A terrible compulsion drives doomseekers to complete a specific quest. They must complete the mission on pain of death. Whether they admit it or not, they earned their fates by crossing someone or something more powerful than themselves. One might have stolen a bauble from the Great Dragon, while another might have given grave offense to the Faerie Queen by killing one of her prized subjects.

Rather than kill the offending actor, the power bestowed a terrible curse upon them, a curse that compels them to perform a particular service.

The quest required by the geas equals the offense given. A doomseeker who dared steal a bauble from the Great Dragon might have to retrieve a fabled relic said to be housed in the Cloud Castle of Varnesh that drifts across the skies above the Endless Steppe. Another who slew the prized consort of a faerie lord or lady might be sent to fetch a measure of Heart Water from the legendary Lake of Sorrows said to rest at the center of destroyed Niflheim.

Designing Quests: When you choose this path, work with the Game Master to come up with the offense that resulted in your geas and the nature of the quest you must undertake to lift it. Completing the quest is not something you are expected to achieve during the campaign. Instead, the quest describes what you do after the campaign ends and its fulfillment becomes the stuff of legend. Even though the quest lies outside your group’s story, fulfilling it should become your character’s driving motivation and the GM might tailor adventures or scenes to your story to help you make progress toward completing your mission or to show ways in which your efforts are frustrated.

Level 3 Doomseeker

Attributes Increase two by 1
Characteristics Health +5
Languages and Professions You speak another language or add a profession to your list of professions.
Curse-Driven If you would die from taking damage equal to your Health from a single source, you can use a triggered action to make a Will challenge roll. On a success, you are disabled instead of dead.
Doomed When you start an adventure, the GM gains three doom tokens. The GM can spend a doom token to impose 1 bane on one attack roll or challenge roll you make.
Not My Time to Die When you would become incapacitated, you heal damage equal to twice your healing rate. For 1 minute after, you make attack rolls and challenge rolls with 3 boons and your attacks deal 1d6 extra damage. Once you use this talent, you must wait until you complete a rest before you can use it again.

Level 6 Doomseeker

Characteristics Health +5
Success by Any Means You can give the GM a doom token (see Doomed) to immediately take another turn. Once you use this talent, you must wait at least 1 minute before you can use it again. You can use this talent up to three times during a single adventure.

Level 9 Master Doomseeker

Characteristics Health +5
Defined by Doom You cannot be charmed or compelled.
Glorious Resurgence When you use Not My Time to Die and Success by Any Means, the extra damage increases to 3d6.
Press On When you would gain an affliction, roll a d6. On a 4 or higher, you do not gain the affliction. On a 1, you lose this talent until you complete a rest.