pet
  You can combine this with an XP Action, but you’re not required to.
  The Sidekick 
  (Simplified)
  20
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you unravel a major plan of an enemy or contain a major threat;
  ☐ someone dies or gets hurt;
  ☐ people turn to you for help, even though they don’t trust you.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   testing an idea on how to resolve the conflict
   
   arguing with someone about fate and free will
   
   social meetings or drinking (tea/sake) with your enemies
   
   studying books or reports relevant to the matter at hand
   
   stumbling on evidence of your enemy or target at work
   
   spying on the enemy
   
   being sealed in somewhere by mindless action, e.g., by a landslide, 
  insects, spreading ice effects, bureaucracy, mind-control victims, or machines
  You can combine this with an XP Action, but you’re not required to.
  Sins of the Father
  35
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ some enemy tries to take you out of play, often with a threat or a bribe;
  ☐ you have temporary amnesia, fall under a love spell, or otherwise stop being 
  yourself and living as yourself for a while;
  ☐ you give yourself over to apparent death and destruction to save something else, 
  but wind up narrowly surviving or being saved instead. (That is, that’s the F/X you 
  use for the HG fiat, defensive power, or use of the Wound system that saves you.)
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you do someone else’s job for them
   something throws a wrench into your plans
   
   you pick at a cold meal, alone, often eggs, toast, and coffee
   
   you’re investigated or hunted by something evil
   
   you give a dramatic speech to your enemies
  You can combine this with an XP Action, but you’re not required to.
  Sins of the Father 
  (Simplified)
  25
  
  XP
  Bonus XP
  You’re in a weird place or situation. It’s full of bizarre entities and over-the-top goofiness.
   In the end there’s nothing for it. You just have to live with it, don’t you?
  You just say... well, whatever you say about this stuff. 
  � “I’m just the gardener, you know,” maybe. Or
  � “Of course that happens.”
  � “Is that really supposed to be there?” 
  —Something like that, anyway. And you sigh, then, and you shake your head.
  Or maybe there’s something you say to remind you that for all the troubles in it the 
  world’s still real?
  � “I have fingers.”
  � “Yare, yare.”
  � “Look at those clouds.”
  � “It’s hot.” (Unreal people—they’re never hot. Are they?)
  You can earn a bonus XP towards this quest at any time (but only once per scene/15 
  minutes) with your catchphrase—with that thing that you say when why do I have to 
  deal with these kinds of situations? is on your mind.
  What catch phrase do you use?
  ______
  Surreal Environments
  40
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ something happens that tests your character;
  ☐ you articulate a good theory for where you’ve been going wrong in your life and 
  how you might do/have done better;
  ☐ you receive a message (e.g., recorded instructions or a message in a bottle) from 
  Jade Irinka, who was the sun.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   stories of the death of the sun and the first Principal Entropy
   
   marveling at the weirdness around you
   
   a scene where the sun flares up or does something weird
   
   hanging out with someone doomed or dying
   sketching diagrams in the dirt
  You can combine this with an XP Action, but you’re not required to.
  Surreal Environments 
  (Simplified)
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you finish a big project—with the possible exception of waiting for the festival, 
  solstice, assistant, opening day, or event that’ll let you reveal it or power it up;
  ☐ you recover something you’d thought lost forever;
  ☐ you share a kiss with your romantic interest under some sort of fireworks; or, you 
  have a similar scene with an inanimate object; or, you try to do so, but are refused.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   talking about what you’re doing and what it will accomplish
   dreaming of a happy future
   
   attending a wedding or a funeral
   
   sleepless nights
   
   testing your work, putting it through its paces
   montages of strange incidents of you at your work
   
   dragging people out for sandwiches, milkshakes, and/or fried foods so 
  you can be excited or happy about the project in their direction
  You can combine this with an XP Action, but you’re not required to.
  Triumph
  40
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you give someone a sneak preview of a big project in a near-completion stage;
  ☐ you get a letter or package from an old friend;
  ☐ you perform at a wedding.
  You can earn up to two of these bonuses, one each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   bringing friends in to help you with your work
   
   sharing something wonderful
   
   demonstrating a marvel
   
   late nights of work and geeky conversation
   
   laughing in the face of apparent failure
  You can combine this with an XP Action, but you’re not required to.
  Triumph 
  (Simplified)
  25
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ others stumble on your Secret Place;
  ☐ you establish a reason why you need the Secret Place—why it’s sustaining you, 
  why you’d be at risk without it;
  ☐ you establish a reason why the Secret Place is hurting you, breaking you, 
  damaging your ability to live an ordinary life.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   guiding someone through the Archive (or, more generally, the Arc’s Setting)
   talking with somebody about the Secret Place
   talking with somebody about what dreams are, as compared to reality
   talking with somebody about whether the world deserves to exist, whether it’s 
  good or bad, or whether that even matters
   
   getting in a row with somebody over/about the Secret Place
   
   refusing to retreat to the Secret Place, even though things are very bad or
   retreating to the Secret Place
  You can combine this with an XP Action, but you’re not required to.
  35
  Beautiful and Far Away
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you demonstrate how you need the Secret Place—how it’s sustaining you, why 
  you’d be at risk without it;
  ☐ you demonstrate how the Secret Place is hurting you, breaking you, how it’s 
  damaging your ability to live an ordinary life.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest through:
   
   having a troubled dream
   
   talking with/ranting at somebody about the Secret Place
   
   babbling poorly-formed philosophy or metaphysics at somebody
   
   retreating to the Secret Place
  You can combine this with an XP Action, but you’re not required to.
  20
  Beautiful and Far Away 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when: 
  ☐ you express your fascination with someone or something dangerous and 
  irresponsible;
  ☐ after that first reward, you go a long way out of your way (physically) in order to 
  study the operation and mechanisms of somebody else’s powers—e.g., a field trip 
  to Horizon to watch the Wish-Granting Engine at work;
  ☐ you make yourself terrifyingly vulnerable, e.g. as an act of social/romantic trust, an 
  act of folly, or as bait for a trap.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavour
  1/chapter, you can earn a bonus XP towards this quest when you:
   confess a secret desire
   have a troubled dream about glass, magic, and the Outside
   
   investigate the shrine family magic for dealing with troubled dreams
   
   dream about a Main Character or Arc-related NPC
   
   hang out with someone you like while they do their thing
   get into goofy trouble for, with, or because of somebody else
   
   talk with someone about the various bad ends people can come to in fairy 
  tales, stories about wishes, and stories about witches 
  You can combine this with an XP Action, but you’re not required to.
  35
  Fascination
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when you:
  ☐ witness something amazing, even by your standards;
  ☐ get badly hurt when you weren’t expecting it.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   investigate someone’s powers
   argue with someone about the proper use of some power
   
   express your fascination with somebody
   
   explain to someone, or argue with them about, the workings of shrine 
  magic, the Arc’s Setting, or the Outside
  You can combine this with an XP Action, but you’re not required to.
  20
  Fascination 
  (Simplified)
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you freak out—you have a minor or major psychological breakdown because you 
  can’t cope with these wishes;
  ☐ you give a monologue—often comedically serious IC, though not necessarily so 
  OOC—to explain why a wish is a bad idea;
  ☐ you receive some implausible honor or reward for your conduct in handling a wish, 
  or as part of the wish’s execution itself.
  You can earn each bonus once each, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   you’re seduced by the wonder and utility of a wish
   marveling at the way a wish changed the world
   
   things get chaotic or absurd because of a wish
   
   you help the Archive, Professor Hayashi, the Dream-Witch, or her café 
  (or whatever she has instead of a café) weather the course of a wish
   
   you’re forced to break a personal commitment—use a power you hate, 
  break a promise, or whatever—in order to resolve or weather a wish
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here.
  XP
  35
  This is So Surreal
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you freak out—you have a minor or major psychological breakdown because you 
  can’t cope with these wishes;
  ☐ you give a monologue—often comedically serious IC, though not necessarily so 
  OOC—to explain why a wish is a bad idea;
  ☐ you receive some implausible honor or reward for your conduct in handling a wish, 
  or as part of the wish’s execution itself.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you reject part of a wish that would have been useful
   
   you get lost in the Outside
   
   things get chaotic or absurd because of a wish
   
   you’re forced to break a personal commitment—use a power you hate, 
  break a promise, or whatever—in order to resolve or weather a wish
   you have nightmares of masks, death, trouble, and the laughter of Melanie (or 
  Reginald) Malakh
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including 
  most Imperial miracles and some magical spells) counts as a “wish” here.
  XP
  25
  This is So Surreal 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ someone normally trustworthy or goofy goes on a power trip and winds up 
  grinding you under their malevolent heel; or, more generally, you suffer 
  unpleasantly from their use of the power that they’ve seized;
  ☐ you’re put into an awkward, embarrassing, or at least highly goofy or counter-type 
  role by a wish, probably with details suggested by the HG and other players;
  ☐ you manage to become a “power behind the throne” or otherwise steal a portion of 
  the power in play over the course of a wish.
  You can earn each bonus once, for a total of up to 15 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   ritually drawing on the powers the wish has given you
   
   enjoying the changed world, letting it corrupt you
   
   you overcome some obstacle in the world of the wish
   
   you’re forced to break a personal commitment—use a power you hate, 
  break a promise, or whatever—in order to resolve or weather a wish
   
   you struggle with the circumstances of the wish
   
   the wish does something really strange to your life
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here.
  35
  This is Such a Bad Idea
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ someone normally trustworthy or goofy goes on a power trip and winds up 
  grinding you under their malevolent heel—or, more generally, you suffer 
  unpleasantly from their use of the power that they’ve seized;
  ☐ you’re put into an awkward, embarrassing, or at least highly goofy or counter-type 
  role by a wish, probably with details suggested by the HG and other players.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   you’re forced to break a personal commitment—use a power you hate, 
  break a promise, or whatever—in order to resolve or weather a wish
   
   things get really weird
   
   you give up and just go with it
   
   there’s a big parade or festival
  You can combine this with an XP Action, but you’re not required to.
  Special Note!
  Anything that can go wrong in the same way a classic wish can (including most 
  Imperial miracles and some magical spells) counts as a “wish” here.
  20
  This is Such a Bad Idea 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you help to impersonate, construct a robot double for, or otherwise replace the 
  Lost Person;
  ☐ you get in some kind of completely unnecessary trouble because that person is 
  incomplete or missing;
  ☐ you get atypically emotional when it really sinks in that they’re gone, damaged, or 
  changed;
  ☐ your first full or nearly-full book on this quest comes to an end.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   your life is a mess
   
   you struggle to understand the loss
   
   you talk to someone about memories, metaphysics, and the soul
   
   you talk to someone about death
   
   you encounter some shocking consequence of a wish or similar power
   
   you watch somebody self-destructing
   
   you dream of shipwrecks and drowning
   
   you dream of the Lost Person’s true self, their real self, somewhere far away
   a week passes and nothing has gotten better
  You can combine this with an XP Action, but you’re not required to.
  45
  You’ve Lost Them
  
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ you help to impersonate, construct a robot double for, or otherwise replace the 
  Lost Person;
  ☐ you get atypically emotional when it really sinks in that they’re gone, damaged, or 
  changed.
  You can earn each bonus once, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when:
   
   someone soliloquys about the loss
   
   you communicate somehow with the Lost Person’s true self, far away
   
   you wander Fortitude with the Lost Person or with or as their stand-in 
   there are signs that things may be getting better after all
  You can combine this with an XP Action, but you’re not required to.
  XP
  20
  You’ve Lost Them 
  (Simplified)
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ someone comforts you in a time of need;
  ☐ you break your rules or patterns in a big way in order to help or save somebody 
  else;
  ☐ something goes right, because of luck or fate or divine intervention or somebody 
  else—basically, because of not-you—when everything seemed lost;
  ☐ you absorb some power, force, place, or energy into yourself.
  You can earn each bonus once, for a total of up to 20 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   have a precious moment with something you thought that you’d lost
   
   talk with an old friend about your shared adventures
   
   have an ordinary, happy day at your job or other place of work
   sit with someone and eat crackers and soft cheese
   
   stand in, or lean against, an arch overgrown with ivy
   
   watch a ship sail away across Big Lake
   
   dream of a faraway friend, loved one, or Main Character
   
   bid an emotional farewell—you or someone else is moving on
   
   show someone a wonder
  You can combine this with an XP Action, but you’re not required to.
  Something Heals
  45
  
  XP
  Major Goals
  The HG can award you 5 XP towards this quest when:
  ☐ someone comforts you in a time of need;
  ☐ you break your rules or patterns in a big way to show someone a kindness or take 
  them under your wing;
  ☐ you absorb some power, force, place, or energy into yourself.
  You can earn up to two of these bonuses, once each, for a total of up to 10 XP.
  Quest Flavor
  1/chapter, you can earn a bonus XP towards this quest when you:
   
   talk with someone about the things you’ve lost
   feed leftover meat to a stray dog 
   
   have a kind of over-the-top day at your job or place of work
   
   tell someone the stories of your adventures
   
   show someone a secret (often the Arc’s Secret Place)
  You can combine this with an XP Action, but you’re not required to.
  25
  Something Heals 
  (Simplified)
  
  XP
  Bonus XP
  Arrange for a sign. It says “Over the Top.”
  Sometimes when you’re being sparkling and dazzling and majestic—
  you’ll take it a little bit over the top.
  At such a time you may flash the sign (up to once per fun scene/15 min-
  utes) to earn a bonus XP towards this quest.
  Completing this quest earns you a Recharge Token, which you can 
  spend at any time to look awesome without having to do anything spe-
  cial—and either restore your Will, shake off a Surface Wound, or replace a 
  Serious Wound with a Surface Wound.
  Did you know? A purple quest like this one usually has a catchphrase and not a sign...
  but I figured that you’d have more fun flashing an Over-the-Top sign like this than saying “I 
  emote drama” or “I emote ‘over-the-top!’”
  12
  ~Sparkle~
  O
  V
  E
  R
   
  T
  H
  E
   
  T
  O
  P
  
  XP
  Bonus XP
  Arrange for a sign. It says “Over the Top.”
  Sometimes when you’re being sparkling and dazzling and majestic—
  you’ll take it a little bit over the top.
  At such a time you may flash the sign (up to once per fun scene/15 min-
  utes) to earn a bonus XP towards this quest.
  Completing this quest earns you a Recharge Token, which you can 
  spend at any time to look awesome without having to do anything spe-
  cial—and either restore your Will, shake off a Surface Wound, or replace a 
  Serious Wound with a Surface Wound.
  Did you know? A purple quest like this one usually has a catchphrase and not a sign...
  but I figured that you’d have more fun flashing an Over-the-Top sign like this than saying “I 
  emote drama” or “I emote ‘over-the-top!’”
  12
  ~Sparkle~
  O
  V
  E
  R
   
  T
  H
  E
   
  T
  O
  P
  
SOURCE: textdata/thevault/Chuubos Marvelous Wish Granting Engine/CMWGE - Adventure - GMD Quest Cards.pdf