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CYOA - Mortal's Tale

Gahbreeil

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Abyss

W
ithin the Abyss, a colourless, soundless, unending void of a world in which true nothing cascaded in all possible directions, flooding itself with true emptiness, a single thought was acted out. Thus, the flight of the stars began. Countless flames were kindled across the expanse of the world, either hued with colour or shining with the palest shade of white.

Darkness vanished and all that remained of it was the last of the colours of life, black. The Abyss itself was of this colour, dotted with the luminescent stars. Thus, the One whom thought took form in the Abyss and began to fly, consuming stars that happened upon the way in order to experience fire within as well as beyond.

The thought of thought as a form of light that illuminates the Abyss led to the thought of thought itself to be witnessed as if a star that shines brighter than any star. Yet thought itself was ethereal and did not shine, akin the One whom chose to hide the starshine that was consumed.

It was naturally understood that sensations can lead towards fatigue and so, a balance inbetween the heat of radiance and the cold darkness was considered superior to both. Yet that which is cold proved to be pleasing to the One as the One consumed countless stars.

Yet the Abyss was endless and so, the stars remained countless. The vision of the One was clear and so, some of the stars were torn asunder into nebulae that maintained the colours of the stars that formed these clouds in the expanse of the black Abyss. As the broken stars did not emit light nor shine yet remained hued, the remaining stars illuminated the varied colours scattered around the world.

Thus, within a crimson nebula chosen by chance or whim, the One decided to take a form more vivid and material than flame or thought and so, a shape that would be remembered by all thinking beings for an endless time appeared within the Abyss. The contour of this form was as black as the world behind the stars and hidden behind the dimensional outline, countless colours shined with hued light.

The form was of four branches and two cores. A core for thought, a mind, a core for pleasure, a heart, and the branches for affecting that which is with thought. It was perfect. The One began to fly, akin some of the stars, through the crimson nebula, looking at it from within and up close yet still witnessing the entire Abyss.

After deciding that some stars will be hidden behind a material form that differs from the perfect form of the One by allowing no light to pass outside of it, it became clear that the opposite of this material form could exist as if the Abyss. Thus, some of the stars hidden by these forms were covered by liquid.

As for the opposite of the liquid, it became apparent that vapour can be as well and with it, appeared the prospect of gravity which was quickly followed by the thought of thinking beings that live as their own cores and branches. And it was true that vapour, liquid, flame, thought and the material would contain these beings as the One felt fatigue with the repetition of what is. In the end, there was no need for any repetition of one's self although the idea passed the One's mind and so, perhaps, it would cause joy to talk and act together with beings different that one's self.

Nature, or the Elements, became in the Abyss where planets, nebulae scattered and unified, starshine and flying stars as well flame giants, or suns, existed. The One decided upon a name and it was Asaar.

And Asaar believed that variety was important within repetition. Thus, it was acted out that each Element, Fire, Air, Water, Earth, would exist in a way similar to the One. Fraki and Asta and Witan and Eya would exist within forms more similar to the Ones than the beings that would live upon the planets, bound by gravity, breathing air, drinking water, walking upon earth and containing fire within.

Yet not light and so, not exactly flames yet heat. Not that the cold would harm these beings as the One decided against malice and cruelty or death and pain as a prediction within Asaar's mind claimed that these beings would not be foes to the One. Thus, sorrow touched Asaars mind as the thought of betrayal appeared therein. And so, the One decided that all that was before the beings that would share the form of Asaar and the Elements would not be able to commit betrayal of the One.

Justice and anger appeared as well. That is why Asaar decided that if these beings betray Asaar, their betrayal will be bound within their minds, it will be mere thought and inflicting misery through malice as well as pain through cruelty upon the One will not be possible.

Thus, all the efforts of those whom would betray the One will amount to nothing and so, they will know that Asaar is the origin and the end. Death, the One did not think of as it was irrelevant and the only foe was a mirage that was dealt with at the first moment of Time. No one existed except for Asaar and there was no reason to allow the second or the third or any other concurrent mind to exist instead of the One whom was the First.

Although it might be the theatre of the Mortal's Tale, it is not the play.



Warning, Work In Progress! Each post will be a "page" in this Choose Your Own Adventure, the end of each page will have links to the posts concurrent in the storyline. Do not read as if a normal thread! You'll miss out on the storyline's choice and consequence. I will be editing each and every post at my leisure, improving the experience. I accept praise and criticism as well as opinions as to what to improve, what to add, and so on. I am using a 1920x1080 resolution on a TV and noticed that if you find the posts outside of the path you have chosen to be annoying to see, ctrl + + should zoom your browser in and you will see only a single post. If you like my writing, check out my self-published novel.
 
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Gahbreeil

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Messages
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Location
Asarlaíocht
Prologue

A
nd the play began in a quaint port town by the name of Bleak Haven, nestled in a bay upon the Scythe, the western coast of the continent known only as Albion. This port was the capital of one of the countries of Neverfall, a kingdom sprawling the entire length of the Scythe. The ruling dynasty of the kingdom was known for justice as well as it's wisdom, courage and honourable deeds since a time immemorial. Tales and legends spoke of a wise knight by the name of Merlin whom founded the dynasty and shaped the entire region to his will and whim. Shrouded in the legend of it's people and rulers, Neverfall knew no plight nor plague. Upon the day of your birth, the realm was ruled by the wise king Arthur the Third, a direct descendant of Merlin the First.

Born on the last day of the first millennium, in the year 999 of the Common Reckoning, you have spent your childhood in the aforementioned town of Bleak Haven. Your family was not a wealthy one yet your parents were able to make ends meet during your childhood and your youth. They were diligent people whom cared for you, their only child. Your father worked and your mother took care of the small home that you shared with them.

Although the dream of becoming a noble, equal with attaining wealth and influence within the kingdom, might've been the aspiration of most people, you were never bound by other people's outlook on life. It was the call of adventure and wanderlust that drove you when you were young.

You have spent your adolescence upon...

…being a squire to a knight.

…being a cutpurse.

…being a student of magic.
 
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Gahbreeil

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At the young age of 13, you have caught the eye of a noble as you were watching the grand melee of a tournament taking place in Bleak Haven together with your family. Edmund Beckett was his name and he was the one whom stood victorious over all the other participants of the melee. Sir Beckett as he would be known since that day, was knighted by one of the King's Guard, a noble knight whom organised the grand melee, and after the initial celebration upon the tournament grounds was finished, he approached the tribunes and offered you a chance at squiring for him as his first decision as a noble of Neverfall.

You looked to your parents as he was finished speaking and both rejoiced and gave their permission. In a moment, you did as well. Before long, you left your home behind without a second glance as Edmund Beckett offered coin to your parents upon the end of each season. And so, you became an aspiring knight under his tutelage. The tutelage that was to last 5 years and until your maturity when it was decided whether you were deserving of a noble title.

The years proved to pass slowly yet your skills, strength and willpower improved over this time. You have learned to wield a sword and a shield, ride a mount, proved to be quick and reasonable, your nerves and senses hardened as if a steel blade in the care of a blacksmith. Sir Beckett passed on to you most of what he knew and before long, you received the accolade of knighthood from him.

When the day of your 18th birthday arrived, you were prepared to wield a sword in king Arthur's name as Sir Edmund could attest yet you were not prepared for the generosity that he would bestow upon you. He had obtained a steed, armour, a sword and a shield for you on the previous day in secret and gifted all four to you on the day of your birthday. All that he asked of you was to keep your head and serve Neverfall until your dying breath.

And so, you have repeated the words of the oath and sworn to protect the poor, defend the kingdom and serve the king and the king alone. Afterwards, you have talked with your parents and promised them to return one day and to Sir Beckett, you have said the same. An hour had passed and you were riding out of Bleak Haven, alone for the first time in your life yet prepared for all that may happen.

With a hand upon the pommel of your sword, you have looked past the gates of Bleak Haven for the first time during your short life.
 
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Gahbreeil

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At the young age of 13, on a certain day, you had nothing to do and, as you have observed, you had nothing to do for a week by that point in time. Perhaps, even a month. Life was good yet there was something missing. A particular event changed your life forever when you were walking down the streets around the market square of your home town where the Cloth Hall stood. Daydreaming, not particularly focused on anything that was happening around you, you have walked into a merchant who was talking with someone upon the street.

In a moment, the merchant, or rather both merchants, turned around to face you and started shouting out obscenities at you for the offence that you have committed, however trifling it was to you at that moment within your life. You managed to apologise, even form your hands as if to beg to symbolise that you have meant no harm and as the merchants, still quite wroth, left the street to walk through an adjacent inn's door, you have noticed that the string that held one of the first of the merchants' coinpurses had come undone and the pouch landed upon the street without an audible sound because of the chatter and merriment upon the street.

Without looking around, you crouched and picked up the coinpurse before looking around. The merchants were gone and no one seemed to be paying attention to your person at all. There were no guards upon the street as well. And so, you have glimpsed a back alley, right beside the inn, behind the inn sign upon which a merry monk with jovial features was painted above etched letters which named the inn, the "Friar Deorwine". Without a second thought, you walked into the alley, holding the pouch with your right hand.

And as you have reached the end of the alley, you jumped up to sit upon one of the crates lying there and looked into the coinpurse. The gleam of golden coins changed your life forever. Counting the small fortune that you had, if it may be put that way, found, upon the street, you were amazed as it proved to be thrice the monthly earnings of your family. After some thought upon the matter, you've decided to keep the gold for yourself because of the offence the merchants had made upon you.

With the pouch hidden within your tunic's folds, you have walked all the way home without even a thought about theft. The only matter within your mind was the image of the merry friar whom seemed to be smiling at your fortune. You knew that no one could know of your most recent findings, however, and so, you have decided to bring the pouch to the attic of your parents' home and hide it there, beneath a loose board.

Upon the day of your 18th birthday, you were already an accomplished cutpurse. One matter led to another and you have learned that gaining friends is a trifle and that they can disappear just as easily. Fortune smiled upon you as you managed to avoid being seen throughout all of the 5 years of your career as a thief. Finding yourself penniless and a tad tired with your family, you retreated to the attic of your home and took the coinpurse acquired those 5 long years ago in order to buy yourself some equipment fit for an adventurer.

Your goals were twofold. You were definitely not a child anymore and you did not want to be the 5th wheel to the wagon of your family. It is true that your parents would have liked you to work and one day inherit the home at which you have spent the 18 years of your short life yet you had other plans and desires. You wanted to see the world, you wanted to be rich, you wanted to continue doing what you were good at. And so, during that fateful evening, you have left your parents and home behind without a word, aware that they probably knew that you had some source of income other than helping them with their daily tasks.

Before long, you had a steed as well as a longsword and a dagger, mainly for show yet you figured that someone as agile and nimble as you would have no trouble fending someone off with a dagger and in case you would be attacked by armed foes, a longsword would surely come in handy. And some leather armour that proved to fit you like a glove. Penniless yet merry, you have ridden out of Bleak Haven, alone for the first time in your life yet prepared for all that may happen.

With your feet in the stirrups, you have looked past the gates of Bleak Haven for the first time during your short life.
 
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Gahbreeil

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At the young age of 13, while wandering the streets of Bleak Haven, you have looked up at the sky as a youth of your sort might. Clouds were scattered upon the firmament and the sky looked altogether idyllic and serene. However, for the first time during your short life, you have noticed a tower rising above the other buildings. It did not reach too high and so, the other buildings of your home town obscured it from your view up until that day. Wondering what the tower was, you had started walking towards it.

In a few minutes, a voice roused you from your thoughts, reaching your senses from behind. You have turned around, you can remember it very clearly, and saw a man with the whitest hair, it was long, past the shoulders and he wore a beard of the same pure white shade on his cheeks alone. He had called out to you, "Towards where do you walk?", that much you can remember.

However, the rest became obscured by the mists attained within your mind during the concurrent years. For the man proved to be a wizard. How he had found you or how you have chanced upon him remains unknown to you, even up to the current day. The aforementioned fog upon your mind is dense yet your hair, white just the same as his, reminds you of the years that you have spent, studying magic under his tutelage. You have remembered that your family is safe. You have also remembered that one should not think of another person nor that person's property. And to think of one's home should be preceded by an invitation. Otherwise, an invitation from the aforementioned person might follow. And change your life forever.

When the day of your 18th birthday arrived, you were let out of the wizard's tower in an altogether exciting way although it proved to alter your mind and senses not. Using a teleport created by the wizard, you have left Bleak Haven forever with only the quest upon your mind. The attaining of knowledge. Survival, wealth, camaraderie meant nothing to you anymore.

As you have appeared on a meadow within some dense woodland, you remembered 7 of the spells that you have learned and had your very own spellbook in hand. Your boots had thick soles, your clothes were expensive and so, would not tear easily. You had a cloak as well. Without a second thought about the situation, you had used the 1st of your spells to hide the spellbook in the world of magic where it would await the moment at which you would use the 2nd of your spells.

With your hands free, you have looked around you and noticed the world outside of Bleak Haven for the first time during your short life.
 
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agris

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I'd like to come down stairs and order scrambled eggs, pls
 

Gahbreeil

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Knight's Tale

W
ithout hesitation, you have put your mount at a walk and gazed upon the countless farms scattered around the dales and valleys surrounding Neverfall. Making your way down the main of the three roads leading towards the port, you have passed a few travellers and a caravan on your way east. Some of these people looked at you with hope and pride, some had even called out to you, "May your blade strike true!", "May your shield never break!" and so on, wishing you good luck.

In the half of an hour, the Sun reached it's zenith upon the firmament and in a minute, the afternoon began with you deep in thought over what may happen during your first journey towards the heart of Albion. Forgotten treasures to share with the peasantry, merchants in peril to defend, children and villages to inspire towards placing trust in Neverfall, all of these matters had passed your mind.

In an another half of an hour, you have reached a crossroad where a bard sat below a tree growing between the northern and eastern branches. You have glanced his way and thought of what to do next as the ambience of the busy roads and the music of the troubadour's lute blended seamlessly within your senses.

You have decided to ride up to the bard in order to ask him of rumours.

You have passed the bard and rode onwards, eastwards.
 
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Gahbreeil

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Thief's Tale

W
ith your mind meandering through the possibilities of acquiring wealth, you have put your mount at a walk and gazed upon the countless farms scattered around the dales and valleys surrounding Neverfall. Making your way down the main of the three roads leading towards the port, you have passed a few travellers and a caravan on your way east. Some of these people glanced your way, some with surprise in their eyes, some with distrust, yet none seemed too interested with your person and left you to your journey as you have left them to theirs. Your grip on the reins was firm and a few plans were already forming in your mind.

In the half of an hour, the Sun reached it's zenith upon the firmament and in a minute, the afternoon began with you deep in thought over whether to rob someone on the road or within a roadside inn. You couldn't help but remember the tales of legend as well, your imagination was unbound upon the thought of golden treasures which could be found in some forgotten ruins off of the trodden tract.

In an another half of an hour, you have reached a crossroad where a tree grew between the northern and eastern branches. You have thought of what to do next, unaware of where each of the branches of the crossroad could take you.

You have decided to ride north, along the coast.

You have decided to ride eastwards.
 
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Gahbreeil

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Wizard's Tale

Y
ou have began to walk forwards with confidence. After all, you were prepared to defend yourself against any foe whom might appear before you. The wizard made sure that it would be so during the time that you have spent within his tower. As you were walking between the varied trees of the forest, you used the third of your spells in order to see within your mind a compass that would help you understand where exactly you where.

As it turned out, you were walking exactly where you wanted to walk, towards your destiny as some would put it yet in fact, eastwards, towards the nearest road which would take you north, to the inn by the name of the "Old Pine" where you were to meet a certain acquaintance of the wizard and retrieve an item containing hidden magical potential.

Minutes passed with your mind empty, or as some would put it, a grove or pond of endless clarity. The sudden bustle behind you did not disrupt this serene wonder that your mind had became. Turning around on the heel of your right boot, you faced the first foes of your journey.

A ragtag group of three goblins stood right in front of you, their faces becoming distorted with anger as soon as they have noticed you looking at them. The goblins began to shake their short spears yet you had time to react before they rushed at you.

You have decided upon a simple spell of confusion, the 6th of your spells. Raising your hands, you drew the necessary symbols with your fingers and spoke the word of power. And so, two of the goblins tripped and began acting as if drunk while the third one stopped and looked around as if in a place that he had never seen before.

Without a second thought, you have turned around and left the dazed goblins behind, walking towards the road.
 
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Gahbreeil

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You have stopped a distance away from the troubadour whom looked up at you and gave a sincere smile before saying, "Greetings, noble knight.", to which you replied with a greeting and a question about any rumours that might be spreading across the land. The bard appeared to be deep in thought over your question. It lasted for a few moments during which the strings of the lute made no sound, reminding you that you have left the cheer and safety of Bleak Haven behind. "A quest worthy of a knight such as you, sir? Perhaps, you should ride east, I've heard talk that in the town of Ashen Gate, the baron is looking for adventurers whom might help him with a few problems.", said the bard and so, you have found a purpose in your first journey. You have voiced your gratitude before the troubadour answered you, "It is my pleasure, to help someone akin yourself.", and as you have put your mount at a walk, you heard, "Good luck!".

You have passed the bard and rode onward, eastwards.
 
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Gahbreeil

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Riding onwards, to the east, you reminisced upon your knowledge of the lay of the land, passed upon you by Sir Beckett. The first major settlement east of Bleak Haven was the town of Ashen Gate which stood at the entrance of a valley where silver and iron was mined. Although wealthier than the town of your birth, Ashen Gate was not as large a settlement.

Reminiscing upon that which you have learned while squiring for Sir Edmund, you figured that the road to the mining town would take you a few hours at the most. And so, you have put your horse at a walk and focused your mind and sight on the road ahead.

Time passed in an altogether idyllic manner although you couldn't help but feel as if something was amiss.
 
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Gahbreeil

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As you have pulled at the reins of the steed to turn it's head to the north, you have thought of that which might happen upon the road. Aware that the guard or the knights might patrol the Coast Way just as well as any town, you have continued thinking of how to perform your first theft upon the routes of Neverfall.

After some time had passed, you have decided to stop a traveller and ask where the Coast Way would take you. "Into the White Forest and once you ride out of it, the town of Edamn." And so, you have thanked the traveller and rode onwards, thinking of what may befall.

After a while, you have believed that you could see the White Forest.
 
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Gahbreeil

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Riding onwards, to the east, you reminisced upon your past in Bleak Haven for no better reason than to occupy your mind. Unaware of where the road might take you, you have decided to ask a traveller passing you by about where the road leads. He had answered you, "The first town east of Bleak Haven is Ashen Gate, a mining town.". You have voiced your gratitude and rode onwards.

Reminiscing, you have thought of how a chalice of wine would be a welcome addition in your life yet you had to leave your home behind in fear of putting your family in peril. And so, you have put your horse at a walk and focused your mind and sight on the road ahead.

Something seemed to be happening upon the horison.
 
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Gahbreeil

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As you have continued walking at the same steady pace, you haven't thought much of the goblins as it was fairly common for them to dwell within forests. Instead, walking onwards, you have continued your studies of magic as much as you could while remaining aware of your surroundings. Particularly focused on the spell of binding, or paralysis, you were certain you would master the spell soon, today if there would be time to rest. Afterwards, all you would have to do was to write the spell into your spellbook and attempt to memorise it in order to be able to use it. It would have to replace one of the 5 spells you have already memorised unless your potential would grow and your abilities improve before mastering the spell.

You have met no other woodland creatures past the three goblins at the beginning of your walk through the forest. As you emerged from it and walked onto the road, you looked left and saw the inn upon the horison. You walked onwards, abandoning all thought of magic for the moment, prepared for the events about to unfold within the axis of time as confidence predated your every step.

A quarter of an hour passed and so, you have stepped into the courtyard before the inn.
 
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Gahbreeil

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Your senses did not deceive you as you have heard a galloping horse behind you. As you have pulled at the reins to signal to your steed to walk to the side of the road and looked behind you, you saw a messenger riding forwards. He had galloped past you and you couldn't help but wonder what urgent message from Bleak Haven was heading eastwards.

It was irrelevant yet as your mount stopped on the byroad, you remembered the words of Sir Beckett from a few years prior the current day. He had told you upon one morning, "Squire, know the town of Ashen Gate to be a dangerous place to unannounced guests.", yet you didn't know of the mining settlement then and so, forgot about it. Now, as the words reappeared within your memory, you have thought of why it was so. Quickly, you have noticed that it might not be so any longer yet you could not be certain.

In the end, regardless of the matter, you would have to rest in Ashen Gate if there were no inns on the way there. And so, you would not be able to pass it and ride onwards.

Thinking of what may befall, you have put the steed at a walk once more.
 
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Gahbreeil

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The forest in the distance proved to be made up primarily out of trees with white bark yet if your memory had not deceived you, you remembered that a circle of druids lived in the White Forest which was supposedly magical in nature. Legends claimed that the forest was named after the standing stones hidden deep within it. The monument was comprised of two circles, the outer and the inner one, of marble pillars that were never carved nor sculpted. According to gossip moreso than tales, the druids gathered at the marble monument at the end of each month in order to celebrate nature as well as guard it in some undescribed way.

As for what the druids do for the rest of the month, no one knew. You could remember the most plausible of the rumours that you have heard, that the druids were not human and wandered the forest eternally, guarding it from foes of nature and gathering herbs, bark, leafs and weeds that they used in ritual alchemy.

As you have ridden onwards, you have noticed that the Coast Way continued west of the White Forest while a branch of it continued into the woods. With the mount at a steady walk, you have thought of whether to attempt to visit the druids or continue down the route north.

Driven by curiosity moreso than greed, you have decided to ride into the forest.

Greed compelled you not to waste time and you have chosen to follow the Coast Way.
 
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Gahbreeil

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Narrowing your eyes and raising a hand in order to shield your sight from the sunshine, you have glimpsed that some argument was playing out in the middle of the road. As you have ridden a short distance down the route, you could see two wagons and a handful of people. Soon enough, their voices became audible as well.

Before long, you were right beside the scene of the argument, you have also heard enough of the dialogue taking place between the people there that you knew two merchants were arguing about whom had the privilege of arriving at their destination faster as, supposedly, one wagon tried to overtake another.

You have decided to dismount your steed and approach, leading the horse by the reins. Naturally, in order to see whether there was anything to gain.

Giving the entire scene only a passing thought, you have ridden past the merchants and their wagons and onward, towards Ashen Gate.
 
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Gahbreeil

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The sign hanging above the doors to the establishment had a pine tree painted upon it and the words "Old Pine" were painted below it with bright green paint. Past the observation that you have reached the goal of your journey for the day, there was nothing of interest around the courtyard past the stables adjacent to the building of the inn. You have stopped in the middle of the courtyard and thought twice of what you would do next.

You have decided it would be wise to check the stables to see whether the person you were to meet in the inn arrived upon a steed.

You have decided not to waste time and walked up to the doors.
 

Gahbreeil

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An hour passed and you were making progress on your journey towards the mining town as you have passed a few turns upon the route and saw four milestones on your way. You couldn't help but think of reaching Ashen Gate in order to rest at an inn, hear some rumours, perhaps, drink some wine, regardless of the strict mindset that you have adopted as a squire. And so, you have waved away the daydreams in order to focus on your surroundings while your thoughts returned to your past training in order to brace yourself for any task or problem that might arise during your journey.

In a few minutes more, it began to rain.
 

Gahbreeil

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You have put the steed at a canter for a few minutes and brought it to a walk as you reached the outskirts of the forest. Looking around, you saw no one except for the travellers following the Coast Way. As you have entered the White Forest, only the wind whistling between the trees broke the silence. Regardless, you have chosen to ride on.

The woods were not too dense and lack of sunlight was not a problem. You have ridden onwards for a few minutes before a tall man in a white robe appeared upon the path. He had looked at you with stern eyes and spoke, "What brings you to the White Forest, traveller?". You have gathered your thoughts and answered, "I wanted to see whether this branch of the Coast Way will take me through the forest.", "Indeed, it will.", said the druid before disappearing in-between the trees. Your eyes followed him as long as he was visible and so, you guessed that he was returning to the monument of legend.

You have decided to dismount, tie the steed to a tree with the reins and carefully follow the druid.

You have ridden onwards, hoping to leave the silent forest.
 

Gahbreeil

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Location
Asarlaíocht
Riding down the northbound route, you kept your mount at a walk and kept thinking of where your journey might take you. You were unfortunately unaware of the world outside of Bleak Haven and so, you have wondered whether the nearest town is far away and whether you might find an inn on the way there. A half of an hour passed and you could not see the White Forest on your right any longer. In a few minutes, you have seen a wagon stopped on the byroad and you have decided that you have passed enough opportunities upon that day.

After looking around, you have dismounted and walked towards the wagon, leading your horse by the reins. Bracing yourself for anything that may happen, you have quickly looked through the back of the wagon where you have noticed a few chests, bundles of cloth and other trade goods. You have let go of the reins and slowly approached the front of the wagon where the driver and the merchant were arguing about the pay of the driver.

You have noticed the coinpurse of the merchant right away and slowly unsheathed your dagger. In a manner quite agile and deft, you cut the strings by which the pouch hung from his belt and the coinpurse dropped into your hand without a sound. Holding your breath as you have walked backwards, you have managed to reach your steed. As quickly as you could, you have hid the coinpurse in the saddlebag hanging from the side of the horse and mounted your steed.

Quite proud of your first theft outside of Bleak Haven, you have ridden onwards.
 

Darkwind

Liturgist
Patron
Joined
Aug 1, 2019
Messages
513
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Soo, how do you play this?

I haven't read any of the content, but it looks like he's writing up a CYOA thread with hyperlinks between posts instead of "turn to page X". Seems to have been an actually constructive development from the Mortal ultimate RPG or whatever thread.

This is actually more in line with his abilities, real talk. Just use the CYOA maker engine (whatever it is called) and make a damn visual novel w/ some light artwork. That is where you start if you don't have a budget or any technical ability and work your way up from there. You won't be the next Diablo, but you can carve your little niche perhaps. ¯\_(ツ)_/¯
 

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