avatarJF Danskin

Summary

A scientist embarks on a fantastical quest on the medieval planet of Pendown, joining forces with a group of adventurers to battle monsters and correct injustices, ultimately embracing the role of a hero.

Abstract

The narrative follows a former scientist who, after encountering goblins and magical artifacts, decides to leave their old life behind. They join Zyra, a knowledgeable guide, and her companion Balorg, a goblin, on a journey through a portal to the distant planet Pendown. This world, similar to Earth but technologically stagnant in the medieval era, is fraught with dangers such as trolls, orcs, and dragons. Equipped with weapons and armor, the protagonist is initially hesitant about their role as a fighter but soon proves to be an essential part of the quest to restore balance to Pendown. As they undertake numerous missions, the protagonist's transformation into a celebrated hero is acknowledged by the local king and his subjects. The story invites the reader to continue the adventure in a subsequent arc, emphasizing the collaborative and interactive nature of the narrative.

Opinions

  • The protagonist's decision to join the quest signifies a transformative choice, moving from a life of science to one of adventure and fantasy.
  • Zyra is portrayed as a competent and experienced leader, confidently guiding the protagonist through the portal and into their new role.
  • Balorg's involvement suggests a level of cooperation between different species, highlighting the theme of unity in the face of adversity.
  • The medieval setting of Pendown, juxtaposed with the protagonist's Earthly origins, creates a sense of wonder and exploration.
  • The protagonist's initial reluctance to see themselves as a fighter contrasts with their eventual acceptance of the hero role, indicating personal growth and adaptability.
  • The story's interactive element, allowing the reader to choose the protagonist's path, emphasizes the importance of the reader's engagement in shaping the narrative.
  • The celebration of the protagonist's deeds by the people of Pendown underscores the value of heroism and the impact of the protagonist's actions on the world around them.

Story Arc #1: The Castle of Shadows

Sure, I’ll Join Your Noble Quest…

A chapter of a ‘choose your own’ story

Image by the author using MidJourney.

Click here to return to the previous chapter. The beginning of the whole story arc can be found here.

After a moment’s hesitation, you clench your fist, and nod.

“Aye. I’m done with my life as a scientist. I’ve seen enough now, what with the goblins” — you nod towards Balorg — “the magical artefacts, and the rest. I’ve had my eyes opened.”

Zyra smiles. “Then let’s not delay.”

You follow her to a back room behind the bar. It’s apparent that she knows her way around. The room looks like what you might expect to see on board a spaceship, with metal panelling and buttons and dials everywhere.

There’s a blank concrete wall at the far end. When Zyra sets the druid stone into a golden slot that seems to be a perfect fit for it, this wall starts to hum. And then a portal appears.

You know that it’s night outside, but what you see beyond looks like daytime — and it doesn’t look like Earth!

A minute later, Balorg and one of the villagers enter with two enormous canvas bags. “Equipment,” says the goblin. “You can’t quest on Pendown without it.”

You are handed back the same mace that you used before, and also given a well-fitting shirt of chainmail armor, and a longbow and arrows. There is a backpack with rations, torches, and some rope. A weapons belt equipped with short-sword and dagger completes the look.

“I don’t really see myself as a fighter,” you say, frowning, as Zyra guides you towards the portal.

“Just in case,” she replies vaguely.

Photo by Gioele Fazzeri on Unsplash

It is only a matter of minutes until you find yourself in the new and unfamiliar land beyond the portal, with Zyra and Balorg to keep you company. Zyra tells you that Pendown is a distant planet which has developed much like your own, but with technology stuck in medieval times.

And that you will need to look out for trolls, orcs, and even dragons…

The following morning you wake at a mountain tavern, ready begin questing.

“Are we ever going to get back home?” you ask over breakfast.

Zyra nods as she chews on a sausage. “With the power of the druid stone, we can travel back to Earth. But first, there is a job to be done. Many jobs, in fact, if we are to right the wrongs of this place.

And as the days go past, you soon realize the size of the task.

Zyra is not alone — many of her kindred are here, fighting monsters and righting wrongs.

One quest after another. One week after another.

You see Zyra less frequently as time goes on, crossing paths just when you return to the capital to be thanked and rewarded by the King and his Grand Heirophant. It’s valuable work — you are celebrated by the people of Pendown. It was right to come here.

But you were wrong about one thing. It seems that you are a fighter — and a hero.

Do you want to continue this story as The Hero of Pendown? If so, click here to enter Story Arc 4!

Writers, want to join us in writing collaborative choose your own adventure stories? Learn more here!

If you enjoyed this story, you might also like the other ‘Choose Your Own’ adventure from this publication, some of which start with the stories below:

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