An Introduction to The Continuing Game
Don't Worry! You Don't Have to Read Everything!
The world of the Continuing Game (CG) has been around since 1991, and has had dozens of authors contributing to it. That means it's a rich and detailed world — but there's also a lot of material.
Don't worry! You don't have to learn all of it to enjoy a Quest event. In fact, you don't have to learn much of it at all.
Here's a quick overview that will more than get you through your first Quest event.
The CG is a fantasy world, meaning there are magic and monsters in it.
Magic isn't something that most peasants see every day, but it's common enough that it doesn't surprise them. It's something that might only be known to a small group (including adventurers like you), but it's not something that will fill them with shock or awe. (For that matter, it's also considered a natural force, not something evil.)
As for monsters, the average peasant doesn't see them often, but has seen some them here and there, and is perfectly happy to stay away from them. Seasoned adventurers encounter far more monsters than the average person.
The CG is inspired by the lands of historial Europe and the Mediterranean, with lands to match. If you want to play someone from a culture like that, we've got homelands for your character. Want to play a Viking? We've got that. A kilted Highlander? We've got that too. Ditto for desert nomads and scheming Machiavellians and you name it.
So if that's your thing, you can browse through our list of countries and see what works for you.
But what if you don't really care about where your character is from? That's fine as well. Since most English-language fantasy is inspired by English myth, fantasy makes most Americans think of England-like places: King Arthur, The Lord of the Rings, and so on. So if you don't really care about what country you're from, you can just say you're from Allondell (that is, the England-like country), and you're all set.
The CG is a polytheistic world, like classical Greece or Rome. There are a bunch of gods for your character to worship.
If your character is a member of the clergy, you'll want to pick which god or goddess is your patron deity. Your character will get his or her spiritual powers from that god.
If you're not clergy, you can pick a patron deity if you'd like, based on your character's personality or background. It's also perfectly fine not to follow one specific god or goddess, worshipping as appropriate: making offerings to the god of storms (Zotra) when you want rain, to the god of the sun (Brinnig) when you want sunshine, to the goddess of love (Alia) when courting someone, and so on.
Either way, you don't have to memorize the list of gods and goddesses! If the name of a god ends up being relevant during a game, you can always ask, "Who's Perinnia?" and someone will be happy to tell you.
Just ask! No, seriously. Just ask. If you're in the middle of a game and someone mentions a "stone-wight", and you don't know what that is... just ask them. You'll find that Quest's players are a helpful group, and someone will fill you in.
(For that matter, it's possible that everyone else won't know what a stone-wight is, and that the people running the event intended it that way. Some of the fun of Quest events is making discoveries!)