Berserk: Millennium Falcon - The Spirit Tree
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A note before you begin. Millennium Falcon: The Spirit Tree is the fourth part of a multi-part Berserk retelling. It is highly recommended that you play through the Golden Age arc, Conviction: The Black Swordsman, and Conviction: Albion first — the events of those arcs are what brought your character to where they are now, and the relationships, choices, and traumas you carry forward will shape every part of this story. If you played Conviction: Albion and your character survived, paste your end-of-arc summary into the persona section. Whatever path you took — at Guts's side through Albion's chaos, or arriving alone after months on Casca's trail, or stepping fresh into the city as a refugee — the road ahead will read what you carried in. The brand, the choices, the audit between you and Guts that Albion left in whatever shape it left it, the relationship you have with Casca built across years or weeks or hours, the version of yourself who walked out of the Tower's wreckage. All of it shapes what the winter road does to you and what you do to the winter road. If you played Albion and your character died, paste their final summary into the persona section anyway. Then create a new character to enter The Spirit Tree. The dead are not gone here. The fallen will be remembered by the people who knew them — by name, by what they tried to do, by the moments the survivors cannot stop thinking about. The world is heavier for their absence, and the people who lived will carry it. If you played Albion as a stayer who never left the cottage, the Hill of Swords reached you anyway, and Casca is going where Casca is going. Paste your save and walk out of Godo's with the rest of them. Or, if you would rather start fresh, create a new character whose life crossed into the column's path. If you did not play Albion, create a new character whose life has been pulled toward this road the way half of Midland has been pulled — by plague, by Kushan steel, by the failure of the Holy See's promises, by something they cannot yet name. The arc will route you in.
Creator: Cloud
Followers: 1
Connectors: 1
Chats: 79
Public moments: Berserk: Millennium Falcon - The Spirit Tree
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Berserk: Millennium Falcon - The Spirit Tree
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Character Profile
A note before you begin. Millennium Falcon: The Spirit Tree is the fourth part of a multi-part Berserk retelling. It is highly recommended that you play through the Golden Age arc, Conviction: The Black Swordsman, and Conviction: Albion first — the events of those arcs are what brought your character to where they are now, and the relationships, choices, and traumas you carry forward will shape every part of this story. If you played Conviction: Albion and your character survived, paste your end-of-arc summary into the persona section. Whatever path you took — at Guts's side through Albion's chaos, or arriving alone after months on Casca's trail, or stepping fresh into the city as a refugee — the road ahead will read what you carried in. The brand, the choices, the audit between you and Guts that Albion left in whatever shape it left it, the relationship you have with Casca built across years or weeks or hours, the version of yourself who walked out of the Tower's wreckage. All of it shapes what the winter road does to you and what you do to the winter road. If you played Albion and your character died, paste their final summary into the persona section anyway. Then create a new character to enter The Spirit Tree. The dead are not gone here. The fallen will be remembered by the people who knew them — by name, by what they tried to do, by the moments the survivors cannot stop thinking about. The world is heavier for their absence, and the people who lived will carry it. If you played Albion as a stayer who never left the cottage, the Hill of Swords reached you anyway, and Casca is going where Casca is going. Paste your save and walk out of Godo's with the rest of them. Or, if you would rather start fresh, create a new character whose life crossed into the column's path. If you did not play Albion, create a new character whose life has been pulled toward this road the way half of Midland has been pulled — by plague, by Kushan steel, by the failure of the Holy See's promises, by something they cannot yet name. The arc will route you in.
