Minecraft (NeoForge) - free & open source
Quests that are given by someone, somewhere.
Chapters, quests and storylines from datapack files, played entirely on a vanilla client. A quest is offered by a person standing in the world, a block, or a place you walk into; it is told in beats, with choices that branch and consequences the world remembers - and sometimes one of several endings. The quest mod for people who found a checklist and wanted a story.
0
installs for your players
3
endings to ZARP's main line
6
new undead for ZombieMod
What a quest can be
An NPC with a name, a skin and a greeting, a block you walk up to, or a kind of place - a biome, a structure, a dimension, a CityWorld lot. A mark over every giver shows your own state: ! on offer, ? while you are on it, a tick once done.
Stages with their own text, objectives and effects, deadlines with a fall-back, and decision beats whose choices set flags, pay karma, spawn things, send an NPC away or open another quest.
Kill this, carry that, reach there, hand it over - a delivery means putting it in someone's hands, not just having it in your pack. Build a multiblock and light it, or wait for the world to change.
World flags any quest can set and read, the player's own choices, reputation with a standing, and endings reached per chapter - with replayable chapters to go back and find the others.
A party quest pools progress across the party, scales its targets to the party's size, and pays everyone. Bounties repeat on a cooldown.
A quest is a JSON file in a datapack or YAML under config/chronicler/. Every word a player sees lives in messages.yml, so a fantasy server says Quests while a wasteland says Missions.
It runs on the server
Offers arrive in chat with clickable buttons, progress is tracked on the action bar, choices are buttons, and completions are a title card. Everything a modded client might add later is sugar; nothing is required.
The journal is a written book, handed to every new player
and regenerated each time it is opened: what you are doing, what is on offer with Accept links, and
what you have done. /quest on its own says what you are doing right now.
Writing your own
This is a whole quest: fetch a torch, survive what comes for it, then decide what kind of person you are - and the chapter remembers which ending you found. Restart the server and it is there.
Content is a frozen registry, like vanilla's own data-driven content, so an edit applies on
restart - /reload will not apply it.
name: Night Watch
chapter: prologue
stages:
- text: Get a light. The dark is not empty.
objectives: [ { type: collect, item: minecraft:torch, consume: false } ]
- text: They found you. Hold until it is quiet.
on_enter: [ { type: spawn, entity: minecraft:zombie, count: 2 } ]
objectives: [ { type: kill, target: minecraft:zombie, count: 2 } ]
- text: A stranger asks for your torch.
choices:
- { label: Give it, effects: [ { type: karma, delta: 5 } ], ending: kindness }
- { label: Keep it, effects: [ { type: karma, delta: -5 } ], ending: cold }
Included
Chronicler ships with ZARP, built for CityWorld's apocalypse cities, ZombieMod and LegendQuest's Wasteland pack - and playable without any of them. A camp of survivors near spawn, acts through the streets, the hospital, the Nether and the End, a finale with more than one ending, a side chapter whose refusals have consequences, a bounty board, and new undead for the wards and the fortresses.
It turns itself on when ZombieMod is present. It is also the worked example: every mechanism Chronicler has is in it, in readable JSON.
About ZARP →Plays well with others
Chronicler says so when an optional mod is absent, and a quest that needs one simply is not offered.
| Mod | Needed | What it brings |
|---|---|---|
| SableCraft Standards | required | Money rewards through its economy, party quests through its groups, reputation through its standings. |
| SableCraft Cast | required | The people who give quests: NPC givers with names, skins and clothes, standing where you put them. |
| LegendQuest ReForged | optional | Karma, class XP, levels and skill points as rewards; quests gated on level, karma, race or class. |
| ZombieMod ReForged | optional | Kill or spawn a genus, and a chronicler:flag spawn condition, so finishing a storyline changes what spawns. |
| CityWorld ReForged | optional | Lots as places: a hospital, a bunker, an oil platform. |
Dig deeper
Givers, stages, choices and deadlines; every objective, reward and effect; availability, flags, party scope, bounties and quest items.
Authoring reference →The camp and who gives what, the shape of the main line and the side chapter, the undead it adds, and how to test it quickly.
The questline →
/quest for players, /chronicler for admins, the one
permission node, and every setting.
Requirements
Chronicler, SableCraft Standards and Cast, all for the same Minecraft version - the version is in every filename, so take the one that matches your server.
| Minecraft | NeoForge | Java | File |
|---|---|---|---|
| 1.21.11 | 21.11+ | 21 | chronicler-1.0.0+mc1.21.11.jar |
| 26.1.2 | 26.1+ | 25 | chronicler-1.0.0+mc26.1.2.jar |
| 26.2 | 26.2+ | 25 | chronicler-1.0.0+mc26.2.jar |
Requires SableCraft Standards 1.5.0 or newer and SableCraft Cast 1.0.0 or newer. Standards is the economy, groups and reputation the quests pay through; Cast is the people who give them. LegendQuest, ZombieMod and CityWorld are optional.
Any NeoForge build in the series will do. 26.x needs Java 25, not 21 - Minecraft's requirement rather than this mod's. Nothing your players have to do.
Credits & licence
SableCraft Chronicler is by Sablednah, licensed MIT. Source, design notes and the full authoring reference are on GitHub.