Professional Documents
Culture Documents
H L TRUSLOVE
Copyright © Inside the Box Board Games LLP 2020, All Rights Reserved
No part of this book may be reproduced in any form or by any electronic or mechanical means,
including information storage and retrieval systems, without written permission from the
copyright holder, except for the use of brief quotations in a book review.
Author: H L Truslove
Chief Editor: Linda Canton
Additional Editing: Rose Atkinson
Producer: Peter Blenkharn
Cover & Illustrations: Marco Luna
Design & Layout: Liam Relph
ISBN: 978-1-913921-00-2
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“Open World Adventure Book”, the Open World Adventure Book mark, the ITB Cube, the ITB
Logo and the Alba title are all trademarks of Inside the Box Board Games LLP.
This is a work of fiction. Names, characters, places, and incidents either are the products of the
authors imagination or are used fictitiously. Any resemblance to actual persons, living or dead,
businesses, companies, events, or locales is entirely coincidental.
Chapter 1
The Voyage
1.0
1.1
1.2
1.3
1.4
1.5
1.6
1.7
1.8
1.9
1.10
1.11
1.12
1.13
1.14
Chapter 2
The Storm
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8
2.9
2.10
2.11
2.12
2.13
2.14
2.15
2.16
2.17
2.18
2.19
2.20
WHAT IS AN OPEN WORLD ADVENTURE BOOK?
Gamebooks have been around for a long time; novels where YOU are the
protagonist, making choices at points in the narrative where going left or
right will make a substantial difference to how the story progresses. Our
team grew up exploring castles, dungeons and houses of horror,
navigating these little worlds bound up in a single book – nestled into a
corner of a library or a classroom or a cluttered bedroom, imagining
ourselves as mighty warriors, devious rogues or plucky detectives.
Open World Adventure Books will give you an experience where you
make choices at each juncture in the narrative, the effects of which will
ripple through your story. Each chapter of the book is an ‘act’ of the
narrative, a particular location at a particular time, where you make
successive choices to determine what happens in that place, at that time.
At the end of each chapter, you’ll then choose where to go next – which
chapter to progress to. Depending on your choices, different chapters will
be unlocked, and some may even remain a mystery after you’ve
completed your journey!
Open World Adventure Books aren’t like regular books. Instead of going
from paragraph to paragraph, chapter to chapter, until you hit the end
of the story, YOU choose how the story ends.
At the end of that section, it’ll tell you what to do next. You’ll go from
section to section, not necessarily in numerical order, following
instructions and making choices until you reach the end of a chapter.
Then, you’ll choose which chapter to read next, based on what you’ve
unlocked.
Choices
Some sections will end by telling you to read the next section by saying
something like:
Turn to 10.
Go left – Turn to 5.
Go right – Turn to 6.
Choose wisely.
Although different choices will lead you down different paths, you
cannot ‘lose’ an Open World Adventure Book. There is no point where
you get told your character died or suddenly got lost – you will always
progress. Don’t underestimate how differently, though...
Traits
In Alba, one way you track your experience of different events,
encounters and other aspects of your adventure is through traits. These
are Compassion, Cruelty, Resolve, and Instability. As you make your
choices, sections may instruct you to amend one of these traits like:
Add Resolve to your character sheet.
To do this, turn to your character sheet in the back of the book and
circle one of the pips next to that trait.
If you’re asked to remove one, cross one out that’s already been circled.
Sometimes an option may be restricted based on your traits, for example:
Go left – Turn to 5.
Go right – Turn to 6.
Go straight ahead – Turn to 7,
Needs Resolve >=3
In this case, you need to have at least 3 Resolve (circled pips, not
including crossed out ones) to choose the third option. You can still
choose the other ones if you like, but if you meet the criteria where it
says ‘Needs x’ that option is also open to you, otherwise, you must pick
from the ones that don’t have a requirement. There will usually be more
than one option available to you, but occasionally there may only be one
available option.
Locations
In Alba, each chapter represents a particular location at a particular time.
As you progress, you’ll be instructed to add some locations to your map,
like this:
To do this, find the location sticker with the matching number. Add the
sticker to the map so that the chapter number lines up with the outline
of the number printed on the map. This sticker will add a visual
reference for that chapter, as well as the number of the chapter, to that
position on the map.
When you complete a chapter, place one of the black circle markers from
the sticker sheet around the number on the map, to show that you’ve
completed that section. You can no longer choose that chapter when
progressing to the next one. If you’re ever instructed to ‘remove’ a
location, you also do this by covering the number with a black circle
sticker.
If you are in a situation where you must choose a new chapter and you do not
have any unexplored chapters to choose from, from those that have been
revealed, go directly to Chapter 36. This is a fairly unlikely outcome!
Specialities
You start your journey into Alba on a boat, entering the Old World and
talking to other members of your expedition. This is where you
determine what skills and expertise you have accumulated before your
adventure. You’ll pick your first by choosing a narrative option, reading
the appropriate section, and then following the instruction to add that
speciality sticker to your character sheet, like this:
Add Engineering to your character sheet.
Go left – Turn to 5.
Go right – Turn to 6.
Build a shelter – Turn to 7, Needs Engineering.
The different specialities you can get for your character are:
• Engineering
• Old World Language
• Hand-to-Hand Combat
• Knowledge, Chemistry
• Medicine
• Survival
• Sharpshooter
Encounters
Encounters are Alba’s way of tracking specific interactions or events
within the narrative that come to have greater meaning later, based on
your choices. These encounters, like traits and specialities, may be needed
to progress down particular paths. At the end of a section, you may be
instructed to add an encounter to your character sheet like this:
Like the other stickers, encounters could be needed for options, for
example:
Go left – Turn to 5.
Go right – Turn to 6.
Call Bob – Turn to 7, Needs Encounter
with Bob.
Items
Items work similarly to encounters, in that you get them at the end of a
section to let the book know that you’ve gone down a particular path.
Later on, these may be needed to choose a particular option. To add an
item, when instructed, take the matching sticker and add it to your
‘inventory’ section of your character sheet. The instruction will look like
this:
Go left – Turn to 5.
Go right – Turn to 6.
Climb wall – Turn to 7, Needs Ladder.
Flu
In addition to all of the above types of stickers and marks, which have a
substantive effect on your path through the story, you may also be
instructed to add something to your ‘notebook’. These are stickers that
represent memories of your adventure; they do not have an effect on
the narrative choices.
To add one of these, take the matching sticker from the sticker sheet
and add it to the ‘Notebook’ section of your character sheet.
ALBA
CHAPTER 1
THE VOYAGE
1.0
D on’t be afraid of the Old World, Vola had told you back in
the vault, it’s where we’re all from, after all.
The boat gives a subtle groan as you furl the mainsail and
finally ease up the pace you’ve been putting her through. The boards
creak beneath your feet – a speeding bullet, the hull cuts through the
waves on momentum alone. The motion reminds you of skinning a beast;
a knife neatly parting flesh and bone.
You take a moment to look to the horizon and smile as you bask in
the reassuring sight of land. A long, grey strip sitting on the top of dark
water. The wind picks up a little and whips your coat at your back.
With it behind you, it feels like nature herself is encouraging you
onwards safely to your destination.
You crouch beneath the boom as it swings loose from the mast and
signal to Viktor at the tiller. He nods silently and turns the boat in
toward the coast.
24 days.
For 24 days the three of you have scanned the horizon, read sea
charts, and done little else save for a fleeting game of cards by
lamplight, squashed in between the narrow bunks of the crew cabin. The
work of sailing the ship itself has been steady and kept you on your
toes, though the journey has been reasonably quiet. While you knew you
should be glad of it, you somehow couldn’t help but have wished for a
little more excitement, rather than just days upon days of endless
chopping waters. With all things considered you’re happy to finally see
land again.
Your mind meanders back to some time after the first week, when
Gaia, your other companion, suggested naming the boat. With little else
to do the pair of you had discussed the idea for almost the entire day,
batting suggestions back and forth, happy to distract from the monotony
that had thus far defined the mission. Viktor had endured the
squabbling in contemplative silence, spending his time on the deck and
staring out to the horizon for hours. It was only as the night settled
across your little vessel that he spoke a single word, his voice sending
out a tiny puff of frost that was soon eaten by the darkness.
T he sound of his voice had made Gaia jump a bit, and she’d
furrowed her heavy brow.
“Merlin?” she asked, “Like the wizard in the stories?”
“Marlin,” Viktor replied, not looking at either of you, “like the fish.”
“Marlin it is,” Gaia said, perhaps swayed by Viktor bothering to join
in the conversation, “Marlin like the fish.”
Viktor never mentioned the name again, but judging by how little
the roughly bearded man spoke, you could only imagine that it had
some significance for him. You’d made a mental note at the time to find
out more about this creature.
Your curiosity was satisfied a couple of days after when, on a
particularly quiet day on the open ocean, you had some free time to
yourself. You found yourself thumbing through the handful of old books
stored in the cabin, an eclectic collection brought by the three of you to
try and provide some entertainment. Between an instruction manual for
basic sailing and a never-used recipe book you came across a weighty
tome bound in blue canvas. Along the spine faded gold lettering read:
Beasts of the Sea.
The book was old, the pages were cracked and stiff with age. As you
gingerly turned them they resisted your touch, splintering at the brittle
edges where they had lost the flexibility they’d had when they were first
pressed. You couldn’t help but think it was probably falling apart before
it was on board – and being exposed to the salty ocean can’t have
helped.
Muttering the chapter headings under your breath as you went, you
delicately scanned the book, until you discovered the page labelled
Marlin. Beneath two paragraphs of text, an illustration showed a long
fish flying from the water in a mighty splash. Like a dart, the fish’s
body was long and pointed, its head coming to a sharp end a few feet
beyond its glassy black eyes. The body was a dark blue and decorated
along the spine with a tall fin, much like the sails of your ship, carving
its journey through the sky.
You turned to continue reading the entry when something fell out
and landed on your lap. For a moment you were terrified that your
clumsy touch had broken something, until you saw the paper was far
fresher than that of the book itself. You unfolded it to see someone’s
handwriting scribbled in black ink; a letter written to Viktor. You read a
couple of sentences before realising this must be from his father, a
goodbye note with the gift of the book to help him along his way,
wishing him luck and expressing his pride.
Faltering for a moment, you fold it back to its original shape and
returned it to where it was nestled between the pages. It felt too invasive
to keep reading, and given Viktor’s solemn demeanour you couldn’t
imagine he’d appreciate your continued snooping. You placed the book
back on the shelf, hesitating only to take a quick look at the first page.
Published 2019. It seemed the book was brought out nearly a hundred
years ago, before the war. You wondered just how long it had been in
Viktor’s family.
The old book said that the marlin lives in warm waters around the
belt of the Earth, far from where your boat is heading and further still
from where your journey began. You wondered if Viktor had ever seen
one of these fish for himself, but you never found yourself asking him,
just as you never found yourself asking about the letter folded away in
his book.
Turn to 1.4.
1.2
Turn to 1.4.
1.4
Y ou kick your heel against the box you’re sitting on, indicating
to the stencilled words across the side. Jan tilts his head and
reads them aloud.
“Solar,” he says with a smile. He shakes his head and chuckles,
pinching the bridge of his nose with his fingers. “What’s that old phrase?
‘Every cloud has a silver lining’?”
“I think so,” you reply, looking up to where the sunshine has been
taken over by clouds which are pregnant with the possibility of rain. Jan
snorts.
“Well then I suppose we have an awful lot to look forward to, eh?”
He stands up from where he was perching on a barrel of dried
herring and heads towards the large barracks tent behind you. You
watch as he leaves, and you catch him muttering to himself under his
breath.
“Two hundred days of rain and wind a year and they send us solar
panels…”
W ith stunned silence Jan turns to face you directly. His eyes
dart to your face, then across your body. As you shift your
weight and cross your arms you move deliberately,
suddenly aware of his careful gaze inspecting every aspect of your
behaviour. When he speaks, the curiosity in his words is palpable –
though the excitement is definitely laced with fear.
“You want to live here?”
You nod enthusiastically. Ever since you heard the first call to
adventure when the vault was trying to find new explorers you knew
where you wanted to go. Somewhere new. Somewhere exciting.
Somewhere outside of the bland monotony of the vault.
In a moment you’re transported back, back to the classes you elected
to take to learn more about the old world. The hours you logged
learning about the environment and history, but more importantly about
the people.
“They’re all savages.”
Perhaps a dozen times you heard those words stated as fact. Your
teacher was a harsh, fierce man who’d been on expeditions before. He
made his opinion of the old world very clear. It wasn’t something to be
trusted, it was to be held at arms’ length and feared. And for a while
you had agreed with him, curious to start your mission but worried
about what it might bring.
But then you started doing your own studies. Fascination with the
old world had swept you up like a rainstorm. Suddenly, you were
spending every moment you had reading everything you could find. It
seemed like your tutor was wrong. A lot of the people who had been
encountered weren’t wily savages. They were humans, surviving in a
harsh climate.
You wanted to go out there and help them. You wanted to start
taking a step in the right direction. And the only way to do it was to
put down roots here yourself.
Turn to 1.9.
1.7
J an chuckles.
“Another young ruffian sent to learn some discipline?” he
replies, raising his eyebrows in amusement. “Don’t worry - we’re
not here to break you. This place will do worse to you than we
ever could.”
As he laughs again you turn yourself to face him, a fixed glare you
stare at the side of his head. As his laughter ceases he looks into your
eyes, then looks away nervously. For a moment you stare him down
silently.
“Of course I’m not saying you are a ruffian… I just… erm…” he trails
off, looking down at his feet.
The silence continues for a moment more. You can see Gaia suppress
a smile in the corner of your vision. As his awkwardness increases he
folds and unfolds his arms, looking in every direction attempting to
avoid your gaze.
“Well!” he says finally, “best get back to work!”
He stands and leaves swiftly, once again avoiding your stare. Your
eyes follow him as he walks across the camp to a large tent. As he
bends to duck under the half-opened flap you notice just how small he
seems; at least a foot shorter than you. He could easily be half your
weight too.
You watch people busying themselves with work, dashing between
tents and down the impromptu streets amidst temporary structures.
Those around you are a mixed bunch. Most are young, though a
handful of older individuals also occupy the camp. People of all genders
and backgrounds - a collection of misfits and outcasts, hard to lump into
a single group.
It must be an instinct, you think to yourself. An inner quality that
they, like you, draw upon in their daily work. A need to survive outside
of the confines of the life you were presented at birth.
In your former life you grew used to being the meanest and the
toughest of all the people you knew. You never felt a part of the lifestyle
you were surrounded by. In the times when you felt most ill-at-ease
with your life you imagined yourself as a caged animal, trapped by a
society built to stifle your potential. Perhaps that wasn’t so far from the
truth.
All around you, you see people walk with the same swaggering
confidence you always prided yourself in. Harsh scowls and frowns set
in stone. Clenched jaws and scraped knuckles. You feel, for perhaps the
first time in your life, as though you are surrounded by people that
share your hatred for the gentle softness of the world that coddled you
and held you back for years.
94.
Turn to 1.9.
1.9
S
sleep.
leep doesn’t come easily that night. It’s odd to be on terra firma
for the first time in nearly a month. The ground beneath you
feels wrong without the gentle sway of the ocean to rock you to
You remember what Vola had told you, to trust in yourself. Vola was
in her eighties and had taken a shine to you in the vault as a child.
You spent a lot of time around her, listening to her stories and songs.
You wish she were here right now to believe in you when you couldn’t.
The next day you wake early. Stepping out from your tent you are
met with a biting coldness that stings at your face; at least it helps to
wake you up. You pull your jacket tight, placing your boot onto an
untouched carpet of frost that sparkles in the early morning sun, and
you’re quietly reminded just how beautiful this place really is. The only
other company out here for you is at the centre of the camp where a
young woman is crouched at the fire pit. Her hands tremble and quake
as she struggles to light the pile of tinder and sticks collected there. She
doesn’t bother looking at you, either too engrossed in her work or simply
not interested.
With your hands tucked into your armpits you wander out in search
of something to do, and find yourself drawn to the only source of noise
at the edge of the camp, where the mess tent stands. As you approach
you hear the busy clatter of breakfast preparations. The smell of cooked
food drifts on the breeze and you breathe in deep, the cold biting at
your nose. You exhale, and a cloud of steam billows from you in two
thick streams, reminding you of the stories of fire-breathing dragons you
were read as a child.
You stand still for a moment and from the edge of the camp you
look out to the old world. Beyond your position stretches a vast open
plain of small hills and tall grass. The grasslands sway gently in the
wind;under the rising sun, the frost on every blade shines orange and
yellow. As you stare out to the horizon, the land before you rises and
falls like the ocean. The earth reverberates gently with the thawing
touch of the new day.
Behind you a bell rings. Not fast and anxious like a fire alarm, it
rings in slow deliberate chimes that echo throughout the camp. You’re
not sure how long you’ve been looking out across the sunlit sea of grass,
but when you turn to head back to the mess tent, a handful of other
settlers are beginning to gather.
You eat in silence, at the end of a long table where six other quiet
types solemnly chew their porridge and dried fruit. The food, you notice,
is much like the rations you ate on the ship and you feel disappointed.
You had quietly dreamed all those nights you lay in your ship bunk of
what delicacies would await you, meat thick with fat, rich ripe
berries,bursting juice down your chin as you bit into them. Instead you
chew another handful of dry, tough raisins and force them down.
As you eat, you watch the activity around you; the growing
humdrum of life as more and more people stream into the tent. Bleary
eyed individuals yawn, rubbing their eyes as they stand in line. To the
far end of the tent a pair of cooks work away at a makeshift kitchen.
Twenty, or maybe thirty, settlers are gathered together to start their
various days’ activity. The collected heat of their bodies warms the cold
air and a small steady blanket of steam rises off of the group of you.
Chatter begins to break out and you even hear laughter occasionally; as
they eat, the shabby canvas tent feels cosy; almost homely.
As you scrape at the last remnants of your food from your wooden
bowl Gaia enters the tent. She looks around for a second until you make
eye contact, acknowledging her with a small wave. She crosses the mess,
awkwardly knocking people out of the way to get to you. She doesn’t
notice the glowers she receives in return. As she sits beside you she leans
in close.
“You have a briefing in 20 minutes,” she says right in your ear in
order to be heard over the noise. “Sounds like Viktor and I are scheduled
to head back to the vault in a couple of days - is there anything you
left on the boat?”
“I knew you would say that,” she says, reaching into her
pocket. From it she pulls out a small roll of canvas about the
size of a newspaper and places it on the table in front of you.
You undo the straps and roll it out, inspecting the vials, tinctures,
pipettes and powders brought with you from the vault – some which
you had to sneak out from under the noses of the city’s officials. It
catches the attention of some diners around you, elbowing each other to
point out the strange trinkets.
“Don’t worry, it’s all there,” Gaia says proudly, “I checked it myself.”
Although you trust Gaia you cannot help but continue to inspect
your equipment, staring at what appears to be a crack on the lens of
your miniature microscope and furrowing your brow.
“It’s just glass, you can fix it,” she says. You simply let out a huff in
response before rolling your kit back up and tucking it away into the
inner pocket of your jacket.
“I’ll never understand you boffin types,” she says with a roll of her
eyes, and takes a bite out of an apple she’s managed to swipe. Gaia can
be abrasive sometimes but you have to admit you’ll miss her when she
leaves in a couple of days. Until then, you’ll enjoy what company of
hers you have left.
Add Chemistry (S.5) to character sheet.
Turn to 1.14.
1.11
S he lifts the hem of her heavy coat to her chest, revealing a utility
belt and first aid kit around her waist. Reaching back, she
unclips it, then lifts it from her hips, fastening the two ends
together again, and like a medal drapes it around your neck.
For a tender moment her hands linger at your neck and the pair of
you resemble a couple dancing slowly in the sterile, awkward dances
you went to as a teenager. You look into her eyes and say nothing. She
looks back and smiles, sliding her hands away from around your neck.
“You look like a proper doctor now,” she says, with a grin.
“I’m pretty sure doctors look a bit better than this,” you laugh and
gesture to yourself.
“Well, next supply run I’ll bring you a white coat, eh? Help seal the
deal.”
You smile as she leaves, and try to ignore the fact she’ll be gone in a
couple of days.
“F eeling the cold already?” she asks with a wry smile; the
rosiness in her cheeks giving away the chill she’s feeling,
too.
She reaches into her pocket and pulls from it a pair of silver sticks,
like two toothless keys, joined on a short chain. She twirls them around
her finger for a moment and then throws them to you.
You catch them and stuff them into your pocket as you smile in
return.
“They tell me it gets better in the summer months.” As she talks, a
thin cloud of steam rises from her mouth and curls into the cold air. “I
don’t envy you staying here ‘til then.”
“Hopefully I’ll be too busy to notice the cold,” you say hopefully, but
even as the words leave your mouth you know they’re a lie. With a sad
smile she turns and leaves the tent without another word, and as you
watch her go you slide your hand back into your pocket, fingering the
cold metal that lies there.
Y ou indicate the rifle at her shoulder. With her arm across her
chest she supports its heavy weight. Where the metal of the
gun pulls down at the strap, her whole body leans inwards,
encumbered by the mass of it. She isn’t used to carrying the thing
around like you are.
“Of course,” she says, lifting it from her shoulder. She places your
weapon in front of you with a heavy thud. A handful of people look up
from their breakfast – some eye the gun nervously, others seem
indifferent. Maybe they’ve no need for these weapons here.
Gaia takes a seat beside you. She reaches into her pocket and pulls
out a fistful of bullets. One by one she counts them out onto the table,
placing each one in a line that stretches across the table. When she’s
done the effect looks like they’re the spines of some great sea monster
rising from the water of the table. She leans in close to speak to your
ear.
“Jan told me they haven’t used a gun in ages,” she mutters quietly.
“‘Nothing that deadly,' he says. I don’t know if he was bluffing though.”
You nod your head slowly, continuing to look down at your bowl.
“I could always take it back home…” she says. Before she continues,
you look up and into her eyes. You feel most comfortable with it by
your side. Relenting, she sighs and says, “Of course, if you want it...”
The pair of you sit for a moment. Nearby, a couple of settlers look to
your direction. As you scan the room, you make eye contact. Each one
meets your eyes, then looks away quickly, unwilling to attract your
attention. You stand to leave, hoisting the gun to your shoulder. As you
exit the tent you look back to Gaia, who lifts her hand in a half-hearted
wave.
Turn to 1.14.
1.14
END.
Turn to Chapter 2.
CHAPTER 2
THE STORM
2.1
I t feels odd to wake up on solid ground. Over the past three weeks
you got used to the feeling of the ocean beneath you; it had
gradually grown to become comforting, like a mother rocking her
child. The firm ground disorientates you with its stillness, as if you’ve
been run aground.
Knowing you won’t be able to get any more sleep, you sit up in
your bedroll and run your hands over your face, trying to massage heat
into it with stiff fingertips. At least that’s one thing which hasn’t
changed. It’s just as cold in the mornings here as it was on the open
ocean. You miss the comfort of the artificial heat of the vault, electric
generators chugging out warmth into the little living abodes. Nowadays,
you’re lucky to wake up with any feeling in your toes.
You unzip the door to your tent and stick your head out. There’s
frost settling on the grass and you can see your breath leave your mouth
in little silver puffs. The camp is already quite busy, the inhabitants
bustling about and attending to their morning business. You feel nervous
and excited about what’s to come. You’re about to become a legend.
Maybe you’ll find something of such worth that they’ll add your
findings to the history books, write your name in print for children to
learn about in lessons. Either way, this is the most adventure that you’ve
ever had.
The frost crunches beneath the tread of your boot as you head out
for the day. You collapse your tent in a few quick expert movements and
attach it to your pack. Nobody pays you any mind or offers to help –
you suppose they’re too caught up in their own lives to bother.
With everything assembled you decide to seek out a familiar face.
There’s still a pile of crates from a couple of days prior - they’re being
dismantled, with camp inhabitants hauling them in various directions.
Overseeing the whole operation is Jan. He smiles at you warmly as you
approach him.
“How did you sleep?” he asks. You’re taken aback by the question
and clearly show it on your face because he laughs. It’s not something
you’re used to being asked – on the ship you, Gaia and Viktor rarely
bothered with pleasantries like that, most of your time being used to
keeping yourselves afloat or occasionally reminiscing about your
childhood in the vault.
“Fine,” you say, omitting the part where you found it difficult to
sleep without the odd but reassuring lullaby of gulls.
“Good to hear. You’ll be needing all your strength I reckon, eh?
Heading off for your big adventure?” he smiles even brighter and you
try to ignore the fact his constant cheerfulness is mildly irritating. “You
know where the breakfast tent is. You’ll probably want to get something
to eat before you head out. Before you go though, would you like a
shower?”
A shower? Your eyes widen in surprise. You’ve been washing with
cold water from buckets. A shower seems like a luxury, one you never
thought you’d get in the new world.
“Yes” – Turn to 2.19.
Turn to 2.5.
2.3
Y ou hear Mari before you see her, barking orders to the group
around her. She speaks too quickly and too gruffly for you to
actually make out any of her words, but her posse seems to be
well-versed in her particular language and are running off to different
areas of the camp at her behest. She raises an eyebrow when she sees
you.
“I thought you’d be off,” she says.
“I was. I am. I just… I’m not sure where to go first,” you confess. She
rolls her eyes at you and it makes you feel about a foot tall.
“Didn’t we discuss this yesterday? I told you where you should go. I
even marked it out on your map.”
Clearly you must look upset because she goes on to sigh and rub her
eyes.
“Look,” she says, her voice softer now, “I know you’re nervous. But
you have to rely on your own judgement. In the field, you’re not always
going to have someone to help you. Make a decision and stick with it.
You were sent out here for a reason, right? Now go and live up to it.”
It’s a short and strange pep talk, but there is truth in it. They
wouldn’t have put you on the boat to the old world if they didn’t think
you had the courage to explore it. It’s time to start listening to your gut.
“Thank you,” you say, and Mari gives you a smile, something which
you’re not sure you’ve actually seen her do before.
“Alright, now off you go, before the day runs away with you.”
You don’t need telling twice, newly full of resolve, ready to take on
whatever the old world has to throw at you.
Turn to 2.5.
2.4
Turn to 2.5.
2.5
But it’s reassuring, the repetition. It brings you comfort each time
that you know you’re ready for whatever is going to come your way.
You say your goodbyes. Fanon shakes your hand firmly and wishes
you luck. Even Mari manages a couple of words of reassurance. Gaia
gives you a bear hug and a kiss on the cheek. Viktor waves which,
knowing him, is his equivalent of a bear hug and a kiss on the cheek.
You tighten the straps of your pack firmly onto your back and head
out.
Your footsteps are firm and steady, not giving away the shaking in
your hands. You’re incredibly nervous. Scared, even. But with words of
encouragement ringing in your ears you keep going with your head
held high.
By midday you’re alone. The camp is long behind you, you’re neither
able to see it nor hear the bustling sounds of everyday life. You’re truly
on your own. It’s fine, you knew this would happen. Expected it. But
somehow you didn’t think it would be this quiet. There’s the sound of
the wind, obviously, you had that on the ocean too – but apart from the
odd squawk of a bird flying overhead on its own journey there really is
nothing. You try and hum to yourself, little songs from your childhood,
but they sound eerie against the silence of the landscape. It’s better to
just walk in silence than attempt to fill the air with artificial noise.
It’s hard to tell how long has passed. You have no way of tracking
the hours precisely. But the sun rises and dips back, your shadow
echoing its decline and stretching far behind you. The world goes from
being bathed in a pale silver to a hearty orange. Just as you’re beginning
to think about when you should bunk down for the night, you see a
shape in the distance. You continue onwards, your curiosity piqued.
The more distance you cover, the clearer it becomes. Silhouetted on
the horizon is a squat little building. It’s a sort of cottage, only one
storey, and absolutely isolated. The closer you get, the odder it becomes.
Why is this building here, of all places? In the middle of nowhere? As
far as you’re aware there aren’t any towns around. It’s strange to find
this place completely on its own.
Soon you’re close enough to get a good look at it. It’s a rundown
little place with its only company being a little copse of trees nearby. A
truly bizarre sight – and almost certainly worth investigating.
Y ou’re interested about the tiny forest the building sits next to. It
looks like it was planted here on purpose; up to this point trees
have appeared only sporadically and all seemed to be oaks or
hazels. These seem to be a different type altogether. They’re a pretty
silver colour and they reach into the sky like spindly fingers, only
leafing a good half way up.
You spend a bit of time investigating them. The bark is brittle
beneath your fingers and flakes away easily, though it’s difficult to say
if that’s because of how they are naturally or if it’s to do with the
radiation having an adverse effect on them over the years. You scribble
some notes down into your book about the trees and decide it might be
worth asking someone about them when you get back to camp in a
couple of days’ time.
Looking around the base of the trunks you decide that they can’t
have grown naturally. Each tree seems to be a specific distance from its
neighbours. Like it was planted intentionally all in one go.
Stepping back you try to take in the whole picture. The wind picks
up and whips around you, fiercely chilling your ears. You clamp your
hands over them for warmth when an idea occurs to you… what if the
trees are protection? A natural wall to stop the wind from buffeting the
inhabitants of the house? It’s an interesting idea, certainly, and not one
you were sure that the people of the old world knew about. You make
some more notes and then decide to test the theory yourself, ducking
behind them and out of the way of the wind.
You hear a little crack under your foot and look down. You’ve
probably only stepped on a twig or something but you can’t see the
culprit as your foot is surrounded by a patch of wildflowers. They’re
pretty purple things and despite the harsh weather seem to be thriving.
You find yourself smiling. It’s nice to see a little slice of beauty out here,
you think. Gently you snap one off of its stem and pop it between the
pages of your journal, closing it and pressing it to look back on later.
Maybe you could give it to someone as a gift.
Add Sketch of Tree (F.5), Pressed Flower (F.6), and Berries (F.14)
to your notebook.
T hough the air was full of bird’s cries as you approached the
cottage, they’ve now all fallen strangely silent, leaving you
alone with nothing but the soft sound of the wind. Shielding
your eyes from the sun you cast your gaze upwards and see if you can
spot any silhouetted against the clouds. There appear to be a few riding
the updrafts and heading on their various journeys but from this far
away it’s impossible to tell what species they are.
You sigh and are about to resign yourself when you see movement
in the branches of one of the silver trees that surround you. You wait a
moment for the action to repeat and see that in amongst the fresh green
leaves, something is darting about. It’s carefully shrouded by the foliage
and is doing quite a good job at hiding, but cautiously you approach to
see if you can get a better look – making sure your heavy boots aren’t
causing too much of a ruckus in the undergrowth to scare the creature
off.
You’re about two feet from the tree when a little orange head pokes
out from amongst the leaves. It makes you jump but you manage to
suppress a yelp, opting to instead catch your breath in your throat to
silence yourself.
The animal is rodent-like and scurries head-first down the bark. It
darts through the patches of flowers on the floor and sits for a moment
within touching distance. Its huge bushy tail twitches as it sniffs the air
with a tiny nervous nose. Its eyes are completely black and it’s difficult
to tell where exactly it’s looking but it must be aware of you – you want
to reach out to it but it darts off, disappearing into the tall grass back
towards the trees.
The memory still fresh, you take out your notepad and do some
rough, quick sketches of the curious animal. Perhaps someone back in
the camp will know something more about it.
Y ou spend some time rooting through the grass around the area,
looking for any blades that might have been crushed underfoot,
or any footprints left where it’s been weathered through into
dirt. Nobody has trodden around the outside, you decide – apart from
you of course.
The dirt and grime on the windows of the cottage is thick and
layered from years of neglect, suggesting that it’s unlikely anyone is
inside, but you suppose there’s always a chance you’re wrong. You grab
a handful of leaves and use them as a makeshift cloth to wipe some of
the gunk away before peeping inside.
The house is dark, lit only from the inside by whatever sunlight is
filtering through from the dilapidated roof. You’re surprised by the
amount of furniture that’s inside. It’s not dissimilar to your home in the
vault – a little kitchenette, a worn sofa in one corner with once-colourful
pillows thrown haphazardly on it, and a table which has had the chairs
placed upside-down on it. As if the owners were trying to keep it clean
and expected to come back.
You wonder if they were evacuated, but you can’t imagine getting
any more out of the way of danger than all the way out here. Whatever
happened to the previous owners will forever be a mystery, you suppose,
sadly.
S atisfied with your research for the day, you tuck your notepad
back into the side pocket of your pack. You think you’ve wrung
as much information as you can out of this site for the moment,
and you’re excited to see what else the world has to throw at you.
The sun is setting but if you start moving now you think you can
probably get a couple more miles under your belt before the day is out.
Yes, you decide, the best thing to do is to get a bit more travelling done
and then bunk down for the night. You can decide which way to head
tomorrow morning.
You set off in high spirits towards the horizon, making sure to keep
yourself on track with steady footing and your compass. About twenty
minutes go by uninterrupted when you feel the first drop on your cheek.
It makes you jump; you weren’t expecting it and it’s shockingly cold.
You put out a hand to feel if there’s a deluge on the way. A few more
spatter onto your hand and leave shiny little circles in their wake. So
far, it doesn’t seem to be too bad, but weeks of sailing have taught you
that it’s foolish to underestimate the flightiness of weather.
Try and check the weather – Turn to 2.12.
Y ou scan the sky, using a hand to protect you from the orange
glare of the low sun. Inland the sky is clear, but as soon as
you turn and look back the way you came, the sky’s story is
different.
Heavy storm clouds are coming in from over the sea, swallowing the
horizon with their breadth. They’re a thick, dark, grey; pregnant with
the promise of torrential rain and thunder. Even from here you can see
where they streak from the underside, already letting a downpour loose
– it’s probably beginning to soak the camp given how close to the coast
it is. Rain like that will wash away everything in its path with
destructive and unforgiving force, and the lightning will crack down
into the land, scorching whatever it hits.
You could try and hope it will be lighter by the time it gets to you
and push on, or you can make an expeditious retreat. There’s no way
you’re going to be able to get all the way to camp before the storm gets
to you proper… but you might be able to get back to the cottage you
passed on the way here. It’s not ideal but at least it’ll be better to wait
out the storm in a solid structure rather than your flimsy tent, which
could blow away with you still inside it.
Y ou’re fighting against the wind, and every moment you stay
out in the weather you’re only opening yourself up to more
battering. It’s approaching gale-force now, sweeping your legs
out from under you and making you land face-first in the rapidly rising
mud. With effort you pull yourself along but it’s gruelling, tiring work.
It’s you, just a single human against the rhapsody of nature. You can’t
even tell how close you are to the cottage, any effort to look forward is
thwarted by the sting of the wind. All you can do is clutch your trusty
compass in your gloved hand and hope you stumble across your
destination if you keep going.
Someone must be looking out for you, you think, because soon you’re
passing those silver trees you can recognise from only a couple of hours
ago. Before they were enchanting, a little mysterious, but now that the
clouds have overtaken the sunlight, they look dark and eerie, like
gnarled broken fingers desperately reaching up towards the bleak sky; a
traveller fallen.
You shake your head to clear the thought from your mind and use
the last crumb of strength you have to hurry to the door. You try the
handle and find it sticks. That’s not good enough for you. Stepping back
as far as the wind will allow, you take a run at the door, shoulder-first.
Thankfully, it gives way on the first attempt and you find yourself
tumbling into the dank interior of the little squat house.
You’re met with a cloud of dust that has you choking wildly. This
place has clearly not been touched for years. You’re an invader here and
that has unsettled something fierce. The wind rushing in doesn’t help,
with gusts blowing up everything around inside. You clamber to your
feet and shove the door back into its frame, cutting off the wind and
shoving a chair under the handle to make sure it stays closed. It still
rattles fiercely but at least it isn’t letting the weather in.
Finally safe you take a moment to observe your surroundings. The
cottage is quite dark and cold, but even though there’s a few gaps
where the walls have given way it’s still a heck of a lot better than
outside. You cup your hands over your mouth and blow into them,
desperately trying to force the heat back into your extremities, with only
the sound of the storm outside to keep you company.
Y ou tread carefully over the worn wooden floor and try to find
a dry spot to hitch your tent up in. It might seem excessive but
you’re not sure how well this place will hold up in the storm
and you don’t want to risk going to bed in just your bedroll only to
wake up completely drenched anyway.
Eventually you find a little cupboard door which opens without any
resistance. The inside of the tiny room is lined with shelves, perhaps
suggesting it was once for food. It sits empty now, save for a few
cobwebs of long-dead spiders. You erect your tent in the space and take
off your wet clothes, laying them across the back of the sofa to try and
dry them out before the next day. You consider lighting a fire but decide
against it, instead opting to turn in for an early night. You’re incredibly
tired and just want to get some sleep.
You tuck yourself away in your makeshift bed, watching the way
the lighting starts to light up outside. It’s hard to ignore the horrid clap
of thunder – at least last time you weathered a storm you had Viktor
and Gaia to give you support, to make jokes and get through it together.
Now you’re completely alone, hidden from the outside world. You
snuggle down and think of the warmth of the vault before you close
your eyes and fall asleep out of sheer exhaustion.
You’re lucky that you don’t wake during the night, instead sleeping
straight through the cacophony. At the very least the house has
provided a bit of a sound barrier between you and the storm. You wake
up the next day feeling surprisingly well-rested and a lot warmer than
you would have, had you tried to stay out during the night.
Sunlight is trickling in through the grubby windows. At least it
appears the storm has passed. You thankfully find your clothes mostly
dry – the wind blowing through the building must have helped them
along. You dress and gather your things before stepping out into the
day.
The storm has left its mark. The ground is still viscous with mud.
The crisp grass you saw yesterday has been all but drowned in the
downpour. In fact, it looks like a couple of trees have been uprooted too.
You’re incredibly lucky you got here, you think. You wonder if the
others were as lucky – you’d better go back and check on them, as well
as making sure they know you’re alive.
T he cottage shows all the signs that a family once lived here.
There are photographs hung on the wall, and even though the
pictures in them have faded you can still see repeated smiling
faces staring back out at you. Inspecting further reveals two bedrooms,
one with a double bed, and one with two beds stacked on top of each
other. There’s a dollhouse in the latter room, and a dusty box of toys
tucked into the corner. Teddy bears and plastic people stare up at you
with sad, forgotten eyes. You don’t linger in that room for too long; you
feel a pang of sadness in your chest.
In the main room your eyes are drawn to a table. It has chairs
stacked on it, their seats faced downwards and legs in the air. Like the
people who once lived here only put them that way temporarily, to keep
the dust off, and had every plan to return. You wonder what happened
to them. Then again there’s no point going down that road – what
happened to them was probably what happened to most of the people
during the war.
Turn to 2.15.
2.17
T he cottage has well and truly taken a beating. The roof shingles
that had stood the test of time now lie around the perimeter of
the cottage; a strange wall now separating it from the rest of
the world. A window has been blown through, something you’re
surprised you didn’t hear happening last night. You’re thankful it didn’t
impact your sleep.
One, two… three trees have been uprooted, taking a few chunks of
others with them. Their roots are bared sadly to the sky. Those that
stayed in the ground still lost branches in the storm – you can see them
trailed up to thirty feet away and you’re certain there will be more even
further.
You tug your pack on and leave behind the wreckage of the site,
glad that the cottage could help at least one more person before it
inevitably falls to time. For now though, you can’t afford to wax poetic
on it. You need to get back to camp and check on everyone.
Your pace is more hurried than it was yesterday. You don’t have the
excitement of adventure fuelling you, rather the stomach-clench of
anxiousness. You hope nobody was hurt in the storm. Gods, you hope
Viktor and Gaia didn’t cast off last night! There’s no way your little boat
could have survived that maelstrom. You go from a walk to a trot, to a
run as you clamber over the hill that should overlook your camp…
…to find nothing.
You scramble down to where the camp was. It’s hard to tell because
of the way the rain beat the ground but you can tell where the tents
used to sit. Over there was the breakfast hall, and that was the
command tent – but now they’re all gone.
Were they blown away? No, you think. Surely you’d see evidence of
that. And then you see the cart tracks, almost invisible, full up with
muddy water – the only indication of what happened.
Without you.
You fall to your knees, not caring about the muck that gets on your
trousers. You’re alone. They ran and you’re alone. They forgot about you.
Panic swells in your breast. What if they don’t come back? What if
you’re stuck here forever in this strange land? What if you never go
home again?
No. There’s no point going down this path. You squeeze your eyes
shut and force your breathing to calm. They had to get away from the
storm. They were so close to the coast they’d have been drowned
otherwise. All you have to do is track them down. And you still have
your assignment, to explore the old world.
You’ll be fine, you tell yourself. People have faith in you.
So why won’t your hands stop shaking?
END.
To show that you’ve completed this chapter, place one of the black
circle stickers around this chapter's location sticker on the map. You
may not return to locations marked in this way (though you may be
instructed to).
You may now start exploring new locations. More locations will be
added through exploration. Pick an available location from those
revealed on that map and turn to the start of that chapter.
Without you.
You fall to your knees, not caring about the muck that gets on your
trousers. You’re alone. They ran and you’re alone. They forgot about you.
Panic swells in your breast. What if they don’t come back? What if
you’re stuck here forever in this strange land? What if you never go
home again?
No. There’s no point going down this path. You squeeze your eyes
shut and force your breathing to calm. They had to get away from the
storm. They were so close to the coast they’d have been drowned
otherwise. All you have to do is track them down. And you still have
your assignment, to explore the old world.
You’ll be fine, you tell yourself. People have faith in you.
So why won’t your hands stop shaking?
END.
To show that you’ve completed this chapter, place one of the black
circle stickers around this chapter's location sticker on the map. You
may not return to locations marked in this way (though you may be
instructed to).
You may now start exploring new locations. More locations will be
added through exploration. Pick an available location from those
revealed on that map and turn to the start of that chapter.
“Y es! I mean, yes please,” you tell him. Jan grins even
wider, if that was even possible.
“I thought you might want one. Not to say that you
need it!” he corrects himself quickly, and decides to end his sentence
before he gets in any deeper. He leads you over to one of the sturdiest
blocks in the camp, one that appears to have had effort put into its
construction rather than just being some form of tent.
“Do you have a towel?” Jan asks. You rummage in your pack until
you bring it out, a weathered, blue thing. “Right, pick a cubicle then –
hopefully there should be some warm water left.”
It seems this building has been divided into small rooms. There’s half
a dozen doors all in a line, behind some of which you can hear the
sound of rushing water. You try a door handle, find it opens, and walk
through.
You’re met with a small washroom. A single bulb tries to illuminate
the place but is dim enough that it fails spectacularly. You can see
enough to tell that the floor is cheap linoleum and still wet from the
person who showered in here before you. The only items are a
showerhead with a basic on/off switch and a bench for your belongings.
Locking the door you strip down and stand in front of the nozzle,
making sure to grab a bar of soap from your pack before you start the
water.
You jump at the feeling of it hitting your skin. It’s… refreshing. Jan
was right, you’re lucky enough that there’s still hot water. The warmth
of it sings over you and steam begins to fill up the little room, obscuring
your vision, but it’s a small price to pay for the wonderful sensation. Bit
by bit your numb extremities come back to life from the cold. You wiggle
your toes in the run-off and the splash tickles.
Rubbing the soap between your hands you feel the lather build up
before you work it over your body and into your hair. A fresh chemical
scent fills up the area as you scratch the dirt away from your skin with
chipped nails, nearly rubbing yourself raw with the effort of cleaning,
but relishing being properly free from grime for the first time since you
left shore.
You want to luxuriate in the shower but know it isn’t fair to the
other members of the camp, for you to come in out of nowhere and steal
all their hot water away. Reluctantly you wash away the last suds still
clinging on and then switch the stream off, drying yourself roughly and
putting on a fresh lot of clothes from your pack. You’ll need to wash the
old ones you think. They’re beginning to get a bit ripe.
You step back out into the cold weather, but feel far more refreshed
than you did this morning. You’re glad you got to take this chance, be
warm and comfortable again. You head to the breakfast tent, still happy
in the feeling of being clean, and fill up a bowl with thick milky
porridge and dried fruit. It’s only when you’re actually eating that the
thought resurfaces; you’re probably going to want to head out after this.
Add the Shower Perk (P.1) to your character sheet – once, any
time, if you are told to add +1 Instability, you may choose to
ignore it.