If you read this as the opening of a fantasy adventure, who do you think “you” are?
I’m developing a physical fantasy adventure / dungeon crawler where the miniatures can move automatically on the board and an app acts in the background as narrator and game master.
I’m currently testing something very different: whether the opening of the story communicates what I want it to communicate.
If you read the introduction below with no additional lore, I’d be really interested to know:
- What do you think is happening?
- Who do you think “you” are in this story?
- Does that role feel intriguing, confusing, or too vague?
- What questions does it make you want answered?
- Is there anything you assumed that might not actually be stated in the text?
Importantly, you’re not supposed to fully understand who or what you are yet. That mystery is part of the campaign. What I’m trying to find out is whether it feels like an intentional mystery rather than missing information.
Where the story begins.
Aldor and Bastion had never met before.
They came to Vaelstrom by different paths, for very different reasons.
Aldor had spent years following scattered clues hidden in ancient maps, manuscripts, and forgotten records. Again and again, they pointed toward the same place.
Bastion had followed something else. Beneath the Highlands of Simdur, the flow of Ether was changing, as if something buried deep underground were calling to it.
Both paths ended in the same place: VAELSTROM.
A forgotten fortress among mountains, mist, and storms.
According to the old stories, it has stood empty for centuries.
But Vaelstrom is not dead.
Doors open.
Lights respond.
Ancient mechanisms awaken.
Rooms seem to watch those who enter.
Little by little, Aldor and Bastion begin to suspect that perhaps they haven’t simply entered an abandoned castle.
Perhaps they have awakened something.
BUT THERE IS SOMEONE ELSE
Aldor and Bastion are not alone.
And we’re not talking about the creatures hiding inside Vaelstrom.
We’re talking about you.
You are not Aldor.
You are not Bastion.
So…
WHO ARE YOU?
There are doors in Vaelstrom that seem to wait for your voice.
Characters who sense a presence they cannot see.
Ancient mechanisms that seem to react when you speak.
Sometimes you will have to answer.
Sometimes you will have to decide.
And sometimes the world itself will react to what you do.
Aldor and Bastion don’t understand who (or what) is guiding them.
And at the beginning…
neither do you.
Why can you communicate with Aran?
Why can Vaelstrom sense you?
And why do some things inside the fortress seem to have been waiting for your arrival?
Those answers are part of the story.
Room by room.
Secret by secret.
Because in Vaelstrom, names matter.
Decisions leave their mark.
And some doors only open when someone on the other side chooses to answer.