Everything looks calm right now: The usual mists are wafting in from the Red River at nightfall. They bring the same old smugglers sneaking into the harbor, the same old harlots, making their rounds on silver street, and the same old bards, spinning their tales in the taverns. But, the good citizens are huddling in their warm little houses, speaking their prayers to Sol. They pray for order, stability and the holy law to protect them. Let's hope they pray really hard, cause strange things are starting to happen on Rador's day, a burglary goes unreported, a work of art is destroyed, and there are whispers of snow.
In this story you step into the boots of Nyvella Begat, a young lass trying to find her way in a city filled with intrigue and adventure. But when a startling discovery disrupts your comfortable life, you must decide who you want to be, lest others seal your fate for you.
Fabrikant's note: This is the second version of this storygame. The original version was hastily written by Northwind for a contest. This original game was intended as a metaphor on fate. While there were quite a number of endings, fate would try to push you towards some of them. To see some of the rarer endings you had to assert your will through a series of decisions. The result was a puzzle where choices had delayed consequences, and branches were unlocked by combinations of choices. Mostly, this subtlety was mostly lost on the audience. With Northwind's permission I have rewritten the storygame in a form that's slightly easier to navigate (though there are still some delayed choices and well-hidden branches to discover). The game still tells the same story, containing the same branches, but I have added some small bits of my own, and told some events which were only hinted at more explictly.