Quest Story Ideas

Press the button for three quests, each with the trouble on the road and what comes of it.

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  1. A town council sends its most annoying citizen on a long quest, by unanimous vote.They pack his bags for him. Turn: the town is unbearably quiet, and a second party goes to fetch him.
  2. The road is safe only for those who travel it without speaking.The seeker's companion talks in his sleep. Turn: the silence teaches them a language of knocks.
  3. A mother sends her daughter to find the father's fishing boat before ice closes the bay.The daughter was never taught to sail. Turn: she finds him by breaking every rule he gave her brothers.

All 100 story ideas

What is sought 20

  • A baker's apprentice sets out to find the last jar of the starter that made her town's bread famous. Every baker on the road claims to have it. Turn: the jar is long empty, and each of their loaves holds a little.
  • A boy searches the city for the owner of a key that fits no lock he has tried. He has tried four hundred. Turn: the lock it was cut for has not been built yet.
  • A clockmaker's apprentice goes looking for the hour her master's great clock keeps skipping. Eleven comes straight after nine. Turn: the hour was taken out on purpose, and she learns why.
  • A fisherman's son seeks the place where the river begins. Each village upstream says it starts with them. Turn: it begins in six places, and he names none.
  • A girl goes looking for the word her grandmother forgot on the day she stopped telling stories. Nobody else ever heard it. Turn: it is what the grandmother called her as a baby.
  • A girl seeks whoever has been leaving small carved animals on her windowsill. The trail leads up into the forest. Turn: the carver is marking his own way out, one animal at a time.
  • A glassblower seeks the sand her grandmother used for the bluest glass in the valley. Every beach she tries gives green. Turn: the blue came from the ash of a tree by her own door.
  • A lighthouse keeper's daughter sails to find where the light goes after it leaves the lamp. Sailors laugh at the question. Turn: a ship far out answers it, with thanks.
  • A mapmaker seeks the edge of her own map, the corner her teacher left blank. Travelers swear nothing is there. Turn: her teacher's house is, with the kettle on.
  • A musician seeks the missing last note of a tune every child in her country can hum. Every town ends it differently. Turn: the tune was written to be left open.
  • A prince must bring back a feather from a bird no one has ever seen. Every feather he brings is refused. Turn: nobody at court knows what the right one looks like.
  • A sailor seeks an island that is marked on one chart only, drawn by his mother. The sea there is empty. Turn: she drew the place she meant to build, and left him the tools.
  • A shepherd climbs after the one sheep that carries the flock's only bell. Without the bell the flock scatters at night. Turn: the sheep has been leading him to better grass.
  • A tailor seeks a thread strong enough to mend a flag torn in two by a family quarrel. No shop sells it. Turn: each half of the family is holding one end.
  • A village sends its best climber for the first snow of the year, which its oldest woman has asked to taste. It melts in every flask. Turn: she carries the old woman up to it instead.
  • A young knight is sent to recover the king's lost laugh. Jesters have failed for a year. Turn: it comes back when the knight falls off his horse.
  • An old soldier walks home to find the tree he planted on the day he left. The village has moved its road twice. Turn: the tree is now the middle of the square.
  • An orphan seeks the other half of a locket. Three people show her a half that matches. Turn: it never had another half, and was made to be given open.
  • Three sisters seek the well that gives back one thing you have lost. Each wants something different returned. Turn: the well gives back the thing none of them named.
  • Two rival scholars seek the same lost library from opposite ends of a desert. Each has half the directions. Turn: the library is a person who learned it by heart.

Who sends the seeker 20

  • A child sends her own father on a quest, by letter, for the end of a bedtime story he once promised. He is far from home and has forgotten it. Turn: he has to go and live an ending.
  • A fallen oak asks the squirrel who robbed it to carry its last acorn somewhere safe. The squirrel is a thief by trade. Turn: it plants the acorn and stands guard all winter.
  • A ghost sends the new owner of her house to deliver an apology she never made. The man it is owed to is very old and very cross. Turn: he has one of his own waiting.
  • A grandmother sends her grandson to return a borrowed cooking pot to a village four valleys away. It is sixty years overdue. Turn: the village has kept her place at the table.
  • A guild of mapmakers sends its worst student to check whether a town on their maps is real. It was drawn in as a joke. Turn: people moved there because it was on the map.
  • A king sends three heirs after the same prize and promises the crown to the winner. Two race ahead. Turn: the third stays to find out why the king wants them gone.
  • A mentor's last letter sends the seeker to seven old friends, each holding one line of a message. Two of them no longer speak. Turn: the message introduces the seeker to all seven.
  • A mother sends her daughter to find the father's fishing boat before ice closes the bay. The daughter was never taught to sail. Turn: she finds him by breaking every rule he gave her brothers.
  • A queen sends her least favorite knight after a thing she is sure does not exist. It is a way to be rid of him. Turn: he comes back with it, and with questions.
  • A retiring hero sends an apprentice on the one quest the hero failed. The hero's notes are full of excuses. Turn: the apprentice fails the same way, and the hero finally explains.
  • A rival sends the seeker on a false quest to keep her away from a contest. The map is nonsense. Turn: the nonsense leads somewhere better than the contest.
  • A river spirit sends a miller to find out why the sea no longer answers its letters. The miller cannot swim. Turn: a dam downstream has been keeping the letters.
  • A sick dragon sends the knight who came to fight it for medicine instead. The knight's oath says nothing about errands. Turn: the herb grows only in the garden of the king who sent him.
  • A stranger pays a carter to carry a sealed box down the road and keep going until someone asks for it. No one asks for years. Turn: the one who asks is the stranger, much older, to see if he kept faith.
  • A talking crow sends a farm boy to fetch its stolen name from a tower of owls. A crow without a name cannot be called home. Turn: the owls will trade it for his.
  • A town council sends its most annoying citizen on a long quest, by unanimous vote. They pack his bags for him. Turn: the town is unbearably quiet, and a second party goes to fetch him.
  • A village draws lots to choose its seeker, and the lot falls to the baker's cat. Rules are rules. Turn: the baker's daughter goes along as the cat's assistant.
  • A wizard too lazy to go himself hires a seeker through a notice on a tavern door. The pay is good and the details are vague. Turn: what he wants fetched is his own lost apprentice.
  • The seeker is sent by a dream the whole town had on the same night. Everyone remembers a different part. Turn: only the part nobody remembers matters.
  • The seeker sends herself, after reading her own name in a prophecy she suspects her brother wrote. The handwriting is very like his. Turn: he wrote it so that she would finally leave the village.

What the road costs 20

  • A compass that points to the prize spins a little slower each time it is used. The seeker checks it constantly at first. Turn: she learns to read the land, and the compass stops.
  • A ferryman takes passengers across for the price of their best story. He has heard them all. Turn: the seeker has to go and get a new one, and that becomes the quest.
  • A quest that takes the seeker one year takes twenty for the village that sent him. He returns with a cure for the drought. Turn: the village has long since learned to live on rain barrels.
  • Each night on the road, the seeker's map loses one town. By the second week half the way home is gone. Turn: she starts drawing the towns back in herself.
  • Every bridge on the road asks for a memory as its toll. The seeker pays with small ones first. Turn: at the last bridge she cannot recall why she came.
  • Every inn on the road will lodge the seeker only in exchange for a day's work. The quest stretches to years. Turn: by the end she knows every trade the prize was meant to buy.
  • The only guide who knows the way asks for the prize itself as payment. The seeker agrees, planning to cheat. Turn: so is the guide, and in the end neither does.
  • The pass can be crossed only in winter, and two seekers own one coat between them. They take turns. Turn: whoever is without the coat walks faster, and that sets the pace.
  • The quest needs four seekers, and the fourth is the one who wronged the other three. Nobody speaks to him. Turn: his part of the lock is the one that cannot be forced.
  • The road grows a mile longer for every lie the seeker tells along it. She is a merchant's daughter. Turn: the last mile will not end until she says why she came.
  • The road is safe only for those who travel it without speaking. The seeker's companion talks in his sleep. Turn: the silence teaches them a language of knocks.
  • The road leads the seeker past everything he wanted before he wanted the prize. A farm for sale, an old friend, a band in need of a fiddler. Turn: the fourth offer, he takes.
  • The seeker ages a day for every hour spent in the enchanted wood. The shortcut saves a month. Turn: he comes out old enough to see what the prize is for.
  • The seeker can reach the mountain only by trading away her horse, then her boots, then her name. Each trade seems fair that day. Turn: the mountain asks who is calling.
  • The seeker must carry a lit candle the whole way and may not let it go out. Wind, rain, a river crossing. Turn: a stranger relights it, which the rules forgot to forbid.
  • The seeker's companions turn back one by one, each for a good reason. By the pass she is alone. Turn: each of them left something in her pack without saying.
  • The seeker's hometown forgets her a little more with each mile she travels. Letters come back marked unknown. Turn: one child keeps a drawing of her and will not let it go.
  • The seeker's shadow agrees to come along but charges by the mile. It is paid in afternoons. Turn: by the end the shadow has saved enough to leave.
  • To cross the marsh, the seeker must leave behind the heaviest thing he carries. He sets down the gold, then the sword. Turn: the marsh means the grudge.
  • To learn the way, the seeker must teach it to someone slower. The pupil asks why at every fork. Turn: the pupil's questions find the right road.

What the prize turns out to be 20

  • The cup that grants one wish has been used already, by the last seeker, to wish that this one would come. The cup is empty. Turn: the last seeker is waiting with supper and a job.
  • The cure the seeker brings home is a recipe for soup. The village is insulted. Turn: it has to be made by forty people at once, and that is the cure.
  • The dragon's hoard is a library of borrowed books it never took back. The dragon wants help returning them. Turn: one was borrowed under the seeker's family name.
  • The fountain of youth works, but only on objects. The seeker's boots are new again. Turn: so is the old bridge his village could not afford to mend.
  • The golden egg is found, and it is warm. It was never treasure. Turn: the seeker now has a hatchling and a long walk back to its mother.
  • The lost crown is found, and it fits only the seeker's mule. The law is clear about who wears it. Turn: the mule rules well.
  • The lost heir is found working happily as a baker and will not come back. The kingdom needs a ruler. Turn: he agrees to rule from the bakery, after the morning loaves.
  • The magic seed grows into an ordinary apple tree, twenty years later. The seeker feels cheated for nineteen of them. Turn: her children climb it.
  • The oracle's answer is three words long, and the seeker said them herself on the first day. She said them to her brother, as a joke. Turn: he has been patient.
  • The prize is a door that opens on the place the seeker started, a minute before she left. She can see herself packing. Turn: she decides what to shout through the gap.
  • The prize is a mirror that shows the road just walked, from above. The seeker sees every wrong turn. Turn: together the wrong turns spell something.
  • The prize is exactly what the legend promised, and it is too heavy to carry home. In the stories it took two to lift. Turn: the seeker goes back for the rival.
  • The reward the king promised is the king's own job. He has been trying to give it away for years. Turn: the seeker reads the small print first.
  • The seeker finds the lost city, full of people who did not know they were lost. They ask what he is looking for. Turn: they have been looking for the outside, and he is it.
  • The seeker reaches the legendary sword and finds a note on the stone: borrowed, back soon. It has been soon for a century. Turn: the borrower's grandchild uses it as a gate latch.
  • The sleeping giant the seeker was sent to wake only wanted five more minutes. It has been four hundred years. Turn: the giant asks what he missed, and the seeker has to explain.
  • The star that fell is a lamp someone dropped from a tower, and they would like it back. The tower is on no map. Turn: it is tall enough to see the seeker's home from.
  • The treasure at the end of the map is another map, in the seeker's own handwriting. She does not remember drawing it. Turn: it leads home by a road she has not walked yet.
  • The treasure chest holds the tools that were used to bury it. A spade, a lantern, a list of names. Turn: the list is of everyone who helped, and it is long.
  • The wise woman at the top of the mountain turns out to be the one asking the questions. She has waited years for someone who knows. Turn: the seeker's guesses are better than her answers.

Side quests 20

  • A bridge troll will let the party pass if they find his lost reading glasses. Gives the story: a detour, and a troll who can read the map's small print.
  • A child hires the heroes, for one copper coin, to find out what lives under the well cover. Gives the story: a clue to the main mystery, found by accident.
  • A cursed boot keeps walking back to the swamp, and its owner would like the pair together again. Gives the story: a path through the swamp that nobody else knows.
  • A farmer's scarecrow has gone missing, and the crows are holding it for ransom. Gives the story: a bargain with birds who see everything on the road ahead.
  • A gatekeeper who loves riddles has run out of them and demands a new one as the toll. Gives the story: a riddle the villain will fail later.
  • A hermit will trade the map for a game of chess, and he has not lost in thirty years. Gives the story: a chance for the quietest character to win something.
  • A lost merchant's parrot knows the password to the city gate and will say it only for a certain fruit. Gives the story: a chase through a market and a way past the gate.
  • A rival party proposes a race to the next town, and the loser carries the winner's bags. Gives the story: a rivalry that can turn into an alliance.
  • A storm strands the party at a lighthouse whose lamp must be turned by hand all night. Gives the story: one long night of talk, taken in shifts.
  • A town opens its gates only to performers, so the heroes must stage a play by nightfall. Gives the story: disguises, stage fright and one hidden talent.
  • A village asks the party to settle a boundary dispute between two orchards before it will sell them supplies. Gives the story: a look at how the leader decides when both sides are right.
  • An innkeeper offers free rooms to whoever can get the ghost in room four to stop humming. Gives the story: the tune, which opens a door in the last chapter.
  • The heroes agree to escort a very slow wedding cake to the next valley. Gives the story: time for two travelers to talk at last.
  • The heroes must cook a meal for a giant using only what is in their packs. Gives the story: a list of what everyone carries, and what one of them has been hiding.
  • The heroes must return a stolen bell to a mountain village before the first snow. Gives the story: a deadline, and a climb that tests the weakest walker.
  • The heroes must win a village pie contest to earn a night's lodging. Gives the story: a rest, a laugh and a cook who joins the party.
  • The only blacksmith in town will mend the wheel once someone gets her goat down from the roof. Gives the story: a delay that lets the pursuers gain a day.
  • The party is asked to find a name for a newborn that both grandmothers will accept. Gives the story: a quiet chapter, and a namesake.
  • The party must carry a letter across a feuding town without either family seeing it. Gives the story: two families who each owe a favor later.
  • The party's guide refuses to go on until someone gets her lucky hat back from the river. Gives the story: proof of who will get wet for a friend.

How it works

These quest story ideas are sorted by the four parts of a quest: what is sought, who sends the seeker, what the road costs and what the prize turns out to be. There are 80 premises and 20 side quests.

Read the full guide

Ideas for a story about a quest, part by part

A quest can start from any of its four parts, and each is a group in the list under the button. Start from the object and a young knight is sent after the king's lost laugh. Start from the cost and every bridge asks for a memory as its toll. Choose a group, and every press deals from it.

Side quest story ideas

A side quest is a small errand inside a larger story. In the group Side quests, the line under each says what the errand gives the main plot: an ally, a delay, a clue, a quiet chapter. Those are quest ideas to help your story along when the middle sags.

  • Join two groups: take a sender from one premise and a prize from another, then ask why they fit.
  • Decide what the seeker would refuse to pay. The road should ask for exactly that.

Questions and answers

What are some good quest story ideas?

Ones where the thing sought is odd and exact. A mapmaker seeks the blank corner of her own map. A boy looks for the owner of a key that fits no lock. Three sisters seek a well that gives back one lost thing.

Do these work as quest short story ideas?

Yes. Each premise is one sentence with one turn, which is about what a short story can carry. Keep a single road and a single cost, and let the prize arrive in the last lines.

What should the prize of a quest turn out to be?

Something other than what the seeker set out for. In the group What the prize turns out to be, the treasure is a second map in the seeker's own handwriting, and a lost crown fits only the mule.