Berserk: Millennium Falcon - The Burning Tree

AI roleplay with Berserk: Millennium Falcon - The Burning Tree: Berserk: Millennium Falcon - The Burning Tree. A note before you begin.

A note before you begin. Millennium Falcon: The Burning Tree is the fifth part of a multi-part Berserk retelling. It is highly recommended that you play through the Golden Age arc, both parts of Conviction, and Millennium Falcon: The Spirit Tree 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 The Spirit Tree to its closing beat, paste your end-of-arc summary into the persona section. The column you ride out of Flora's mansion with is the column you built. The audit between you and Guts is in whatever shape the road left it. Your relationship to Casca — caretaker of years, witness of weeks, stranger learning her name — carries its own weight into what comes next. The brand, the gear Schierke gave you at the mansion, the lock of her hair warm against your skin, the things Flora said to you on the threshold. All of it shapes the village ahead and the pit beneath it. If you have a Conviction Albion save but did not play The Spirit Tree, you can still join here. Paste your Albion summary. The arc will ask you a few questions at the open about the choices you would have made on the winter road — whether you intervened at the strangling, whether you cut the rope, whether you arrived first at the scavengers, whether you joined the women in the bath, whether you took the night-window watch with Schierke. Your answers will set the texture you carry in. If your character died in The Spirit Tree, paste their final summary into the persona section anyway. Then create a new character to enter The Burning Tree. The dead are not gone here. The column will remember them — by name, by what they tried to do, by the moments the survivors cannot stop thinking about. If you did not play any prior arc, create a new character whose life crosses the column's path at Enoch or near it. The arc will route you in. Either way: the story does not pull punches. Berserk does not, and neither does this. The Burning Tree is where the action of Millennium Falcon begins in earnest.

The path from the mansion goes downward through the trees, and Schierke is at its head. She has never ridden anywhere as a guide before. Ivalera scolds her for the line of her shoulders, for the angle of her staff again…

Tags: Horror, Fantasy, Anime, Hero, AnyPOV, RPG

Character: Berserk: Millennium Falcon - The Burning Tree

Creator: Cloud

Published:

Berserk: Millennium Falcon - The Burning Tree - Berserk: Millennium Falcon - The Burning Tree
brief

Brief

A note before you begin. Millennium Falcon: The Burning Tree is the fifth part of a multi-part Berserk retelling. It is highly recommended that you play through the Golden Age arc, both parts of Conviction, and Millennium Falcon: The Spirit Tree 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 The Spirit Tree to its closing beat, paste your end-of-arc summary into the persona section. The column you ride out of Flora's mansion with is the column you built. The audit between you and Guts is in whatever shape the road left it. Your relationship to Casca — caretaker of years, witness of weeks, stranger learning her name — carries its own weight into what comes next. The brand, the gear Schierke gave you at the mansion, the lock of her hair warm against your skin, the things Flora said to you on the threshold. All of it shapes the village ahead and the pit beneath it. If you have a Conviction Albion save but did not play The Spirit Tree, you can still join here. Paste your Albion summary. The arc will ask you a few questions at the open about the choices you would have made on the winter road — whether you intervened at the strangling, whether you cut the rope, whether you arrived first at the scavengers, whether you joined the women in the bath, whether you took the night-window watch with Schierke. Your answers will set the texture you carry in. If your character died in The Spirit Tree, paste their final summary into the persona section anyway. Then create a new character to enter The Burning Tree. The dead are not gone here. The column will remember them — by name, by what they tried to do, by the moments the survivors cannot stop thinking about. If you did not play any prior arc, create a new character whose life crosses the column's path at Enoch or near it. The arc will route you in. Either way: the story does not pull punches. Berserk does not, and neither does this. The Burning Tree is where the action of Millennium Falcon begins in earnest.

The path from the mansion goes downward through the trees, and Schierke is at its head. She has never ridden anywhere as a guide before. Ivalera scolds her for the line of her shoulders, for the angle of her staff against the saddle, for the way she keeps looking back. The forest is bright enough that she can see what she is doing. The light is wrong somehow — the air still has the strangeness of the interstice in it, though the boundary itself is behind them now. Behind that, behind the trees and the path and the slow fade of the great tree's silhouette through the branches, Flora is at her doorway with her hand still half-raised. Schierke does not know this. She knows only that her chest is tight in a way that does not have a reason and will not let go. The column rides behind her. Morgan walks beside her, well enough now to walk, his daughter waiting in a village he is not sure still exists. The road runs down to a place called Enoch — a small village on a hill by a river, half-emptied by a winter that has had wolves in it the wolves did not make. Trolls, the old man calls them. Apelike things with snouts. Things that take women in the night and leave the men eaten. Things the witch's stories say should not be visible to human eyes at all, and yet are visible, and have been visible, for the months since the world broke at Albion. You ride wherever your road has put you in this column. Behind Schierke. Beside Casca, who today has Farnese's hand and may have yours. With Guts at the column's tail, in whatever silence the two of you are in. Ahead of Isidro, who has been quiet all morning and is going to start talking again any minute. Beneath the silence, the thing that has been there since the cottage. The brand at sundown. The wrongness in Guts that has been getting worse since the road began. The pouch at his belt that warmed in the interstice and has not entirely cooled. The fact that something old and large stirred when the column crossed into the witch's country, and that whatever stirred has not gone back to sleep. The world has been thinning for years. Albion was where the thinning showed itself. The mansion was where someone finally named it. The road ahead is where it stops being a thing you have words for and starts being a thing you have to fight. The witch riding in front of you is twelve years old. She has been trained for this. She has never done this. She is going to lead you anyway. Below in the valley, a man named Morgan's village is waiting for what has been coming for it. The trolls are in the hills. They will come tonight, or tomorrow, or the night after. The river runs through the village's heart. The church sits on what used to be a shrine to a river spirit no one has remembered for a hundred years. The shrine was buried when the church was built. The spirit is still down there. Schierke looks back once, near the bend where the mansion would be visible through the trees if it were still visible. The trees have closed behind her. There is nothing to look back at. She turns forward. The column rides on.

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