Cherreads

Chapter 1 - A new assignment for a hero of justice

Author's Note:

I am a man of few words, but I think a lot.

While writing the first part of this prologue, I was surrounded by noisy people, glass champagne flutes, and loud music, and I couldn't care less about any of it.

My mind preferred to focus on a dilemma: creating a great build, an interesting character, and finding a world to place him in.

At first, I thought about using the MCU, then I moved on to the idea of the Teen Titans or a classic Fantasy World, but in the end, I chose the world of RWBY.

The story will mainly be RWBY X Fate, MC with the abilities of the King of Knights (Type-Moon) and the powers of a classic Holy Paladin, but there will be minor elements from Arknights and a few little things from Magic: The Gathering.

I hope you enjoy this story.

XXX

Story Title: Kaleidoscope Adventure (RWBY): The Knight of Light

Plot: Arthur Nearl is many things: an Elder Pegasus, a Holy Paladin, a Planeswalker, but above all, a Hero of Justice. Destiny has led him to Remnant; seeing the darkness that threatens to extinguish the light, Arthur decided to become the brightest beacon of all. With his faithful steed, Llamrei, accompanied by Add, and with Excalibur and Avalon in his hands, the legend of the knight-errant will echo across Remnant for centuries to come.

XXX

Story Arc: The cavalry has arrived

Episode 1: The Errant Knight

Chapter 1: A new assignment for a hero of justice

Plot: A fragile peace has settled over Kazimierz; the Knight of Light, instead of resting, continues to train. Upon the suggestion of a certain helper, the Knight decides to leave for Ravnica, but instead ends up in a completely different world: Remnant.

XXX

POV Narrator

In the infinite, blind void of the Blind Eternities, countless worlds float. Each of them breathes through its own peoples, takes root in its own cultures, and wears away under the weight of its own conflicts.

Alma is a wounded world, constantly lashed by cataclysmic storms that rip through the skies and devastate the earth. There, the people do not walk on the ground; they survive huddled together in the steel bellies of colossal, self-propelled metropolises. These gigantic fortresses on wheels traverse the deserts of dust, while inside them, tensions burn between hyper-militarized nations, and violent discrimination plays out against those infected by Oripathy, whose bodies are slowly consumed by black crystals.

On the other side of the cosmos stands Remnant, a fragmented planet, perpetually watched over by the silver debris of a shattered moon. On this land, the survivors hold out, barricaded inside four great Kingdoms, protected by massive walls and defended by the agile bodies and transformable weapons of young Hunters and Huntresses, bulwarks against the darkness of the Grimm.

While in the first world, the steel-willed heroes and white coats of Rhodes Island have managed to soothe the earth's plagues, bringing a glimmer of peace and hope, Remnant is still dramatically far from taking its first steps toward salvation. Its defenders are little more than children, young souls who grit their teeth in the face of a thousand perils.

Broadening the view once more to a cosmic scale, very few individuals are aware of a fundamental secret: among the myriad of worlds isolated in the void, the earth itself can generate a Worldsoul. A primordial planetary consciousness capable of whispering to and interacting with those who possess the right spiritual sensitivity.

Some Worldsouls are instinctive, akin to intelligent animals; others act as cold immune systems or complex biological gears, programmed for the sole purpose of strictly maintaining the fundamental laws of their own physics. An even smaller number develops a true, sentient mind, dominated by a logic that is alien yet profound. Among these rarities, some choose to bind themselves to a single individual, acting as an invisible Patron: a presence that guides her chosen one's steps, pushing him with surgical precision into the right place, at the exact moment.

However, not even the foresight of a planetary god guarantees victory. When efforts fail, the cataclysm is total: the world collapses upon itself, shattering into a silence of dust and dragging every living species down with it.

Yet, the death of a planet does not always coincide with the end of its consciousness. In extraordinary circumstances, a Worldsoul can survive her own material shell. She sheds the earth's crust and the seas to transform into a wandering spirit, an ethereal entity roaming the void in search of a compatible host to bind herself to. She is the rarest type in all of creation, with fewer than five cases documented since the beginning of time.

No longer burdened by a single planet to protect, this Worldsoul shifts her perspective: she stops focusing on the single tree and begins to watch over the entire cosmic forest. It thus becomes natural to imagine how such an entity might decide to manifest herself to her Champion, moving him like a piece on the chessboard of worlds to resolve a local crisis before the contagion spreads, turning a planetary drama into a universal catastrophe.

XXX

In the world of Alma, within the nation of Kazimierz, dubbed by many as the Land of Knights and Commerce, someone is training with weapons in a carefree countryside village.

At the back of a rustic, budget-friendly residence, stands a young man in his early twenties, 171 centimeters tall, with a slender physique.

His name is Arthur Nearl, alias the Knight of Light, the youngest member of the House of Nearl and secretly the cousin of Alexandrina "Vina" Victoria.

Arthur has a fair complexion and delicate, almost feminine features, illuminated by intense green eyes. His hair is golden-blonde, gathered into a long, elegant ponytail that reaches the middle of his back. His bangs and side locks are cut straight, symmetrical, and perfectly combed, ready to frame his face.

Arthur belongs to the Elder Pegasus race, a detail immediately noticeable from the large, alert horse ears on the top of his head and a thick equine tail, both sharing the same golden-blonde shade as his hair.

To the people living in Kazimierz or to fans of the knight tournaments, this young man bears a striking resemblance to Margaret Nearl, alias the Radiant Knight. However, if there were a stranger from another world familiar with the Holy Grail War, they would surely say this young man is an exact copy of Arthur Pendragon, the King of Knights, but with a Kemonomimi factor and of the opposite sex. It would not be impossible at all to mistake him for a woman; all he would need is the right outfit and perhaps a padded bra.

The clothing chosen for training is deceptively simple, yet engineered for action: a white shirt made of lightweight cotton, durable jeans that hug his agile legs, and black boots crafted from soft leather.

Over the white shirt, Arthur wears a special modified potion harness, equipped with a tactical underarm holster made of premium matte black leather. This compartment, designed with millimeter precision, is capable of holding exactly 16 reinforced glass vials, arranged in small elastic slots to prevent them from clinking together during sudden movements. The structure of the accessory is engineered not only for alchemical distillates but also to allow the knight to carry small utility items or to quickly clip certain secondary weapons and precision tools onto the rigid frame, ready to be drawn in a fraction of a second in the heat of combat.

Around his waist, breaking up the simplicity of the clothes, stands out a conspicuous belt that blends rigid military practicality with a refined aesthetic. The base consists of a long sash of midnight blue fabric, wrapped securely around his hips. Stretched over the cloth is a sturdy belt of dark brown leather, thick and conceived to support the weight of weapons without giving an inch. In the exact center reigns a massive, mirror-polished ornamental metal plate, engraved with the proud crest of the House of Nearl. The rest of the gun belt is a small modular arsenal: tactical pouches on the back and sides, watertight compartments for fragmentation bombs, slender sheaths for throwing knives, and magnetic clips for his main weapons, ready to release them at the slightest touch of his fingers.

XXX

The bloodline of Arthur Nearl seems as though it were written by the pen of a tragedy-loving playwright.

In the previous generation, the leadership of the prestigious House of Nearl rested on the shoulders of three siblings: Schnitz, Młynar, and Igraine. The eldest, Schnitz Nearl, married Yolanta, giving birth to Margaret and Maria. However, when Margaret was just ten years old, Schnitz and Yolanta vanished into thin air, swallowed by the shadows of a political conspiracy orchestrated by Kazimierz's commercial oligarchy, which despised the incorruptible ideals of House Nearl. Faced with the collapse of the family, Młynar buried himself under the weight of work and duty, renouncing love and remaining unmarried.

The fate of Igraine Nearl, however, took a completely different turn. She did not choose a nobleman or a pompous tournament knight as her spouse. Her heart belonged to an outsider: an Aslan named Uther, who had arrived from Londinium with nothing but dented armor, a worn sword, a tattered cloak, a tired horse, an empty backpack, and an even emptier stomach. Igraine never asked him why he had fled Victoria at breakneck speed; she was too deeply in love to care about the past.

But their idyll was destined for a premature and brutal end. One morning, Igraine walked into Uther's room and found him lifeless, cowardly murdered in his sleep. The man died without ever knowing that the woman was carrying his child in her womb.

Nine months after that spilled blood, Igraine gave birth to Arthur Nearl. She raised him with immense love, but the grief over losing her husband and the subsequent disappearance of her older brother, Schnitz, broke her spirit. Over the years, her body weakened, until the final, definitive nail in her coffin came in the form of Oripathy, whose infection accelerated her end.

The tragedy exploded on a winter night. Margaret was fifteen, Maria was twelve, and Arthur was just ten. Igraine passed away in her bed, but before drawing her final breath, she found the strength to reveal to Arthur his father's name and the truth about his murder—which was, in all likelihood, orchestrated by the ruthless nobility of Londinium.

That very night, the grief and the revelation ignited a spark of steel in the young boy's heart. Arthur Nearl vanished without a trace. For five long years, his name was lost in the mists of Alma, disappearing from the face of the world without leaving the slightest footprint.

Then, with the same sudden precision with which he had vanished, the boy returned. He was no longer the defenseless child of the past. In his hands, he gripped a legendary sword whose blade was perpetually shrouded and hidden by a barrier of hissing wind; at his side, he carried a sapphire blue scabbard that radiated the sacred aura of a divine relic, while a strange talking gadget hung from his belt. Arthur had returned bringing unknown knowledge, devastating Originium Arts capable of manipulating pure light, and, above all, a mysterious voice that whispered within his soul, showing him the way.

The Knight of Light had finally come home to reclaim his place. In front of the gates of his estate, his green eyes shone with a new determination as he uttered his oath:

"For the light of the innocent, in the name of honor and justice. I will keep watch."

XXX

In the present, at the back of his countryside cottage, Arthur stands before a long wooden table, jam-packed with a vast array of different weapons, each masterfully crafted by Arthur himself. In an RPG scenario, Arthur Nearl could be considered a high-level character whose primary class is Holy Paladin, while his profession classes include the skills of Blacksmithing, Jewelcrafting, and Alchemy.

The Elder Pegasus extends his supple arm and grips the heavy handle of a mighty warhammer, a massive piece of iron forged to be wielded with two hands; yet, with disarming ease, he lifts it toward the sky with a single hand, testing its center of gravity with a slight flick of his wrist.

"Pegasus, why do you bother playing around with that dead iron when I'm right here?" a mocking voice asked.

Arthur turns with a fluid movement and shifts his emerald gaze toward a chopped tree trunk, upon which rests a Mystic Code, a magical item. His name is Add. Physically, he appears as a cylindrical birdcage made of polished gold, with thin, finely finished bars, easily carried with one hand or clipped onto something. Floating suspended inside the golden cage is the core of this Mystic Code: a metallic cube of blue, gray, and gold, with one side molded to resemble a face with sharp, cocky geometric features.

"Add, your power lies in your versatility; you can become any type of weapon or tool, but you lack the raw power that a solid, single-purpose weapon possesses," Arthur said. The young knight clamps his fingers around the handle of the warhammer with both hands, spreads his legs slightly, and bends his knees, dropping into an flawless combat stance.

"I lack power? I am practically the most powerful weapon you have at your disposal," Add commented, vibrating with annoyance inside his casing, his voice sounding offended.

The Elder Pegasus spins around, turning his back to him, and concentrates on his training.

"Invisible Air," Arthur murmured under his breath, completely ignoring the words of his sentient Mystic Code.

In an instant, magic flows from his gloved hands. A violent barrier of compressed wind erupts from the steel, creating a swirling veil that shrouds his blade and refracts the sunlight, rendering it completely invisible to the human eye.

"You rely a bit too much on that invisible weapon trick," Add commented, playing the instructor in a know-it-all tone, even though no one had asked him to.

"I am not a one-trick pony," Arthur replied. With a lightning-fast motion of his biceps, he swings his warhammer in a diagonal slash that cuts through the air with a sharp hiss, unleashing it against an imaginary opponent.

"But you're still a pony," Add commented, letting out a metallic sound akin to a chuckle, wanting to crack a joke.

Arthur instantly halts his weapon's swing just a few inches from the ground. His thick, golden-blonde tail moves with a sharp twitch, his large equine ears perk up alertly on the top of his head, and the flow of wind suddenly ceases, breaking the invisibility of the warhammer, which reappears in all its monumental size.

"If you make another racist insult, you will face my blinding wrath," Arthur said. He turned slowly toward Add, his delicate features hardening into a stern expression, and slammed the hammer onto the ground with a sharp strike that kicked up a cloud of dust.

The sentient Mystic Code began to sweat a little, his internal components trembling slightly, having witnessed firsthand and on his own skin what a knight can do when he feels his honor has been defiled.

"I'm just trying to lighten the mood; we've been cooped up in this countryside house in the middle of nowhere for weeks," Add said, swaying gently to justify himself, not at all liking the far too placid tranquility of a rural province.

"We should enjoy the peace while it lasts," Arthur said. With a controlled gesture, he lifted the hammer, placed it back on the wooden table next to the other weapons, and relaxed.

"Yes, we should enjoy the peace, but all you do is dedicate yourself to your hobbies as a craftsman or your training as a knight," Add said, rocking his golden frame, considering Arthur far too devoted to his duty and his role as a hero of justice.

"I am trying to keep a low profile; I got too entangled in high-level scenarios," Arthur said, clenching his fists at his sides, not exaggerating in the slightest.

Lately, the young man had helped Rhodes Island with many complicated matters, and several of them involved the bloody troubles of Kazimierz and Londinium, revolving dangerously around his maternal cousin Nearl and his paternal cousin Siege.

"Couldn't we leave Alma and go to Ravnica? There's always something to do there, and Jace Beleren could help you refine your Blue Mana," the sentient Mystic Code suggested a highly feasible approach in an excited tone, blending a bit of healthy fun with Arthur's constant need to continuously improve himself.

"I admit I've thought about it too; perhaps a short visit couldn't hurt," Arthur said, crossing his arms over his chest and finding Add's proposal decidedly tempting. Even the heart of an immaculate knight can wear out from the same routine if it lasts long enough.

"Shall we pack our bags and set off on an adventure?" Add asked, his voice bursting with vibrant hope.

"I will need to put away my weapons, send some messages to the family, grab my backpack, and pack some things inside it," Arthur said. The Elder Pegasus makes a fluid gesture, raising his right hand, and as if guided by invisible strings, all the weapons laid out on the table rise simultaneously into the air, floating in a perfect, suspended crown of steel.

"So we leave in half an hour or an hour at most," Add said. The metallic cube knows that his Master takes very little time to pack, preferring to travel light and carry only the essentials—namely, a journal, food, and weapons. A lot of weapons.

'Thank goodness pocket dimensions, bags, and backpacks that are bigger on the inside exist, otherwise Pegasus would be hauling a carriage full of weapons behind him, worse than Ceobe,' Add thought to himself, drawing a virtual sigh of relief at the memory of a certain girl of the Perro race who travels carrying an incredible arsenal of bladed and throwing weapons packed into her massive backpack.

Arthur entered his cottage with calm steps, moving his fingers to direct the entire arsenal of medieval weapons floating in an orderly fashion behind him. It is a stroke of luck that his property is the farthest from the village center and that he has no neighbors around; otherwise, seeing such a magical scene, he would be bombarded with questions by half the countryside.

XXX

Forty-five minutes later.

Arthur emerged from his rustic house; he was now wearing a long, midnight blue hooded cloak, and carried a small travel backpack that rested lightly against his slender back.

"I am ready," Arthur said, walking with calm, measured steps toward his Mystic Code.

The Elder Pegasus shifts a flap of his cloak with a fluid gesture, grips Add by his solid golden handle, and snaps him onto his leather harness with a sharp click, then adjusts the cloak to conceal the cage.

"Finally, we are leaving the countryside," Add said with deep joy in his voice, vibrating faintly against the knight's side, being accustomed to a decidedly more adventurous lifestyle.

"Only for a few days; it will be just a short visit," Arthur said, tightening the straps of his backpack, not planning a trip longer than three days at all.

"Knowing your knack for attracting trouble, something will happen and our entire itinerary will change," Add said, speaking in a wise tone, less like a tease and more like an actual premonition.

"You're exaggerating, Add. Five out of ten of my strolls go smoothly, more or less," Arthur commented, shrugging his shoulders slightly, sincerely believing this percentage to be the norm for any Planeswalker.

If Add had possessed greater facial expressiveness and had not been hidden beneath the heavy blue cloak, he would surely have displayed a smug grin in plain sight.

Arthur walks with a purposeful stride toward the clearing at the back of his rustic cottage, having an absolute need for an isolated space and a little time to focus and perform his magic.

"Did you remember to lock the door and everything? When we have to return, I don't want to find myself in a bare, burglarized house," Add said, moving within his golden bars, having to perform these checks to avoid unpleasant surprises.

Arthur's large equine ears perk up alertly on the top of his head. The young man turns three-quarters of the way back toward his home, then claps his hands with a sharp strike, as if checking from a distance that he had locked his car door.

For a brief moment, an intense, brilliant white glow appears around the window frames and along the edges of the wooden doors, followed by the immediate appearance of certain runic inscriptions that pulse with magical energy before dissolving into the wood.

"This cottage is secure; unless high-impact explosives or extremely strong Originium Arts are used, no one will be able to get inside," Arthur said, as he raises his hood with both hands, completely obscuring his face.

The cloak he wears is called the Cloak of the Wayfarer. It is an enchanted garment that protects against environmental damage; when the hood is up, the user's face becomes entirely invisible, shrouded in a soft, unnatural shadow that completely conceals his delicate features, unless he himself wishes to reveal them.

"Giddy up, Pegasus!" Add exclaimed in a shrill voice, as if he were a cowboy riding a horse with a rebellious spirit.

Arthur completely ignored the impertinent words of his Mystic Code. Instead of getting angry or replying, he closes his eyes and takes a deep breath, focusing on his immense inner power.

The first thing that appears with absolute clarity in his mind is the sharp image of a certain fairy scabbard and a certain sword of promised victory; these mythical Noble Phantasms rest guarded within him, indissolubly bound to his very soul since he made his first, memorable journey as a Planeswalker, arriving in the mysterious land of the Fairies.

Arthur looks beyond the shining Noble Phantasms and finally finds a spark of pure, transcendent power connected to his entire being.

The Elder Pegasus snaps his eyes open; the emerald green of his irises has been completely replaced by a burning, glowing golden-yellow that illuminates the darkness of his hood.

In the next instant, the air around him ripples like a pool of water, and with a silent flash, Arthur and Add vanish completely into thin air, as if they were ghosts or a mere summer mirage.

XXX

The Blind Eternities are a unique plane of existence; no mortal or divine mind perceives them the same way, as each has its own specific, alien vision of them. It is a non-place made of pure, chaotic aether and raw mana currents that would instantly destroy anyone who does not possess a spark.

Arthur Nearl sees and perceives the Blind Eternities as a strange, majestic combination of an infinite ocean and a deep night sky filled with stars. For Arthur, being in this interdimensional void is physically identical to floating beneath the surface of the water, immersed in an area lashed by invisible but incredibly violent undercurrents capable of shaking his very soul. The waves of energy bend and refract the primordial light, and the absolute only way to orient oneself and not lose one's mind is to stare at the myriad of stars shining relentlessly in the distance, each representing an entire, pulsing plane of the multiverse.

In that moment of transition, Arthur's golden eyes instinctively shift in search of a brilliant, geometric spark—a specific star he knows to be the metropolis of Ravnica. However, a sudden and brutal current of blue mana hits him dead on. The surge of aether drags him violently to the side, completely scrambling his spatial directions and upending his magical senses; suddenly, the knight finds himself floating in the void, unable to distinguish the ground from the sky, up from down, right from left.

While Arthur fights the invisible tide to try to orient himself and regain control of the journey, his vision suddenly focuses on something unexpected: he catches a glimpse of a star he has never seen before in any of his previous cosmic crossings. It is a star that appears sick and dimmed; a thick patch of black mud and shadowy slime partially covers it, suffocating its natural light and causing it to pulse in a sinister, spiritual agony.

[Knight, you must go there.]

Arthur gasps, widening his eyes as a golden vibration ripples through his chest. The young man snaps his hand over his heart, pressing his fingers against the fabric of his cloak; he knows that deep, otherworldly voice all too well. She almost never speaks to him, remaining silent for months, but when it happens, she does so always and only for a good purpose—to direct his arm where protection is needed most.

'Add was right,' Arthur Nearl thought, as a bitter, resigned smile made its way beneath the darkness of his Cloak of the Wayfarer. Trouble had found him even in the middle of the cosmic nowhere.

Without hesitating for a single moment longer, the Elder Pegasus stops his resistance against the interdimensional currents. Focusing with an iron willpower on the dimmed, dying star, he channels the energy of his Noble Phantasms and his spark; in the blink of an eye, his entire physical and spiritual existence is hooked by that calling and projected at breakneck speed, like a comet of immaculate light, straight toward the frightening darkness of that new world.

XXX

In the world of Remnant, on the continent of Anima, within a dense and humid forest area, a sudden and violent explosion of pure light erupted next to an old dirt road—so blinding it seemed as though someone had just detonated a powerful flashbang among the trees.

Once the dazzling, crackling display of light dispersed across the ground, Arthur Nearl appeared in its place, motionless. The first thing he did was take a deep, liberating breath of fresh air.

'I know it's all in my mind, but I can't help it,' Arthur thought, touching his chest with his gloved palm, still feeling the phantom shiver of primordial aether coursing beneath his skin.

"I'm no professional geographer, but I seriously doubt Ravnica has this many trees, open spaces, or a tiny dirt road," Add commented. The metallic cube swung lively inside his golden cage beneath the cloak, realizing instantly that they had not arrived at their intended destination at all.

"You're right, Add. The two of us are not in Ravnica," Arthur commented. With a fluid movement, he adjusted the hood over his head as he began walking forward along the packed-earth roadway.

"Did you happen to take a wrong turn, or did you decide at the very last second to explore a new world?" Add asked, eager to know exactly what had transpired during the jump.

"Nimue spoke, and I listened," Arthur declared solemnly, using his personal nickname to refer to that mysterious voice that only he could hear within his soul.

"Pegasus, when most people hear voices in their heads, they ignore them or go see a psychologist—they don't listen to them without question," Add commented with a hint of metallic arrogance, not appreciating his companion's blind obedience in the slightest.

"Nimue is not a mental illness; rather, she is the Worldsoul of a vanished realm, who found refuge in the lands of the Fairies until I appeared and she decided to bind herself to me," Arthur explained with methodical calmness as to why he did what he did, straightening his back as he walked.

"Do you have a vague idea of what we're supposed to do here—wherever this 'here' is?" Add asked, trying to figure out if the paladin had obtained concrete details or just the usual, vague spiritual instructions.

"Isn't it obvious? I must be who I am: a paladin of justice," Arthur said in a proud voice, visibly puffing out his chest and letting a golden glimmer ignite the contours of his cloak, as if this ideal were the universal solution to every single problem he encountered across the multiverse.

"That is not a plan," Add commented in a suddenly serious, flat voice.

"I know, but having this ideal in my heart and walking in a random direction until something happens has always worked for us," Arthur said with an invisible smile beneath the shadow of his hood, having by now developed a method entirely his own for facing cosmic unexpectedness.

"Moments like these make me seriously question your intellect," Add commented, vibrating against the harness in a tone halfway between serious and amused.

"I am a honors graduate from the best university in Kazimierz and an award-winning champion of the combat arenas; my intellect is a certainty," Arthur said, lifting his chin, rather proud of his extraordinary intellectual and strategic achievements.

"Then I question your common sense," Add said, instantly shifting the target of his biting words.

"I cannot contradict you on that; I don't have a tendency to think like others," Arthur said, chuckling, fully aware of his absolute uniqueness in creation.

The Elder Pegasus stops abruptly, planting his boots on the rugged terrain. He looked up, past the canopy of the trees: in the distance, above the horizon line, he sees dense columns of black smoke rising heavily toward the clear sky.

"Why did you stop? Did you see a dragon flying nearby, or hear a princess's cry for help?" Add rattled off those classic, stereotypical scenarios that occasionally pop up during their bizarre adventures across the various planes.

"I see clouds of smoke on the horizon," Arthur said in a suddenly cold, serious voice, instantly sensing the acrid smell of fire and realizing that something terribly bad was happening.

"With our luck, it won't be a simple forest fire or someone lazily burning their trash," Add commented, psychologically preparing himself to face a situation that would be anything but easy.

"Llamrei!" Arthur exclaimed. He made a lightning-fast gesture, tracing an arc in front of himself with his right hand, instantly unleashing a thick wave of pure, white light particles.

The Holy Paladin is using one of the powerful spells he learned in the fairy realm to summon his most trusted steed, Llamrei. In a second, amidst that glowing mist, a massive white horse appeared—a creature so majestic, proud, and perfect that it would be a crime to compare it to any common animal. Its snow-white coat is as pristine as fresh snow, its hooves gleam with solid gold, and its eyes shine like liquid, shimmering sapphires.

The imposing steed is entirely covered in heavy barding: a mirror-polished silver armor adorned with intricate gold engravings and colored gems embedded at the joint pieces, details that make it look more like a legendary mythological creature or a sophisticated, animal-shaped magical machine. Standing out on the steed's powerful thighs are two large, reinforced white saddlebags, which contain a tactical mix of ammunition, spare weapons, and precious tools, including an ancient book of light magic and a second, devastating warhammer.

"Let's move fast, Llamrei. We have people to save," Arthur said. With an agile leap, he mounted the saddle, gripped the leather reins, and squeezed the animal's flanks.

Llamrei bolted forward with devastating power, shattering the ground beneath his golden hooves and moving at a prodigious speed, far superior to that of a racing car. The wind kicked up by the steed caused Arthur's blue cloak to billow violently.

"And so, the work of the knight-errant begins anew," Add commented as the golden cage swung frantically due to the mad pace, leaving him only to wonder whether this new detour would be a short adventure or a long and bloody journey.

Up there, among the hills of Anima, a certain crow lady and her ruthless tribe of bandits were about to learn a harsh and unforgettable lesson: every single action has precise consequences, and the immaculate knights of light are decidedly more terrifying than any monstrous dragon of darkness.

To be continued...

XXX

CYOA Interactive build for the MC (Arthur Nearl, alias Operator Defender - Avalon, alias Paladin of House Nearl, alias White Knight of Kazimierz, alias Knight of Light of the Gatewatch)

**Meta**

You, CYOA, Shards, what are those Shards you speak of?

**Difficulty**

Standard, Higher (Tier 9)

**Scenario & Setting**

AU Alternate Earth, Story Start, Anime Logic, The Glistening Oil (Magic The Gathering), Comic Book Pretty, VFX On [It's a Beautiful World We Have], Additional Genre x 2, Arknights, Ravnica (Magic the Gathering), RWBY, Lost (Perilous)

**Missions**

Knight in Shining Armor

**Character**

Reincarnation, Family Member, Male, Masculine, 0 to 6 years old, Androgynous, Other (Strong), Nothing, Terrible

**Skills**

Adaptable Martial Arts, Ambidextrous, Adaptable Skillset, Master Craftsman, Situational Awareness

**Perks**

Blank, Mental Barrier, Trumped the Trump, Invictus, Well-Adjusted, 'Plot' Armor, Manton Protected, Ripple Effect Proof Memory [Ripple Effect Proof Body], Accentuate the Positive, Eliminate the Negative, Comic Book Physics, Peaceful Life, World Clean, I Don't Get It [I Get It Now... But Not Really...?], Foreigner, Loyalty Insurance

**Drawbacks**

Conscious Geas x 1, Unconscious Geas x 1, Rapunzel, Rapunzel Let Down Your Hair x 2, Allergic x 1, Wildbow? Where have I heard that before?, What do you mean I did this to myself?, Lightweight, Rogues Gallery, Morsel, Trouble Magnet, Wild Wasteland, Fated Journey, Child of Fate, Plotbound, Stalker x 1, Villain Target, Acclimation, Jet Lag, Starting From Nothing, Nemesis, Lawful Evil x 1, Yandere x 1, Weaker than You x 1

**Shard**

Shardless

**Powers**

Battle Continuation (Type-Moon), Heroic Bloodline (High School DxD) x 1 [Heroic Spirit Descendant], Terran (Arknights), Knight's Valor [The Black Knight, Knightly Battle Mage], Knight's Squire [Foundational Learnings], In the Nick of Time, Natural-Born Genius (Type-Moon), Riding (Type-Moon), White Mage, Green Mage, Battle Mage, Ward Magic, Armor Magic [Armory Mage, Bastion], Light Magic (Warcraft), Colored Magic (Magic: The Gathering), Magecraft (Type-Moon) [Eighth Sacrament], Originium Arts (Arknights) [At the Cutting-edge], Promise Me, Hero [A Hero's Resolve, A Hero's Heart, A Hero's Word, The One Protector], Holy Light (High School DxD) [Light Weaponry], Magitech, Quicksmithing (Magic: The Gathering), Doctor M.D. (Arknights), Professions of Azeroth (Warcraft) x 3, Item Construction (Type-Moon) [Perfect Workshop], Territory Creation (Type-Moon), Pioneer of the Stars (Type-Moon)

**Objects of Power**

Avalon (Type-Moon), Excalibur (Type-Moon), Rhongomyniad (Type-Moon), Bag of Holding x 1, Belt of Holding, Cloak of the Wayfarer, Potion Harness, Journal, Invisible Air (Type-Moon)

**Fusions & Upgrades**

In the Reflection of the King (Type-Moon) [Add], Elders (Arknights), Knight-Errant [Will of Steel], Hypersensitivity, Magic Crest (Type-Moon) x 1, Knight of the Silver Hand (Warcraft) [The Pure, Auramaxxing, Golden Charger], World Soul (Magic: The Gathering), Pure Soul, Hero's Party, True Hero, Intuition, Not Blueprints, Exotic Tools and Resources, Preternatural Artifact, Essential, Infusion

**Point Conversion**

+50 SP -100 CP x 2, +10 SP -20 CP x 2, +2 SP -4 CP x 2

XXX

Code for CYOA:

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