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CYOA - Dark Forest
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CYOA - Dark Forest
The dark woods call for blood
Author: BiggySpoonz
Welcome to the dark woodlands..

You begin by inhabiting the dead body of a warrior, rising from the musty earth the powerful warrior's body begins to morph to your shape. Slowly you inbide the corpse's memories, taking them almost as your own, like coming from a coma your connection with your host body is hazy, but with a little use his abilities quickly feel natural. Arisen, you are in a clearing surrounded by a dark woodland, your clothes are moss covered and beginning to rot, the evening is cold. It seems you will remain here until the world is freed of the magic that pulled you here, or death finds you. You Find the items that had been on your person stashed inside an ornate wooden chest covered in strange symbols. The box’s energy slowly fades, it now seems to be merely but a strangely decorated wooden box. -- THE WORLD -- The world has no name, for none know more that much further beyond their village. It is a cold world, men and dwarves toil to survive the vicious unforgiving world. The forest grows, and grows, forever hardy, forever dangerous, but plentiful. Most subside through a mixture of farming and hunting, building up stores to survive the beasts the prey through winter. The men of this world are untrusting, but hardy and loyal, they have braved great terror before and are ready to do so again. But deep in the dark woods a terror grows, biding and spreading its influence among the wild and free beasts is gaining, soon no power of the intelligent races will be enough to stop the coming tide.

Choose Wisely, you have 1000CP

This CYOA sets up a classic hero's journey archetype adventure, a dark nemesis rise to destroy the land, will you take up the accursed relic and wield it to save the land from darkness?

worldMap
Deep in the lost woods of the west a dark power rises, the greater spirit of the land calls forth for a hero to unite the tribes of man, dwarf and all that sentient races together to fight the dark spirit. In the north the wild mages of the golden forest seperate themselves from the ungifted, and think only of growing their power. The looming spire skirmishes with the wild and frienzied zealots of Gorruk's Hermitage, risking a wider conflict between man & dwarf. Bennet's rest grows poor under the failing guidance of greedy spiteful lord and his arrogant housecarls. The mines of Delarun are rich but the breaking down into family factions has lead to crumbling social foundation as houses further plot, murder, and sow the seeds of chaos to gain greater ranking in the High council. The dinnol pits continue to produce great fighters in their fighting pits, but brash, angry and poor they feed not the barracks of LandsKarn End but the wild bandit groups that pester the southern woods. Fort Eadharras stands proud, holding against the first of the push from the lost, but as others ignore it's calls for aid, it's numbers begin to fail. Fort Gorrots growing power is seen as alooming threat to it's neighbours as past transgressions pollute it's reputation, will it's newest High Chaplain restore it's reputation or fall to war against it's neighbours.
1/ Archetype
What were you once in this darkened place, and from what seeds will you grow?
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Human Hunter
Your were raised in a small village in a poor keeptown, you spent your days hunting foraging and tending to your fields
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Your were raised in a small village in a poor keeptown, you spent your days hunting foraging and tending to your fields
Human Warrior
Raised in the blood of battle you had once protected the lands of your lord from the violent beasts the prowl the land. Your fearlessness in battle and destruction of corrupted beasts has made you an ally of the hawks with whom you can speak.
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Raised in the blood of battle you had once protected the lands of your lord from the violent beasts the prowl the land. Your fearlessness in battle and destruction of corrupted beasts has made you an ally of the hawks with whom you can speak.
-50MP
Human Druid
A child of the forest, you are free and easy in even the most dangerous of woods, knowing it's every secret path, and every useful fruit.
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A child of the forest, you are free and easy in even the most dangerous of woods, knowing it's every secret path, and every useful fruit.
-50MP
Human Wanderer
Unable to withstand the pull of your feet you let them lead you. You are rarely interested in plannign ahead but merely rely on you wit and intelligence to get you through each day.
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Unable to withstand the pull of your feet you let them lead you. You are rarely interested in plannign ahead but merely rely on you wit and intelligence to get you through each day.
Dwarf Scout
One of the few dwarves who is comfortable outdoors. Your life of exploration and has made you cunning and wise to the dangers of the forest, few can catch such a swift and cap[able woodsman as yourself.
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One of the few dwarves who is comfortable outdoors. Your life of exploration and has made you cunning and wise to the dangers of the forest, few can catch such a swift and cap[able woodsman as yourself.
-50MP
Dwarf Guardian
Dwarf guardians play the vital role of protecting the rare resource that is the Dwarf Queens. Few in number and slow to come to term, a dwarf birth is a great celebration, and nothing is more closely guarded than the powerful and important dwarf queens, they who decide shall bring in the next generation.
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Dwarf guardians play the vital role of protecting the rare resource that is the Dwarf Queens. Few in number and slow to come to term, a dwarf birth is a great celebration, and nothing is more closely guarded than the powerful and important dwarf queens, they who decide shall bring in the next generation.
-100MP
Dwarf Priest
You live to press the true word of Gorruk the savior, lord of protect against dark forces. undaunted by horror and beloved by all those who follow the word, you are a light in the dark, and the great bulwark against which horror will crash.
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You live to press the true word of Gorruk the savior, lord of protect against dark forces. undaunted by horror and beloved by all those who follow the word, you are a light in the dark, and the great bulwark against which horror will crash.
2/ Origin
the land from whence you came and your nearest location of interest.
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Mines of Delarun
The oldest of Dwarven mines, and their spiritual home, here the many factions vie for political power. It is a rich place, where even the most humble can find a chance to earn well, but the selfishness and fight for status have burned much goodwill from it's populace, and now it has become a dog eat dog world.
-100MP
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Looming Spires
The looming spires are an old series of fortifications from long past was between man and dwarf. Now they remain a place of pilgrimage to the god of harvests who has repeatedly blessed the nearby forests with rich bounties during the hardest of times. Mostly a citadel of men, many dwarves also follow the belief, but are seen as heretics by the dwarves of the nearby hermitage of Gorruk. Religious disagreements are bumbling up between the two citadels and skirmishes are already breaking out. Those born hear are likely to spend much time scaling the dangerous cliffs for that most precious of regional resource, the healing swiftleaf flower.
-50MP
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Bennet's Rest
Most northern and poorest of the large cities, Bennet's rest only grows worse still, once it was manned by the noblest of lords, but now his greedy progeny drives the populace like slaves, and holds the richest givings of that work for himself & his housecarls. Though lacking in moral fortitude Lord Aldhelm commands a powerful army, few bandits plague his land, if his own men can be discounted from that label. The poeple of bennet's rest are natural horsemen, prized throughout the land as great messengers and cavalrymen.
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Dinnol Pits
A stinking puit of villainy and murder, few but those with nothing to lose travel willingly to the Dinnol pits. Its few exports are it's inescapable prisons and it's fierce mercenaries, largely survivors of it's brutal jails. Gambling and all vices are rife, those who survive have their wits about them and no who to threaten and who to appease. power is divided between the three crime families, the Johnsons, an old bloodline of hustlers and gamblers, The red falcons, a mishmash of orphans related by their harsh paths and recruit only from the most wretched of urchins, and lastly the proud Hlothere, draoed in a mask of nobility and fanciful garments, quietly they pull the strings of alchohol and whoring.
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Fort Eadharras
The first keep standing against the probing finger of darkness that pours it's vile intent from the burnt woodland of the lost. An Aristocratic city of knights and valour, but ever prideful, a clever tongue will quickly be burnt. The city has many strong men, but these numbers are being cut by a sudden number of dangerous raids, lost patrols even of highly lauded knights have been lost, causing the High King Eanfrid to swallow his endless pride and request help from the swelling darkness at his door, other cities, steeped in their own pettu troubles are failing to respond.
-50MP
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Fort Gorrot
A sordid air surrounds Fort Gorrot, once a great bastion of true knights, one Errant knight sought glory in the subjugation of his neighbours, it's reputation destroyed the fort now resides under the guidance of High Chaplain Oswald. If his moral hand is true, the brave fighting power of Fort Gorrot may once again be turned against a true foe.
-50MP
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Golden Forest
The wild and dangerous Golden Forest hides many strange and wonderful creatures and plants, but few are given passage by the strange and terrible Druid. The druid's first mistress is knowledge and the forest hides their darkest experimentations. Powerful and fiercely intelligent the druids are capable of turning the tide in the favour the forces of good, but it will take much to coax them into turning their strengths to the interests of others.
-50MP
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Gorruk's Hermitage
High up in the mountains the dwarven zealots of Gorruk station themselves against the heretical and vice driven rabble. The mighty and true word of Gorruk shields them from all dark influence and set their mind on the truest path. If only the heretics can see the light then the kingdom of man & dwarf will be protected from the coming darkness. Only the zealots of Gorruk as yet have answered the call of Fort Eadharras, with their only distraction being the heretical call weakness of their neighbours in the Looming Spires.
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Landskarn End
Once the scene of great battle, landskarn end is now the home of those seeking to escapre the vile horror of the Dinnol pits, whose creeping vices snake their way inside it's noble walls. To fight such influence an Inquisition has been declared and censors are given the right to check a person's morale behaviour and mark those found wanting, a public register lies in the town square declaring all acts of poor character. But beneath this mask of enlightened moral action, a deep underground market of vices find its way in the darkest places.
-50MP
3/ Accursed Relic
Among the items in the decorated box you find a strange item, it's tingles with a ponderous and powerful energy. It seems this item has a called forth a being to futher it's destiny.
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Bloody Dagger
A ornate dagger, it's blade seems freshly wet with blood, no matter how often it is wiped. It calls to it's owner forever hoping to return to it's masters hand, but to do so would plunge the world into darkness.
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Greystone Amulet of Beyin` Parak
A beautiful amulet, wrought in silver with many fine gems. It seems to hum with a gentle tune, it seems to give you strength.
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Waters of Omsak Yashniir
A runed leather waterskin, it feels heavy, but smells sweet.
4/ Nemesis
Deep in the dark wood a dark power is growing, it thirsts for something, something it hopes to gain from the people of this world.
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Erred-Mhuur
Erred-Mhuur hungers for the flesh of sentient beasts, it burns with anguish, only seeking to destroy that which it hates above all else. In it's anger it has reforged the beasts of the wood that have come under it's influence, dark & blood loving they move now as shadows branded in glowing red runes, hunting and preying on all they can.
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Erred-Mhuur hungers for the flesh of sentient beasts, it burns with anguish, only seeking to destroy that which it hates above all else. In it's anger it has reforged the beasts of the wood that have come under it's influence, dark & blood loving they move now as shadows branded in glowing red runes, hunting and preying on all they can.
The Haruspex
The dark gods have been forgotten by those they helped make. To a god their is no greater disrespect, for this act they have sent the haruspex, whose mere prescence is to invite catastrophy. Disease, plagues, civil war all spread as he walks the land, he only walks and smiles as the land plunges into darkness. He is protected by four great heroes who served the will of the old gods, Albrith of the Axe, Eldrith of the Spear, Dantrith of the Blade & Ellena of the bow.
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The dark gods have been forgotten by those they helped make. To a god their is no greater disrespect, for this act they have sent the haruspex, whose mere prescence is to invite catastrophy. Disease, plagues, civil war all spread as he walks the land, he only walks and smiles as the land plunges into darkness. He is protected by four great heroes who served the will of the old gods, Albrith of the Axe, Eldrith of the Spear, Dantrith of the Blade & Ellena of the bow.
The Sandman
The Sandman hunger for hope, and his dark scuttling slaves hunger for flesh. traversing the dreamscape he subverts and darkens dreams, sucking the hope from people in their slumber, turning them into tragic figures, lacking the energy and courage to take up arms against the scuttling feeding horde.
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The Sandman hunger for hope, and his dark scuttling slaves hunger for flesh. traversing the dreamscape he subverts and darkens dreams, sucking the hope from people in their slumber, turning them into tragic figures, lacking the energy and courage to take up arms against the scuttling feeding horde.
Tribe of Trolls
Angry, violent & strong, the Troll tribe has expanded far beyond it's means and now seeks new lands to plunder. Incapable farmers, the plentiful and well mainted farms of human and dwarf alike offer a tempting reward. Tales are heard already of small farmsteads overrun by the brutal creatures.
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Angry, violent & strong, the Troll tribe has expanded far beyond it's means and now seeks new lands to plunder. Incapable farmers, the plentiful and well mainted farms of human and dwarf alike offer a tempting reward. Tales are heard already of small farmsteads overrun by the brutal creatures.
The Lost Wildmen
Burned out the Allied council for their dark heretical practices, they have grown hungry for revenge, this hatred has allowed the dark rituals to penetrate thei minds further. Blood magic and necromancy, plus wild bloodlust has made them a terrible enemy, but their disorganisation has made them inneffective in pitched battle, now they move toward guerrilla action till their growing number will be too strong to hold back.
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Burned out the Allied council for their dark heretical practices, they have grown hungry for revenge, this hatred has allowed the dark rituals to penetrate thei minds further. Blood magic and necromancy, plus wild bloodlust has made them a terrible enemy, but their disorganisation has made them inneffective in pitched battle, now they move toward guerrilla action till their growing number will be too strong to hold back.
5/ Items
What other useful equipment you have found to help you on your journey.
Max 100 choices
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Bag of holding
A small bag capable of holding twice your own bodyweight in items before it becomes heavy, bag never grows in size, once full uncarriably heavy.
-100MP
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Large bottle of Emig's Honeysap
A bottle containing three portions of a rare ointment, blessed by a kind nypmh, allows you to slowly regenerate from almost mortal wounds over the course of a few days.
-50MP
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Runed Blade
An ancient family heirloom, sharp true and deadly, it makes short work of any hide or light armor.
-50MP
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Ornate Helm
A wonderous piece of work, striking and enobling, whilst also a fine and effective piece of armor.
-50MP
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Mages Lantern
burns brightly and confers a sense of comfort and warmth during cold nights. However may attract things best left unattracted.
-50MP
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Noble Mount
the horse of Erenbiir's line are powerful warhorses, unflinching in the heat of battle and loyal as they come. He would appreciate you giving him a name.
-100MP
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Shield of the Blue Tree
The shied of the blue tree is worn and old, but still an arrow or blade is yet to pierce its mighty bulwark. Legends say even magic may be defected by it's true and solid power.
-150MP
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Mechanical Talisman
Tells of the approachment of menacing forces and in which direction they lay.
-150MP
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Dark Spear
A Dark spear, filled with anger and hate, can break through the toughest armor, but will slowly fill it's handler with a brooding darkness.
-50MP
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Burning Ward
A Fiery magical torch, burns with a dark red light, but when meditate nearby it will create a protective shield.
-100MP
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Loyal Dire Wolf
A Dire wolf you raised from a pup, intensiley loyal. Most sentient folk are incredibly fearful of such beasts.
-100MP
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Ancient Tome
An ancient tome that tells of the dark forces that will come to plague this land, offers some puzzling & vague advice about possible weaknesses and manners by which it can be defeated.
-50MP
6/ Allies
There are many who are willing and able to help you on your journey.
Max 4 choices
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Brothers of the Axe
Your brothers in battle and blood, ready to lay down their life in battle alongside you. [Aefild] Calm but once angry his bloodrage is legendery, axe & shield [Orris] Drunken hunter, likes to toy with his prey, bow & spear [Soffick] Elegent and proud, insatiable cassanova, often difficult to find and more often causes you problems, dual blade, plate armor.
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Your brothers in battle and blood, ready to lay down their life in battle alongside you. [Aefild] Calm but once angry his bloodrage is legendery, axe & shield [Orris] Drunken hunter, likes to toy with his prey, bow & spear [Soffick] Elegent and proud, insatiable cassanova, often difficult to find and more often causes you problems, dual blade, plate armor.
-100MP
Dwarven Mercenaries
Capable and strong, but not entirely fearless, nor particularly loyal. They are a hard drinking & fighting lot, but given direction they will throw themselves wildly into battle. Will abandon you if the coin runs out.
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Capable and strong, but not entirely fearless, nor particularly loyal. They are a hard drinking & fighting lot, but given direction they will throw themselves wildly into battle. Will abandon you if the coin runs out.
-50MP
Greater Eagle
Feddith Karr of the greater eagles, most noble and prideful of the eagles. For an earlier heroic act he has pledged you a favour is in your debt, but his honor will be sullied if you call him in aid for reason other than a time of dire need.
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Feddith Karr of the greater eagles, most noble and prideful of the eagles. For an earlier heroic act he has pledged you a favour is in your debt, but his honor will be sullied if you call him in aid for reason other than a time of dire need.
-100MP
Forest Rangers
Great & capable hunters, the rangers can guide and protect you their impressive bow skills even in the darkest & most perilous woods. [Redwald] A quiet mystery, always faithful, he speaks of little but the movement of beasts [Swefred] Loud and brash, always competitive and lively, but never drinks, quiet about it but very religious.
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Great & capable hunters, the rangers can guide and protect you their impressive bow skills even in the darkest & most perilous woods. [Redwald] A quiet mystery, always faithful, he speaks of little but the movement of beasts [Swefred] Loud and brash, always competitive and lively, but never drinks, quiet about it but very religious.
-100MP
Wilderness Mage
Cudbert is a strange but powerful mage who has offered to take you under his wing, he has great power of natural forces and druidic summonings. He is however not entirely sane and has a tendency to charge ahead headless of danger.
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Cudbert is a strange but powerful mage who has offered to take you under his wing, he has great power of natural forces and druidic summonings. He is however not entirely sane and has a tendency to charge ahead headless of danger.
-200MP
7/ Drawbacks
Without challenges to make us stronger we remain weak in character.
Max 3 choices
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Overwhelming Bloodlust
Your lust for blood makes you a dangerous enemy, but also a dangerous Ally.
+50MP
Power hungry
Your desire for heroics stems from a lust for power & glory, those pure of heart can see your motivation.
+50MP
Outlaw
Your past misdeeds have caught up with you, those loyal to tribal law distrust you and want to see you pay for your crimes.
+150MP
8/ Skills
You had a home, your past has given you many strengths to build from.
Max 2 choices
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Capable Fighter
Seasoned in Melee combat.
-1 SP
Tracker
Seasoned hunter.
-1 SP
Archer
Capable archer.
-1 SP
Tactician
Devious tactician.
-1 SP
ShapeShift
Can transform at will into a werewolf.
-1 SP
Necromancy
Summon the dead, seen by most as heresy.
-2 SP
Stealth
the darkness is your friend, when the sun is down, you are only seen when you wish to be.
-1 SP
The light of this world is waning...
worldMapWith your preperations made, the adventure begins, but so do your troubles. Within a month the gates of Fort Eadharras will fall to the first launched attack from the approaching dark of the lost. If unsupported by the next month Fort Gorrot & Landskarn end, if the first three forts fall there can be nothing to stem the tide of doom.