Alright, so schizo talk incoming, but basically I'm ending the quest.
To explain in detail: I've noticed you guys using >Affect as another >Act. As in, an "action", not a "resolution". >Affect is really a tool for manipulation of the story to direct it towards where you want it to go. In its simplest form, it is deciding "we win" or "we lose and have to retreat" in place of me, the QM. A bit more complex is introducing a new item, like "we loot this and that" or a consequence for success or failure, like "x character takes a wound". The most advanced usage would be setting up and telling entire stories about a character or piece of lore, maybe with the character dying once fully developed.
And as I was writing this entire explanation down, I realised it's not really a quest or game at this point. It'd be kinda retarded to expect players to just say "haha guys alright let's lose this battle". Or to write their own stories and plot and worldbuilding, and discuss how the story will go along with the QM. I suppose I was expecting not "players", but rather "co-authors" for collaborative storytelling. And you all came here to roleplay, not write a fucking novel together with me.
So yeah, I'll end it here. Apologies for all the big talk about character journeys this and worldbuilding that, only for it to never get realised. And in general for having you make characters for a quest that didn't even live through a single update. Also thank you for the little bit that you did play, your posts were a joy to read, the hyper-enthusiasm of Utzii and shyness of Kespe especially.
I guess I should also tell at least the closest bit of lore that I had prepared. The kingdom of Orndal was supposed to be a horse lord kingdom, legions of horseback knights and whatnot. It was overrun by goblins because they distilled a potent poison gas and made magic gas masks, so they basically chemical warfare'd the Orndalians into oblivion. The land is now perpetually covered in toxic mist and there are goblin bands roving about.
For culture, the Orndalians were free spirits with great flexibility, never staying for too long in one place, always changing. This also led to them being inconstant in their treaties and agreements. For example, they betrayed the elves that came to help against goblins by refusing to help them in turn.
One particular interaction I had prepared was finding an old banner in some fort in these Goblin-lands. When you reached the (former) capital of Orndal, a ghost horseman would approach you and warn not to go there lest you face the might of his brothers. If you showed him the banner, he would give you spectral horses that didn't tire.
That's about all. There were some other notes like about orc lands and a couple cities / adventuring hubs, one of which specialised in runic clothing, but I won't write it all down here.
Thanks for playing again. I'll probably run a normal quest next or something.