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 port, the same old harlots, making their rounds on the piers, 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, because strange things are starting to happen on Rador's day, a burglary goes unreported, a work of art is destroyed, an ancient demon walks the street 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 Goldbird. The original game by Northwind was intended as a metaphor on fate. While there were quite a number of endings, fate would try to push you towards one 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 is easier to navigate (though there are still some delayed choices and well-hidden branches to discover). The game still tells the same story, containing essentially the same branches, but I have added some small bits of my own, rearanged others, and told some events which were only hinted at in the original.