Pathfinding: An Adult Choose Your Own Adventure, First Entry
#1 of Pathfinding-CYOA
A SoFurry exclusive Choose Your Own Adventure story set in the fantasy world of Therafim. Reader participation is a must - please vote on the next actions of our intrepid characters as they seek fame and fortune in a hostile and potentially very sexy world.
Pathfinding: An Adult Choose Your Own Adventure
First Entry
By Gideon Kalve Jarvis
Disclaimers and Rules
This work is directly inspired by the excellent (and all-male) "Tales of Furlingas" Choose Your Own Adventure by Siscoand by the popularity of such games as "RubyQuest" and the various productions of "MSPaint Adventures," as well as by several other works of a similar nature. The author (that's me) makes no claims to originality in his ideas for how to run this adventure, but hopes it will be fun all the same.
The basic rules for this interactive adventure are as follows:
1) This is an adult-rated adventure. This work will contain adult content, and this can easily include consensual sex, rape, impregnation and pregnancy, vore, BDSM, slavery, prostitution, various other deviant behaviors, general violence, character death, and other unpleasant subject matter, and as such should not be viewed by minors, whatever age that might be in your contry of residence (generally below the ages of 18 or 21). The exact content of the story (including the presence of m/f, m/m, f/f, and various other pairings) is left to the interaction between author (still me) inspiration and reader participation, and so all readers should be aware of this open-ended nature.
2) All votes on what happens next will count the first twenty responses (this number may increase or decrease based on reader interest), or until a majority in the case of tie decisions. Those first responses will then be tallied, the results recorded at the start of the next entry, and then the story will proceed based on the results. Ideally, entries will be posted once a week, preferably every Saturday, though shorter or longer response times may occur based on reader interest and the author's (yay me!) schedule. Be advised that, when you respond, your words may be recorded and posted as a part of the next entry in this series - by writing anything beyond a basic vote, you give permission to the author (me, me, me!) to repost what you have written, so be aware of this before doing so. While there will be several options made available by the author (I am me), reader choices are not necessarily limited to these options, and readers should feel free to propose their own options at will. The author (narcissistic me) reserves the right to veto any reader requests, but will try to keep these to a minimum, generally invoking them only in the case of content that causes the author to "squick," such as pedophilia (all characters engaged in sexual content may be assumed to be "legal," whatever that means in your area), scatological content, and extreme guro.
3) Though voting on what actions take place next is the primary determiner of what direction the story takes, there will also be a random factor added to the events of the story, to enhance the uncertainty of things a bit, and thus heighten excitement. Certain choices will therefore have a percentage next to them, to indicate how likely that event will take place should it be chosen by the readers. The author (ME!) will then roll physical percentile dice to determine success or failure, and progress the story appropriately.
4) This interactive story will continue until the end of a chosen plotline, or until reader or author interest wanes. The author will indicate when a plotline has reached its end, whatever that might be. Be advised that "bad ends" are possible, especially in the case of total party incapacitation or death, though these sorts of endings will generally also be accompanied by a vote for the readers about whether to continue the adventure with a fresh party until a "good end" is reached, or to really end there. All reader choices that will lead to a "bad end" result will be clearly labeled as such, so there will be no ambiguity.
Introduction
The world of Therafim is vast and wild, with rare bastions of civilization standing out amidst a world otherwise engulfed in conflict. Here, an adventurer might make a fortune, carve out an empire, or fulfill prophecies on a grand scale. It is into this world, the world of Therafim, that our adventurer begins her or his journey, on a quest to obtain fame and fortune.
The adventure begins in the major metropolis of Avalon City, the City of Bridges. Just north of a massive series of locks that connect the East and West Seas, Avalon City accepts peoples of all races and nations and cultures, so long as those who come to the city are willing to abide by its laws. Avalon City is a city of extremes, with poverty and wealth, civilization and barbarism, law and crime all tightly-packed together with only the smallest barriers separating them from each other. This great city is known as the jumping-off point for a great many adventures and adventurers, and its environs serve well as the starting point for our tale.
Character Selection
Now is the time to choose our intrepid starting character. Please select a character, and then select that character's class. All options are in alphabetical order, and there are three male and three female options.
Characters:
* Adel - Petite but tightly-muscled, compact little chipmunk girl with a fairly short tail (she lost most of it in an accident in her youth), a clearly-defined dorsal stripe that runs from the top of her head all the way down her spine, stopping at the tip of her almost nonexistent tail, and a very light tan underbelly, with an exceptionally pretty face, bordering on beautiful, with large blue eyes and light auburn hair upswept in a pompadour on top, but only reaching down to her neck in back. She is only a little over half the height of a human. Adel's breasts are fairly small with light caramel-colored nipples, and her bottom is trim and firm, perfectly-suited for sprinting short distances. As she starts the adventure, Adel has no particular sexual experience outside of some self-exploration, and is still a virgin, though she has lost her hymen, thanks to an accident while learning how to ride several years back. A princess of her rather large tribe, Adel was raised from birth to be a natural leader as well as a cunning tactician, but was displaced from her destiny as the ruler of her small tribal nation when it was overrun by a larger and more aggressive nation, leaving her orphaned, dispossessed, and on the run. Presently she is looking for funds and possibly military support if she can get it, with the long-term goal of raising an army to overthrow her people's conquerors and take back her nation for herself.
Starting Affinities: Powerful charisma and ability to lead others, and naturally persuasive, so she usually gets her way and makes friends easily. Good tactician, able to make excellent decisions before and during a battle. Natural sprinter, but only for short distances - she tires quickly, lacking stamina. Adel's small size makes her less strong but more agile. She is trained in the use of light blades and unarmed combat.
* Cassidy - A fairly short (he is only two-thirds the height of a typical human male, less his very long ears) rabbit male with sandy fur, Cassidy is surprisingly well-muscled and athletic, built for strength as well as speed and agility. This rabbit has an attractive body, with a plump sheath that contains a nicely-sized pink penis, and a really cute butt. Cassidy almost always has a ready smile on his cute face, and tends to be fairly easy to get along with, mixing well with his companions and doing what they do. Growing up as a farmer's son, Cassidy isn't terribly old or experienced, but he's in excellent condition, and has a natural affinity for his class (whatever that may be), and learns quickly. He mimics the behaviors of those he travels with in the hopes of learning how to be a better adventurer, though this makes him rather impressionable.
Starting Affinities: Athletic, Cassidy seldom gets tired and is able to exert himself well at almost all times with both speed and strength. The rabbit is especially adept at running and jumping, being able to exceed human limits in these activities. His hearing is excellent, and he sees well in the dark. Cassidy is trained in the use of staves, and is also quite skilled in the use of the bow he carries with him.
* Guiomar/Marlene - A beautiful, smooth-skinned half-elven girl with long platinum blonde hair that she usually ties back in a waist-length ponytail when she is adventuring. Despite her elven blood, Guiomar has only the slightest point to her eartips, which can be easily overlooked if she combs her hair over them. The daughter of an elven princess who married into human high nobility for sake of forming a political alliance, Guiomar was raised in a fairly oppressive household, with both her parents expecting her to learn all the essentials of etiquette and high society, all of her training carrying the expectation that she would end up being used as a political tool herself when she came of age. On the side, however, Guiomar (who goes by "Marlene" when adventuring) also used what little free time she could squeeze into her life to study the essentials of an adventuring class. Now that she has finally come of age, Guiomar has set out into the world, running away rather than being forced into some arranged marriage to another person she's never even met.
Starting Affinities: Guiomar is a fast learner, and picks up on details around her quickly, letting her blend in rather well despite her beautiful appearance, demonstrating great abilities in social stealth to vanish into crowds. She has knowledge of all noble families, and is well-versed in manners and courtly etiquette. Besides this, Guiomar has an elf's senses, which makes her an excellent shot with a crossbow, her chosen weapon, and also lets her see just fine in all but total darkness. Guiomar is also well-trained with spears, preferring to keep her foes at a distance whenever possible.
* Jonna - A gorgeous, blue-black-furred she-minotaur with expressive brown eyes and long, straight black hair that goes down to just above her toned and shapely bottom in the back and over her full, buoyant breasts in the front. Jonna's sleek and toned body is covered in beautiful white fur paintings, the paint specially made to be waterproof and long-lasting, and which she reapplies on a regular basis as a sign of her commitment as a warrior among her tribal people. This minotaur heifer is noble and proud, and seeks to prove herself as an adventurer as a way of perhaps becoming a legendary heroine of great fame and fortune.
Starting Affinities: As a minotaur, Jonna is very strong, can see in the dark, and never gets lost. The white warpaint on her black-furred body is enchanted to provide her with protection, making her quite resilient, and as well-protected from injury as though she were wearing chainmail, even when naked. Jonna is trained in the use of heavy swords and shields.
* Rufus - A huge and powerfully-muscled male wolf hailing from the Nord raiding people of the far north. Rufus' thick grey fur forms a significant ruff around his neck, but does little to disguise the power of his finely-toned body, or the power of his steady, yellow-eyed gaze. Without clothes, Rufus is revealed to have quite humanlike, free-hanging genitalia, including an uncircumcised penis of more than significant size. The second son of a minor ruler among his people, Rufus had nothing to show for an inheritance once his father died, and so has taken the traditional route of becoming an adventurer, setting off into the world to make his fortune. Rufus tends to be highly mercenary in his dealings, and though he is reasonably honorable and always keeps his word, he generally does what is likely to bring him the most profit or pleasure in a given situation, which has led to him gaining quite a bit of sexual experience, though he tends to be a brute in bed, overpowering his partners with raw strength and passion rather than much skill.
Starting Affinities: Great strength and endurance, Rufus can take an immense beating and still keep on coming. Known for berserker rages regardless of class, he can draw on the power of his anger to fuel his abilities in combat. As a wolf, Rufus has a well-developed sense of smell, and notices things others might miss. He is well-trained in the use of axes and heavy bludgeoning weapons, preferring to get up-close and personal with his enemies.
* Spark - Cute and bouncy and more than a little hyperactive, Spark is an adorable and fairly naive foxboy with a shock of spiky pink hair he never seems able to control, delicately orange, soft and well-groomed fur with a pure white underbelly, and pale periwinkle eyes. Spark adventures because he has little else to do, having grown up an orphan on the streets of a small town, and having quickly learned how to make his living on his own without too much trouble. This fox is very agile, and also astonishingly lucky, as well as happy-go-lucky in his attitude. His genitals are on the larger end of average, and remarkably attractive to match the rest of him. Spark begins the story as a virgin, though he's read and heard a fair number of saucy stories, enough that he isn't completely unprepared for the realities of sex, and has quite a lot of natural talent in the subject should opportunities arise.
Starting Affinities: Spark is both incredibly agile and incredibly lucky. His luck tends to rub off on his companions, keeping them from suffering permanent injuries or other serious mishaps, and steering events generally in their direction. This luck doesn't seem to protect him or his companions from rape, unfortunately, but it makes it much more likely that they will escape otherwise unharmed after such encounters. As a freeborn foxboy, Spark is trained in the use of the longbow, and is also quite talented with a long dagger he wears for use as much as a tool as a weapon.
Classes:
* Bard: A jack-of-all trades, with talents for combat as well as casting, and an expert in social skills, especially excelling in performance with instrument and song and dance. Bards are welcome everywhere because they are known to carry news and stories from other places in their travels, and frequently even otherwise hostile creatures will spare a bard's life, provided the bard is good enough.
* Cleric: Whether a holy warrior or a traveling healer, clerics know how to draw upon the power that comes through dedication to a cause, allowing them mastery of magic used for healing and enhancing their skills and those of others. Clerics can use all armor, since their magical abilities come from their dedication to a cause rather than requiring them to draw it themselves, and most are trained in the use of a few select weapons typical for their given order. Because they get their magic from their dedication rather than from their force of will, clerics are limited in how they can use their magic, generally being limited to spells that heal, smite, bless, or curse.
* Mage: Offensive casters, mages draw upon the free magic of the world around them to sling spells. This is tiring, however, and requires immense stores of willpower, preventing mages from casting constantly, though while their stamina and willpower lasts they can use almost any sort of magic to do almost anything they can imagine. Mages eschew all armor, as it interferes with their ability to draw upon magic, and are usually ill-suited for duty on the front lines in a battle.
* Rogue: A rogue is an expert in stealth and skill and fast wits. Given enough time, a good rogue will be able to puzzle out locks and deadly traps, and can regularly avoid or roll with most blows that would otherwise prove lethal, proving surprisingly survivable. Despite their skills, however, rogues lack training in the use of heavier armor, as it interferes with their ability to make use of their agility and stealth training, and most rogues are best served avoiding direct combat because of this, preferring to strike from stealth or from a distance.
* Warrior: Masters of combat, warriors may be unarmed martial artists and brawlers, or heavily-armored landsknechts, or lightly-armored but heavily-armed berserkers. What defines a warrior is their ability to dish out heavy damage in battle, and to take as good as they give.
Path Choices
As our new adventuring protagonist sets out, there are a variety of directions that he or she might take, and several rumors that might serve her or his interests. The following adventuring paths are available:
A) There have been recent tidings of kidnappings among the upper classes, the sons and daughters of Avalon City's nobility being stolen in the night. Only the most attractive victims have disappeared so far. Recently, witnesses have noticed dark shapes carrying struggling sacks into the sewers of the city, and so this path will take the adventurer into the depths beneath Avalon City, a city that is known to have been built upon truly ancient ruins that are also known to connect to the Underdark. Known dangers of the depths of Avalon City include the wererat-inflicted ratfolk, the chameleonlike skulks who appear invisible unless looked at directly, and a variety of terrifying tentacle-bearing monsters, among other terrors and dangers.
B) To the north, a dragon named Flashfreeze has been demanding sacrifices, though it is not known what is done with the victims offered to the great dragon of ice and fire, as she has never been observed to eat any of them, only carry them with surprising care off to her high mountain lair. This path will take the adventurer into the cold regions of the north to hunt down the great dragon and attempt to save any survivors of her wicked appetites, which will require passing through her many servants, which include kobolds, tribes of wolf-folk and bearfolk, and wyverns, among others, all on the way to the dragon's mountain.
C) A great dragonian warchieftan of red and gold has recently started to raise a horde together, composed of pig-faced orcs, hyenalike gnolls, apelike ogres, toadlike bullywugs, and hunch-shouldered and warty-hided trolls. The adventurer will have to face many raiding parties, all while seeking to gain allies among the various folk of the hills and forests and swamps to the south of Avalon City so as to rally an army of her or his own to combat the horde.
Besides adventuring paths, there is also the matter of deciding whether to go it alone, and keep all the rewards, but also take much greater risks, or else seek out some companions to share in the dangers as well as the spoils. The following options for an adventuring party exist:
1) A party of four human girls has recently formed. They have little experience, but there are more of them in one group, and they are quite loyal to each other and to whomever they might join. Besides this, they won't take as large a share of the spoils, as they are each from well-off families, and are mostly adventuring for the thrill.
2) A grim-faced minotaur bull with brown fur and grey mane and beard. He looks powerful, but will likely demand a much greater share of the spoils. Also, it's not certain that he won't betray the adventurer if he gets a better offer, as his kind regard slaves as a sign of importance and wealth, and he's not far removed from being a monster himself.
3) An unlikely pair: a one-eyed, grey-and-white-furred wolf-folk woman, and a green-skinned half-orc woman with an almost human face, excepting her slightly upturned nose, and a red Mohawk on her otherwise shaved head. Orcs and wolf-folk are known to hate each other, so these two are quite an odd couple, but they are obviously moderately skilled and completely loyal to each other, and fairly loyal to the adventurer, though they demand equal shares of all loot.
4) Another of the starting characters listed above can be brought in (select the character only, not the class).
5) Any two of the above options.
6) Go it alone.
Total choices that need to be made:
* The protagonist.
* The protagonist's class.
* Which adventure path to take.
* Who to take with him or her.
List your votes in the comments section below. After twenty responses or a week has passed, they will be tallied and the story will proceed.