The Fabled Lands is a series of Choose Your Own Adventure gamebooks that were written by Dave Morris and Jamie Thomson. It was first released in the mid-nineties, and, to this day, is probably the most elaborate gamebook series ever written.It differed from other gamebooks (at the time) by presenting a Wide Open Sandbox filled with numerous quests and places to explore. Each book covers one region that makes up the titular "Fabled Lands", and all of the books were connected so you could literally cross the border from one book to the next with the same character. While the "level" of the books scales upwards from Book 1 onwards, there is nothing preventing you from travelling between the books in any order you wished. A vast array of "keywords" memorises the quests you are on and the things you have accomplished, allowing the world to change according to your actions.For example, you can choose to help a disposed king reclaim his throne, or you can assassinate him in the name of the new regime. You can climb the dizzying social circles of a mask-wearing theocracy, play the stock market for massive profit, or even buy your own ship and make a living as a merchant by buying low and selling high. The sheer volume of options in the game is what makes Fabled Lands stand out as a series.The complexity of gameplay falls somewhere between Fighting Fantasy and Dungeons & Dragons. There are six stats (Charisma, Combat, Magic, Sanctity, Scouting and Thievery) to keep track of, with skill checks and fight scenes requiring (at most) two six-sided dice. There are also six character classes to choose from (Warrior, Mage, Priest, Rogue, Troubadour and Wayfarer), which determine your starting statistics and influence some quests. As the adventure unfolds, you increase your power in three main ways: finding better equipment (most equipment offers a boost to one stat), increasing your Rank (a rough equivalent to "character level") by completing major quests or overcoming exceptional trials, and increasing your basic stats through training or the completion of minor quests and challenges.However, since this was a gamebook series created in the Nineties, it can also be extremelyNintendo Hard, with many choices leading you straight to an early grave and others offering a single dice roll between safety or the dreaded "You are dead" page. The game does offer limited help in the form of Blessings (which allow you to reroll a failed skill check) and Resurrection Deals (Exactly What It Says on the Tin) from temples, but they are pricey. And then there are moments when the Random Number God decides to burn down your town house and ruin all of your stored possessions.Unfortunately, Morris and Thomson underestimated the production costs, and only six of a planned twelve books were ever published. However, There Was Much Rejoicing when this was announced, and now the prospect of having the series Uncancelled is a very real possibility... if the reprints of the first six books sell well enough.A free Java version of the first six books is also available here, with the blessings of the original authors.In 2011, a Tabletop RPG based on the series was released. The RPG features slightly expanded rules and a series of supplements detailing the various lands. The first (about Sokara) has since been published.
The Fabled Lands provides examples of the following tropes:
An Adventurer Is You: You can choose your name, gender and class, or take a pick from one of six pre-defined characters.
Ascend to a Higher Plane of Existence: If you have the "Chosen One of Negal" title, then Book 4 can give you the opportunity to become the right-hand man to the god of death himself. All things considered, it's one of the better "Game Over" scenes you can get.
Class and Level System: Kind of, you can choose a class at the beginning of your play-through, and each one is better at something then the other. You have a sort of level, or Rank; there's no Experience Points system, but certain specific achievements or victories grant you a rank increase or the chance thereof. Of course, there are certain Random Encounters (such as battles with pirates) that cause this, allowing for Level Grinding by just going back and forth.
Corrupt Church: The Church of Ebron, which controls the nation of Uttaku. Their religion basically states that the rich and powerful are the most blessed of Ebron. As a result, the upper echelons have become bloated with their own personal power, funnelling wealth from the poor to the rich and arresting anyone who displeases them for "heresy". The rules of the religion themselves are so complex and numerous as to be compared to a game of Calvinball, and while nobles are not completely immune to the scriptures, you essentially become above the law if you climb up the hierarchy high enough.
Cult: You encounter a rather messed-up one in The War-Torn Kingdom. Given the nature of the gameplay, you can either fight them or become a member.
The Dev Team Thinks of Everything: If you have the title Saviour of Vervayens, they'll give you certain items for free at their market. Attempt to sell these free items back to them and they'll run you out of town.
Digital Piracy Is Evil: Notably averted by the free Java based version of the books, which were given the OK by the original writers.
Disc One Nuke: The starting Rank and stats scale with the books, so if you begin your quest in a high-level region and then immediately move to a low-level region, it makes the game easier.
In Book 4, a starting character can get themselves kidnapped by the Trau by going to the Gemstone Hills (right outside the starting area), passing a simple Magic skill check (which can be repeated if failed) and then failing a average Sanctity check. The character loses all of their items (which shouldn't matter for a new character) but gets incredibly useful items in return, including a wolf pelt (essential for that region), a decent amount of cash, a chunk of selenium ore (which can be traded for a +4 Magic wand) and an incredibly rare key that opens up warp gates across the world.
But wait, it gets better! By wandering west from the starting city, a character has a small chance of running into a satyr. Getting kidnapped again (by failing an incredibly tough Magic check) will again lead to you losing all of your possessions but getting incredibly useful ones in return, including two uncommon items you can use to complete a quest in the starting city, which in turn reveals the quest that lets you trade in the selenium ore for the wand. In short, getting kidnapped is great!
Early Game Hell: Oh boy. No matter which book you start on, you will begin with almost no money, basic level equipment and average-at-best stats. The hardest part is locating the quests that give you a foothold into the world, and even those are susceptible to bad dice rolling.
Global Currency Exception: The Fair Folk trade in Mithrals, the currency of the Underworld. It's possible to trade items for Mithrals at Fairfolk markets in Golnir. Of course, you'll want to have some on you before leaving or you'll end up stuffed into a bag and buried.
Guide Dang It: Getting Savior of Vervayens Isle requires starting in the correct book (which is a bad idea unless you're specifically going for the title, due to the difficulty of travel if you're unprepared) and getting exactly the right rolls to land on the island and save it.
You can buy a townhouse in each town. They're susceptible to random events, though.
You can even get your own castle in Book 5.
Hub City: Most players make Yellowport their main base of operations. It's an extremely safe and central location, and it's one of the only places where you can both stash items in complete safety and have them readily available if you're resurrected.
Ideal Illness Immunity: The Immunity To Disease/Poison blessing. It's absolutely essential to have this blessing, given how many things can kill you by infecting your wounds.
Infinity+1 Sword: The White Sword of Nagil, which adds a whopping +8 to your Combat skill. As an added bonus, it can never be lost through robbery, imprisonment or death.
Karl Marx Hates Your Guts: Completely averted. Prices can differ depending on where you buy your items, allowing you to play merchant by buying low and selling high. This is especially true if you buy a cargo ship. The quests you complete can also affect the economy, and more often than not you can get a Hero Discount by performing good deeds.
You can even engage in a bit of evil market manipulation. There is a lake which has been frozen with a curse, and the Uttaku have set up a mining operation since the magical ice melts incredibly slowly and can be used to cool drinks. You can buy satchels of this ice and then sell it in the Uttaku capital for a modest profit. Your best move is to stock up on rime ice, and then melt the lake by lifting the curse. After this, the price of rime ice soars in the capital and you can make an absolute killing.
Killed Off for Real: There are places where you are killed in such a way that you cannot be resurrected. More often, you're just permanently sealed in a can somewhere, and nobody ever comes to release you.
Level Grinding: There are some areas where you can go back and forth to find encounters that provide increased Rank, money (or stuff to sell for money), or increases to your stats. Most players look down on excessively grinding infinite loops, however; the point of the game is to get out there, adventure, and experience the Fabled Lands rather than get yourself repeatedly sold into slavery to pump up your muscles. To be fair, Stat Grinding is extremely limited, as the game's rules only allow each of the six stats to go to a maximum of 12. Defence, however, is linked to level, so Level Grinding will increase that as much as desired.
Level Scaling: Each book has progressively harder encounters than the last one. A specific example is a dragon that you can slay in book one - at which point you could head to the west and into book two, and within three page selections of your dragon slaying encounter an "enraged bull" that poses a far greater challenge.
Lost Forever: Almost anything can be Lost Forever, so don't get too attached to your awesome equipment. A special prize, however, goes to the Savior of Vervayens Isle title; you can only get it if you start off in Book 3, and only if you're dumped on the isle by the Random Number God. If you don't get it then, you'll never get it.
Mundane Utility: In the steppes, there is a lake that was cursed to be permanently frozen solid, in order to keep the setting’s King Arthur expy sealed away beneath it. So what do the Uttaku do? Set up a mining operation, of course, where they carve out chunks of the unmelting ice and export it so the nobles back home can use it to keep cool.
Our Dragons Are Different: Several different types including "generic" firebreathing, flying western dragons, sea dragons and (in Akatsurai) oriental style dragons. At least some of them are intelligent and capable of speech.
The Rival: In Book 1, you can gain one in the form of a career rogue called Lauria by agreeing to help her case the mansion of a powerful wizard. If you do so, then you can encounter her multiple times throughout the various books, usually when she has another scheme in motion.
Storming the Castle: At one point in an inter-book quest, you have to help the rightful heir to the throne take an important castle, that is stopping his army from attacking. Kind of subverts this though, as the only way for you to get into the castle is to sneak in, then let some other characters storm it for you.
To Hell and Back: It's entirely possible to get on the ship of the death god, of course you can only leave if your patron god is that of death or war. If not, well, you're dead. There was also supposed to be a whole book dedicated to exploring the underworld, and you could find entrances to it throughout the world. Sadly, the series ended before it got that far.
Uncancelled: The first 6 books have been republished! And, if sales go well, we'll be getting All 12!!! Read more about it here.
Warp Whistle: You can find several, but they're usually rewards from important quests.
Wide Open Sandbox: Compared to other gamebooks, heck, compared to some video games, this series is huge, with six different, but interconnected countries, you could do whatever you wanted to pretty much. Considering that the creators originally planned twelves books, this could have been much bigger... and might still be yet.
Wretched Hive: Smogmaw. Think a tropical fantasy version of Mos Eisley.