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You burst into the room and throw a scabbard onto the bed. ‘Rise, Alex. You’re going to be late.’
A lump stirs under the sheets. An unhappy face emerges. ‘Sword training again?
‘That’s right, little brother.’ You smile and stride to the window and draw the curtains. Sunlight floods the room, illuminating what look like fresh sketches on your brother’s desk - birds, flowers, insects, exotic women... You pick up one - of a fly - and marvel at your brother's skill and attention to intricate detail.
‘Why do they do this to me, Mel?’ Alex groans from the bed.
‘Why does your father, the king, insist on his only son being trained in all forms of combat?’
‘It’s all right for you, you’re good at it. But me? If I had some deep, unearthed talent for soldiery, it would’ve revealed itself by now.’
You walk to your brother’s wardrobe and pull out suitable clothes for him. ‘As prince of the realm, you’ll need to lead armies.’
‘Figs. I’ve no interest in war.’
‘All the more reason to be able to demonstrate to our enemies that we are good at it.’
‘Hmph. If all of this is to avoid war with Qespar, I can think of an easier way to achieve that.’
‘What’s that?’
‘I could marry a Qespari princess.’
You gasp, glance toward the doorway to check no one is there, then turn on your brother with a fierce stare.
Alexander grins, enjoying your reaction.
‘You shouldn’t even joke like that.’
‘Have you seen them, Mel – the women of Qespar? They are something…’
‘I’ve seen your sketches. Change. Quickly.’ You throw some leggings and a tunic at him and walk to the door to wait while he dresses.
[[Ask him how he’d be sure his barbarian princess wouldn’t stick a knife in his back at the first opportunity.]]
[[Say you’ll let him oversleep and get in trouble next time]]
[[Say nothing and wait for him to finish dressing]]
‘How would you be sure this barbarian princess wouldn’t stick a knife in your back at the first opportunity?’ you ask.
‘I’d rely on my loving sister to protect me, of course.’
Distant bells ring out, announcing the start of second quarter. //Figs.// You’re late, and Swordmaster Bretor will not be pleased. ‘Hurry, Alex.’
‘I don’t feel well.’
‘Don’t start making excuses—’
A heavy thud on the ground behind you. You turn to see your brother sprawled, passed out, on the floor.
//‘Alex!’// You rush to him and shake his limp, unconscious body. No response. Colour drains from his face, before your eyes, until he’s white as a ghost. //‘Alex?’// You shake him, frantically, to no effect, and finally get to your feet and scream for the guards.
[[Continue->The next two days]]
‘I’ll let you oversleep and get in trouble next time,’ you say.
‘Ah, but would father let you spend so much time playing with swords and bows and arrows, if you didn’t do such a good job of encouraging me?’
The nagging suspicion that your brother may be right prevents you from answering. You curl your lip at the thought of all the more princess-ly duties you might be doing instead.
Distant bells ring out, announcing the start of second quarter. //Figs.// You’re late, and Swordmaster Bretor will not be pleased. ‘Hurry, Alex.’
‘I don’t feel well.’
‘Don’t start making excuses—’
A heavy thud on the ground behind you. You turn to see your brother sprawled, passed out, on the floor.
//‘Alex!’// You rush to him and shake his limp, unconscious body. No response. Colour drains from his face, before your eyes, until he’s white as a ghost. //‘Alex?’// You shake him, frantically, to no effect, and finally get to your feet and scream for the guards.
[[Continue->The next two days]]
You say nothing further and wait in silence.
Distant bells ring out, announcing the start of second quarter. //Figs.// You’re late, and Swordmaster Bretor will not be pleased. ‘Hurry, Alex.’
‘I don’t feel well.’
‘Don’t start making excuses—’
A heavy thud on the ground behind you. You turn to see your brother sprawled, passed out, on the floor.
//‘Alex!’// You rush to him and shake his limp, unconscious body. No response. Colour drains from his face, before your eyes, until he’s white as a ghost. //‘Alex?’// You shake him, frantically, to no effect, and finally get to your feet and scream for the guards.
[[Continue->The next two days]]You’re standing in a meadow, bathed in soft, golden light. A gentle breeze, like warm breath, caresses your skin.
Alex appears beside you. ‘Hello, Mel.’
You turn and stare at him in wonder: he stands straight and tall, with a healthy colour in his smiling face and that familiar twinkle in his eye – no trace of the sleeping sickness that has imprisoned him for the past two days. //It’s a miracle,// you think.
Alex shakes his head...
It hits you like a punch to the chest. ‘I’m dreaming, aren’t I?’
Alex nods.
You look all around, at the meadow, the sky, disbelieving. It all looks so //real//. The tears springing to your eyes feel real. And your brother, whom you know so well, standing in front of you... You lift a hand to his cheek - soft and warm. ‘Is it… you, Alex?’
He holds your hand against his cheek and looks into your eyes. ‘It’s me.’
The truth of this resonates deep inside you: //It's him.// Somehow, in this dreamworld, you’re communing with the spirit of your unconscious brother.
‘Come back to me, Alex.’
‘I can’t. Mel, I’m dying.’
‘The doctors are-’
‘The doctors can’t save me. Only //you// can. That’s what I’ve come to tell you.’
You grip his hand. ‘Tell me how.’
‘You have to go on a journey. Many truths lie waiting to be uncovered – many dangers also.’
‘A journey where? Alex, I don’t understand…’
‘To the East. Don’t worry: everything is about to become clear. But when it does, you must act without delay. Be ready. Promise me. I’m counting on you.’
‘I promise!’
As soon as these words leave your lips, your golden-lit surroundings start to fade to white. So does Alex. You can feel the dream, and him, slipping away.
‘Alex!’
He dissolves into a ghost-like form, but he still speaks: ‘Trust yourself. Listen to the voice within that guides you. You can do it, Mel. You can save me…’
‘I will! Alex, don’t go! Alex!’
His ghost form dissolves into the air. The dream world fades to pure white.
You wake, still calling out your brother’s name, sit up in your bed and look around at the familiar setting of your bedroom. Morning light peeks in from behind the curtains.
You reach back into your mind for memory of what you just experienced. It comes back vividly: images, smells and sounds from the meadow, your brother’s face and voice. Like it’s been burned into your brain.
This was no ordinary dream.
Distant bells ring out. First quarter. You remember: the Royal Council is having an emergency meeting in one hour.
//Everything is about to become clear. Be ready.//
You leap from your bed and hurriedly dress.
[[Continue->RC meeting (old)]]Sitting at the table of the Royal Council, your heart pounds in your chest. The meeting is about to start. In the last hour, the dream has replayed in your head again and again. You haven’t mentioned it to anyone, of course. Accusations of magick dabbling are the last thing you need. Nonetheless, the dream’s message burns within you like a secret fire.
//Only you can save me, Mel.//
At last, your father, King Leopold IV of Vestria, rises to call the emergency Royal Council meeting to a start:
‘Esteemed ladies and gentlemen, thank you for attending at short notice. As you know, the prince fell ill two days ago with a mysterious sleeping sickness that, so far, has baffled our kingdom’s doctors. This council is a collection of the wisest and most experienced minds in all of Vestria. I need to draw upon all of that wisdom now. I ask this not as your king, but as a desperate father. You may be my son’s last hope.’ The king pauses and swallows. Silence around the table. ‘Doctor, do you have anything to add?’
Doctor Olenna Maystaff, chief of the royal doctors, rises, as your father takes his seat. ‘Your highness. Esteemed members of the Council. I have very little to add, I’m afraid. This sickness is not like any I, or my colleagues, have seen. All treatments we’ve tried have had no effect, and our investigations have yielded nothing. The prince’s condition is stable but basically unchanged from two mornings ago when the princess found him.’
Sombre silence greets this update.
‘How long will he stay alive in his current condition?’ you ask.
Dr Olenna turns to you, along with every other set of eyes at the table. She swallows and hesitates.
‘Tell me straight, doctor.’
She bows her head. ‘Yes Princess. I believe he can be kept alive for some days, possibly even weeks. Slowly but surely, though, without eating, he will waste away. We are working day and night to find a cure, but I cannot say confidently that we will find one in time.’
Lord Torsten, the eldest of your father’s advisors, rises to his feet. ‘If no one else will say it, I will. Given the strange nature of this sickness, we must consider the unthinkable. Namely, that this is no natural sickness.’
The table receives this with silence. A few Council members shift in their chairs.
‘You mean to suggest magick as the cause?’ says Hewytt Braig, your father’s Right Hand.
‘Yes.’
Brinn Drayhan lets out a loud sigh. ‘Forgive me, Lord Torsten, but as sheriff of this city, I’ve encountered more magick crime than anyone else here. I’ve seen it all: love potions, card-cheating, future-telling – all of it done amateurishly. Last month, I had a woman attempt to inflict an outbreak of boils on a love rival, only to succeed in casting the affliction on herself… My point is this: Whatever one believes about the truth of the old stories, these days, the practice of magick never rises above the level of petty mischief-making.’
‘We have The Sisters to thank for that,’ suggests a voice from down the table.
‘Perhaps.’
‘Pardon me,’ interjects Lord Torsten. ‘The //truth// of the old stories?’
Sheriff Drayhan leans back in his chair. ‘The Red Witch, the Great Terror - Some believe those stories were exaggerated.’
‘Fools!’
‘Well, whatever one chooses to believe, one thing is undeniable: this kingdom has not seen a case of serious sorcery for nigh one hundred years.’
The soft voice of wisewoman Hazel Satcher, your learned science tutor, speaks for the first time. ‘What about Zelonia?’
A thrill goes through you. //Zelonia -// The kingdom’s wildest, eastern province. A place you’ve never been to, only read about. It’s rumoured that the Zorians - a race of nomads who live there - still practice magick freely. //‘To the East,’// Alex said...
‘What of Zelonia?’ answers Sheriff Drayhan. ‘Yes, that province may be rife with magick-dabblers – but surely none so powerful as to strike down a prince like this. And why should any of them wish the prince ill? As far as I know, he’s never set foot in Zelonia.’
‘Why should //anyone// wish the prince ill?’ asks Sir Cliftus, head of the Royal Guard. ‘The prince and his sister are loved across the kingdom.’
‘I have my fair share of enemies in the East,’ says the king.
‘The Wolds? I thought they were in exile?’
‘Distance was never a barrier to strong magic,’ says Lord Torsten.
‘The Wolds! Those traitors should be grateful to still have their heads,’ says Sir Cliftus. ‘Exiling them was an act of supreme mercy.’
‘True,’ says Right-Hand Braig. ‘Though in my experience, lenient punishment does not always inspire gratitude.’
‘Sire, no one here has anything kind to say about the Wolds, including me,’ says Sheriff Drayhan. ‘But can we really suspect them of magick this strong?’
‘There were rumours…’ begins Lord Torsten.
‘Yes, yes, I remember the rumours. ‘Gypsy blood’ in the family, and so forth. But nothing every came of it then, and if they had the power, why wait until now to use it – and not during the rebellion?’
‘Maybe it took them this long to grow their powers.’
‘Mere speculation!’
‘Thank you both,’ Your father raises his voice, instantly silencing the other two. ‘I fear none of us here knows enough about this ancient, dark art - //magick// - or the motives of those who might wield it. I will summon High Priestess Hella of the Sisterhood after the meeting, to gain her insights.’
Silence settles over the table.
First Commander Blackmaw, quiet until now, rises: ‘I have an alternative explanation for the prince’s sickness. As you all know, this kingdom has one principal enemy. One much more powerful and recent than the Wolds. One that would love nothing more than to cause chaos and the weakening of our Royal House. You all know who I refer to. With this particular adversary in mind, an obvious explanation for the prince’s strange sickness suggests itself – poison.’
One or two gasps go up around the table. A few eyes turn to Doctor Maystaff.
Commander Blackmaw goes on, ‘The Qespari are devilish in their knowledge of herbs and potions, and in their use of spies. Remember that I have been warning this Council recently about the heightened activity of barbarian spies within the kingdom.’
‘This is a serious suggestion,’ says Wisewoman Satcher. ‘Poisoning the royal prince would be an act of war.’
‘Quite so. But I know what the Qespari are capable of. Believe me when I say such a scheme is not beyond them.’
‘But why target the Prince?’ says Right-Hand Braig. ‘The prince is only third in line to the throne, behind Princess Imelda. Surely the king or the princess would be the more logical target?’
‘Perhaps their spy took an opportunity to strike against the only target that was available to them at a particular moment,’ answers Commander Blackmaw. ‘Perhaps they will yet try to strike again.’
‘What do you say, Doctor?’ says the king.
‘The prince’s symptoms do not match those of any known poisons. But it is true, the Qespari have many exotic potions and substances unknown to this kingdom.’
‘Do you have any specific evidence of a Qespari plot, Commander?’ asks Right-Hand Braig.
‘Not yet. But my men have been keeping watch on a number of suspected barbarian spies. We are ready to detain and question them upon your command, my king.’
Your father pauses and considers for a moment. ‘Do it. And keep me updated. Sir Cliftus, let us tighten palace security as well. Just to be safe.’ Your father looks around the table. ‘Does anyone else have any other ideas to raise?’
Up and down the table, members of the Council shake their heads.
‘Then let us end proceedings. Thank you all for your contributions in this search for an answer. I pray you continue in them as long as it takes. Long live the prince!’
You join in the chorus response: //‘Long live the prince!’//
Chairs scrape as people get to their feet. You stay in your seat for a moment, trying to decide what to do next. You want to follow up on the theories you’ve just heard by speaking to the different Royal Council members, but apart from your father and Right-Hand Braig who remain at the table in private conversation, everyone is heading for the exit. You will only have time to pursue and stop one person. Who should you stop to speak to?You follow the other Royal Council members out of the door and have to hurry past most of them to catch the fast-striding Commander Blackmaw. ‘One moment Commander,’ you say, catching up with him.
He turns and acknowledges you and hastily bows. ‘Your highness. Forgive me, but I have orders from your father—’
‘To arrest the Qespari spies, yes. I don’t wish to detain you – on the contrary. May I walk with you?’
He bows again and smiles with just the faintest hint of a grimace. ‘Of course, your highness.’
You walk together along the corridor.
‘You suspect Alexander has been poisoned by Qespari spies?’
‘They are our most dangerous and devious adversary. We are fools if we don’t suspect them.’
‘But what would their motive be?’
‘To strike at the heart of our royal family. To sow chaos and fear throughout our land.’
Commander Blackmaw walks quickly, and before long you reach the palace’s grand lobby, heading towards the large entrance doors. You put one more question to him: ‘Would Qespar really do this and risk war?’
The commander turns to face you and sighs. ‘We’ve had twelve years of peace. It’s probably all you’ve ever known, Princess, all you can remember. But for the Qespari, peace is just the time for planning your next attack. We might already be at war, and we just don’t know it yet.’ The comander holds your stare for a moment. 'Princess.' He bows and briskly walks out of the palace.
<<set $BlackmawInterviewed to true>>
[[Continue->Approach Commander Blackmaw part 2]]<<set $wisdom += 1>>Lord Torsten exits the room in close conversation with Wisewoman Satcher. You follow them both out into the corridor. ‘A word please, my Lord? Wisewoman?’
The two old Council members turn and quickly bow.
‘Could I ask you both a few questions about what was discussed in the meeting?
‘Of course, Princess.’
The three of you walk slowly along the corridor.
‘Lord Torsten, do you really believe magick is the cause of my brother’s sickness?’
‘I fear so, your highness. One hundred years have passed since the days of the Red Witch. The scourge of magick has been brought under control, and the kingdom has flourished. But I fear we are not as vigilant as we once were.'
‘What about the Sisters?’ you say. ‘They have kept the kingdom safe from magick all that time.’
‘If I may, princess,’ Wisewoman Satcher speaks up. ‘There are parts of the kingdom where the Sisters’ reach and authority is limited, and where magick still thrives.’
‘Zelonia.’
‘Yes.’
/*
'And some in that part of the kingdom with a grudge against the throne.'
*/
‘Then could the Wolds be responsible?’
'Or someone who supports them who resides there, perhaps.'
You frown. All you've ever known about the Wolds is that they rebelled against the kingdom in its hour of need - out of opportunistic, selfish ambition, only to be defeated and exiled. The idea of them still having supporters surprises you.
‘We mustn't rule out the Wolds themselves using magick,' Lord Torsten leans in. 'The people of the East are of wild temperament, and their land is steeped in magic - as I warned the king at that time. Thankfully the king saw sense before Prince Robert’s wedding…’
//‘What?'// You stop walking. 'Uncle Robert? Was to be married?’
Lord Torsten freezes. You look back and forth between him and Wisewoman Satcher, stunned by this mention of your uncle who died when you were a baby, fighting in the last Qespar War. Neither speaks.
'Married to whom?'
The two old Council members look at each other.
The door to the Royal Council room swings open behind you. Your father and Right-Hand Braig stride out.
Wisewoman Hazel Satcher leans forward: ‘Speak to your father, Princess. You will get the answers you seek.’ Before you can respond, she bows and pulls Lord Torsten away up the corridor.
You take a deep breath and stride towards your father.
<<set $TorstenInterviewed to true>><<set $knowAboutRoyalMarriage to true>>
[[Continue->Chapter 2
/*
Wisewoman Satcher frowns. 'I've never heard of the Wolds using magick. And there's only a few of them left - minor relations, in exile.' She shrugs. 'Perhaps some of the people in the East who still sympathise with them?*/You head back to the Royal Council room, thinking about what you’ve heard. You turn the corner just as your father and Right-Hand Braig emerge from the Council room.
You approach them.
[[Continue->Chapter 2‘Father, may I speak with you?’
Your father takes your hands. ‘Of course, my dear.’
Right-Hand Braig bows and quietly excuses himself.
‘What is it, Imelda?’
<<if $BlackmawInterviewed>>
‘Do you think Commander Blackmaw could be right that the Qespari are behind this?’
Your father shakes his head. ‘It cannot be ruled out, I suppose. But I would be surprised.’
‘He thinks they are preparing for war, and this could be the start of it.’
Your father raises an eyebrow and smiles gently. ‘Commander Blackmaw suspects the Qespari whenever the wind changes direction.’
‘What about the increased activity of barbarian spies in recent months?’
‘Their spies have been active before. It has never led to anything like this. But we will see what information is gained from his roundup of Qespari spies.’
You think to yourself for a moment.
‘What do you think of the suggestion that Alexander could be the victim of magick?’
<<else>>
You have so many questions burning inside, you have to compose yourself not to blurt them all out at once. You say, ‘Do you think Alex could be the victim of magick?’
<</if>>
‘The idea sends a shiver down my spine. I don't know. I shall send for High Priestess Hella of the Sisters, presently, to get her opinion on the matter.’
‘If it is magick, do you think the Wolds could’ve done it?’
The king sighs and shrugs. ‘Who knows? It certainly would be an effective revenge against me.’
‘Revenge for exiling them after they betrayed us?’
Your father walks on. You keep alongside him. You’re surprised to see Right-Hand Braig is standing waiting at the top of the corridor. <<if $BlackmawInterviewed>>Moments later you arrive beside him.
<<else>>
‘You never told me Uncle Robert was to be married.’
Your father is quiet for a moment. ‘Didn’t I?’
‘No, never. Whom was he to marry?’
‘Lady Julia Wold.’
You stop and stare at your father in shock. The Wolds? Almost married into the royal family? How had you never heard about this before? ‘Was the marriage called off because of the rebellion?’
But your father is facing away towards the end of the corridor, where Right-Hand Braig is waiting.<</if>>
Your father takes your hands again. 'Forgive me Imelda, I have to attend to business.' He squeezes your hands. 'Stay strong. We mustn't give up hope.'
He turns and strides away up the corridor.
[[Continue->Chapter 3 part 1
/*
His face is pale and tired, his brow creased with worry. He's aged more in the last three days than you would have thought possible. You long to comfort him, to tell him //yes there is still hope//, to tell him about the dream...
But you can't. To do so would be to jeopardise your mission to save Alex.
With a tired smile your father turns and walks away up the corridor.*/In the grand main chamber of the Royal Library, you open a volume on the history of Zelonia. You scan over the first chapter, which describes how the province was conquered and incorporated into Vestria by your great-great-grandfather, King Jostain the Great, two hundred years ago.
Finally, you come to a chapter on the Woldan Rebellion:
"During the first months of the Qespar War, Zelonian warriors fought alongside other Vestrian forces, their highly skilled horsemen making key contributions in the battles of Roane and Crowfell in particular.
“But then shortly before the Battle of Kerm, the traitorous Lord Arro Wold withdrew his armies and returned with them to Zelonia, thereupon proclaiming himself king of that province. Left exposed, Vestrian forces suffered their biggest defeat of the war, only escaping total annihilation due to a heroic cavalry charge led by Prince Robert, who died in the effort...
“That winter, as war with Qespar drew to a standstill, King Leopold IV turned his fury on the traitorous Wolds, marching his armies east to reconquer Zelonia. Loyal Zelonians rose up to support the crown, and the Wolds’ forces were quickly defeated...
“The traitor Arro Wold fell in battle, and Lady Julia died soon after. Thus ended the Wold lineage...”
You lift your head up from the book for a moment. The account you've just read is the same you've read and been told many times before. But one thing you've never wondered until now: How did Lady Julia die? You read on, but there's no answer. You turn the page. The chapter ends. The book contains no further mention of the Wolds. You close it and sigh. No mention of <<if $knowAboutRoyalMarriage>>your uncle's planned marriage to Lady Julia Wold, and no mention of <</if>>magick.
You move deeper into the library, to a section on heraldry and lineage of Vestria's noble families. On a ladder just below the ceiling, you pull out a book that shows the Wold family tree dating back to the conquest of Zelonia. At the bottom are Arro and Julia: the tree's last, bare branches. You gasp: from their birth years you can work out their ages at the time of the Rebellion - Arro was twenty, and Julia, seventeen. //So young...//
What motivated this young noble family to turn against the kingdom, so disastrously for their own fortunes? <<if $TorstenInterviewed>>And why was the engagement between Prince Robert and Lady Julia cancelled? Could the two events be related?<</if>> And could all of this be linked, somehow, to your brother’s sickness?
[[Continue->Chapter 3 part 2
You decide that taking the magick book with you would be simply too dangerous. Right now, you need to focus on saving your brother and not take unnecessary risks.
You put the magick book back where you found it, climb down the ladder and head for the library exit.
[[Continue->Chapter 4]]<<set $hero += 1>><<set $magick += 1>>Glancing all around to check no one’s watching, you slip the magick book inside your cloak. Your cloak is loose enough that there's no obvious bulge, but you'll need to keep one arm across your stomach to keep it in place and hope that this doesn't look too suspicious.
<<set $haveMagickBook to true>>
You climb back down the ladder and return to the front of the library. A librarian is at the desk with her head down, sorting books into separate piles. She looks up as you approach, and bows. You nod your head in response.
You quickly pass and continue towards the exit...
‘Princess...’
You freeze on the spot, heart thumping in your chest. The exit doors are just a few steps ahead; you think about running straight through them…
But you don’t. You turn around.
The librarian looks serious. ‘We’re all praying for the Prince. May he recover soon.’
‘Thank you.’ You give a gracious nod, turn and walk out.
Outside, different waves of emotion wash over you. First, relief. Then guilt - you've never stolen anything before. And finally, unexpectedly, //excitement//.
Your adventures have begun.
[[Continue->Chapter 4]]
/*Rewrite to reflect Hella's investigation starting earlier? OR Hella was consulted on the first day
>> Also Hella's reluctance to investigate Zelonia needs beefing up: she believes the magician (if magick is responsible) is more likely to be local - magick over long distance takes great power... -> Also she's a skeptic of the magick theory generally, never seen magick this powerful? -> OR she's concentrating on investigating the Wolds on the island of ___
*/<<if $haveMagickBook is true>>Leaving the library, you go straight up to your bedroom and put the magick book in a safe hiding place.
Coming back out of your bedroom, a tall blonde woman in white robes and a bright blue sash approaches from the direction of your brother’s bedroom: High Priestess Hella of the Sisterhood. She notices you and gives a slight bow.
You walk up to her. <<else>>As you re-enter the palace, you encounter a tall blonde woman in white robes and a bright blue sash striding out – High Priestess Hella of the Sisterhood. She notices you and gives a slight bow.
<</if>>‘Sister Hella. Have you spoken with my father already?’
‘Yes, I have spoken with the King.’
‘Do you believe magick could be responsible for Alexander’s illness?’
‘The Sisters will investigate. But we must not be hasty in making any judgement. There are, certainly, peculiar aspects to your brother’s affliction, but a spell strong enough to cause an illness this severe, on an innocent, of royal blood, would be a very powerful spell indeed. I have never come across magick of such power, nor heard of it.’
‘Except in the old days.’
‘Quite.’
‘What will the Sisters do to investigate?’
'I will send a message out to every Sisterhood chapter in the kingdom to be on alert for signs of magick, and to investigate all new reports of suspicious activity thoroughly. Here in the Royal City, I will oversee these efforts myself.'
'Lord Torsten and Wisewoman Satcher suggested a magician from Zelonia could be responsible.'
Sister Hella raises an eyebrow. 'Zelonia? Do they have //specific// information?'
‘No, I don’t think so.’
Sister Hella nods. 'Well then. We will investigate across the kingdom. I don't think it would be wise to narrow our efforts based on rumour, or conjecture. Is there anything else, Princess?'
‘If you find a magician responsible for my brother’s sickness, what then?’
‘For a crime this severe, the magician would most certainly be put to death.'
'If a magician is killed, does that break the power of their spells?’
'Yes.'
‘And if you don't find the magician - can the Sisters still do anything to reverse a spell?’
Sister Hella frowns. ‘Reverse it? Princess, the Sisterhood does not sully itself with the practice of magick. We arrest its practitioners, and we destroy their implements. But we never meddle with the practice itself. We simply stamp it out where we find it. This way, we have kept our order pure, and the kingdom safe, for one hundred years.’
[[Tell her the Sisters haven’t succeeded in keeping your brother safe]]
[[Tell her about the magick book and the chapter about combatting evil spells]]
[[Agree with her and thank her for speaking with you]]
/*
‘I will personally examine the case. Your father has suggested the remaining members of the Wold family should be interrogated. I will travel with a team to the Isle of Yolak where they live in exile.’
//Yolak lies north of here,// you think. //To the East,// Alex said. <<if $TorstenInterviewed>>You say, ‘Wisewoman Satcher thinks that the Wolds might have sympathisers in Zelonia.’
‘Anyone in particular, that she can name?’
‘No, I don’t think so.’<<else>>'What about Zelonia? The Wolds came from there, and there are said to be many magicians there.'<</if>>
‘Hmm. It is true that magick-crime is rife in Zelonia. But we can’t travel there and investigate without specific information.’
‘Why not?’
The High Priestess looks at you and raises an eyebrow. ‘As you know, Zelonia is a vast land, and it takes days just to journey there. It would not be sensible to travel all the way there based on a mere hunch.’*/‘You haven’t succeeded in keeping my brother safe, it seems,’ you say, with a look, and continue past the High Priestess on your way.
<<set $sassedHella to true>>
[[Continue->Chapter 5]]‘I discovered something in the library just now – an old magick book.’
Sister Hella’s eyes flash wide and then stare penetratingly into yours.
You go on: ‘I flicked through a few pages. There was a chapter about combatting evil spells.’
‘Where is this book now?’ she demands.
You hesitate, nervous at Sister Hella’s sudden tone.
Still waiting for your response, the High Priestess turns and summons her assistant and whispers something in the young woman’s ear, while keeping her eyes fixed on you. The assistant rushes off.
A bad feeling grows in the pit of your stomach: have you said something you shouldn’t? Within a minute, you get your answer: two Sisters armed with staffs arrive at Sister Hella’s side.
The High Priestess says, ‘Princess, what you have told me is very serious. By your own account, you have been exposed to great evil. The danger of corruption from reading an old magick text, even briefly, cannot be overstated. You must come with me now and submit to a full interrogation. This is for your own good.’
The two Sister warriors seize you and drag you away, out of the palace. Royal guards watch on with shock, but don’t intervene. An hour later, you’re locked in a cell on the other side of the city, where you will spend the next few days.
Your quest is over before it even began.
Lives lost: <<= $livesLost +1>>
[[Return|Chapter 4][$livesLost += 1]]
‘Yes, Sister, I see. Thank you for speaking with me.’ You continue past the High Priestess on your way.
[[Continue->Chapter 5]]//'To the East...'//
Your path, now, is clear. You must leave the Royal City today and journey across the kingdom to the distant province of Zelonia, where, you hope, the secret to Alexander’s sickness lies.
You visit your brother's sickbed one last time before you leave. As you sit by his bed and take his hand, three doctors and a nurse leave the room to give you privacy.
Looking into Alex’s face, last night’s dream comes right back to you. Soon, you’re back in the meadow, bathed in golden light, Alex imploring you: //‘…You must act without delay… Promise me. I’m counting on you.’//
You lean forward from your chair and plant a kiss on his cold cheek: ‘I’m doing it, Alex.’ With a parting squeeze of his hand, you rise and head for the door.
[[Continue->Sneak into the King's bedroom (new)]]The next two days pass by as a blur of doctors and nurses, tests and treatments, raised hopes and disappointments. Through it all, Alexander lies peacefully, in a sleep so deep that nothing can reach him.
[[Continue->Dream scene (old)]]
Welcome to //The Princess of Vestria//!
In this interactive adventure you take control of the main character, Princess Imelda, who is about to embark on the biggest adventure of her life.
Choose your path through the story's obstacles and challenges. Will the Princess be diplomatic and kind, or devious and ruthless? Will she succeed or fail? As you write the Princess's story, so you will shape the history of the kingdom she will one day rule over as Queen...
Good luck!
[[Begin|Extra player info]]
/*
Choose your path through the story's obstacles and challenges. Will the Princess succeed or fail? Will she be diplomatic and kind, or devious and ruthless? Keep in mind, as you write her story, so you will shape the history of //the entire kingdom// she will one day rule over...
*/The king's bedroom is empty. You creep inside and head towards a large cabinet in the corner. You’ve seen the inside of this cabinet only a few times in your life, and always with your father’s close attention.
You open the doors.
Inside are personal items once belonging to your uncle, Prince Robert. His suit of armour hangs prominently in the centre, cleaned up but still bearing scratches and tears from the battle in which he died. Beneath the armour, a collection of other personal effects is laid out neatly: a sword, various trinkets and items of jewellery, carved wooden animal figurines… and a flat leather pouch. You’ve never seen inside the leather pouch before, but you’ve been told it contains your late uncle’s private correspondence. You pick it up and look inside. The first thing you see is a bundle of letters tied in a red ribbon. A lady’s hand. Scanning the words, you can quickly tell that these are love letters. At the bottom, is a looping signature: //Julia Wold//
Footsteps echo in the corridor outside, approaching the door. Your father; in a few seconds you will have to face him, but before that, you have to decide what to do with the letters. Put them back where you found them, or hide them in your cloak and attempt to take them out of the room without him noticing? You’re desperate to learn everything you can about the Wolds, but what if your father catches you trying to take the letters? Could that arouse his suspicions and jeopardise your plans to sneak out of the palace?
[[Put the letters back where you found them|Chapter 4 part 3][$haveJuliaLetters to false]]
[[Hide the letters in your cloak|Chapter 4 part 3][$haveJuliaLetters to true]]<<if $haveJuliaLetters>>You quickly hide the bundle of letters inside your cloak<<else>>You quickly put the bundle of letters back where you found them<</if>>, close the cabinet doors and stride into the centre of the room, just in time to face your father coming through the doorway. ‘Oh, there you are father, I was looking for you.’
The king reacts with surprise, stops and looks around in confusion… then shakes it off. ‘Imelda. What did you want me for?’
You think for a moment. ‘How did the meeting with Sister Hella go?’
‘It went well. You must have just missed her. She’s leaving today to travel to the Isle of Yolak to question the Wolds.’
You think about Julia Wold and the <<if $haveJuliaLetters>>bundle of <</if>>love letters <<if $haveJuliaLetters>>inside your cloak<<else>>that you were holding just a moment ago<</if>>. Will some of the remaining members of her family be harbouring feelings of revenge towards your family? Maybe the Sisters are right to travel to that remote northern island, rather than Zelonia? You hear your brother’s voice again: //‘To the East.’//
Your father continues: ‘If the Wolds have used magick against us, Sister Hella will get to the bottom of it.’
‘I’m sure they will. How’s Alexander?’
‘He’s the same. He seems so peaceful. I keep expecting him to wake up and ask what all the fuss is about.' Your father sighs. 'I don’t think he’s in any pain.’
‘He’s not.’
Your father looks at you with wide eyes. Then he draws you to him and hugs you tightly. <<if $haveJuliaLetters>>You hold your breath as the bundle of letters crumple and rustle against your body…<</if>> After a few seconds, he releases you, looks at you and smiles bittersweetly.
You return the smile, touch your father's arm, and leave.
Now it's time to turn your attention to the basic supplies you will need for your journey. You visit the kitchens and gather as much bread and cheese and fruit and dried meats as you dare without raising suspicions, before returning to your bedroom to begin packing.
You fold the magick-proof cloak gently at the bottom of your bag, and place <<if $haveJuliaLetters>>your uncle's love letters<<else>>your mother's book of poetry<</if>><<if $haveMagickBook>> and the magick book<</if>> above it. Reading material for your journey.
You throw in other essentials: a map, tinderbox, clothes and food. You will carry your dagger on your person - the only weapon you will take. As much as you'd like to take your sword or your bow, you'll need to be as light and inconspicuous as possible to sneak out of the palace.
Finally, you pack your coin purse, with all the money you have: enough to buy a decent horse, as well as food and lodging throughout your journey.
You consider whether you should also take an item of valuable jewellery – something small and concealable that, in a pinch, you could barter. Then again, you plan to carry out your journey in disguise, and an item of royal jewellery could give away your identity…
[[Leave your jewellery behind->Chapter 6]]
[[Take a small item of jewellery|Chapter 6][$haveSignetRing to true]]
/*magick-proof cloak is made from "mage's silk" (for future reference)*/
<<if $haveSignetRing is true>>You fold a small, golden signet ring inside a piece of cloth and tuck it down your right sock. Hopefully you won’t need to trade it, but in an emergency, it might be good to have the option.<<else>>You leave your jewellery behind, deciding not to take the risk of carrying any item that might give away your identity.<</if>>
With your bag packed, you turn your mind to the next critical part of your preparations: your disguise. You need to journey to the farthest reaches of the kingdom, and you won't get far if you can be recognised as the Princess. You open up your old dress-up box and pull out the outfit of a young merchant and try it on. In front of the mirror, you nod, satisfied. ‘Good day my lord… At your service,’ you say and bow, in your best impression of a Smawish merchant. //Not bad//, you smile. Though not as good as Alex, of course. He was always the master of accents and impersonations.
Your disguise isn't complete yet. You pull out a pair of scissors from the drawer. Holding them close to your scalp, you take a deep breath... and start snipping. Within a minute, the floor at your feet is carpeted by your brown locks. You lean into the mirror and tousle your now short, boyish mop of hair. //Perfect.// The merchant boy in the mirror smiles back at you.
Now it's time to get going. You quickly gather up all the hair on the floor and stuff it deep inside one of your pillowcases. By tomorrow, half the soldiers in Vestria are going to be looking for you, and you don’t want to leave any clues as to your appearance change.
The last and hardest thing to do before you leave, you’ve saved until last. You reach for pen and paper and write a note to your father. Without giving away anything about where you’re going, you explain that you’re going to get help for Alexander and that you'll be back soon. //‘Try not to worry, Father,’// you write. //‘All will turn out right.’//
You leave the note in an unsealed envelope on your dresser, pick up your things and head for the door.
[[Continue->Chapter 6 part 2]]
You take a deep breath and answer in a Smawish accent: ‘Yes, my lord?’
Lord Torsten leans forward and squints. ‘Who are you, boy?’
You bow, keeping your face low. ‘I am Chep Roam, nephew of Chabin Roam, my lord.’
Lord Torsten nods at the mention of one of your father’s well-respected merchant courtiers. ‘Fetch me a pitcher of ale from the kitchens. There's a good lad.’
'Yes, my lord.' Your heart sinks. The kitchens are in the opposite direction to the gardens. But with no other choice, you turn and start walking back the way you came.
[[Continue->Answer Lord Torsten part 2]] You run for the gardens.
//'Boy! Come back!'// an incensed Torsten calls out after you.
Across the courtyard, two of the guards have turned to look in your direction...
//'Halt!'//
//Oh no.//
No way back now; you keep running. More guards' shouts ring out across the courtyard; an alarm is going up...
You run. Shouts and a stampede of chasing footsteps behind you. Reaching the garden, you run straight through it, heading for the tree at the back that overhangs the boundary wall.
The foosteps behind you are gaining...
You reach the tree and scramble up the trunk, grabbing branches and hauling yourself up...
A hand grabs your ankle and holds you fast. You try to kick it loose, but it yanks you downwards. You slip from the branch you're clinging to and fall into the arms of two guards. You wrestle, but it's hopeless.
//'What are you doing, boy? We said st--... Holy Stars... Princess?'//
More guards surround you. You stop fighting. The game is up.
FAIL.
Lives lost: <<= $livesLost +1>>
[[Return|Chapter 6 part 3][$livesLost += 1]]Seeing your opportunity, you hop onto the back of the cart, climb inside one of the empty baskets and pull the lid over your head.
Before long, footsteps emerge from the pantry and approach the back of the cart. A man grunts, and an empty basket thuds down in the cart beside you. The footsteps go back into the pantry.
Twice more the deliveryman returns to the back of the cart to throw in empty baskets. After the third basket, he dusts his hands and walks around to the front of the cart and climbs in.
The cart starts moving, beginning its short ride across the palace courtyard towards the palace gates. Inside the basket, your heartbeat accelerates. The world outside the palace is tantalisingly close. Only the guards at the gates can stop you now…
The cart rolls to a stop. Footsteps approach from the side. You hold your breath as a palace guard exchanges words with the deliveryman…
//‘Open the gates!’// comes the call.
The cart starts moving again, and the palace gates creak open. You pass through them and soon enter bustling city streets. Relief and elation fill you. You're outside the palace walls! Alone! No entourage and no bodyguards to mind you! Crouched in a small basket smelling of onions, you feel //freer// than any other time in your life.
[[Continue->Part 2: Into the world]]
You jump up into the driver's seat and grab the reins and drive the cart away.
Almost immediately, the delivery man comes running out of the kitchen after you:
'Stop! Thief!
You drive the horses faster; you have to get out of the gates before the guards are alerted...
But it's too late: the guards by the gates are moving to block your path.
Moments later, you're forced to stop. Eventually, the irate delivery man runs up behind you and points at you accusingly: 'Thief!'
The guards order you out of the cart. One of them you know well, Ralphus, is staring at you curiously. 'Princess?'
You're led back to the palace to explain your actions to your father. You know that your chance to escape the palace and go on a quest to save your brother has gone.
FAIL.
Lives lost: <<= $livesLost +1>>
[[Return|Answer Lord Torsten part 2][$livesLost += 1]]You enter the kitchen area through the pantry, where the delivery driver is talking to one of the chefs about cabbages. You approach them and wait for them to notice you so you can ask the chef for a pitcher of ale...
'Can I help you, lad?' A burly female cook calls out from the doorway to the kitchen.
The chef and the delivery driver and a few other heads in the kitchen turn in your direction.
//Uh-oh.// Your voice catches in your throat: 'I...'
//'Princess?'//
And in that moment, you know it's all over.
FAIL.
Lives lost: <<= $livesLost +1>>
[[Return|Answer Lord Torsten part 2][$livesLost += 1]]>>><h1>Chapter 2: Into the World</h1>
<<set $chapter = 2>>
[[Continue|Boy in rags]]Growing up in the palace, you’ve long fantasised of sneaking out into the world, in disguise, and going on adventures. You never imagined it would actually happen, but now that it is, you're grateful to have a plan ready. If all goes well, you’ll be out of the palace and beyond the gates of the Royal City within the hour.
Leaving your bedroom, you sneak along the corridor towards a back corner of the palace until you arrive at a large, empty guest bedroom. You enter and walk straight across the room and out onto a balcony at the back. There you pause and look over the palace’s rear courtyard below. Near the gates at the opposite end, more palace guards than usual are patrolling: the extra security your father recently ordered. Luckily for you, none of them have a reason to be looking up at the palace windows; their focus is on preventing people sneaking into the palace, not out of it.
You vault the ledge on one side of the balcony and, finding handholds and footholds in the stonework, scale down the side of the building towards the courtyard below.
[[Continue->Chapter 6 part 3]]You emerge from the basket in the middle of a busy city street. You hop out of the slow-moving cart, take a moment to get your bearings, then hurry in the direction of the city’s eastern gate. You plan to leave the Royal City on The Eastern Road and reach the next village before nightfall.
Making your way across the city, the bustle disorientates you. You’ve travelled these streets many times before, but always on horseback or in a carriage, flanked by a royal guard, with people lining the streets, waving and jostling to see you. Your experience now is the opposite: you’re barged and buffeted by the crowds, almost like you’re invisible.
It's another wonderful, liberating feeling. You can barely keep from smiling.
//Not quite invisible,// you realise, after a minute's walking. Although Smawish merchants are not exactly rare in this part of Vestria, your bright green outfit still stands out amongst the more plainly-dressed common folk. You wonder if it would be wise to change to a disguise that will help you better blend in at some point.
Just then, a boy with a limp walking in front of you catches your eye. Regular peasant's clothing. About your height and size...
He turns off the main street into a narrow alley. You stop at the same point a moment later and stare after him. The alley runs crooked between buildings, and the boy is about to pass around a corner, out of sight.
You consider following the boy into the alley and offering to trade clothes with him. Your fine merchant’s outfit would surely fetch him a tidy sum. You would have to strip down to your undershirt and shorts, and you think you would still pass for a boy in that condition, but is it worth the risk?
[[Follow the boy into the alley and offer to exchange clothes][$peasantOutfit to true]]
[[Walk on->Chapter 15 part 2][$peasantOutfit to false]]
<<set $hero += 1>>You head down the alleyway after the boy. Around the corner, you catch up with him. ‘Hello there.’
He turns in surprise.
There’s no way to make what you’re about to say sound normal, so you decide to just come out with it: ‘Do you want to trade clothes?’
The boy raises an eyebrow, then looks your outfit up and down. He steps forward and gently feels the fabric on your jacket sleeve between his fingers.
‘Are you running away from home?’ he asks.
‘Something like that.’
‘I’d like to run away from home,’ he says, still feeling your outfit. ‘I wouldn’t get very far though. All right, I’ll trade.’
He starts undressing. You do the same. Within a minute the swap is complete: the boy’s shirt, trousers and ragged waistcoat for your jacket, tunic and trousers.
You spend a second admiring yourself in your drab and worn clothes. In front of you, the newest member of the merchant class is doing the same. ‘Thank you, friend,’ you say.
He shrugs and hobbles away up the alley. 'Good luck to you. You'll need it.'
[[Continue|Chapter 15 part 2]]
You hurry on. Nearing the city’s east gate, the streets get wider and even more busy. <<if $peasantOutfit>>
You have to jump to the side to avoid a horse rider charging past you:
//‘Out of the way, urchin!’//
<</if>>At the gate, the bustle becomes a throng. You join the press of people and carts and horses making their way out of the city as bored-looking soldiers watch on. Keeping your head down, you pass through the gate and beyond the city walls. The throng of bodies gradually thins out, and you are able to increase your speed. Your shadow stretches far in front of you, reminding you that the day is nearing its end. You will have to hurry to make it to the next village before nightfall.
You walk quickly. Every mile, the road gets emptier, as people turn off the road towards their farms and homes, and the evening grows darker. You’ve travelled this journey many times before on horseback, but on foot, it’s taking longer than you’d anticipated.
<<nobr>>
<<if $peasantOutfit>>
[[Continue|Bandits confront you as peasant]]
<<else>>
[[Continue|Bandits ambush you as merchant]]
<</if>>
<</nobr>>
After three hours of walking without stopping, you find yourself alone in a stretch of forest, barely able to see ten paces in front of you.
A whisper from the trees startles you:
//‘Just an urchin boy…’//
You turn and see the whites of two sets of eyes staring at you from the trees.
//‘He’s got a bag…’//
A silhouetted figure emerges from the darkness at the side of the road. ‘Hello lad, what’s in the bag?’ He moves towards you...
[[Say: “None of your business.”]]
[[Hitch up your shirt and show the handle of your dagger]]
[[Hand over your bag]]
[[Shout for help]]
[[Run]]After three hours of walking without stopping, you find yourself alone in a stretch of forest, barely able to see ten paces in front of you.
//I must be getting close to the village,// you think.
A sudden noise as a silhouetted figure darts out from the trees in front of you. A man, with a glint of steel in his hand - a dagger! More dashing footsteps //behind you// - a second silhouette darts out from the trees, blocking your escape.
Bandits!
//'Give me everything you've got, lad, or this gets messy,'// the man in front of you growls and steps towards you. You look back: the man behind you is also moving in on you, though from the looks of it, he doesn't have a weapon.
Should you draw your own dagger and fight to protect your possessions - or give them up to avoid violence? You still have your gold sovereign ring well hidden in your sock - if the bandits don't find it, you could sell it later and replace your stolen things...
[[Pull your own dagger and prepare to fight->Draw your dagger]]
[[Shout for help->Shout for help as last resort]]
[[Hand over your bag]]
<<set $robbedByBandits to true>>'Here, take it.' You quickly hand over your bag.
The bandit snatches it from you and rifles through it. As he does, the second bandit apprehends you from behind and holds you fast. You're now completely at their mercy.
With a greedy cackle, the bandit holding your bag lifts out your coin purse and pockets it. He quickly does the same with your food supplies, item by item. He pulls out your map, looks at it, and tosses it to the ground<<if$haveJuliaLetters>>, along your uncle's love letters<<else>>, along with your mother's book of poetry<</if>>.
<<if $haveMagickBook>>He draws something else and freezes, staring at it. Then he looks up at you, eyes wide... He drops what he's holding like a hot coal and backs away. //'Luko, run!'//
He turns and runs. The bandit holding you lets go of you and sprints after him. Their running footsteps fade into the night. Seconds later, you're alone.
You step over to the object on the ground: a familiar symbol - two upside-down triangles under an arc - gleams up at you. The magick book. You pick it up, along with your map<<if$haveJuliaLetters>> and your uncle's love letters<<else>> and your mother's book of poetry<</if>>, and put them under your <<if $peasantOutfit>>shirt<<else>>tunic<</if>>. Then you continue your lonely walk along the road.<<else>>Finally, he slings the bag with its few remaining contents over his shoulder - he's taking that as well. <<if $peasantOutfit>>'Let's go.' He turns away. The man holding you throws you to the ground and hurries after him. The two men disappear into the trees, and their footsteps fade into the night.
You get up, dust yourself down and continue along the road.<<else>>Now he looks you up and down and steps towards you. 'That's a fancy outfit you're wearing.'
Your heart sinks. You know what's coming.
'Strip. Now.'
You have no choice but to obey. You remove your merchant's tunic, shoes and trousers and hand them over. At last, the bandits are satisfied. They turn away and steal into the trees, leaving you shivering in your underclothes in the road.
Alone again, you trudge on.
<</if>><</if>>
[[Continue->Chapter 16]] //'Help!'// you shout out at the top of your voice.
//'Shut up!'// the silhouetted figure snarls and reaches inside his jacket, drawing out a dagger...
You turn your head at the sound of running footsteps - a second silhouetted figure darting out from the trees into the road ahead of you, blocking your escape...
[[Hand over your bag to avoid violence->Hand over your bag]]
[[Keep shouting for help]]
[[Draw your own dagger->Draw your dagger]]You turn and run as fast as you can.
//‘Oi!’//
Chasing footsteps start behind you… then stop after a second, as you leave the man in the dust and he gives up. Your speed and head start was too much. Or maybe he just wasn't that interested in a lowly peasant boy's possessions. //Good job I changed clothes,// you think.
[[Continue->Chapter 16]]
'None of your business,' you tell the man, sternly.
'That's not very friendly, is it?' he sneers.
A second silhouetted figure darts out from the trees into the road on the other side of you, blocking your escape.
The first man draws his hand out of his pocket, and with it comes a glint of steel - a dagger! He advances on you...
What now? Draw your own dagger and fight to protect your possessions - or give them up to avoid violence? You still have your gold sovereign ring concealed in your sock - if the bandits don't find it, you could sell it later and replace your stolen things...
[[Pull your own dagger and prepare to fight->Draw your dagger]]
[[Shout for help->Shout for help as last resort]]
[[Hand over your bag]]<<if $passedByRider is false>>A minute later, you hear horses' hooves on the road behind you. Within moments, a young man on horseback comes out of the darkness and trots alongside you. He has a sword strapped to his side.
'This is a dangerous road to be wandering alone late at night, lad. Bandits lie in wait in these forests.'
<<if $robbedByBandits>>
'Don't I know it,' you mutter under your breath, wishing the rider had ridden past a minute earlier.
'Ah,' he says<<if $peasantOutfit is false>>, looking you up and down <</if>>. 'I believe you've met some already.'
You don't respond. It's too late to do anything about it now. You just trudge on.
<<if $peasantOutfit is false>>'Here.' The rider unfastens his cloak and throws it to you.
'Thank you, sir,' You say and wrap it around yourself.
<</if>>'Take this.'
You look up<<if $peasantOutfit is false>> again<</if>>: the young man reaches out and places a silver penny into your palm.
'For food and lodging at the next village, should you need it. <<if $peasantOutfit is false>>And maybe some new shoes, at least...<</if>> The village isn't far, but don't tarry. Farewell.' He trots away into the night.
<<else>>
You smile to yourself in the darkness. 'Thanks for the warning.'
'It isn't far to the next village. Don't tarry.' He nods to you and trots off into the night.
<</if>><</if>>
Sure enough, a mile further up the road, you reach the village. By now, it’s almost completely dark. You head for the only building with lights on and sounds of life coming from it. To your relief, it's an inn. You go inside. A scene of joviality and warmth greets you: patrons in their different groups, merchants, travellers, local farmers, men and women, standing, sitting, conversing, laughing, drinking. Ordinary people enjoying themselves.
You find the innkeeper and arrange your boarding for the night. You are on your way up the stairs when some commotion in the main drinking hall stops you: a man, climbed up on a table in the middle of the room, is calling for attention:
'Good Vestrians! A toast - to the health of our beloved Prince Alexander.'
//‘Hear, hear!’// cries go up all around the room, along with dozens of raised cups.
‘Long live the prince!’ shouts the man on the table. ‘Long live the royal family!’
//‘Long live the prince! Long live the royal family!’// the room echoes.
You turn and ascend the staircase with tears in your eyes.
[[Continue->Chapter 17]]
<<set $hero += 1>>You hitch up your shirt and expose the handle of your dagger.
The man advancing on you stops. ‘Well, well…’
You keep backing away. The man stays rooted to the spot. When you get far enough away, you turn and run as fast as you can. You don’t hear any chasing footsteps, but you’re not willing to take any chances; you keep running until you’re sure the bandits are long behind. Eventually, you stop to recover your breath. Panting in the darkness, you look around, and listen…
You’re alone.
A near escape. The bandits, in the end, were not that interested in you. You thank The Stars you changed out of the merchant’s outfit.
[[Continue->Chapter 16]]//'Help!'// you shout out at the top of your voice.
The man with the dagger charges you, eyes wide with anger or panic or both. You step back, but the bandit is determined. You quickly reach for your own dagger, but it's too late - the bandit reaches you and plunges his blade deep under your ribs.
You collapse to the ground.
Your last moments are a blur of grasping hands and frantic whispers as the bandits strip you of your possessions, before running off, leaving you for dead.
Lives lost: <<= $livesLost +1>>
<<nobr>>
<<if $peasantOutfit is true>>
[[Return|Bandits confront you as peasant][$livesLost += 1]]
<<else>>
[[Return|Bandits ambush you as merchant][$livesLost += 1]]
<</if>>
<</nobr>>You draw your dagger and face the bandit coming towards you. He freezes - he wasn't expecting that. Behind his eyes, a range of emotions play out: shock, wariness, greed...
//'Got some nice valuables you're protecting there boy?'// He advances on you again, more slowly this time.
You look behind you: the second bandit is moving in on you as well.
The first man continues: //'Not sure that dagger's going to help you much, when there's only one of you and two of us...'//
You glance back again: the second bandit is bigger than the first, but unarmed. His body is quivering and his eyes are wide with fear.
//'How about putting down that blade, before someone gets hurt...'// says the first bandit.
You think hard. You're confident you could easily best either of these men in single combat - but both at once, on different sides of you, is another proposition. You think back to your training with Swordmaster Brettor and his lessons for fighting two assailants: //'Try to draw one of them into making an attack. Make a feint at one, and hope that this tempts the other to attack...'//
You have your plan: a feint at one of the men, to try and tempt the other to lunge at you - something you should be able to deal with if you know that it's coming. But which man should you make a feint at, and which should you try to draw into an attack?
[[Make a feint at the unarmed bandit and draw the bandit with the dagger to attack]]
[[Make a feint at the bandit with the dagger and draw the unarmed bandit to attack]]
//'Help!'// you shout out again.
The man with the dagger charges you, eyes wide with anger or panic or both. You step back, but the bandit is determined - he's not going to let you shout out a third time. You quickly reach for your own dagger, but it's too late - you are unable to stop the bandit plunging his blade deep under your ribs.
You collapse to the ground.
Your last moments are a blur of grasping hands and frantic whispers as the bandits strip you of your possessions, before running off, leaving you for dead.
Lives lost: <<= $livesLost +1>>
<<nobr>>
<<if $peasantOutfit>>
[[Return|Bandits confront you as peasant][$livesLost += 1]]
<<else>>
[[Return|Bandits ambush you as merchant][$livesLost += 1]]
<</if>>
<</nobr>>- EEK - We only get stripped of our merchant's clothing IF we DON'T have the magick book - will need to add this into the coding!
*Need to decide on the name of this chapter! 'Into the World' or 'The Eastern Road' (I think the latter) - have changed it
Ought to identify the bandits with some physical characteristics (visible in fading light) - little and large?
Bandits should leave us with our shoes - a touch of generosity? The rider comes?
Soldiers leave and then... just ride off? After checking one building in the village? Alternatively they check every house in the village starting with the inn? We see them later asking around at the marketplace?
Need to converge (in next chapter):
- the loss of clothing (including shoes) in the instance that we get robbed as merchant:
<<if $peasantOutfit is false and $haveMagickBook is false and $robbedByBandits is true>>
- difference in disguise
- need to replenish stolen possessions (including bag)
SOL QUEST:
- Architecture should change to be more like a conversation in an adventure game?
- Conversation options are "true" when they are visible and available and false when hidden
$solOption1 - Ask how the Woldan Rebellion started
$solOption2 - Ask what the Wolds were like
$solOption3 - Ask why the royal marriage didn't go ahead
$solOption4 - Ask what happened next<<set $hero += 1>>You make a big lunge in the direction of the unarmed bandit, then in the same motion, pivot back to face the expected attack from the bandit with the dagger. The unarmed bandit jumps back in fear, while the bandit with the dagger charges in. You see the attack coming and dodge to the side. The man's momentum carries him right past you, and you grip his upper arm and bring your blade right up to his throat.
//'Yield,'// you hiss into his ear. //'Or die.'//
The bandit drops his dagger to the ground with a thud.
You glance up at the second bandit - he's standing back, watching on in shock.
The first bandit curses. 'You're no <<if $peasantOutfit>>peasant boy<<else>>merchant boy<</if>>. Who are you?'
You ignore the question. 'The penalty for banditry on the King's roads is death.' The bandit's body tightens in your grip.
//'No, please...'// he pleads.
'Run. Now.' You remove your dagger from the bandit's throat. 'Quickly, before I change my mind.'
The two bandits run and disappear into the trees.
Seconds later, you're alone again. You put away your dagger and continue along the road.
[[Continue->Chapter 16]] You make a feint in the direction of the bandit with the dagger and then quickly pivot back to face an attack from the unarmed bandit...
The attack doesn't come. The unarmed bandit stays back, too fearful to attack. You swear inside. The bandit with the dagger steps closer, eyeing his accomplice to do the same...
Both bandits are moving in on you again. You've no option now but to face them both.
[[Continue->rescued from knife fight]] You take a side-on stance as the two bandits inch toward you from the front and the rear. A strange dance ensues as they circle and try to get behind you, while you jump on the spot, this way and that, to prevent them. The bandit with the dagger shows the most intent - sneaking closer whenever you're not looking and making feints - more than once you have to swipe at him to drive him back.
//'Give it up boy,'// he sneers. //'It isn't worth your life.'//
'Take your own advice,' you hiss back.
He snarls behind gritted yellow teeth.
The dance continues. Seconds pass. No attack comes, but the bandit with the dagger shows no sign of giving up.
A sound echoes through the forest: trotting hooves - //a rider!//
The bandit with the dagger takes it as a sudden cue to attack, and lunges at you - you dodge and watch his blade flash right by you - in the same motion you swipe back-handed with your own dagger, slicing his body as it flies past you. He crashes into the dirt.
The rider is getting closer. The bandit with the dagger staggers up, holding his side and grunting with pain. Then he runs to his accomplice and drags him into the trees.
The rider arrives to find you standing alone in the middle of the road. You quickly hide your dagger. The rider - a young man with a sword strapped to his side - gives you a nod and a wary look, then rides on into the night.
The bandits are gone. Thank the Stars the rider arrived when he did.
<<set $passedByRider to true>>
<<set $luckLives -= 1>>
Remaining luck: $luckLives
[[Continue->Chapter 16]]Please choose your starting conditions:
<<set $haveJuliaLetters = true>><<set $livesLost = 0>><<set $solOption1 to true>><<set $solOption2 to true>><<set $solOption3 to true>><<set $solOption4 to false>><<set $hewyttMachinationsSuspected to false>><<set $talkedToSol to false>>
[[I have the magick book->Boy in rags][$haveMagickBook to true]]
[[I don't have the magick book->Boy in rags][$haveMagickBook to false]]
Part 2b
[[I know about the royal marriage->Approach Sol Weath and talk to him][$knowAboutRoyalMarriage to true]]
[[I don't know about the royal marriage->Approach Sol Weath and talk to him][$knowAboutRoyalMarriage to false]]
>>><h2>Part 2: The Eastern Road</h2>
[[Continue->Part 2 variable setter]]Your first night on the road is not a restful one. You lie awake for hours on prickly straw bedding in a room filled with snoring strangers, and with a head full of thoughts. How long until your absence from the palace is discovered, and a search is mounted for you? How will your father cope with the news? He'll think you've lost your mind when he reads your letter - going out into the world alone on a quest to save your brother. And perhaps you have? All on the basis of a dream... You think back to your brush with the bandits on the Eastern Road. What other dangers and challenges will you face in the coming days? And will you overcome them?
You fall asleep with these questions still swirling in your mind. The next thing you know, it's dawn, and you've woken feeling surprisingly refreshed. You head downstairs for a quick breakfast before beginning the next part of your journey.
The downstairs of the inn is quiet, but not empty: a few other early risers are spread across the tables, breakfasting quietly. You receive a bowl of thick porridge and head for an empty table.
The sight of an old man sitting in the corner stops you in your tracks - // Sol Weath?// Your old friend and former archery tutor - in his day, the kingdom's greatest bowman - is sitting there alone eating breakfast. He hasn't noticed you yet; you keep walking and put your head down, but just as you do, he looks up…
You hurry to your table and take a seat and eat your porridge with your head low. Your heart is pounding. Has he recognised you? Might he call out, in front of the whole inn? Any other time, you'd be delighted to catch up with this old friend, but now, your whole mission could be compromised...
Seconds pass, and nothing happens. You begin to relax. A lucky escape?
[[Continue->Chapter 17 part 2]]You sprint for the back exit.
'Hey!' shouts the soldier.
//'Stop him!'// shouts the captain.
You burst out of the inn's back door, with the soldier close behind: //'Stop in the name of the King!'//
The early morning streets are empty - apart from two men standing in a doorway up ahead...
//'Stop that boy!'// yells the soldier.
At the last moment, one of the men steps across and blocks your path, tackling you to the ground. A second later, the soldier apprehends you. 'Why did you run, boy?' He turns you round to face him. Realisation dawns on his face. //'Princess?'//
FAIL
Lives lost: <<= $livesLost +1>>
[[Return->Chapter 17 part 2][$livesLost += 1]]You sit and wait, acting as naturally as you can.
The soldier comes around. His eyes land on you. Heart pounding, you keep eating your porridge…
He moves on. Into the next part of the room, where Sol Weath is sitting. You hold your breath. Sol gives a nod to the soldier. The soldier continues past him to the last, empty part of the room, turns around and comes back, his search concluded. You stare down at your porridge as he passes you again…
He stops in front of you. Your heart skips a beat. You've no choice but to look up into the soldier’s questioning eyes. ‘Good morning,’ you say in your best <<if $peasantOutfit>>peasant’s accent<<elseif $clothesStolen>>peasant’s accent<<else>>Smawish accent<</if>>.
The soldier shakes his head as if waking from a reverie and walks on.
A minute later, the soldiers finish their search and leave the inn, mounting their horses and trotting away. You breathe again.
You glance over at Sol Weath. Your old friend is staring at you, a knowing smile on his lips... You quickly look away. How long has he known it was you? And what will he do next? You look up again: he continues to smile and hold your stare.
At the moment, he’s just holding your stare. Should you go over and talk to him? Might he have some useful knowledge that could help you in your quest? Or should you leave the inn as quickly as possible and get on with your journey?
[[Approach Sol Weath and talk to him][$talkedToSol to true]]
[[Leave the inn quickly and get on with your journey->Sol gives you bow and arrows]]
You look up from your porridge at the sound of galloping horses: three, maybe four, coming from the direction of the Royal City. They reach the inn and stop right outside. Riders dismount. Seconds later, the inn’s doors burst open and four men wearing the distinctive red tunics of the Royal Guard stomp in.
‘We’re looking for Her Royal Highness Princess Imelda.’
Gasps and murmurs go up around the room.
‘She hasn’t been here.’ The innkeeper rushes over. ‘Is she missing?’
‘She fled the palace late yesterday. Have there been any girls her age, travelling alone? She might be in disguise.’
More murmurs around the room.
‘No,’ The innkeeper shakes her head. ‘I would’ve remembered.’
‘We’ll take a look around all the same.’
‘Of course.’
Three of the soldiers spread out and start looking around the inn. Two go upstairs, while the other begins a sweep of the ground floor. The captain stays at the door, where he is quickly swamped by curious inn patrons:
‘The princess left the palace on her own, you say?’
'Yes.'
'And she came this way?'
‘We don’t know. We’re searching all over…’
Meanwhile, you keep a wary eye out for the soldier searching the ground floor: he’s started with a small room at the opposite end of the inn. Now, he emerges and slowly makes his way around the inn’s main room towards you. You study his face: you don’t recognise him, which means he’s probably never served as one of your close bodyguards. Still, as a Royal Guardsman, he’ll have seen your face at some point. Will he recognise you through your disguise? Will Sol Weath say something? You glance up at the old man: he’s calmly watching proceedings from his table in the corner.
You glance in the direction of the back door: there's no way you can reach it without being seen, and any move you make is likely to invite suspicion... But your only alternative is staying where you are and praying your disguise works...
[[Head quietly and calmly for the back exit]]
[[Make a run for the back exit]]
[[Stay at your table and act natural]]
<<set $diplomacy += 1>><<set $hero += 1>>You decide it's not too much of a risk to go over and talk to Sol, since he's protected your secret up until now. You walk over and slide into a seat opposite him.
‘Good morning,’ he says as though greeting a stranger, but with a knowing smile on his lips and deep affection in his eyes.
You resist the urge to reach across the table and touch him - such a display of affection might draw attention. You answer: ‘You look well.’ And he does: he looks rested and tanned, no doubt from all the time spent out on his farm in his retirement.
‘You look… different.’
You return his knowing smile.
‘I set off for the palace as soon as I heard about your brother’s illness. Is he gravely ill?’
‘Yes.’
Sol nods, solemnly. 'And this must be why I find you alone, several miles outside the Royal City, <<if $peasantOutfit>>disguised as a street urchin<<elseif $clothesStolen>>with your hair cut like a boy's<<else>>disguised as a merchant boy<</if>>. You are on some sort of mission to help him that, I'm guessing, the King hasn't necessarily given permission for.’
You nod.
‘I also assume it would be pointless for me to try to talk you out of it.’
You nod again.
‘In that case, I would like to help. In any way I can. I don’t have a lot of money, but I’ll give you what I’ve got.'
You shake your head. ‘I don't want your money, Sol. What I'd like is some information. About the Wolds.’
He raises an eyebrow. ‘What about them?’
[[Ask how the Woldan Rebellion started][$solOption1 to false]]
[[Ask what the Wolds were like][$solOption2 to false]]
<<if $knowAboutRoyalMarriage>>[[Ask why the marriage between Lady Julia and Prince Robert didn’t go ahead][$solOption3 to false]]<</if>>
'How did the Woldan Rebellion start?'
'I have my opinions, like most people around at the time. But remember, I'm a soldier - I'm not best placed to judge the affairs of lords and ladies.'
'I value your opinions, Sol.'
'Very well. The Wolds were a proud family-' Sol pauses while a woman walks past the table. He goes on, in a lowered voice: 'It's easy to see how the cancelling of the royal wedding between Prince Robert and Lady Julia could've caused deep embarrassment and offense.'<<if $knowAboutRoyalMarriage is false>>
'What did you say? Uncle Robert and Julia Wold were engaged to be married?'
Sol's mouth falls open. 'They never told you? Aye, I could see why that particular detail would rather be forgot. Yes, they were engaged, and it was cancelled. And the rebellion came only a month later.'<<set $knowAboutRoyalMarriage to true>><</if>>
You spend several moments in thought. 'So the Wolds rebelled not out of greed or ambition... but because my family broke off an engagement?'
Sol shrugs. 'That's how I read the situation at the time. Quite tragic really, when you think about what happened next.'
<<set $solOption4 to true>>
<<if $solOption2>>
[[Ask what the Wolds were like][$solOption2 to false]]<</if>><<if $solOption3>>
[[Ask why the marriage between Lady Julia and Prince Robert didn’t go ahead][$solOption3 to false]]<</if>><<if $solOption4>>
[[Ask what happened next][$solOption4 to false]]<</if>>
[[Wrap up the conversation and resume your journey]]'What were the Wolds like?' you ask.
‘Lord Wold was proud, hot-headed, ambitious. No more than a lot of other young lords, mind. And unlike many of them he had something to back it up. He was a fine specimen of a man: tall and strong, and a skilled fighter. All the Zelonians in the King’s armies were different to us West Vestrians, and that included Lord Wold.’
‘How were they different?’
‘They stayed separate and kept to themselves. They have their own religions, as you know, and all of them seem to revolve around magick. That made a lot of people uncomfortable. As far as I was concerned, they were damn good fighters and I was happy to have them on our side.’
‘Did you know any other members of the Wold family?’
Sol shakes his head. ‘I saw Lady Julia once, though I never spoke to her. She was very beautiful. I could see why Prince Robert took a liking to her.’
<<if $knowAboutRoyalMarriage>>You shake your head. 'You know, I'd never heard about my uncle's engagement to Lady Julia until yesterday.'
Sol raises an eyebrow in surprise, then shrugs and nods. 'I can see why people in the palace might prefer to forget that particular detail.'<<else>>'What? Uncle Robert?' you blurt out.
Sol looks shocked and a little sheepish. 'You never knew? Aye, you were but an infant at the time... But... you were never told?'
//'What?'// you demand.
'Prince Robert and Lady Julia were engaged to be wed - briefly, before it was called off.'
You stare at Sol in disbelief. Your uncle - the war hero who died when you were a baby - was engaged to Julia Wold? That famous family of traitors almost joined with yours in marriage? Why were you never told this?<</if>><<set $knowAboutRoyalMarriage to true>>
<<if $solOption1>>
[[Ask how the Woldan Rebellion started][$solOption1 to false]]<</if>><<if $solOption2>>
[[Ask what the Wolds were like][$solOption2 to false]]<</if>><<if $knowAboutRoyalMarriage and $solOption3>>
[[Ask why the marriage between Lady Julia and Prince Robert didn’t go ahead][$solOption3 to false]]<</if>><<if $solOption4>>
[[Ask what happened after the royal wedding was cancelled->Ask what happened next][$solOption4 to false]]<</if>>
[[Wrap up the conversation and resume your journey]]‘Why didn’t the royal marriage between Prince Robert and Julia Wold go ahead?’
‘I don’t know, but the match had its opponents from the start. Some disapproved of a union between the royal house and the Wolds – an eastern family.’
[['Who disapproved of the engagement?'->Ask who disapproved/Go on][$hewyttMachinationsSuspected to true]]
[["Go on."->Ask who disapproved/Go on]]You rise from the table. 'Thank you for answering my questions, Sol. I'd better get going now.'
'Happy to help. I hope you learned something useful. Godspeed on your journey, wherever you're going.'
You glance all around to check no one's watching, then reach across the table and clasp Sol's hands in yours and squeeze them. Then you turn and head for the door.
[[Continue->Sol gives you bow and arrows]]
<<if $solOption1>>'What happened after the royal marriage was called off?' you ask.
'Well, a month later the Wolds rebelled.'
'Are you saying the Wolds rebelled as revenge for my family breaking off the engagement?'
'The Wolds were a proud family. It's easy to see how the cancelling of the royal wedding between Prince Robert and Lady Julia could've caused deep embarrassment and offense.'
You stare at the table for several seconds, wondering at this new version of history that you've never heard before.
'These are the conclusions that I drew at the time. Remember, I'm a military man - not best placed to judge the affairs of lords and ladies.'
'I trust your opinions, Sol.'<<set $solOption1 to false>><<else>>'What happened next?' you ask.<</if>>
'I'm sure you know most of it. The Qespari invaded and, shortly into the war, Lord Wold withdrew his armies from the battlefield and marched them home, declaring an independent Zelonia. This left our remaining forces weakened and vulnerable. In the months that followed, we managed to repel the first wave of the Qespari invasion - //just// - and at great cost. Many men were lost - including your uncle.'
You nod solemnly. This is an account of history you're familiar with - the Wolds' betrayal, the disastrous start to the war against the Qespari, the death of your uncle.
'That winter, with the Qespari invasion blunted and our fortifications in the south secure, your father gathered his best troops and marched on Zelonia - a bold move that took the Wolds by surprise. Even more of a surprise was the considerable number of Zorian tribes rose up against the Wolds and joined our side. They would later be richly rewarded for their loyalty to the throne, of course. The Rebellion was ended in less than a month: Lord Arro Wold fell in battle, his sister committed suicide, and the rest of the family were exiled.'
'Julia committed suicide?'
Sol nods.
You're silent while you take this in.
'I never found out the exact details,' Sol goes on. 'A sad business. I guess she had lost everything to live for by that point.'
<<set $knowAboutJuliaSuicide to true>>
<<if $solOption2>>[[Ask what the Wolds were like][$solOption2 to false]]<</if>>
<<if $solOption3>>[[Ask why the royal marriage was cancelled->Ask why the marriage between Lady Julia and Prince Robert didn’t go ahead][$solOption3 to false]]<</if>>
[[Wrap up the conversation and resume your journey]]<<if $hewyttMachinationsSuspected>>‘Who disapproved of the engagement?’ you ask.
‘The other noble families of Vestria, to start with. No doubt there was some jealousy involved. As you know, marrying into the royal family is a prize every noble house in Vestria wants.’
‘Did others disapprove as well?’
Sol nods. ‘Some members of the Royal Council, including your father’s Right Hand – Hewytt Braig. I think they thought it wasn’t the best match for the future of the kingdom. <<else>>'Go on,' you tell Sol.
'<</if>>Your father didn’t seem to mind. Not at first. But then later, something, or someone, seemed to change his mind. And then, suddenly, the wedding was off.’ <<if $hewyttMachinationsSuspected>>
//There’s only one man who can change my father’s mind about anything,// you think. //Hewytt Braig.//
<</if>>Sol shrugs. ‘Or who knows, maybe the couple simply fell out of love. Maybe there’s some other explanation for everything that happened next.’<<if $solOption1>><<set $solOption4 to true>><</if>>
<<if $solOption1>>[[Ask how the Woldan Rebellion started][$solOption1 to false]]<</if>>
<<if $solOption2>>[[Ask what the Wolds were like][$solOption2 to false]]<</if>><<if $solOption4 and $solOption1>>
[[Ask what happened next][$solOption4 to false]]<</if>>
[[Wrap up the conversation and resume your journey]]<<if $robbedByBandits>>You exit the inn and two men step out just after you - a wealthy merchant and his armed guard heading for a carriage stopped in front of the inn.
You stop. After losing all your money to the bandits, this might be an opportunity to trade your signet ring for some much-needed cash. You look around to check no one's watching, then slip your hand into your sock and pull out the signet ring. You take a deep breath and approach the merchant. 'I have something you might be interested in.'
The merchant stops and frowns, looking you up and down. He puts a hand across the chest of his armed guard to hold him back. 'Make it quick lad.'
You hold out the signet ring in your palm. The merchant's eyes light up...
'Where did you... Never mind.' He draws his coin purse and opens it up for you to look inside. You like what you see. 'Here.' He tosses it to you. You hand over the ring in return and then hurry on your way.<<set $haveSignetRing to false>><<else>>You exit the inn <<if $talkedToSol is false>>quietly <</if>>and continue through the village along the road you arrived on last night.<</if>>
A short distance up the road, a young boy runs up to you from behind, carrying a bow and a quiver of arrows. 'Here,' he says and thrusts them into your hands before you can say anything. 'The old man said you forgot these.' He runs off.
The bow is of the finest craftmanship; you recognise it within a moment: it's Sol's. You look up: the master bowman is standing in the inn's entrance, watching on. He smiles and before you can react, turns and walks back inside.
You look again at the bow in your hands: such a fine weapon could prove invaluable - to defend yourself and hunt your own food. You whisper a prayer of blessing on your old friend, sling the bow over your shoulder and continue on your way.
[[Continue->Horse trader's stable]]Your next task is to acquire a horse for the long journey ahead. It will take at least half of your money, but there's simply no way you could make it all the way to Zelonia without one.
In one corner of the village's market square, a short distance from the inn, you find a stable. There are five horses for sale, but three are cart horses - unsuitable for riding. The two riding horses stand together in a stall at the end; you approach them for a closer look. A grey female comes over to you immediately, eager for its head to be patted and rubbed. Within a second, your decision is made.
You turn to the stablemaster: 'How much for this one?'
[[Continue->Chapter 18 part 2
/*She's not in the best condition, compared to your horses at the palace, but a few good meals and some exercise should improve that.*/
/*Could give option to steal this horse (see original Passage 18)? Make princess hum/har about drawing extra attention as a horse thief?*/
/*People gossiping about the missing princess - "Did you see the soldiers? They searched all over and then passed on..."
*/You pick up more fresh food from the marketplace<<if $robbedByBandits>>. You also manage to buy clothes to replace the ones you lost to the bandits: a simple tunic, leggings and some shoes. Then you <<else>> and then<</if>> continue your journey along the Eastern Road. Within a few minutes you're out of the village and trotting through the countryside, feeling the sun on your face and breathing in the fresh morning air.
You're not the only one enjoying it: your horse, whom you've decided to name Spirit, snorts with pleasure. You laugh and pat her haunches. ‘Ready for an adventure, girl?’
She snorts again and swishes her tail.
You ride on.
[[Continue|Part 3: Flight in the Forest]]
/*Some opportune distraction that opens the window for you to steal the horse? Otherwise it's too easy!*/
Just down the road from the inn, the village has a small market square. You wander around and pick up some fresh food supplies<<if $robbedByBandits is true and $peasantOutfit is false>>, as well as some simple peasant clothes to replace the ones stolen by the bandits: a tunic, leggings and some shoes. You hastily put them on over your underclothes<<set $peasantOutfit to true>><</if>>.
There is a buzz of chatter amongst the market trader, and one subject dominates their conversation:
//'Did you hear the news... Princess Imelda is missing!... The soldiers were here looking for her earlier!... Yes! Then they moved on...'//
You move on from the market stalls as quickly as you can. But there's one other thing you need before resuming your journey: a horse. In one corner of the market square stands a small stables. You go inside. There are seven horses for sale, but most are cart horses - unsuitable for riding. The two riding horses stand together in a stall at the end; you approach them for a closer look. A grey female comes over when you reach out your hand and lets you rub its neck and head.
‘Oi! What do you want, sniffing around my horses?’ says a man emerging from one of the stalls.
You look again at the horse in front of you. About four or five years old. Like all the horses here, she's not in the best physical condition, but that should improve after a few good meals and some proper exercise.
'How much for this horse?' you ask.
The horse trader grunts. 'More money than you'll see in a lifetime, urchin. Clear off.' He picks up a bucket and walks past you with a sneer towards a back room. You pull out your coin purse and turn to call out to him... but he's already gone. A second later, a clanging noise rings out from the back room, followed by a loud curse from the horse trader.
A wild idea comes to you. You're alone with the horses and the horse trader is distracted. You can easily enter the stall in front of you, and use your dagger on the rope around the horse's neck...
You look at your money. Buying the horse would take more than half of it. What you'll have left should be enough for the rest of your journey - a week's worth of food and lodging.<<if $robbedBybandits is false>> Plus you've got your signet ring you could barter, in a pinch.<</if>> But who knows what expenses you may have later on in your quest? Would it be wise to hold onto as much of your money as possible, just in case? You could always return the horse to the stablemaster once your quest is over (and see to it that he is generously compensated as well).
Attempting to steal the horse would be risky, there's no doubt about it. You might get away clean, but stealing a horse is a serious crime - you would likely have even more people out looking for you than you do already...
[[Attempt to "Borrow" the horse]]
[[Wait for the horse trader to return and buy the horse]]
/*If you're unlucky, the horse trader could come back and catch you red-handed. And even if y*/The horse trader returns a minute later.
'How much?' you ask again, pouring coins from your purse into your hand.
The horse trader stops in his tracks and looks surprised but doesn't complain.
A short time later, you're trotting along The Eastern Road, through open countryside, feeling the sun on your face and breathing in the fresh morning air.
You're not the only one enjoying it: your horse, whom you've decided to name Spirit, snorts with pleasure. You laugh and pat her haunches. ‘Ready for an adventure, girl?’
She snorts again and swishes her tail.
You've reached the end of this demo.
Thanks for playing!
Lives lost: <<= $livesLost +1>>
[[Return to start of demo->Part 2b variable setter
/*[[continue|Part 3: Flight in the Forest*/Heart beating, you lift the latch on the gate in front of you and creep into the pen. 'Shhh,' you whisper to the horse, as you reach for the rope...
Seconds later, you're leading the horse out of the stable and across the marketplace, back to the Eastern Road. You're just mounting her when the horse trader's shouts of fury erupt behind you. You ride off at a gallop. An old woman at the side of the road watches you go...
A mile down the road, it seems like you're in the clear. Then comes the sound of galloping hooves behind you - you turn to see three villagers on horseback riding after you...
By now, your horse is already flagging, and with open fields on either side of you, there is nowhere to hide. It isn't long before you're overtaken and seized and dragged back to the village.
Faced with the prospect of being tried as a horse thief, you are forced to confess to the villagers your true identity. As you do so, you know that your quest to save your brother is over.
<<set $livesLost += 1>>
Lives lost: <<= $livesLost +1>>
[[Return|Chapter 18 (horse stealing choice)]]
By mid-morning, the Eastern Road is humming with traffic, mostly carts of produce heading west, towards the Royal City. You travel through the occasional village and roadside inn but pass them by without stopping, keen to avoid people as much as possible.
By late morning and after the third village you’ve passed through, the road leads into thick pine forest: you've reached the Forest of Ardale. A short distance in, you follow a trail off the road towards the sound of a nearby stream, where Spirit can rest and have a drink.<<if $haveMagickBook>>
You stand on the bank beside her, enjoying the babbling of the stream and chorus of other forest sounds. You’re close enough to the road that you can still hear the steady rumble of hooves and cart wheels, but far enough away to feel relaxed and alone, which means...
//The magick book.// You've been waiting for a chance to properly look through it. Heart pounding, you take it out of your bag and open it:
//
<div style="text-align: center;"><u><h3>Introduction:</h3></u></div>
>>This booke will train the younge Majuri in the ways of magick and instill in her the values and principles of the Majuri Code. We all know that the experienced Majuri can conjure strong magick by thought alone, channeling energy from the ground and air and objects about them. However, the novice Majuri must develop their powers through the use of spelles and incantations, and with the helpe of enchanted objects - such as this book - from which they can draw power...
//
You gasp and immediately hold the book further away from you. The magick book //itself// is enchanted? And you can draw power from it to create magick? Slowly, you pull the book back towards you and start to flick through the pages:// mind-control spells, compliance spells, dumb-striking, truth-telling, temporary blindness, pyrogenesis, telekinesis, pyrokinesis spells...// You read over it all with open mouth and beating heart, glancing at descriptions and pictures to help you understand words you've never heard before.
You come to the final chapter and draw a deep breath: //Darke Magick//. This could be the most important chapter that you read. It's easily the thickest; you don't know whether to be reassured by that or not. At least, with a long journey ahead, you will have time to study it. /*For now,*/ You scan the first few pages. It describes how the Majuri Oath strictly forbids the practice of "darke magick", and that protecting the world from it is the Majuri's sacred duty. Different types of dark magick are described: future-telling, curses, love spells, sickness, blights...
You look up from the book, head swimming with new information and ideas. It's all too much to take in. What should you make of this ancient order of magicians - the "Majuri" - who claimed to use magick for good? What became of them, and how come you've never heard of them before? What role, if any, did they play in stopping the Red Witch during the Great Terror of nearly one hundred years ago?
Pondering these questions leads you to one final question: /*Now that you've flicked through it -*/ what exactly should you //do// with this magick book? Dare you experiment with the magick spells it contains? Could some of those abilities be useful in your quest to save your brother? Or maybe you should keep the magick book for research purposes only, to prepare you for whatever evil you might face? Or maybe you've taken enough chances with this book already, and it's time to rid yourself of it for good?
[[Experiment with magick][$learningMagick to true]]
[[Use the magick book for research purposes only]]
[[Get rid of the magick book][$haveMagickBook to false]]
<<else>> As she does, you wander off into the forest to stretch your legs, taking your bow with you. You’re close enough to the road that you can still hear the occasional rumble of hooves and cart wheels, but far enough away that you can relax. You walk for a minute and observe a squirrel high in the treetops. Instinctively, you draw your bow and stand for a second weighing up whether you can make the shot.
The sound of galloping hooves in the distance gets your attention. You turn around: is it coming from the road? No, it's closer than that – it’s in the forest…
//And coming closer.//
Disoriented, you scan all around until you see riders – three of them, blue tunics in the distance – soldiers!
[[Continue->The Forest of Ardale part 2]]<</if>>
>>><h1>Chapter 3: The Forest of Ardale</h1>
<<set $chapter = 3>>
[[Continue|The Forest of Ardale (Chapter 19)]]-*MAGICK BOOK: Perhaps at this time we read a few lines in the "curses and evil spelles" chapter - about how killing a magician responsible is a way to undo a curse (often the easiest - alternatively one can destroy/cleanse(?) the objects the spell is conjured with?) --> "Hmmm..." -> Move on <- This way we're ready to take on magician in marketplace in next chapter and use lethal force (if paranoid enough)
-** Conversation with Zan in the forest: he asks where we're going (a la P22b) - we don't answer but can choose later to tell him
-MAKE CHECKPOINT QUEST? SOLDIERS SHOULD HAVE CHECKPOINTS on the roads to try and find/catch us! Could be why we're in the forest in the first place? (and Zan?)
-Still need to resolve merchant's clothing! Wait until later chapter? It's actually quite charming to have NPCs respond to you differently based on what you're wearing...
-> Currently I'm working with:
Merchant's outfit: $peasantOutfit is false
Any other outfit: $peasantOutfit is true
DECISIONS/THOUGHTS:
- Add $witchRapport variable that changes with needling, apologising, shooting at her vs offering her surrender, etc.------CAN USE SAME FORMAT with Zan------$barbRapport?
- Julia's letters quest is tiresome? - we should just take them?-----Nah let's keep it (rewards Torsten Quest)
IDEAS:
- mother's (or grandmother's) book of poetry could instead be diary/book of sketches and could refer to "The Tempest Stone" which Robert inherited and gifted to Julia, and witch now has and uses its magical power against us?
- magick-proof cloak - we don't know that it's magick until Alex tells us in the dream? It's in our father's bedroom (or armoury connected to it - we go there for it and get distracted by our uncle's stuff and DISCOVER the letters)?
- **magick-proof cloak requires a spell by the wearer!** --> Learn that in dream? Magick book (in library)?
- EPILOGUE: no. of times Zan saves our life will affect our reign as queen - reset of relations with Qespar (Vestrians will know and celebrate the "Legend of the Good Barbarian" who saved your life)
AMENDMENTS:
- Add $compassion (and $bravery) to Monkey Quest risky/costly options? (at the moment you lose compassion for walking away and gain for offering to release the monkey)
- Decrement $compassion for needling witch or nay? OR: create $witchRapport variable which will then influence $compassion and $diplomacy
- Remove "Chip" as a thing? Zan uses either Princess or descriptive nickname ("companion")?
- Make Julia's old bedroom in a whole neglected/untouched wing of Rithby Hall - current single occupant occupies another wing.
- Make C6.1 easier in line with Yem/Jonny feedback: (1) ring gets HOT, (2)re-insert julia letters music box clue passage (3) dial down the Ambush Quest peril (or at least telegraph the danger of staying on horse)?
- Alex comments on our expert swordsmanship (and bowmanship) in the dream?
- Start Chapter 6 (On the Scent) with convo with old gardener
- Add some line about Princess being expert fighter with sword/dagger (gives reader confidence to make the right decision in Bandit/Ruffian/Shapeshifter Ambush quests
- Add crow to nightmare scene
- Explain how Zelonia is not policed by the Sisters - Hella mentions they have their own magick police? Or just that the Sisters don't have much of a presence there >> Perhaps Sisters are there, but not very effective and given the runaround? Perhaps as a backwater it's not considered so important to stamp magick out there
- Add hunter's outfit purchase scene?
- RENAME: magick-proof cloak >> If it's one of a kind it could have a proper noun name
- **magick-proof cloak: mention that it's been tried on Alexander already
- Rename places to be more descriptive (brainstorm)?
- **Add to Father's bedroom scene: A good opportunity to reveal more of his guilt about the Wold situation? Maybe question him about something he says in RC meeting regarding enemies in the East that reveals his guilt
- Also: make out we're there looking for him? (this might already be what we say, I can't remember)
- **Need to add do-over/rewind system: perhaps "rewind lives", or perhaps just at a few key junctures offer the player a second chance to achieve important outcome e.g. Monkey Quest, Old Gardener Quest, Rithby Manor Quest,
- Is it important that Julia's suicide is a "reveal" rather than something we already know/read in the history books? Is it at all likely that it wouldn't be common knowledge? (Maybe best argument for it as a reveal is that a few scenes would require a rewrite...? But even this is doable)
- Perhaps if Zan is upset he should leave you sooner? As soon as he gets his new horse? And perhaps rewrite scene where we threaten magick on him to make him less victimised?
- Add reading of Julia's letters scene
- Add more magick learning scenes
- Add nightmare scene (first night in Zelonia)? We wake with the understanding: //The magician knows you're coming.//
- **Dream should have symbol - a coat of arms that you vaguely recognise - and then see on Wold book in the library
- **Mention Vangora on the map when we first pack it
- **THIEF QUEST: Make it so that we survive and continue our quest if we still have signet ring. We walk on to nearest village and horse trader - lo and behold, there is Spirit
- BANDIT QUEST: knife fight scene - refer to our years of training advantage (now that sword training scene has been cut)
- CHECKPOINTS: Describe passing through one (phew, our disguise works) - don't particularly need to come up with a "Checkpoint Quest". Once we've described passing through one checkpoint (anti-climactically) we can just refer to passing through others
- DREAM/BARB: We should have aspects in our dream that point us towards friendship with Zan - a tattoo he has, that Princess thinks looks familiar (player can remember it was mentioned in the dream)
-* magick-proof CLOAKS - need some discussion (amongst Torsten/Satcher?) of the possibility of trying to put one on Alex
- magick-proof CLOAKS: Don't discuss how they work (i.e. via magick) - until conversation with magician
Part 2: Into the World/The Eastern Road
Part 3: The Eastern Road/Off the beaten track/The Forest of ______
Amended Scenes to retest/re-edit:
-------------------------
- Robbed by bandits ("Hand over your bag")
- Packing magick-proof cloak (Chapter 5 part 2)You decide there's little hope outrunning or hiding from the soldiers, and you don't want to take your chances sharing the hiding place of a wanted fugitive. That leaves you only one option. You take a deep breath and step out into the open: 'Soldiers! Over here!'
Within moments, three confused soldiers descend on you.
//'Who's that?'
'Where did he come from?'//
One of the soldiers rides up to you, and panic strikes you. You recognise him: Commander Blackmaw's chief lieutenant, whom you've seen around the palace many times. You quickly point out the oak tree where the wounded man is hiding. 'In there - he went in there!'
The lieutenant immediately tells the other two men to go and look. Then he turns to you: <<if $peasantOutfit>>'We're obliged to you, lad. Who are you, and what are you doing out in the middle of the forest?'
'Err...'
The lieutenant spots your bow. 'Are you a hunter?'
'Yes!' you say, a little too enthusiastically. 'Yes, I am.'
The man stares at you. 'You look familiar. Have we met?'<<else>>'We're obliged to you lad. What are you doing out in the middle of the forest?
'I heard a stream and came to water my horse.'
He looks you up and down and frowns. 'Strange for a merchant boy to carry a bow. And damned if you don't look familiar. Have we met?<</if>>
You shake your head. 'I don't think so sir.'
'What's your name?'
To your relief, the two other soldiers emerge with the wounded man, diverting the lieutenant's attention. One of the soldiers shouts: 'He's saying he needs to see a doctor.'
'He'll see one when we get back to the Royal City,' answers the lieutenant. 'Bind him tightly - he's dangerous.'
//'Please, there's been a mistake, I'm an innocent man...'//
The lieutenant rides over to them.'You thought you could escape us, did you, barbarian?'
'I'm not who you think I am...'
'Silence, spy! You're under arrest!'
As interested as you are by the scene unfolding, you sense now is your chance to escape. You slip away, through the trees. One of the soldiers sees you go: you give him a nod, and he says nothing. You keep walking. Soon, you're safely out of sight. //That was a close call//. You start running back to where you left Spirit. To your relief, you find her safe and well.
It's time to get back onto the Eastern Road.
<<set $luckLives -= 1>>
Remaining luck: $luckLives
[[Continue->Chapter 20]]
You set off running again through the trees, keeping your head low. Maybe you can lose the soldiers somewhere in the forest, or maybe the soldiers will find the wounded man before they find you. Seconds pass, and you don't hear anything from the soldiers. Hope grows with every stride of ground you cover...
//'Over there!'//
You glance back at the shout behind you: a rider in the distance is galloping in your direction, pointing his comrades straight towards you. You've been seen.
You turn and run on, but galloping hooves from different sides close in on you... In less than a minute, you're surrounded. You stop and face the soldiers. Surprise comes to each of their faces in turn.
//'It's not him!'//
//'Who's that?'//
One of the soldiers trots up to you. 'Who are you?' he demands.
Panic strikes you: you recognise the man as one of Commander Blackmaw's lieutenants, whom you've seen around the palace many times. His face turns suspicious: 'And why were you runn-' He pauses. 'You look familiar. Have I seen you before, boy?'
'I don't think so, sir.' You drop your head.
The soldier dismounts and steps right up to you, suspicion deepening. He gasps: 'By the Stars... it is! It's the princess!'
FAIL
Lives lost: <<= $livesLost +1>>
[[Return|The Forest of Ardale part 2][$livesLost += 1]]
Back on the road, you restart your journey, keen to make up for lost time.<<if $barbWithYou>> Spirit moves a little slower carrying the extra person, but doesn't complain.<</if>> As the thick forest continues for mile after mile, you miss the open farmland of this morning and the feel of sun on your skin.
As daylight fades, you learn from other travellers about an inn in the middle of the forest where you can stop for the night.<<if $barbWithYou>>
‘Supper and lodging are on me tonight,’ says Zan and jangles a coin purse you’re surprised <<if $searchedBarb>>you didn’t find when you searched him earlier<<else>>he didn’t mention earlier when begging for your help.<</if>>
You reach the inn<<else>> You reach it<</if>> at about mid-evening: a medium-sized log building by the side of the road. You lead Spirit around the side towards the stables.
‘Spare some pennies for the hungry, lad?’ A dirty, rake-thin man, huddled in a ragged cloak appears beside you. His voice is pleading. ‘Me and the wife haven’t eaten for two days…’ He points to a pale, miserable-looking young woman on her own beside the inn’s entrance. She looks about your age.
[[Ask the beggar how he and his wife came to be starving][$thiefBackstoryQuery to false]]
[[Give the beggar a few pennies to feed himself and his wife]]<<if $haveSignetRing>>
[[Give the beggar your gold signet ring]]<</if>><<if $barbWithYou>>
[[Ask Zan to settle his debt to you by giving money to the beggar]]<</if>>
[[Ignore the beggar and walk on]]
<<set $hero += 1>>For the next minute, not much happens. You hear the occasional soldier's shout or sound of trotting hooves somewhere in the distance. Never close to you. The soldiers have spread out, but the area they’re searching is vast, and they don’t seem to know where to look.
More time passes. You relax a little. Then: a soldier’s shout nearby. Trotting hooves come from another direction, straight towards you, shaking the ground as they pass right by you and come to a stop no more than fifteen paces away.
//‘No sign?’
‘Nothing, sir.’
‘He’s gone to ground somewhere, the devil.’
‘He’s injured, and he doesn’t have a horse.’
‘Yes, he shouldn’t be able to get far. We should get back to the road before he sneaks past us. Alert the checkpoints to look out for him…’//
One of the men shouts: calling to the third soldier and telling him it's time to leave. Within a minute, all three riders have left.
Tentatively, the fugitive beside you steps forward to peer outside. ‘I think they've gone.’ In the light at the hollow’s entrance, his face is visible for the first time: he’s young – no more than twenty-one or twenty-two - and tanned, like an Alvarian Islander. He’s unkempt and unshaven, with dark, shaggy hair that has touches of blonde at the roots…
You gasp. In a flash you have your dagger up at the wounded man’s throat. //‘Qespari,’// you hiss, ‘one move, and the rest of your blood is spilled.’
Shock on the barbarian's face turns to a smile. Though he takes care to stay perfectly still. ‘How did you know?’
‘Your blonde hair. It's showing at the roots.’
‘Ah. It’s too long since I last dyed it.’
You stare at him in wonder: the first Qespari you’ve ever seen in the flesh. He's speaking in flawless Vestrian - something that both fascinates and chills you. ‘You’re a spy,’ you say, pushing the blade more firmly against his skin.
‘Yes… ow… careful with that thing.’
‘What did the soldiers want with you?’
‘I don’t know. I decided not to stay and find out.’
‘What crimes have you committed?’
‘Nothing special. What about you?’ He eyes you. ‘You were running as well.’
You press the dagger in harder again. ‘I'll ask the questions. You worked in the Royal City?’
‘Of course…’
‘What do you know about the poisoning of Prince Alexander?’
‘Less than you, apparently… I heard he fell ill. What makes you think it was poison?’
‘The Qespari are masters of potions and poisons.’
The spy sighs. ‘Ah. You're making wild presumptions. Is this interview going to go on much longer? As much as I'm enjoying it, I am slowly bleeding to death.’
‘I can call the soldiers back here, if you prefer.’
‘Bad idea.’
‘Why?’
‘They might recognise you. And if they don’t, I might tell them who you are.'
You feel dizzy for a moment. 'What?'
'I'm a spy, remember? I ought to know what the Princess of Vestria looks like.'
'We've never met before... I would’ve remembered you.’
‘Would you?’
The barbarian’s smirk triggers something in you; you grip his collar and lean in close. ‘Alright, spy. If you know anything about me, you’d know what I’d do to someone who harmed my brother.’ The anger in your voice triggers a flash of fear in the barbarian’s eyes that his smile is not quick enough to hide.
‘Princess, I swear to you, I had nothing to do with your brother's sickness. //Qespar// had nothing to do with your brother's sickness. Think rationally. What would Qespar gain from poisoning your brother? If we wanted to start a war there are smarter ways. And frankly, better targets than your brother. He’s second in line to the throne - after you.’
‘I see. And since you know who I am, you’d probably consider it your duty to kill //me// as soon as my back is turned.’
‘I'm a spy, not an assassin! And I’m unarmed and injured. I’m hardly a threat.’
You shake your head, thinking of everything you've ever been told about the Qespari. //A Qespari is always a threat.//
‘Have you finished interrogating me?’ asks the spy, after a moment.
‘Not quite. Even if I believe you that you didn’t have anything to do with my brother’s illness, you’re still a Qespari spy – an enemy of Vestria. I have only your word that you haven’t committed other serious crimes. Why should I show you mercy?’
‘I can help you.’
‘Nonsense. You’re injured. And you don’t even have a horse.’
‘I have a wife and child.’
//Lies,// you think, and you're almost sure...
‘Please…’ The barbarian sways, apparently growing fainter, ‘I need to tend to my wound...’
You consider: can you bring yourself to kill a man in cold blood - even a Qespari spy, an enemy of your people? He knows who you are; that makes you particularly uneasy. And though he doesn’t seem like a threat at the moment, could he just be waiting for you to drop your guard?
[[Search the spy for weapons]]<<if $family is false>>
[[Kill the spy]]<</if>>
[[Let the spy live]]
/*‘It takes an imposter to spot another imposter.*/'Don't move a muscle,' you say. Keeping your blade tight to the spy's throat, you pat all around his chest and waist for a hidden weapon. You find nothing.
<<set $searchedBarb to true>>
'Pull up your trouser legs,' you order him and step back, holding out your blade.
The spy complies, pulling up one trouser leg after another, revealing two bare ankles. 'As I told you, I'm unarmed. I'm no threat,' he says.
<<if $family is false>>
[[Kill the spy]]<</if>>
[[Let the spy live]]<<set $ruthlessness += 2>><<set $diplomacy -= 1>>Letting the barbarian live would be too big a risk, you decide. One you’re not willing to take. And he’s an enemy of your people – who knows what crimes he’s committed, and would go on to commit if allowed to live.
You take a deep breath and grit your teeth… You carry out the execution quickly and painlessly. Within seconds, the barbarian lies dead at your feet.
Outside the tree trunk, you stand, shaking, for some time. That was the first time you’ve taken a human life. You get the feeling it will take some time to get over.
But you did what you had to.
You start wandering back through the forest towards Spirit. It’s time to resume your journey.
<<set $bodyCount += 1>>
[[Continue->Chapter 20]]'Turn around,' you tell the spy, and manoeuvre him so he's standing with his back to the hollow's entrance. ‘Count to one hundred. Don’t come out before that if you know what’s good for you.’
You step outside the tree trunk back into the forest, look around to check that the soldiers are indeed gone, and then hurry back towards where you left Spirit.
Minutes later, you arrive back at your horse and are relieved to find her safe and well. You pat her neck and get ready to resume your journey.
Crunching undergrowth nearby startles you: you turn to see the Qespari spy staggering through the trees towards you. You round on him: ‘What in the Stars?’
The spy staggers closer, not answering, finally propping himself on a tree in front of you. He looks pale and exhausted. He pulls back his shirt at the collar to show a half-snapped-off arrow stuck in his shoulder and blood seeping from the wound. ‘If you leave me alone, Princess, injured and without a horse, I will slowly bleed to death. It would have been far kinder to despatch me with your knife.’
‘That can still be arranged.’
The spy sighs wearily.
‘You can get medical care by turning yourself in to the soldiers.’
‘You want the one person who knows... where the Princess of Vestria is… to turn himself in to the soldiers?’
You stare darkly at the bleeding man in front of you. ‘Is that a threat?’
The spy shakes his head and shrugs.
[[Tell him you have enough of your own problems and you can’t take on his]]
[[Ask him exactly what he wants from you]]
<<set $compassion -= 1>><<set $diplomacy -= 1>>You decide you can't spend time helping a barbarian spy while your brother is still gravely ill and in need of your help. You've spared the spy's life; that's as much of a favour as you're prepared to do for him.
'Sorry, you're on your own.' You turn away. After a short distance you look back: he's still standing on the same spot, staring after you.
This time, he doesn't follow you.
You lead Spirit back to the road to continue your journey.
[[Continue->Chapter 20]]‘What exactly do you want me to do?’ you ask.
‘I need certain materials from the forest to treat my wound. Without them, I could bleed to death.’
‘You want me to gather them for you?’
‘It would take an hour of your time. A fair trade for a man’s life.’
//Depends on the man,// you think, but don't say. You take a deep breath. Should you spend an hour wandering the forest gathering materials for a dying Qespari spy? (Taking Spirit with you, of course - even half-dead, you wouldn't trust the barabarian not to steal her)
[[Tell him you have enough of your own problems and you can’t take on his]]
[[Agree to gather the materials for him]]
‘All right, I’ll gather the materials for you. What do you need?’
‘Thacker leaves and fresh moss. And about a dozen hucktob nuts, or as many as you can find, freshly picked from the tree, if possible.’
You go for the thacker leaves and fresh moss first. It doesn’t take long for you to find both. You return to the spy and find him sitting at the base of the same tree.
He takes your handful of thacker leaves and starts chewing them, a couple at a time. Meanwhile he tears a large piece of the moss you’ve gathered and spends a minute picking out bits of dirt. Then he hands it to you. ‘Water?’ he asks. You fetch your flask and hand it to him. Luckily you filled it recently, because he takes a long draft and pours most of the rest of it over and around his wound. Then he grips the arrow sticking out of his shoulder by the shaft and takes a deep breath…
You look away, but there’s no blocking out the scream of agony that fills the forest seconds later. You look back and it’s all over: the barbarian flings the bloody arrow head to the ground, muttering evil-sounding foreign curses. Blood pours from his freshly-opened wound.
//‘The moss…’//
You hand it to him and watch for the next few minutes as he covers and dresses the wound with the moss and a torn-off sleeve from his shirt. You can’t help but be impressed by his skill in tending to his own injury.
You leave to gather the hucktob nuts. After ten minutes of wandering, you find a hucktob tree - one of the tallest trees in the forest. You crane your neck up and gasp when you see how high the nut-bearing branches are. You walk around at the base of the tree: a handful of rotten, animal-chewed nuts lie amongst the leaves. You sigh: you’re going to have to do some climbing.
You tie Spirit to another, nearby tree and begin the climb. The branches are regularly spaced, which makes for an easy climb, although you’ll be going much higher than other trees you’ve climbed before, so you take your time. It takes over a minute before you reach a nut-laden branch. Making a conscious effort not to look down, you hoist yourself onto the branch and straddle it. The branch points upwards to the sky at a gentle angle and heavy clusters of nuts dangle along its length. You reach for the nearest cluster. A few nuts come away in your hand, easily enough.
Then you get an idea. The branch is thick and sturdy, and the nuts are loose. Only one way to find out. You rock back and forth, slowly at first, using your body weight to shake the branch. More and more, it starts to sway... several clusters of nuts detach and sail down to the forest floor below.
Pleased with your work, you begin the descent down to the base of the tree. About a third of the way down, you see movement on the forest floor below: a small forest pig trotting over to investigate the fallen bounty at the bottom of the tree and then tucking into one of the clusters.
//‘Hey!’// you shout. The pig ignores you and, within seconds, moves onto its second nut-cluster.
//The Stars!// You accelerate your descent, occasionally pausing to shout murderous threats at the pig. It ignores them and carries on feasting. A minute later, you're near the bottom, and the animal, with one eye on you, is still devouring your nuts. You reach the ground and run for your bow, intending to make good on all the threats you’ve been shouting…
Now, at last, the animal picks up one final cluster of nuts and hares off into the undergrowth. You shout curses after it and then turn frantically to survey what’s left of the hucktob nuts: half a dozen intact nut-clusters litter the ground. You sigh, and laugh, and even feel a little bad about some of the things you threatened to do to the pig.
You gather up three of the clusters and head back to the barbarian.
[[Continue->Agree to gather the materials for him part 2]]When you return, the spy has a small fire going. You toss him the three hucktob nut-clusters, double the number he asked for. He responds with a gracious but weary bow, and begins picking the nuts out of the clusters.
You take a seat opposite him on the forest floor – although your errands are completed, you’re content to rest for a few minutes and see what kind of Qespari alchemy the spy is going to perform.
The spy tosses nuts into the fire – but only half of them. He gathers the remainder in a pile and starts grinding them between two heavy stones, forming an oily, brown-green paste. It looks like tiring work with only one good arm, and you can only watch him do it for a few seconds before leaping up: ‘Here, it’ll be quicker if I do it.’
‘Thank you, Princess.’
You take over grinding the nuts, and the spy leans back against the trunk of the tree.
‘So what should I call you?’ you ask him.
He smiles. ‘“Rolan” has been my name in this country the past two years. “Rolan the trader, from the island of Alvar”. Not much use for that identity anymore.’
‘What about your real name?
He laughs. ‘I would be a pretty poor spy if I gave that up.’ He’s quiet for a moment. ‘Call me Zan.’
‘Ok, Zan.’
He sighs, ‘Since we’re bonding, I don’t suppose, Princess, you could share with me a little bit of food to regain my strength?’
You look up: his face is pale, and his eyes are on your bag, hanging from Spirit’s saddle. You consider. You have a good stock of food and could comfortably spare some of it. Having helped the injured man this much, it makes sense to go a bit further and provide some food to prevent him fainting. Then again, it’s starting to feel like one favour after another. Is it time to draw the line?
[[Give him some of your food->Agree to gather the materials for him part 3][$foodSharedWithBarb to true]]
[[Tell him you've done enough favours->Agree to gather the materials for him part 3]]
<<if $foodSharedWithBarb>>You go over to your bag and pull out some bread and cheese and return and hand it to Zan. He receives it with a gracious bow and tucks in hungrily.
You return to grinding the hucktob nuts into a paste.<<else>>‘I’ve done you enough favours already. Don’t ask for any more,’ you tell him and continue grinding the hucktob nuts.
He watches in silence.<<set $barbUpsetWithYou to true>><</if>>
After they've been in the fire for ten minutes, Zan fishes out the blackened nuts with a stick. He takes the grinding stone and the stone slab with the paste you’ve made. Using another part of the stone slab, he smashes the fire-blackened nuts one by one. They release a pitch-black powder, which, bit by bit, he mixes with the oily paste, staining it black. Finally, he stops and takes a deep breath. His preparation is ready. You wait with interest to see what he will do with it.
He lifts a dollop of the black paste up with his fingers, lowers his head and smears it onto his scalp.
You watch on, confused.
He repeats the process with more and more of the black paste, until his hair is slick with it and the blonde colour at the roots has totally gone.
You stare at him in horrified disbelief.
He shows you the top of his head. ‘Did I get it all?’
[[Continue->Agree to gather the materials for him part 4]] <<set $foodSharedWithBarb to false>><<set $barbInterrogation1 to true>><<set $barbInterrogation2 to true>><<set $barbInterrogation3 to true>><<set $barbInterrogation4 to true>><<set $barbInterrogation5 to true>>
<<set $learnMagick to true>><<set $interrogationTime to 0>><<set $barbWithYou to false>><<set $searchedBarb to true>><<set $haveSignetRing to true>><<set $knowBeggarIsAThief to false>><<set $givenRichesToThief to false>><<set $gavePenniesToThief to false>><<set $bodyCount = 0>><<set $livesLost = 0>><<set $learningMagick to false>><<set $destroyedMagickBook to false>><<set $usedMagickOnBarb to false>><<set $barbUpsetWithYou to false>>
[[I'm wearing merchant's outfit->The Forest of Ardale (Chapter 19)][$peasantOutfit to false]]
[[I'm not wearing merchant's outfit->The Forest of Ardale (Chapter 19)][$peasantOutfit to true]]You trudge back through the forest towards the road, ignoring the pleading voice following behind you.
//‘Princess, come on, don’t be like this…’//
//‘Let’s talk. We can still help each other...//
//'Princess, please…'//
//'Princess, try to understand…’//
‘What?’ finally you round on him.
‘Well… I needed you. I couldn’t have climbed the tree myself.’
‘So, you tricked me.’
‘“Trick” is a strong word…’
You start walking again.
‘All right! I tricked you! But if I’d asked, you would have said no.’
'True enough.'
‘I had to dye my hair. I wouldn’t have lasted two days with my blonde hair coming through. Do you know what happens to Qespari spies captured in Vestria?’
‘You could’ve shaved your hair off.’
‘Princess!’ His tone is admonishing. 'Think what you are suggesting. Baldness is not a reasonable option for a handsome man such as myself.'
You roll your eyes and keep walking. Less than a minute to the road now.
‘Come on, Princess. You’ve helped me so far. I just need a little more help. I don’t have a horse.’
‘I don’t have a spare one.’
‘A ride as far as the next village is all I need.’
‘We’re almost at the road. You can ask other travellers.’
‘They will have questions… about my injury. And what if I see the soldiers again? No, I’m better with a fellow fugitive, like you.’
You bristle at his labelling you a ‘fugitive’. But of course, he’s not wrong.
‘Princess, please. If you abandon me now, there was little point saving my life in the first place.’
‘Life is full of regrets.’
‘You don’t mean that.’
‘I do. I could’ve broken my neck getting your stupid hair dye. And you’re not as pretty as you think you are.’
Shock flashes across his face. Then, an understanding smile. ‘You’re angry.’
‘Yes.’
‘And you’re not seeing me at my best. I'll forgive your denigration of my attractiveness. But I’ll have you know that more than a few Vestrian women have fallen for these good looks.’
‘Oh? What about your wife?’
‘My who…?’ He freezes, and a guilty look comes over his face.
You roll your eyes and march on.
‘Ah, my wife and child. I may have invented those.’
‘You’re a liar.’
‘You had a knife to my throat!’
‘Yes, well you’re a professional liar.’
‘Oh, and you? Have you told nothing but truth since you ran away from the palace?’
You don’t answer.
‘Well then. You should stick with me, you might learn something.’
‘I don’t want to learn anything from you.’
‘You should stick with me for my charming personality then.’
You stop; you’re getting close to the road, and you don’t want to go any further while you’re still arguing with the spy. It’s time to cut him loose once and for all. Isn’t it?
‘Princess, listen. It’s a dangerous world. It may be worth your while to have a companion. Especially someone in your debt.’
You consider. Letting the spy ride with you will slow you down a bit, but could he prove useful? Or is he more likely to prove dangerous?
<<if $learningMagick>>An idea flashes in your mind: //The truth-telling spell.// You could use it on Zan and learn his intentions – the only problem is you haven’t learned the spell yet, so you’d have to get the magick book out in front of him in order to read it…
[[Get out the magick book and use the truth-telling spell on Zan][$usedMagickOnBarb to true]]<</if>>
[[Let Zan ride with you as far as the next village]]
[[Leave Zan to fend for himself]]
/*
And I would expect better from a member of Vestrian royalty.
I know you Vestrians have a limited comprehension of beauty, but still...*/<<set $magick += 1>>‘What's that?’ asks Zan, as you take out the magick book and flick through the pages looking for the right page.
//
>><u><h4>Truth-telling spelle</h4></u>
>>Description: Renders a subject unable to speak, except to answer "yes" or "no", which they must do truthfully. Lasts for a short time, depending on subject's malleability...
//
You recite the spell. The effect is immediate: Zan's whole body tightens, as if constricted by some invisible force. His eyes bulge out of a face that looks like it's been splashed with ice-cold water. His jaw is clamped shut.
Stunned as you are by the spell's success, you'd better start asking questions quickly before it wears off...
<<if $barbInterrogation1>>
[[Do you know something about my brother’s sickness you haven’t told me?][$barbInterrogation1 to false]]<</if>><<if $barbInterrogation2>>
[[Have you ever harmed anyone in Vestria through your work as a spy?][$barbInterrogation2 to false]]<</if>><<if $barbInterrogation3>>
[[Do you plan to kill me?][$barbInterrogation3 to false]]<</if>><<if $barbInterrogation4>>
[[Is Qespar planning to go to war with Vestria?][$barbInterrogation4 to false]]<</if>><<if $barbInterrogation5>>
[[Is your real name Zan?][$barbInterrogation5 to false]]<</if>>
<<set $compassion += 1>><<set $diplomacy += 1>><<set $barbWithYou to true>><<set $barbInYourDebt to true>>‘All right,’ you tell Zan. ‘You can ride with me as far as the next village.’ You turn and continue towards the road.
Zan follows.<<if $usedMagickOnBarb>> 'I can't believe it,' he says. 'Magick is //real//? And the Princess of Vestria uses it? I can't believe it... Let me get one thing straight, Princess - never use your magick on me again!'
You stop and look at him. He looks flustered.
'I mean it!'
[[Say "Or what?"]]
[[Agree not to do it to him again]]
[[Tell him his soul belongs to you now]]
[[Take out the magick book and open it up]]
<<else>>
‘But no more calling me “Princess.'
‘Don't worry, I'm not going to blurt out who you are. I'm a spy remember. Also, I've already chosen your false name: “Chip”.’
You frown at him.
‘Short for “Chipmunk”. Gatherer of nuts.’ He winks and walks past you.
[[Continue->Chapter 20]]<</if>>
You shake your head at the expectant barbarian. 'I'm going on alone. Goodybe Zan.' You turn and lead Spirit away towards the road. You half-expect the barbarian to follow you or call out after you, but he stays rooted to the spot, watching you go.
'Hey,' he calls, when you're almost out of earshot. You turn around. 'Good luck.'
[[Continue->Chapter 20]]<<set $interrogationTime += 1>>'Do you know something about my brother’s sickness you haven’t told me?'
'No.'
<<if $interrogationTime == 3>>Just as you are contemplating your next question, Zan shakes his head violently and splutters. //'What the hell was that? What did you do? Never do that to me again!'//
The spell has worn off. There will be no more questions, for now, at least. Now, based on what you heard, it's time to decide whether to let Zan accompany you or not.
[[Let Zan ride with you as far as the next village]]
[[Leave Zan to fend for himself]]
<<else>>
<<if $barbInterrogation1>>[[Do you know something about my brother’s sickness you haven’t told me?][$barbInterrogation1 to false]]<</if>><<if $barbInterrogation2>>
[[Have you ever harmed anyone in Vestria through your work as a spy?][$barbInterrogation2 to false]]<</if>><<if $barbInterrogation3>>
[[Do you plan to kill me?][$barbInterrogation3 to false]]<</if>><<if $barbInterrogation4>>
[[Is Qespar planning to go to war with Vestria?][$barbInterrogation4 to false]]<</if>><<if $barbInterrogation5>>
[[Is your real name Zan?][$barbInterrogation5 to false]]<</if>><</if>><<set $interrogationTime += 1>>'Have you ever harmed anyone in Vestria through your work as a spy?'
'No.'
<<if $interrogationTime == 3>>Just as you are contemplating your next question, Zan shakes his head violently and splutters. //'What the hell was that? What did you do? Never do that to me again!'//
The spell has worn off. There will be no more questions, for now, at least. Now, based on what you heard, it's time to decide whether to let Zan accompany you or not.
[[Let Zan ride with you as far as the next village]]
[[Leave Zan to fend for himself]]
<<else>>
<<if $barbInterrogation1>>[[Do you know something about my brother’s sickness you haven’t told me?][$barbInterrogation1 to false]]<</if>><<if $barbInterrogation2>>
[[Have you ever harmed anyone in Vestria through your work as a spy?][$barbInterrogation2 to false]]<</if>><<if $barbInterrogation3>>
[[Do you plan to kill me?][$barbInterrogation3 to false]]<</if>><<if $barbInterrogation4>>
[[Is Qespar planning to go to war with Vestria?][$barbInterrogation4 to false]]<</if>><<if $barbInterrogation5>>
[[Is your real name Zan?][$barbInterrogation5 to false]]<</if>><</if>><<set $interrogationTime += 1>>'Do you plan to kill me, or harm me in any way?' you ask.
'No.'
<<if $interrogationTime == 3>>Just as you are contemplating your next question, Zan shakes his head violently and splutters. //'What the hell was that? What did you do? Never do that to me again!'//
The spell has worn off. There will be no more questions, for now, at least. Now, based on what you heard, it's time to decide whether to let Zan accompany you or not.
[[Let Zan ride with you as far as the next village]]
[[Leave Zan to fend for himself]]
<<else>>
<<if $barbInterrogation1>>[[Do you know something about my brother’s sickness you haven’t told me?][$barbInterrogation1 to false]]<</if>><<if $barbInterrogation2>>
[[Have you ever harmed anyone in Vestria through your work as a spy?][$barbInterrogation2 to false]]<</if>><<if $barbInterrogation3>>
[[Do you plan to kill me?][$barbInterrogation3 to false]]<</if>><<if $barbInterrogation4>>
[[Is Qespar planning to go to war with Vestria?][$barbInterrogation4 to false]]<</if>><<if $barbInterrogation5>>
[[Is your real name Zan?][$barbInterrogation5 to false]]<</if>><</if>><<set $interrogationTime += 1>>'To your knowledge, is Qespar planning to go to war with Vestria again?'
'No.'
<<if $interrogationTime == 3>>Just as you are contemplating your next question, Zan shakes his head violently and splutters. //'What the hell was that? What did you do? Never do that to me again!'//
The spell has worn off. There will be no more questions, for now, at least. Now, based on what you heard, it's time to decide whether to let Zan accompany you or not.
[[Let Zan ride with you as far as the next village]]
[[Leave Zan to fend for himself]]
<<else>>
<<if $barbInterrogation1>>[[Do you know something about my brother’s sickness you haven’t told me?][$barbInterrogation1 to false]]<</if>><<if $barbInterrogation2>>
[[Have you ever harmed anyone in Vestria through your work as a spy?][$barbInterrogation2 to false]]<</if>><<if $barbInterrogation3>>
[[Do you plan to kill me?][$barbInterrogation3 to false]]<</if>><<if $barbInterrogation4>>
[[Is Qespar planning to go to war with Vestria?][$barbInterrogation4 to false]]<</if>><<if $barbInterrogation5>>
[[Is your real name Zan?][$barbInterrogation5 to false]]<</if>><</if>><<set $interrogationTime += 1>>'Is your real name Zan?'
'No.'
<<if $interrogationTime == 3>>Just as you are contemplating your next question, Zan shakes his head violently and splutters. //'What the hell was that? What did you do? Never do that to me again!'//
The spell has worn off. There will be no more questions, for now, at least. Now, based on what you heard, it's time to decide whether to let Zan accompany you or not.
[[Let Zan ride with you as far as the next village]]
[[Leave Zan to fend for himself]]
<<else>>
<<if $barbInterrogation1>>[[Do you know something about my brother’s sickness you haven’t told me?][$barbInterrogation1 to false]]<</if>><<if $barbInterrogation2>>
[[Have you ever harmed anyone in Vestria through your work as a spy?][$barbInterrogation2 to false]]<</if>><<if $barbInterrogation3>>
[[Do you plan to kill me?][$barbInterrogation3 to false]]<</if>><<if $barbInterrogation4>>
[[Is Qespar planning to go to war with Vestria?][$barbInterrogation4 to false]]<</if>><<if $barbInterrogation5>>
[[Is your real name Zan?][$barbInterrogation5 to false]]<</if>><</if>>You dart over to the ivy-covered hollow at the base of the oak tree and hesitate just a second before slipping inside. Immediately, you're face to face with the wounded man: you stare into the whites of his eyes, feeling the presence of his body and the currents of his breath...
He grabs you and pulls you away from the entrance.
Together in the darkness, you wait and listen for the soldiers.
[[Continue->Hide with wounded man part 2]][[I have the magick book->Signet ring or nay?][$haveMagickBook to true]]
[[I don't have the magick book->Signet ring or nay?][$haveMagickBook to false]]<h2>Part 2b</h2>
<<set $haveJuliaLetters = true>><<set $livesLost = 0>><<set $solOption1 to true>><<set $solOption2 to true>><<set $solOption3 to true>><<set $solOption4 to false>><<set $hewyttMachinationsSuspected to false>><<set $talkedToSol to false>><<set $passedByRider to false>>
[[I know about the engagement between Prince Robert and Lady Julia->Part 2b variable setter 2][$knowAboutRoyalMarriage to true]]
[[What engagement?->Part 2b variable setter 2][$knowAboutRoyalMarriage to false]]
You get up and walk quietly towards the back exit.
'Hey,' calls the soldier. 'Where are you going?'
[[Turn and answer]]
[[Run->Make a run for the back exit]]'I'm just going on my way, sir,' you say in your best <<if $peasantOutfit>>peasant’s accent<<elseif $clothesStolen>>peasant’s accent<<else>>Smawish accent<</if>>.
'It looked like you were trying to escape without being seen.' He advances on you with a suspicious look.
'No, no...'
He comes within a few paces of you and then stops suddenly, and his expression changes. //'Captain! I've found her! I've found the princess!'//
FAIL
Lives lost: <<= $livesLost +1>>
[[Return->Chapter 17 part 2][$livesLost += 1]]
Attire?
[[Peasant's outfit->Part 2b variable setter 3][$peasantOutfit to true]]
[[Merchant's outfit->Part 2b variable setter 3][$peasantOutfit to true]]
[[My merchan't outfit got stolen!]]Good luck! <<set $robbedByBandits to true>><<set $peasantOutfit to false>><<set $clothesStolen to true>>
[[Continue->Chapter 16]][[I got robbed by the bandits->Chapter 16][$robbedByBandits to true]]
[[I didn't get robbed by the bandits->Chapter 16][$robbedByBandits to false]]‘How did you and your wife come to be starving?’
'I lost my job, I haven't been able to find one since. We're heading west, to where Kel’s parents have a farm. We can work for them. Please help us, lad. We haven’t eaten in two days.’
[[Give the beggar a few pennies to feed himself and his wife][$gavePenniesToThief to true]]<<if $haveSignetRing>>
[[Give the beggar your gold signet ring]]<</if>><<if $barbWithYou>>
[[Ask Zan to settle his debt to you by giving money to the beggar]]<</if>>
[[Ignore the beggar and walk on]]
/*
'I lost my job, my only way to earn a living...' As he answers, the beggar buries his right arm deeper inside his ragged cloak. He’s kept it hidden from view up until now.
Understanding dawns on you. Images flash in your memory, of other, dishevelled miserable-looking individuals, like this one - with hands chopped off at the wrists. An occasional sight in the Royal City.
‘What did you steal?’ you ask.
Panic flashes in the thief’s eyes. Then his expression hardens, twists with bitterness. ‘Some old merchant’s purse.’ He spits on the ground. ‘Not like he couldn’t spare it.’
‘Have you tried to find honest work since?’
The thief grits his teeth and removes his blackened stump from under his cloak and brandishes it. ‘Who will give me a job now?’
*/<<if $knowBeggarIsAThief is false>><<set $knowBeggarIsAThief to true>>You reach for your coin purse.<<if $barbWithYou>> Zan stands to the side and watches on.<</if>> The beggar sidles up to you, expectantly. As he does, his cloak falls open slightly and he hastily draws it back across himself, keeping the lower part of his right arm covered.
You pause. Images flash in your memory - from back in the Royal City - a certain type of beggar, bitter-faced and scrawny - like the man in front of you. All of them were missing hands - one, sometimes both, chopped off at the wrists.
‘What did you steal?’ you ask.
Panic flashes in the thief’s eyes. Then his expression hardens, twists with bitterness. ‘Some old merchant’s purse.’ He spits on the ground. ‘Not like he couldn’t spare it.’
‘Have you tried to find honest work since?’
The thief removes his blackened stump from under his cloak and brandishes it. ‘Who will give me a job now?’
<<if $thiefBackstoryQuery is true>>
[[Ask the beggar where he and his wife are heading][$thiefBackstoryQuery to false]]<</if>>
[[Give the beggar a few pennies to feed himself and his wife][$gavePenniesToThief to true]]<<if $haveSignetRing>>
[[Give the beggar your gold signet ring]]<</if>><<if $barbWithYou>>
[[Ask Zan to settle his debt to you by giving money to the beggar]]<</if>>
[[Ignore the beggar and walk on]]
<<else>>You open your coin purse and hold out a few pennies. 'Here.'
The thief grabs at them quickly, as if fearful you'll change your mind. 'Thank you, the Stars bless you...' he mutters and slinks away to his wife.
<<set $compassion += 1>>
[[Continue->Chapter 21]]
<</if>><<if $knowBeggarIsAThief is false>><<set $knowBeggarIsAThief to true>>‘One moment,’ you say and reach into your sock.
The beggar sidles up to you, curious, but expectant. As he does so, he buries his right arm deeper inside his ragged cloak. He’s kept it hidden from view up until now.
You pause. Images flash in your memory of a certain type of beggar you would see occasionally in the Royal City: bitter-faced and scrawny - like the man in front of you. All of them were missing hands - one, sometimes both, chopped off at the wrists.
‘What did you steal?’ you ask.
Panic flashes in the thief’s eyes. Then his expression hardens, twists with bitterness. ‘Some old merchant’s purse.’ He spits on the ground. ‘Not like he couldn’t spare it.’
‘Have you tried to find honest work since?’
The thief grits his teeth and removes his blackened stump from under his cloak and brandishes it. ‘Who will give me a job now?’
<<if $thiefBackstoryQuery is true>>
[[Ask the beggar where he and his wife are heading][$thiefBackstoryQuery to false]]<</if>>
[[Give the beggar a few pennies to feed himself and his wife][$gavePenniesToThief to true]]<<if $haveSignetRing>>
[[Give the beggar your gold signet ring]]<</if>><<if $barbWithYou>>
[[Ask Zan to settle his debt to you by giving money to the beggar]]<</if>>
[[Ignore the beggar and walk on]]
<<else>>You retrieve your gold signet ring from your sock and hold it out to the beggar. ‘Here.’
His eyes widen and he stares with disbelief. He probably doesn’t know the ring’s true value, but he knows it’s enough to change his life. He grabs it from your fingers. ‘Thank you, lad… the Stars bless you…’ You give the thief a few pennies as well, so that he can buy himself and his wife some food and lodging for the night.
You wait long enough to see the thief return to his wife, and the shock and joy on the young woman’s face as she's shown the ring. Then you turn and continue on to the stables.
<<set $compassion += 3>><<set $haveSignetRing to false>><<set $givenRichesToThief to true>>
[[Continue->Chapter 21][$givenRichesToThief to true]]
<</if>>'I'm sorry.' You turn away and walk on towards the stable. <<if $barbWithYou>>Zan follows.<</if>>
The beggar mutters a string of curses and slinks away.
[[Continue->Chapter 21]]At the entrance to the stables, you freeze: standing in one section of the stables are four horses draped in the red of the Royal Guard.
<<if $barbWithYou>>You and Zan look at each other, then<<else>>You look<</if>> all around. No sign of the soldiers; they must be inside the inn.
<<if $barbWithYou>>‘Let’s get out of here,’ says Zan.
You nod and turn away.<<else>>You turn around and head back to the road.<</if>> You’ll have to find somewhere else to spend the night. //The Stars know where…//
Back on the road in front of the inn, you mount Spirit again and ride on into the forest. <<if $givenRichesToThief is false>>The thief and his wife watch you go.<<else>>The thief and his wife have already disappeared. No one watches you go.<</if>>
[[Continue->Chapter 21 part 2]]
<<if $knowBeggarIsAThief is false>><<set $knowBeggarIsAThief to true>>'Zan.' You turn to your companion. 'I'd like you to settle your debt to me now. Give this man all the money you can spare.'
Both Zan's and the beggar's eyes flash wide.
Zan stares at you. 'You really wish this, Chip?'
'I do.'
The beggar sidles up to Zan expectantly. As he does, his cloak falls open slightly and he hastily draws it back across himself. He’s hiding the lower part of his right arm, you notice for the first time.
You pause. Images flash in your memory of a certain type of beggar you would see occasionally in the Royal City: bitter-faced and scrawny - like the man in front of you. All of them were missing hands - one, sometimes both, chopped off at the wrists.
‘What did you steal?’ you ask him.
Panic flashes in the beggar’s eyes as he looks at you, then Zan, then back at you. Finally, his expression hardens, twists with bitterness. ‘Some old merchant’s purse. Not like he couldn’t spare it.’
‘Have you tried to find honest work since?’
The thief grits his teeth and removes his blackened stump from under his cloak and brandishes it. ‘Who will give me a job now?’
<<if $thiefBackstoryQuery is true>>
[[Ask the beggar where he and his wife are heading][$thiefBackstoryQuery to false]]<</if>>
[[Give the beggar a few pennies to feed himself and his wife][$gavePenniesToThief to true]]<<if $haveSignetRing>>
[[Give the beggar your gold signet ring]]<</if>><<if $barbWithYou>>
[[Ask Zan to settle his debt to you by giving money to the beggar]]<</if>>
[[Ignore the beggar and walk on]]
<<else>>You turn to Zan. ‘I’d like you to give this man as much money as you can spare.’
Zan scoffs. 'We will see many more beggars on this journey, Chip. Why not spread out your generosity? A single sovereign, if you wanted to be kind, would be more than this man would see in a month.'
You look at him. 'You said yourself, you are in my debt.'
Zan stares at you until something approaching a smile touches his lips. He gives a slight bow. ‘As you wish.’ The spy pulls out five gold coins and holds them out on his palm. The thief’s eyes widen; he looks at you, and Zan, in disbelief. Then he snatches the coins. ‘Thank you… thank you… the Stars bless you both…’ He turns away.
You and Zan wait long enough to see the thief return to his wife, and the shock and joy on the young woman’s face as she's shown the gold coins. Then you turn and walk on to the stables.
<<set $diplomacy += 1>><<set $compassion += 3>><<set $givenRichesToThief to true>><<set $barbInYourDebt to false>>
[[Continue->Chapter 21][$givenRichesToThief to true]]
<</if>>‘Where are you and your wife heading?’ you ask.
‘West. A small village. Kel’s grandma has a farm there, we can work for her. But we haven’t eaten for two days, lad, //please// spare us some money.’
[[Give the beggar a few pennies to feed himself and his wife]]<<if $haveSignetRing>>
[[Give the beggar your gold signet ring][$haveSignetRing to false]]<</if>><<if $barbWithYou>>
[[Ask Zan to settle his debt to you by giving money to the beggar]]<</if>>
[[Ignore the beggar and walk on]]/*NEEDS PLAYTESTING AFTER REWRITE
*/You journey a few miles further along the road, which by now, is deserted. But with no sign of human habitation, and with darkness descending, you’ve no choice but to head off into the forest to make camp for the night. You find a suitable spot at the base of a large tree. Then, in the remaining daylight, you hunt a squirrel and <<if $barbWithYou>>Zan gathers mushrooms, and together you <</if>>manage to get a fire going.
After eating, you settle down by the fire on a bed of dry leaves. The fire ought to keep away wild animals, but just in case you keep your bow and dagger beside you. <<if $barbWithYou>>And you have to admit, you feel safer for having Zan there with you. Maybe a travel companion is not a bad idea after all?<</if>>
The night is still, and the forest peaceful. For a while you lie on your back, enjoying the view of the stars and the moon through the forest canopy.<<if $barbWithYou>>
‘Better than we’d have got at the inn,’ says Zan, relaxing back against a tree trunk.
You have to agree.
'Must be nice for you, to get out of the palace and see the world.'
You look at him and nod.
'But hard to leave your brother at the same time. Are you going to tell me where you're going?
'No.'
'It's something to do with your brother. I know that much. I'm surprised you haven't asked me if Qespar's doctors would be any help.'
'Would they?'
'I don't know. Would Vestria let them try?' Zan smiles at you. You both know the answer to that one. The spy rests back his head and closes his eyes. Within moments, he's asleep.<<else>> In many ways, you think you may pass the night more comfortably than staying at an inn.<</if>>
<<if $haveJuliaLetters>>Not quite ready to sleep, you dig into your bag and produce the bundle of Julia Wold's letters to your uncle, and by the light of the dying fire, you start to read.
A picture of the young woman emerges, and the picture is a simple one: a teenager in love. Her words are sweet, adoring, passionate. Your suspicions that Julia, or her family, wanted to marry into your family purely for the sake of power or status are quickly dispelled.
After a few pages, tiredness catches up with you. You fold the letters away into your tunic but spend the next few moments staring into the fire, deeply saddened. You can't help feeling that whatever caused the rift between your family and the Wolds, Julia was just a young girl in love caught in the middle of it; destined, like your uncle, for a tragic end.<<else>>Soon enough, you sleep.<</if>>
<<if $givenRichesToThief>>[[Continue->Undisturbed night in the forest]]<<elseif $barbWithYou>>[[Continue->Zan scares away thief]]<<else>>[[Continue->Thief comes for your things]]<</if>>
>>><h1>Chapter 4: Encounters</h1>
[[Continue|Magician Quest (Chapter 23)]]
/*
You've reached the end of this demo, thanks for playing!
<<set $chapter = 4>>
[[Return to start->Welcome 2]]
*/You wake, disoriented. It’s darker now; the fire has gone out. You’re not sure what woke you, but something feels wrong. You look over at Zan and see the whites of his eyes.
‘I wouldn’t do that, if I were you,’ he says. For a moment, you’re confused. Then you realise he’s not looking at you…
You turn your head: a shadowy figure is standing over you, reaching down… You jump and scramble backwards and grapple for your dagger. The shadowy figure is frozen, reaching for your bag on the ground beside you.
‘I’ve an arrow strung and pointed at your chest,’ says Zan, his voice impressively calm. ‘Another move and it will be your last.’
The shadowy figure in front of you is frozen. It’s missing a hand. It glances at you and in a brief moment, you recognise the features of the one-handed thief you met outside the inn, earlier that evening.
Your hand finds your dagger. You hold it up towards the thief, letting the blade catch the light.
He backs away slowly, then turns and runs, disappearing into the darkness. You listen, clutching your dagger, as the footsteps fade into the distance.
Finally, you turn to Zan: He’s sitting back against a tree, in the same position he took to settle down to sleep, earlier. Your bow is lying on the ground beside you, where you left it.
‘He won’t be back. Get some more sleep, princess,’ says Zan. His eyes are already re-closed.
[[Continue->Zan scares away thief part 2]]
You wake to dawn sunshine and the sound of birdsong.<<if $barbWithYou>>
You gather some thackory leaves and fresh moss for Zan, to treat his injury. While you do this, he uses your dagger to extract pine sap from a tree, which he applies around the wound as disinfectant.
Then, after<<else>>After<</if>> a quick breakfast of bread and cheese, you make your way back to the road.
[[Continue->Part 4]]
/*Spirit? Do we have some food packed for her? No grass in the forest...*/You wake with a start, awakened by something – frantic rustling sounds nearby – you turn your head: a silhouetted, //one-handed// figure darts away, carrying something…
In a flash, you scramble to your feet, grasping for your dagger. As you get up, you notice your bag is missing from where you left it by your feet… You've been robbed! You look around for the thief...
Spirit whinnies. The thief has run to where you tied her and is untying the rope…
//‘Stop!’// You charge towards them but immediately stumble over a log. When you lift your head, the thief is already climbing onto Spirit’s back. You won't get there in time to stop him…
You run back to your bow and snatch it up along with an arrow from your quiver – you turn around, draw and take aim…
//‘Stop!’// you yell again.
The thief, now riding Spirit away, spurs her on harder. You have a clear shot, but not for too much longer - in a second the thief will disappear behind the trees. This might be the only shot you’ll get. Should you take it? Or run and shout after the thief and hope to find some other way of stopping him getting away?
[[Shoot at the thief]]
[[Run and shout after the thief]]
/*Introduce redo option after both of the above outcomes? Return to scene with thief outside the inn? Even give the option to return to encounter with barbarian spy in the forest? <-Nah*/You don’t sleep well the rest of that night, and you’re grateful when dawn breaks and you can rise to continue your journey.
Zan asks you to collect some fresh moss and thackory leaves for his wound, and after his heroics of the previous night, you’re happy to oblige. He borrows your dagger and shows you a way to extract pine sap from the tree, and then uses the sticky golden liquid as disinfectant on his wound.
Then, after a quick breakfast of bread and cheese, you make your way back to the road.
[[Continue->Part 4]]
You loose your arrow and it whistles away into the darkness… a second later there’s a thud of impact. The silhouetted figure on top of Spirit lurches in the saddle, then topples to the ground.
You run over. The one-handed thief lies on the ground, gasping and grasping feebly at the arrow sticking out of his chest. He doesn’t have long left. He looks up at you, desperation in his eyes – then, a moment later, nothing.
You stay standing over the body for some time.
<<set $bodyCount += 1>><<set $ruthlessness += 1>>
Body count: $bodyCount
[[Continue->Shoot at the thief part 2]]
/*REQUIRES UPDATING OF OUTCOMES TO INCLUDE SIGNET RING BAILOUT (also mention that you still have Julia's letters)
*/You lower your bow and sprint after the thief. <<if $gavePenniesToThief>>Maybe since you gave him money earlier, you can still convince him to stop.<</if>>
//'Stop! Please!'// you shout at the top of your lungs. 'I gave you money before!'
The thief looks back. And keeps riding.
He's getting away. Desperate, you stop and re-string your arrow... But the thief is now too far away, and there are too many trees between you.
You horse is gone, along with almost all of your possessions. You slump to your knees, crushed by the desperate reality of your situation. How will you make it to Zelonia now? And what hope do you have without the magick-proof cloak?
<<set $ruthlessness -= 1>>
FAIL
Lives lost: <<= $livesLost +1>>
[[Return->Thief comes for your things][$livesLost += 1]]
/*Opportunity to spend "redo" life here?*/- **Add luck redemption passage in Ruffian Quest (floorboard creak)
- **Too many obstacles to success in Magician Quest?
-*Princess has more thoughts about who the magician was: "Who was she, and what did she want with you? (and if she blinded us) "You have the feeling she could've done you a lot more damage should she have chosen to."
-**Add merchant's purse quest? --> NO --> MAYBE LATER --> WANT PEOPLE TO FEEL THE PINCH AT THE TIME OF MONKEY QUEST
- Create "Luck lives used - x/3"
- Should have some more reference to (if not action involving) soldiers and our fugitive situation
- Should have some more reference to Zan's wound
- MAGICIAN QUEST: create a new verion of it that's consequential, but not in the original, meet the Master Magician, game-changing way? --> Can gain an interview about magick, bonus story flavour? Can gain KNOWLEDGE of the Master Magician --> all of this adds up to magick epilogue points
-**MAGICK PRACTICE 2: Should have another scene in an isolated location where we practice telekinesis before Monkey Quest! --> AND: practicing spells without reciting them --> could cut straight to scene opening in forest (or wherever) where we're moving leaf around without reciting words of the spell
-MAGICK: More lines where Zan asks about magick?
-ENLIST ZAN: A failing option - scares the magician away?
Part 4 structure
----------------
- Magician Quest (whether or not we've embraced magick) --> Zan gets a horse and we have option to continue riding with him or not (?)
- Conversation (optional) with Zan about where we are going and how (through the mountains) - Zan assumes we're heading to port with him and is surprised when we say we're going through the mountains
- Road leads back into the forest and we have another scene reading the book and practicing magick (see MAGICK PRACTICE 2 above)
-ADDITIONAL SCENE? (see below)
Additions?
----------
- Checkpoint Quest? --> Or add a mention of having to evade one?
- Merchant's purse Quest?
- Wolf Quest?You don’t sleep any more that night.
You get up at first light and return to the thief’s body. You don’t have the tools to bury it properly, but you spend an hour covering it with a combination of soft earth, moss and dry leaves that you are able to gather with your hands.
You return to the road keen to move on from this part of forest as soon as possible. But then you think of the thief’s young widow – out there somewhere, alone, with no idea what has happened to her husband. Probably still waiting for his return, sick with worry.
Should you travel the few miles back to the inn and try to find her and tell her what has happened to her husband? Perhaps even offer some recompense for her loss?
[[Return to the inn to try and find the thief’s wife]]
[[Continue on with your journey->Part 4]]
You find the thief’s wife in the exact same spot she was yesterday, sitting on the ground outside the inn’s front entrance. Even at this early hour she’s awake and watching the road; she sees you approach.
‘I have some bad news about your husband,’ you begin. You force yourself to recount the story of what happened in the forest last night. As you come to the end, your voice is drowned out by the young widow’s howls and sobs. She’s heard enough. <<if $haveSignetRing is false>>A part of you wishes you had something of value to give to her to compensate for her loss. But all you have is the contents of your coin purse, and you will need most of that for your journey.<</if>>
[[Offer the widow a few pennies]]<<if $haveSignetRing>>
[[Offer the widow your signet ring]]<</if>>
[[Turn away and leave->Turn away from the widow]]
'Take this. It's not much, but.' You hold out a few pennies.
She looks up at you and your outstretched hand. You hold your breath, unsure what her reaction will be. She takes the money, then collapses into sobbing again.
You quietly turn away.
[[Continue->Part 4]]You retrieve your gold signet ring and hand it to the young widow. ‘Here, take this. Find someone very wealthy and sell it and start a new life.’
She looks up at you and your outstretched hand. You hold your breath, unsure what her reaction will be.
She takes the ring. Then collapses into sobbing again.
You quietly turn away.
<<set $compassion += 1>><<set $haveSignetRing to false>>
[[Continue->Part 4]]
You turn away without a word, leaving the young widow with her grief.
[[Continue->Part 4]]You turn and run, sprinting through trees and undergrowth. There's no time to make it back to Spirit. //How did they find me?// you wonder, as you frantically look around for a hiding place amongst the trees…
//Movement// catches your eye, ahead and to the side of you: there's someone else moving through the forest - a man, running. He’s cradling one arm beneath where the shoulder of his shirt is stained with a big patch of red...
//Wait -- are the soldiers chasing <b>him</b>?//
You keep running; you don't want the soldiers to find you either way. But you keep an eye on the other running stranger and notice as he ducks inside a large hollow at the base of an old oak tree that had been obscured by thick ivy - a perfect hiding place. You curse with jealousy.
You keep running, passing the wounded man's hiding place... You stop for a second, behind the cover of a nearby tree trunk.
Behind you, the soldiers are calling out to each other. Organising themselves, spreading out to search the forest. Getting closer. But none coming straight towards you, yet.
You look again at the wounded man's hiding place: it looks like it should be big enough for a second person. The whites of two eyes stare out at you from behind the ivy...
Might the wounded man be dangerous? Maybe you should flag down the soldiers and tell them where the wounded man is hiding? Although that would involve dealing with the soldiers... Maybe you should just keep running through the forest and hope to find a hiding place of your own?
[[Call out to the soldiers and point them towards the injured man]]
[[Keep running->Run on through the forest and try to find another hiding place]]
[[Attempt to hide in the hollow of the tree next to the injured man]]
/*Something about how you think you can handle yourself if you need to*/- In the forest we're alone and have the chance to take out and look at the magick book properly for the first time.
- We flick through it and note the different sections (perhaps we start flicking towards the section on curses but get side-tracked by fascinating sections about how magick works), read about how it's enchanted with power that a beginner magician can draw on. Also that spells can be recited (a method for beginners), but that experienced magicians can execute spells by thought alone
- The enchanted magick book works by PROXIMITY - therefore we don't need to get it out in order to use it, we can memorise spells
- We have the option to study and practice magick using the book: or we can purely use it as a reference book to learn about the practice of magick, without sullying ourselves with the art.
- MAJURI OATH - basically distills down to "do no harm to innocents"
-**URANIUM THEORY: magick is stronger in Vestria than anywhere else and it's posited (in magick book) that it comes from the earth
-**URANIUM THEORY 2: strength of magick goes through cycles? Peaked at the time of the Red Witch and coming back to another peak now?
- LEARNING SPELLS: When you come to practice first spell for the first time (telekinesis?) and nail it: "You remember what the magick book said: a beginner may take days of practice before they can make the leaf so much as wiggle..."
- MAGICK BOOK: There will always be those who use magick for selfish and evil ends..." (a discussion of magick as a tool that can be used for good and bad - this will help the player to choose the magick route)
Later book-reading scenes/magick experiments:
- Using mind control on animals (insects, etc.)
- doing telekinesis (HAS TO happen before monkey quest!)
- creating spontaneous combustion (e.g. starting a campfire)
MAGICIAN QUEST: Could couch it that we suspect that she could be responsible for our brother's sickness?
MAGICIAN QUEST: She will give us an amulet that will amplify our magick ability? As well as tell us about the existence of the Master Magician?
Before returning to the road to resume your journey, you decide to stretch your legs in the forest. You walk for a minute and observe a squirrel high in the treetops. Instinctively, you draw your bow and stand for a second weighing up whether you can make the shot.
The sound of far-off galloping hooves gets your attention. You turn around and listen: is it coming from the road? No, closer – it’s in the forest…
//And coming this way.//
A blur of riders appears in the trees in the distance: three of them, blue tunics – soldiers!
[[Continue->The Forest of Ardale part 2]]You take a deep breath and flip back through the magick book to a page titled 'Introduction to Spelles':
//
<div style="text-align: center;"><u><h3>Introduction to Spelles</h3></u></div>
>>With the spelles in this booke the younge Majuri can learn to perform different types of magick./*We begine with the power of telekinesis - the ability to move objects with one's mind.*/ Depending on ability, a beginner may spend many hours of practice reciting a spelle before seeing any effect. Do not lose heart if, learning the telekinesis spelle for example, you are unable to move a twig or leaf on the first day of practice...
Interesting,// you think. You flick forward a few pages until you find the section on telekinesis:
//
<div style="text-align: center;"><u><h3>Telekinesis Spelle</h3></u></div>
>>Telekinesis is the ability to move objectes with one's mind. Find yourself an objecte such as a small twig and place it in front of you. Still your mind, feel a connection to the twig. Now say these words, feeling the magick in them as you do so...
//
You grab a small twig and place it on the ground in front of you. You read the words of the spell, over and over. A strange calm comes over you. //Feel a connection to the twig...//
The twig rises from the ground. Barely believing your eyes, you keep reciting the spell. The twig rises higher and higher, up to your eye level. You hold it there. //Am I really doing this?// You let the twig drop; it falls to the floor.
You close the magick book but stay sitting on the forest floor, heart racing, thoughts whirling round your head.
You've just committed your first magick-crime.
[[Continue->Go for a walk after reading the magick book]]You decide to keep the magick book purely for the useful information that will help you on your quest. But you won't take any chances dabbling with magick yourself.
You close the book and put it back at the bottom of your bag.
[[Continue->Go for a walk after reading the magick book]]You decide that carrying around a dangerous and illegal text is a risk not worth taking. You should get rid of it. Glancing around to check no one is watching, you carry the book to the water and place it deep on the stream bed, using a large rock to weigh it down.
You turn away. That's the last dealing you will have with the magick book.
<<set $destroyedMagickBook to true>>
[[Continue->Go for a walk after reading the magick book]]'Or what?'
'If you use these powers on people, Princess, they will not be your friends.'
[[Agree not to do it to him again]]
[[Take out the magick book and open it up]]'All right,' you agree. 'I won't do it to you again. I hope you understand that I did it for good reasons.'
'Hmm,' Zan grumbles, but seems satisfied.
'One other thing: no more calling me “Princess. Call me Wildren.'
‘Don't worry, I'm not going to blurt out who you are. I'm a spy remember. But I've already chosen a name for you - “Chip”.’
You frown at him.
‘Short for “Chipmunk”. Gatherer of nuts.’ He grins.
[[Continue->Chapter 20]]'Your soul belongs to me now.' You fix Zan with a cool stare.
'I suppose you think that's funny. Well I'm not laughing. 'If you use these powers on people, Princess, they will not be your friends.'
[[Agree not to do it to him again]]
[[Take out the magick book and open it up]]Zan falls silent as you reach for your bag, then his eyes widen in horror as you pull out the book and open it up.
'Ok, ok! You've made your point! Stop!'
You put away the book and walk on. Zan follows at a careful distance.
Just before the road, you turn to him: ‘One other thing: no more calling me “Princess. Call me Wildren.'
‘Don't worry, I'm not going to blurt out who you are. I'm a spy remember. But I've already chosen a name for you.'
'What?'
'“Chip”.’ He grins. ‘Short for “Chipmunk”. Gatherer of nuts.’
<<set $barbUpsetWithYou to true>>
[[Continue->Chapter 20]][[I have the signet ring->Part 3 variable setter][$haveSignetRing to true]]
[[I don't have the signet ring->Part 3 variable setter][$haveSignetRing to false]]By mid-morning, you arrive at a village at the edge of the forest. In the main square, local villagers are setting up their shops and stalls for the day. You drop Spirit at an inn stables and then head into the main square to get some supplies<<if $barbWithYou>> along with Zan, who hopes to find a horse trader<</if>>.
Walking amongst the stalls in the main square, you feel something strange - a presence amongst your thoughts. Like the feeling of being watched, but inside your own head… You look all around and lock eyes with a red-haired woman across the marketplace. Her eyes flare with panic...
She turns and darts away into the crowds.
For a second you stare after her, stunned. What just happened? Was she reading your mind? //A magician...// You have the urge to chase after her. It would take a few seconds to dig out your magick-proof cloak from your bag and put it on. Do you have time? Do you dare chase after a magician without it?
The woman is hurrying but not running, being slowed by the crowds. Your path across the square is relatively clear; you should be able to run and intercept her. You even think you can spare a few seconds to put on the magick cloak first.
[[Put on your magick-proof cloak and pursue her]]<<if $barbWithYou>>
[[Pursue her without putting on the magick-proof cloak->Recruit Zan for the pursuit?]]<<else>>
[[Pursue her without putting on the magick-proof cloak]]<</if>>
[[Let her go]]
/*
And what about the attention you might draw, running through a busy marketplace?
*/You dash <<if $barbWithYou>> straight past a confused Zan and <</if>>across the square in pursuit of the red-haired woman, weaving through market stalls, turning bystanders' heads...
She looks round and sees you chasing her. She runs. Pushing through the crowds, heading for a side street leading off the square.
You have an idea: maybe you can get her to stop if you call out and tell her you only want to talk...
[[Shout out to her that you just want to talk]]
[[Just keep chasing her]]Curious as you are, you don't want to chase down and confront a magician in the middle of a busy marketplace. You let her go.
[[Continue->Magician Quest wrap up]]
/*You remain vigilant as you continue shopping around the marketplace, but the red-haired woman doesn't reappear.*/You return to the market<<if $barbWithYou>>.
After some time, Zan walks up holding the reins of a black mare and pats her haunches. 'Meet Damson. A beauty isn't she? I shall be sad to leave her behind when I get to port.'
A<<else>> and a<</if>> short time later, you venture out again on the Eastern Road.
<<if $barbWithYou>>[[Continue->Decision to open up to Zan about our quest]]<<else>>[[Continue->Uneventful day's riding]]<</if>>
/*Begin this passage with coding for eventuality where we failed to get anything from the magician - <<if $helpedByMagician is false>>Who was that woman? you wonder. Will you ever see her again? You suppose you've got no choice but to continue with your quest...(N.B. This should also work for eventuality where we decide not to chase her at all)<</if>>*/You decide not to put on your magick-proof cloak.
You set off running across the square and immediately notice Zan standing at a stall ahead of you. Should you grab him, on your way, and get him to help you catch the red-haired woman?
[[Grab Zan and get him to help you pursue her][$barbEnlisted to true]]
[[Pursue her alone->Pursue her without putting on the magick-proof cloak]]<<set $barbEnlisted to false>><<set $magicianInterviewOption1 to true>><<set $magicianInterviewOption2 to true>><<set $magicianInterviewOption3 to true>><<set $magicianInterviewOption4 to true>><<set $magicianInterviewOption5 to true>><<set $magicianInterviewOption5 to true>><<set $magicianInterviewOption6 to true>><<set $nearMonkey to false>><<set $haveMerchantPurse to false>><<set $coinsScattered to false>><<set $haveRiches to false>><<set $barbDiversion to false>><<set $haveMonkey to false>><<set $bodyCount = 0>><<set $livesLost = 0>><<set $openedUpToBarb to false>>
<<set $barbWithYou to true>>
<<set $learningMagick to true>>
[[Begin->Magician Quest (Chapter 23)]] <<set $livesLost to 0>><<set $knowAboutRoyalMarriage to true>><<set $learningMagick to false>>
[[I have the magick book->Learning magick from it or nay?][$haveMagickBook to true]]
[[I don't have the magick book->Old man opened up or nay?][$haveMagickBook to false]]
<<link "I have EVERYTHING. Take me to the game!" "Part 7 Variable Setter">>
<<set $haveZorianRing to true>>
<<set $haveMagickBook to true>>
<<set $haveSignetRing to true>>
<<set $barbWithYou to true>>
<<set $barbInYourDebt to true>>
<<set $haveMonkey to true>>
<<set $learningMagick to true>>
<<set $luckLives to 2>>
<<set $livesLost to 0>>
<<set $knowAboutGinella to true>>
<<set $foundJuliaRoom to true>>
<<set $foundSecretRoom to true>>
<<set $oldManOpenedUp to true>>
<</link>>
<<link "I have NOTHING :-( Take me to the game!" "Part 7 Variable Setter">>
<<set $haveZorianRing to false>>
<<set $haveMagickBook to false>>
<<set $haveSignetRing to false>>
<<set $barbWithYou to false>>
<<set $barbInYourDebt to false>>
<<set $haveMonkey to false>>
<<set $learningMagick to false>>
<<set $luckLives to 0>>
<<set $livesLost to 0>>
<</link>>[[I have the signet ring->Luck lives?][$haveSignetRing to true]]
[[I don't have the signet ring->Luck lives?][$haveSignetRing to false]]You dig out the shimmering grey magick-proof cloak and throw it on - turning the heads of one or two bystanders - and sprint after the red-haired woman. You fly across the marketplace, ducking and weaving between bodies, trying to keep your target in your sights...
The red-haired woman turns and sees you. She runs, pushing through the crowd... Arriving at the opening to a side street, she darts inside. You follow around the corner a few seconds later...
And come face to face with the red-haired woman. She stands halfway up the empty alleyway, looking you up and down in your shimmering magick-proof cloak. She backs away...
'Wait...'
She turns and runs. You call for her to stop. She doesn't listen. She reaches the end of the side street and turns left. You give chase, rounding the corner after her...
You arrive in an empty alley. Stunned, you look all around. No hiding places, and no way she could've made it to the other end in time. A chill goes up your spine.
You spend a few more moments walking up and down the alley looking for signs, but you find nothing.
Finally, you turn and head back to the marketplace.
[[Continue->Magician Quest wrap up]]'Oh yeah, and what if I don't want to talk to you?'
<<if $magicianInterviewOption1>>[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
<<if $magicianInterviewOption3>>[[Tell her you're on a mission to save your brother's life][[$magicianInterviewOption3 to false]]]<</if>>
<<if $magicianInterviewOption4>>[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>>
[[Draw your bow]]<<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>><<if $magicianInterviewOption2 is false>>'That's a wild accusation. I will thank you not to repeat it.'
<<if $magicianInterviewOption1>>[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
<<if $magicianInterviewOption3>>[[Tell her you're on a mission to save your brother's life][[$magicianInterviewOption3 to false]]]<</if>><<if $magicianInterviewOption4>>[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>><<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>>
[[Draw your bow]]<<else>><<if $magicianInterviewOption1 is false>>She backs away shaking her head. 'I don't know what you think you imagined, but you're mistaken. I'm an honest peasant woman, nothing more... Now. Please leave me be.'
She turns away.
[[Let her go->Let her go in the alley]]
[[Follow her]]
[[Draw your bow]]<<else>>'What kind of crazed accusation is that!' She hisses and glances around nervously. 'I will thank you not to repeat it. I'm an honest peasant woman. I don't have to stand here and listen to this..' She turns away. After a few steps she stops and looks back at you, eyebrow raised. 'Besides... if you can sense the use of magick - wouldn't that mean you practice it yourself?'
<<if $magicianInterviewOption1>>[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
<<if $magicianInterviewOption3>>[[Tell her you're on a mission to save your brother's life][[$magicianInterviewOption3 to false]]]<</if>><<if $magicianInterviewOption4>>[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>><<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>>
[[Draw your bow]]
<</if>>
<</if>>Fail by scaring her off:
- Saying we're the princess then "demanding" who she works for
- Saying we're the princess then asking "who are you?"
- Saying we're the princess then asking why she read our mind she panics (have to tell her about our quest next!)
Succeed by:
- Opening up about your quest
- Asking for her help -> but NOT offering money
Other elements:
- Ask her name > she refuses
- mention her age - about 40?
Tell her you're on an important quest > what?
Tell her you're willing to pay for information
'Are you mad!' she hisses. 'Put that away!'
[[Put the book away]]
[[Try the truth spell on her]]
The woman's eyes flare as you draw your bow and string an arrow. Her jaw clenches and...
//FLASH//
You cover your eyes and cry out in pain and stumble to the ground, blinded...
Running footsteps disappear up the side street.
You crawl blindly to one side of the alley and prop yourself up against the wall. Slowly, your vision returns.
The red-haired woman is gone.
[[Continue->Magician Quest wrap up]]
/*You've just come face to face with a powerful force...*/'Stop!' you call out. 'I just want to talk!'
Heads turn all over the market place.
The red-haired woman keeps running. She makes it to the narrow side street ahead of you and ducks inside.
You round the corner seconds after her - and see her running towards another side street at the end. 'Stop!' you call again.
She doesn't even look back. She sprints to the end of the side street and disappears around a corner.
You sprint in pursuit and follow her around the second corner... and arrive in an empty alley. You look around in confusion. Then, a chill goes up your spine. The woman has vanished. There are turns off the alley up ahead, but there's no way she could've got to them that fast. You spend a few moments walking along the alley checking for hiding places but find nothing.
Finally, you turn and head back to the marketplace.
[[Continue->Magician Quest wrap up]]
[[Continue->Magician Quest wrap up]]The red-haired woman makes it to the side street ahead of you and ducks inside. You round the corner seconds later...
And come face to face with her, standing ten paces ahead of you with palm raised...
[[Stop->"What do you want from me?"]]
[[Keep running at her]]
You stop and stand, facing her.
'What do you want from me?' she demands.
[[Say 'To talk to you.']]
[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]
[[Draw your bow]]
You charge the red-haired woman, intending to apprehend her. Her eyes flare...
//FLASH//
You cover your eyes and cry out in pain and stumble to the ground, blinded...
Running footsteps disappear up the side street.
You crawl blindly to one side of the alley and prop yourself up against the wall. Slowly, your vision returns.
The red-haired woman is gone.
[[Continue->Magician Quest wrap up]]She looks at you like you're crazy, then slowly her expression turns to one of wondering... And suddenly she seems on edge. 'Let's say I believe you. What do you want with me?'
<<if $magicianInterviewOption1>>
[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>><<if $magicianInterviewOption3>>
[[Tell her you're on a mission to save your brother's life][[$magicianInterviewOption3 to false]]]<</if>><<if $magicianInterviewOption4>>
[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>>
[[Draw your bow]]<<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>>
/*
Could code it so that she walks away at this point IF we've "demanded" info from her - but might that be incongruous in the case where we've subsequently opened up to her about our quest? Maybe not...
*/You tell her about your brother's sickness and that you're on a mission to save him.
Her expression softens. She nods. 'I sensed you were someone on an important purpose.<<if $magicianInterviewOption5>> But what do you want from me?'
<<if $magicianInterviewOption1>>[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>><<if $magicianInterviewOption3>>
[[Tell her you're on a mission to save your brother's life][[$magicianInterviewOption3 to false]]]<</if>><<if $magicianInterviewOption4>>
[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>>
[[Draw your bow]]<<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]
<</if>>
<<else>> She stares at you for several seconds. Finally she sighs. 'Come with me.'
[[Continue->Magician helps us]]
<</if>>She relaxes and eyes you for a moment. 'Who //are// you?' <<if $magicianInterviewOption1 is false>>
'I already told you.'
She stares at you. 'Don't take that book out in front of anyone. //Ever// again.'<</if>>
<<if $magicianInterviewOption1 is true>>
[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
<<if $magicianInterviewOption3>>[[Tell her you're on a mission to save your brother's life][$magicianInterviewOption3 to false]]<</if>><<if $magicianInterviewOption4>>
[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>>/*
[[Draw your bow]]*/<<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>>
/*Have blanked out "Draw your bow" option above - seems incongruous at this particular stage of convo?*/
<<if $magicianInterviewOption3>>'I don't know you. Why should I help you?'
<<if $magicianInterviewOption1>>[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
<<if $magicianInterviewOption3>>[[Tell her you're on a mission to save your brother's life][$magicianInterviewOption3 to false]]<</if>><<if $magicianInterviewOption4>>
[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>>
[[Draw your bow]]<<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>>
<<else>>She stares at you. 'Ok. But not here. Come.'
[[Continue->Magician helps us]]
<</if>><<if $magicianInterviewOption1 is false>>
The woman frowns at you, shakes her head. 'You have me confused with somebody else.'
She turns and walks away.
[[Let her go->Let her go in the alley]]
[[Follow her]]<<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
[[Draw your bow]]
<<else>>The red-haired woman looks at you as if you're stupid and says nothing.
<<if $magicianInterviewOption1>>[[Tell her you're Princess Imelda][[$magicianInterviewOption1 to false]]]<</if>><<if $haveMagickBook is true and $magicianInterviewOption2 is true>>
[[Take out the magick book][[$magicianInterviewOption2 to false]]]<</if>>
<<if $magicianInterviewOption3>>[[Tell her you're on a mission to save your brother's life][[$magicianInterviewOption3 to false]]]<</if>>
<<if $magicianInterviewOption4>>[[Ask her why she was reading your mind][$magicianInterviewOption4 to false]]<</if>>
[[Draw your bow]]<<if $magicianInterviewOption5>>
[[Tell her you want her help][$magicianInterviewOption5 to false]]<</if>><<if $magicianInterviewOption6>>
[[Demand to know who she works for][$magicianInterviewOption6 to false]]<</if>>
<</if>>Double-click this passage to edit it./*Add more to this? Make it worth player's while?
- She could answer a question of ours about brother falling ill soon after his birthday
- She could answer question about why only one member of the royal family was struck? (Very powerful curse, evil magician probably only powerful enough to enact one at a time)
*/The red-haired woman silently leads you through the maze of side streets. Eventually you come to an empty field on the edge of the village. 'Speak,' she says.
You tell her all about your brother's sickness and your dream three nights ago that propelled you on your quest. She listens patiently. Finally you ask, 'Do you think some kind of evil magick could be responsible for Alex's sickness?' you ask.
'Yes, this appears to be the work of dark magick. //Very strong// dark magick.'
'Can you help?'
'You mean in breaking the spell? No, I cannot do that. Dark spells are not easily undone, and this magick is stronger than mine. To save your brother you must deal with the magician responsible. I'm sure you realise that will not be an easy undertaking.'
'I was told in my dream I could do it.'
'I'm amazed the Stars have chosen someone so young for a task so dangerous... then again, I knew from the moment I saw you, you were special.'
You take out your magick-proof cloak and show the red-haired magician. 'I'm hoping this will help.'
She stares wonderingly at the shimmering grey material. 'Mage's silk - that must be centuries old...' She nods. 'You will need it. And a lot of luck besides. I wish it for you.'
You ask, 'When I find the magician responsible, will I have to kill them?'
'That would be enough to break the spell. Or there may be another way: by capturing and destroying whatever magical objects the sorcerer uses to draw their power, or has used to cast the spell - though I don't suppose that will be much easier.'
The magician has no other information of use for you. You thank her and return to the marketplace.
<<set $hero += 1>><<set $diplomacy += 1>><<set $magick += 2>><<set $wisdom += 1>>
[[Continue->Magician Quest wrap up]]
/*This scene has to be fairly brief because otherwise Zan will be wondering where we are... (though could always add a few lines of coding to deal with this)*/
/*She explains the significance of the curse happening soon after your brother's birthday (no longer an innocent - magick can be stronger? Or a cultural, moral thing amongst the Zorians - they never inflict magick on children?)
*/
/*She bestows single-use crystal?*/You grab a confused Zan on your way across the marketplace. He follows, and quickly catches on that you're chasing the red-haired woman. He struggles to keep up with you, however.
You run on, not waiting for him, weaving between market stalls...
The red-haired woman looks round and sees you. She runs, pushing through the bodies... She makes it to the side street a few seconds before you and ducks inside. You round the corner after her...
She stands facing you in the middle of an otherwise empty side street. You stare at each other for a moment. She opens her mouth...
Zan comes running around the corner behind you. The red-haired woman pauses, seeing him, then starts backing away...
'Wait!' you call out.
She runs - to the end of the side street and turns left. You give chase, following her around the corner... and arriving in an empty alley. You look all around in confusion, and then a chill goes up your spine. The woman has vanished. There are left and right turns up ahead, but there's no way she could've got there in time. You spend a few moments walking along the alley looking for nooks or other hiding places. You find nothing.
Finally, you shrug and head back to the marketplace.
[[Continue->Magician Quest wrap up]]You quickly turn the pages of the book, ignoring the red-haired woman's protestations.
Finally you land on the page of the truth-telling spell. You look up at the woman. Her eyes flare and her jaw clenches and...
//FLASH//
You cover your eyes and cry out in pain and stumble to the ground, blinded...
Running footsteps disappear up the side street.
You crawl blindly to one side of the alley and prop yourself up against the wall. Slowly, your vision returns.
The red-haired woman is gone.
[[Continue->Magician Quest wrap up]]The red-haired woman walks briskly to the end of the side street and, with one last look in your direction, disappears around the corner.
Unsure what has just taken place, you turn and head back to the marketplace.
[[Continue->Magician Quest wrap up]]You follow the red-haired woman as she turns and walks away. She looks round and sees you and keeps walking. Then, nearing the end of the street, she breaks into a run, slipping around a corner.
You run after her, rounding the corner a few seconds later... and arriving in an empty alley. You look around in confusion. Then, a chill goes up your spine. The woman has vanished. There are left and right turns up ahead, but there's no way she could've got there in time. You spend a minute walking along the alley looking for nooks or other hiding places. You find nothing.
Finally, you turn and head back to the marketplace.
[[Continue->Magician Quest wrap up]]Soon after midday, you come upon the ruins of an ancient temple on a small hill overlooking the road. You <<if $barbWithYou>>and Zan <</if>>decide to stop there for some lunch.
Up on the hill, you sit peacefully on the grass amongst the ancient stones, watching traffic bustle past on the road below. Once you've finished your meal,<<if $barbWithYou>> Zan goes for a short walk to stretch his legs, and<</if>> you take out your map to review your progress. You've completed about a quarter of your journey so far. It will take another few days to make it to Zelonia, and then probably another two days to make it across that large province to its capital city, Vangora, where the Wold family's former estate is located. <<if $barbWithYou>>Before then, sometime tomorrow, you should arrive at the town of Duket. Here Zan will part from you, following the road south to the port city of Abrin.<</if>>
You put away your map<<if $learningMagick is false>>. It's time to get back on the road.<<else>> and immediately feel the urge to take out the magick book. Then you have an even better idea. You remember what the book said about experienced magicians being able to perform magick purely with their minds, without having to recite spells. No doubt that was what the red-haired woman did in the village this morning. If you could learn how to do it, you'd be able to use magick in public without other people realising...
Leaving the magick book in your bag, you close your eyes and, from memory, recite the words of the telekinesis spell in your head, over and over. Then you open your eyes and fix your gaze on a pebble by your feet...
It wobbles on the ground, but doesn't rise. You keep silently reciting the spell, willing the pebble with all of your mind... It lifts off the ground, a finger's width, then a hand's width. You hold it there... and finally, exhausted, you let it drop.
A now familiar mix of exhilaration and guilt courses through you. //I'm a magician now.//<</if>>
[[Continue->Monkey Quest (Chapter 24)]]
/*
Mention checkpoints? Or that they "are fewer"
Discussion/Princess's thoughts about route to Zelonia
--> while passing the South Road? Or does this happen after Monkey Quest?
--> or while examining woolen cloak we've bought*/
You and Zan decide to journey together a little bit longer, as, for now, you're heading in the same direction. It's quite nice to have a travelling companion, even though you haven't talked a great deal so far.
Riding along, you feel a growing urge to ask Zan questions - about his native Qespar, and being a spy. But you remember last night in the forest, when Zan asked you about your quest and you refused to answer. You can't expect Zan to open up about his life when you refused to do the same.
Maybe you should open up to him now about where you're going and why, and that would break the ice between you?
[[Open up to Zan about your quest]]
[[Don't open up to Zan->Uneventful day's riding]]
/*Could add some genuine lines of dialogue here? Richness/texture?
*/
On a quiet stretch of road, you tell Zan about your dream, and that you're going to Zelonia on a quest to find the cause of your brother's sickness.
He listens patiently. At the end, he says: 'A peculiar story. You know, we Qespari are not superstitious: we prefer to believe in science and the human mind - rather than in dreams or "magick" or the Stars.<<if $learningMagick>> But spending time with you does make me wonder...In any case,<<else>> But<</if>> I wish you luck in finding what you are looking for.'
<<set $openedUpToBarb to true>><<set $diplomacy += 1>>
[[Continue->Uneventful day's riding]]<<set $haveRiches to false>><<if $haveSignetRing>><<set $haveRiches to true>><</if>><<if $barbInYourDebt>><<set $haveRiches to true>><</if>><<if $haveMerchantPurse>><<set $haveRiches to true>><</if>><<nobr>>
<</nobr>>That evening, you reach the town of Wenlock. You find an inn for the night and drop off Spirit in the stables and venture into the town <<if $barbWithYou>>with Zan <</if>>to look around.
An hour before dusk, the main square is mostly empty; the last market sellers are packing away their wares and their stalls. In one corner, however, a small crowd is gathered around a street performer of some kind. You <<if $barbWithYou>>and Zan <</if>>head over for a closer look. In the middle of seven or eight onlookers, a dishevelled man with a pockmarked face sits on the ground while a monkey with a rope around its neck prances around him on its hind legs. A man in the crowd holds out a penny; the monkey runs and collects it and returns to deposit it in a pot next to its owner.
You’ve never enjoyed these acts when you've seen them, back in the Royal City. To see an evidently intelligent animal forced to do tricks with a rope around its neck just doesn't sit well with you, no matter how skilled the performance.
And it becomes apparent that the performance in front of you is not even skilled. The trainer - if you can call him that - yanks the monkey around by the rope, cursing and banging his stick on the ground at the monkey's failure to follow instructions. The monkey seems lost - all it can do is cry out pitifully and pull at the rope around its neck. The trainer yanks it even harder in response.
You suppress the urge to shout out as the anger boils up inside. Other onlookers, meanwhile, are turning away, one by one. You begin to fear what will happen when the trainer looks up and sees his thinning crowd. Could you intervene somehow to protect the monkey, even free it somehow? Your dagger would make short work of the monkey's rope. Could you distract everyone for the few seconds you'd need? And should you try to get close to the monkey, somehow, first?
<<if $haveRiches>>Or should you simply offer to buy the monkey? You're sure, however, that the trainer won't part with his livelihood for cheap...
<</if>>The inevitable happens: the trainer looks up and sees his disappearing crowd, his face twists with rage and he turns on the monkey, stick raised...
//'Stop!'// you shout.
The trainer freezes and looks at you, as does everyone else...
/*
@@.hints;<span style="color: cyan;">Hint: Some actions in this challenge can be done at different times. Success may depend on doing things in the right order.
</span>@@
*/
<<if $haveRiches>>
[[Offer to buy the monkey]]
<</if>>[[Warn the trainer not to lay a finger on the monkey->Threaten the owner]]/*
[[Go and take the stick off the trainer]]*/
[[Go and cut the monkey’s rope with your dagger->Cut the monkey’s rope sans diversion]]
[[Hold up a penny for the monkey to take]]
[[Turn and walk away][$compassion -= 1]]/*REMOVED SUPERCHARGED OPTIONS<<if $learningMagick is true>>
[[Put a paralysis spell on the owner]]<</if>>
<<if $MagicSupercharged>>[[Use the Magick crystal to cut the monkey's rope]]<</if>>*/<<nobr>>
<</nobr>>
[[Shout "Look over there!"]]<<if $learningMagick is true>>
[[Use magick to knock over the trainer's pot of coins->Knock over the trainer's pot of coins randomly]]<</if>><<if $barbWithYou>>
[[Whisper to Zan to create a diversion->Zan diversion 1]]<</if>>
/*
@@.hints;<<linkreplace "Hints?">><span style="color: cyan;">Hints:
*A diversion will only distract the trainer and the crowd <b>very briefly</b>.
*The trainer will sell the monkey, but only for something of value.</span><</linkreplace>>@@
*/On the third night of your brother’s sickness, you have a dream.
You’re standing in a meadow in bright, early-morning sunshine, feeling the caress of the breeze on your skin.
Your brother, Prince Alexander, appears before you. ‘Hello Mel.’ His face has a healthy colour, his eyes are bright. There’s no trace of the illness that has ravaged him for the last three days. *It’s a miracle,* you think, before another, more sober part of you asserts itself. No: this isn’t real. It can’t be. You’re dreaming. And yet, as you look around, at Alex, the whole world around you, everything looks so real…
‘It //is// real,’ says Alex. ‘You’re dreaming, but it’s real.’
You reach out and touch your brother’s face, those features, that smile you know so well. ‘Is it really you?’
He takes your hand in his and stares into your eyes. ‘Yes.’
Deep in your soul you know it to be true. Somehow, in this dreamworld, you are face to face, spirit to spirit with your brother. *‘How?*’
‘That doesn’t matter. I’ve come to tell you something important. You can save my life.’
For the last three days you’ve watched the best doctors in the kingdom try everything to cure your brother from his mysterious sleeping sickness, to no avail. Now, Alex himself is appearing to you in a dream with the promise of *hope*. Like a drowning woman, you’re ready to clutch it with both hands. *‘Tell me how.’*
‘You have to go on a journey. To the East. Uncover truths that have been hidden. Right wrongs that have been done.’
‘Alex, I don’t understand.’
‘Everything will become clear. You can save me, Mel. Only you can. Be brave, act without delay. Trust in yourself – listen to the voice inside that guides you. Promise me, Mel, I’m counting on you.’
The world around you starts to fade to white, and so too does Alex. You feel him slipping away.
‘I promise – Alex, don’t go! Alex!’
He dissolves into the air in front of you. The dream world fades to pure white. You wake up shouting your brother’s name.
[[Continue->RC meeting (new)]]Later that morning, you sit in on an emergency meeting of the Royal Council. A group of the wisest and most experienced minds in the kingdom have gathered, in response to a summons by your father last night, to discuss and try to shed some light on Prince Alex’s sickness. Your heart beats in your chest as you wait for it to start. You haven’t told anyone about the dream, but words from it echo in your mind:
//’You can save me, Mel…’
‘Everything is about to become clear…’//
At last, your father, King Leopold IV of Vestria, rises to call the meeting to a start.
‘Esteemed ladies and gentlemen, thank you for attending at short notice. As you know, the prince fell ill two days ago with a mysterious sleeping sickness that, so far, has baffled our kingdom’s doctors. I need to draw upon all of this Council’s wisdom now. I seek your help not just as your king, but as a desperate father. You may be my son’s last hope.’ The king pauses and swallows. The table is silent. ‘Doctor, would you give a brief report?’
Doctor Olenna Maystaff, chief of the royal doctors, rises. ‘Your Highness. Esteemed members of the Council. I have very little to add, I’m afraid. This sickness is not like any I, or my colleagues, have ever seen. All treatments we’ve tried have had no effect, and our investigations have yielded nothing. The prince’s condition is stable but basically unchanged from when he was discovered two mornings ago.’
‘How long will he stay alive in his current condition?’ you ask.
All eyes around the table turn to you. Doctor Olenna swallows and looks down.
‘Please, tell me straight, doctor.’
She looks at you and bows her head. ‘Yes Princess. I believe he can be kept alive for some days, possibly even weeks. Slowly but surely, though, without eating, he will waste away. We are working day and night to find a cure, but I cannot predict that we will find one in time.’
‘If no one else will say it, I will.’ Lord Torsten, the eldest of your father’s advisors, rises to his feet. ‘The best doctors in the kingdom say that this is like no sickness they have ever seen. That’s because we are not dealing with a natural sickness here. We are dealing with something even more worrying. Something dark from our past that we assumed would stay buried – but we were wrong.’
‘You’re talking about magick, of course,’ a bearded man sighs. ‘Forgive me, but as sheriff of this city I’ve encountered more magick crime than anyone else here. I’ve seen it all: card-cheating, love potions, future-telling – all of it done amateurishly. Last month, I had a woman inflict an outbreak of boils on herself trying to inflict it on a love rival… My point is, whatever one believes about the truth of the old stories, these days, the practice of magick never rises above the level of petty mischief-making.’
‘We have The Sisters to thank for that,’ suggests a voice from down the table.
‘Perhaps.’
‘Pardon me,’ interjects Lord Torsten. ‘The //truth// of the old stories?’
The sheriff leans back in his chair. ‘The Red Witch, the Great Terror - Some believe those stories were exaggerated.’
‘Fools!’
‘Well, whatever one chooses to believe, one thing is undeniable: this kingdom has not seen a case of serious sorcery for nigh one hundred years.’
The soft voice of Wisewoman Hazel Satcher, your learned science tutor, interjects: ‘What about Zelonia?’
A thrill goes through you. //Zelonia -// The kingdom’s wildest, eastern province. A place you’ve never been to, only read about. It’s rumoured that the Zorians - a race of nomads who live there - still practice magick freely. //‘To the East,’// Alex said...
‘What of Zelonia? Yes, that province may be rife with magick-dabblers – but surely none so powerful as to strike down a prince like this. And why should any of them wish the prince ill? As far as I know, he’s never set foot in Zelonia.’
‘Why should //anyone// wish the prince ill?’ says someone else down the table. ‘The prince and his sister are loved across the kingdom.’
‘I have my fair share of enemies in the East,’ says the king.
‘The Wolds? I thought they were in exile?’
‘Distance was never a barrier to strong magic,’ says Lord Torsten.
‘The Wolds! Those traitors should be grateful to still have their heads. Exiling them was an act of mercy.’
‘True,’ says Hewytt Braig, your father’s Right-Hand. ‘Though in my experience, lenient punishment does not always inspire gratitude.’
‘Sire, no one here has anything kind to say about the Wolds, including me,’ says the sheriff. ‘But can we really suspect them of magick this strong?’
‘There were rumours…’ begins Lord Torsten.
‘Yes, yes, I remember the rumours. ‘Gypsy blood’ in the family, and so forth. Nothing ever came of it then, and if they had the power, why wait until now to use it? Why not during the rebellion?’
‘Maybe it took them this long to grow their powers.’
‘Maybe indeed! This is utter speculation!’
‘Thank you both,’ Your father raises his voice, instantly silencing the other two. ‘I fear none of us here knows enough about this ancient, dark art - //magick// - or the motives of those who might wield it. I will summon High Priestess Hella of the Sisterhood after the meeting, to gain her insights.’
Silence settles over the table.
First Commander Blackmaw, quiet until now, rises: ‘I have another theory for the prince’s sickness. As you all know, this kingdom has one principal enemy. One much more powerful and recent than the Wolds. One that would love nothing more than to cause chaos and the weakening of our Royal House. You all know who I refer to. With this particular adversary in mind, an obvious explanation for the prince’s strange sickness suggests itself – poison.’
One or two gasps go up around the table. A few eyes turn to Doctor Maystaff.
Commander Blackmaw goes on, ‘The Qespari are devilish in their knowledge of herbs and potions, and in their use of spies. Remember that I have been warning this Council recently about the heightened activity of barbarian spies within the kingdom.’
‘This is a serious suggestion,’ says Wisewoman Satcher. ‘Poisoning the royal prince would be an act of war.’
‘Quite so. But I know what the Qespari are capable of. Believe me when I say such a scheme is not beyond them.’
‘But why target the Prince?’ says Right-Hand Braig. ‘The prince is only third in line to the throne, behind Princess Imelda. Surely the king or the princess would be the more logical target?’
‘Perhaps their spy took an opportunity to strike against the only target that was available to them at a particular moment,’ answers Commander Blackmaw. ‘Perhaps they will yet try to strike again.’
‘What do you say, Doctor?’ says the king.
‘The prince’s symptoms do not match those of any known poisons. But it is true, the Qespari have many exotic potions and substances unknown to this kingdom.’
‘Do you have any specific evidence of a Qespari plot, Commander?’ asks Right-Hand Braig.
‘Not yet. But my men have been keeping watch on a number of suspected barbarian spies. We are ready to detain and question them upon your command, my king.’
Your father pauses and considers for a moment. ‘Do it. And keep me updated. Sir Cliftus, let us tighten palace security as well. Just to be safe.’ Your father looks around the table. ‘Does anyone else have any other ideas to raise?’
Up and down the table, members of the Council shake their heads.
‘Then let us end proceedings. Thank you all for your contributions in this search for an answer. I pray you continue in them as long as it takes. Long live the prince!’
You join in the chorus response: //‘Long live the prince!’//
Chairs scrape as people get to their feet. You stay in your seat for a moment, trying to decide what to do next. You want to follow up on the theories you’ve just heard by speaking to the different Royal Council members, but apart from your father and Right-Hand Braig who remain at the table in private conversation, everyone is heading for the exit. You will only have time to pursue and stop one person. Who should you stop to speak to?
<<if $nearMonkey is false>>You step over to the monkey’s owner. The monkey scurries and hides behind you.
<</if>><<if $haveRiches>>You consider what you are willing to part with to buy the monkey.
<<if $haveSignetRing>>
[[Offer your gold signet ring][$haveSignetRing to false]]<</if>><<if $haveMerchantPurse>>
[[Offer the merchant’s purse][$haveMerchantPurse to false]]<</if>><<if $barbInYourDebt>>
[[Ask Zan to pay the monkey’s owner][$barbInYourDebt to false]]<</if>>
[[Offer a small amount of coins from your purse]]
<<else>>You don't have anything of valuable to offer the monkey's owner. You open your purse and pour the few coins you can spare into your hand and offer it. 'Here. I'd like to buy your animal.'
The man scowls at you, turns and spits. Without another word to you, he gathers up his things, grabs the monkey and with one last evil look at you, trudges off the square.
You stare after him and the sad-looking monkey perched on his shoulder, for some time. You saved the poor animal from being beaten this once, at least. You just wish you could've done more.
With a sigh, you turn and head back to the inn.
[[Continue->Passage 25]]<</if>>‘Lay a hand on that monkey and you’ll regret it!’ you call out.
The monkey’s owner snarl at you and holds your stare.
[[Offer to buy the monkey]]
[[Cut the monkey’s rope->Cut the monkey’s rope sans diversion]]/*<<if $MagicSupercharged is true>>
[[Use the Magick crystal to cut the monkey's rope]]<</if>><<if $MagicSupercharged is true>>
[[Use the Magick crystal to read the monkey's mind->Read the monkey's mind]]<</if>><<if $learningMagick is true>>
[[Put a paralysis spell on the owner]]<</if>>*/
[[Wait and see what happens]]<<if $barbDiversion>>The sound of crashing metal rings out from where Zan is standing: //'Oh! The Stars! How clumsy of me! A thousand apologies sir!'//
Everyone nearby - crowd, trainer, monkey - turns to look.<</if>>You <<if $nearMonkey is false>>stride forwards and <</if>>take hold of the rope binding the monkey and draw your dagger<<if $barbDiversion>> and make it through the first few strands<</if>>…
‘Hey!’ shouts the monkey’s owner. ‘Thief!’
Gasps and murmurs go up amongst the crowd as <<if $barbDiversion>>they turn back and see you cutting the rope<<else>>you set to work on the cords<</if>>. The monkey’s owner gets to his feet; you shoot him a fierce look: stay back.
‘Thief! Thief!’ he cries at the top of his voice.
You’re nearly through the rope: just a few more strands…
<<if $barbWithYou>>
[[Continue->Zan steps in]]<<else>>[[Continue->Apprehended]]<</if>>
Double-click this passage to edit it.<<set $nearMonkey to true>>You hold up a penny.
The trainer’s expression relaxes and he signals to the monkey to collect the coin. The monkey scampers up to you<<if $barbDiversion>> and climbs up your leg up to your waist, reaching for the penny in your hand...
A loud bang, off to the side - a large bowl of oranges has clattered to the ground and scattered everywhere - shouts go up; amongst them, Zan's: //‘Oh the Stars! A thousand apologies madam…’ ‘Please, no, let me get them… Watch your feet there, sir…’//
The attention of everyone in the crowd is off you, for the moment…
[[Cut the monkey's rope|Cut the rope with diversion]]
[[Give the monkey the penny]]
<<else>>.
<<if $learningMagick is true>>
[[Use magick to knock over the owner’s pot of money]]<</if>><<if $barbWithYou>>
[[Whisper to Zan to create a diversion->Zan diversion 2]]<</if>>
[[Give the monkey the penny]]
[[Cut the monkey's rope->Cut the monkey’s rope sans diversion]]
[[Shout "Look over there!"->Shout "Look over there!" 2]]
<</if>>
<<set $hero -= 1>>You've spoken up and stopped the trainer beating the monkey in front of everyone there - but you're not willing to intervene further and jeopardise your mission.
You turn away and head back to the inn for the night.
[[Continue->Passage 25]]Double-click this passage to edit it.The trainer looks towards the empty corner of the square you're pointing to - as does everyone in the crowd. A few laughs go up at your feeble attempt at a diversion; the monkey's trainer turns back and looks at you with a scowl. Still fuming, he starts gathering up his things.
[[Offer to buy the monkey]]
[[Cut the monkey’s rope->Cut the monkey’s rope sans diversion]]/*<<if $MagicSupercharged is true>>
[[Use the Magick crystal to cut the monkey's rope]]<</if>><<if $MagicSupercharged is true>>
[[Use the Magick crystal to read the monkey's mind->Read the monkey's mind]]<</if>><<if $learningMagick is true>>
[[Put a paralysis spell on the owner]]<</if>>*/
[[Turn and walk away]]<<set $magick += 1>>In your head, you recite the words of the telekinesis spell, focusing all your energy on the trainer's money pot.
It wobbles...
It topples and falls. Pennies spill across the cobble stones to gasps from the crowd. The trainer scrambles to gather them, muttering curses.
[[Go and cut the monkey’s rope with your dagger->Cut the monkey’s rope sans diversion]]
[[Offer to buy the monkey]]
[[Let him leave->Let him take the monkey]]//'Create a diversion,'// you whisper to Zan out of the corner of your mouth.
//‘Now?'// he whispers back.
//'Yes.'//
The monkey arrives in front of you. Zan walks off to the side.
You hold the penny high, well out of the monkey’s reach; the monkey climbs up you and onto your chest. You laugh and stroke it, continuing to hold the penny out of its reach. You glance at the monkey’s owner; he’s watching you but forces a smile. You continue to laugh and hold the penny out of the monkey’s reach…
//BANG!//
Off to the side, a large bowl of oranges rolls around on the ground, its contents spilled everywhere. Zan's voice rings out above the commotion: // ‘Oh, The Stars! A thousand apologies madam…’ ‘Please, no, let me get them… Watch your feet there, sir…’//
The attention of everyone in the crowd is off you for the moment…
[[Cut the monkey’s rope|Cut the rope with diversion]]
[[Give the monkey the penny]]
2022 IF COMP:
-----------------------------
REMOVING OPTIONS IMPERATIVE:
- Remove "Offer to buy monkey" option (and add alternative passage text) for when player doesn't have riches?
- Remove "Take the stick" (and also "beat him with it") option? >> DONE
- Remove "Whisper to Zan" initial option? >> Nah, I think it works as a puzzle if you select it initially
You could cut through the monkey's rope in a few seconds - can you create a diversion that will last that long? You will have to time it perfectly...Double-click this passage to edit it.The monkey’s owner holds your stare. Finally, he stands up, grabs the monkey and his things and makes his way the square.
You stare after him and the sad-looking monkey perched on his shoulder, for some time. You saved the poor animal from being beaten, this one time, at least. You can't help wishing you could've done more.
With a sigh, you turn away and head back to the inn.
[[Continue->Passage 25]]<<if $barbDiversion>>//'Chip!'//
You look up: Zan is running towards you, alarm in his eyes. He grabs you and pulls you away.<<else>>You are yanked from behind; the rope falls from your hands...
Zan is dragging you away, alarm in his eyes.<</if>> //‘Time to go, Chip.’//
You look round: a mob of angry-looking market traders headed by a large, burly man is converging on you. Your jaw falls open...
//‘Run! This way!’// Zan pulls you away, through a gap in the approaching mob. Together you sprint across the square, ignoring the shouts to stop. You duck off the square into a maze of side streets. For the next minute, you keep running, turning this way and that, desperate to lose anyone who might be chasing you...
Finally, after some time without hearing any pursuers, you stop and catch your breath, all the while listening out for shouts and chasing foosteps...
A minute passes in silence. You've escaped your pursuers.
'That was close,' says Zan.
You wind your way through the side streets back towards the inn, trying to put the monkey and its cruel owner out of your mind. There's nothing you can do for it now.
[[Continue->Passage 25]]Strong hands grab you from behind – you drop the monkey and wrestle against a large figure behind you, but you're held fast. You look up: a stern man’s face leans over you.
‘Thief!’ cries the monkey’s owner, pointing at you. ‘You all saw him!’
Voices murmur their agreement. The crowd around you swells. All eyes are on you.
/*<<if $learningMagick>>
[[Put a paralysis spell on the man holding you]]<</if>>*/
[[Plead your innocence]]Double-click this passage to edit it.‘I wasn’t stealing it…’ you raise your voice to the growing mob. ‘I was trying to set it free!’
//‘Liar!’
‘Tell it to the magistrate!’
‘Cut his hand off!’//
The crowd drags you away across the square. A few minutes later you reach the town jail, and you’re bundled into a cold, dark, damp cell. As the door slams shut behind you, you know your hopes of completing your quest in time to save your brother are over.
FAIL.
Lives lost: <<= $livesLost +1>>
[[Return->Monkey Quest (Chapter 24)][$livesLost += 1]]<<set $monkeyRescued to true>>‘I want to buy this monkey,’ you say. The monkey’s trainer snorts, but his expression changes when you pull out your gold signet ring. You let him take it into his hands and inspect it closely. He unties the monkey’s rope from around his wrist and hands it to you. ‘Deal,’ he says, still looking at the ring.
You crouch and reach out to the monkey: 'Come on, it's ok, I won't hurt you.'
The monkey looks at you, then at its former owner, and then back at you. Finally, it scampers up to you and climbs up your outstretched arm.
With a big smile and a monkey on your shoulder, you walk back across the square towards the inn.
<<set $haveRiches to false>>
[[Continue->Next morning with monkey]]<<set $monkeyRescued to true>>‘I want to buy this monkey,’ you say. The monkey’s trainer snorts, but his expression changes when you pull out the merchant’s purse. You pour its contents into your hand. He stares, transfixed.
‘I want all of it,’ he says.
‘Deal.’
You make the trade. The monkey’s owner unties the monkey’s rope from around his wrist and hands it to you. You crouch and reach out to the monkey: 'Come on, it's ok, I won't hurt you.'
The monkey looks at you, then at its former owner, and then back at you. Finally, it scampers up to you and climbs up your outstretched arm.
With a big smile and a monkey on your shoulder, you walk back across the square towards the inn.
<<set $haveRiches to false>>
[[Continue->Next morning with monkey]]
<<set $monkeyRescued to true>>‘Zan, I'd like to call in your debt to me.'
Zan steps forward.
'Pay this man for his monkey.’
Zan looks at you for a moment and finally says, 'As you wish, Chip.' For the next minute he negotiates with the monkey's trainer and eventually agrees to hand over most of the contents of his purse.
The monkey’s owner unties the monkey’s rope from around his wrist and hands it to you. You crouch and reach out to the monkey: 'Come on, it's ok, I won't hurt you.'
The monkey looks at you, then at its former owner, and then back at you. Finally, it scampers up to you and climbs up your outstretched arm.
With a big smile and a monkey on your shoulder, you walk back across the square towards the inn.
<<set $haveRiches to false>>
[[Continue->Next morning with monkey]]The next morning at breakfast, you're faced with a dilemma: what do monkeys eat? What can you feed it?
You soon get your answer: for this particular monkey, //everything//. You watch with fascination and pleasure as he tucks into everything you <<if $barbWithYou>>and Zan <</if>>offer him: bread, cheese and - most enthusiastically of all - sliced apple.
With breakfast over, it’s time to make the short journey back up the Eastern Road to a forest you passed through yesterday, where you can release your new primate friend. You stand, reach out and call to him: he immediately climbs onto your outstretched arm and up onto your shoulder. Love warms your heart, followed by a stab of sadness at what you are soon going to lose. A voice in the back of your mind that you've kept quiet up until now, shouts out: //What if I kept him?// For the first time, you consider it. The monkey seems content with you, but would it be right to keep it as a pet rather than letting it free in the forest?
[[Keep the monkey as a companion]]
[[Offer the monkey freedom in the forest->Monkey release scene 2]]
<<set $nearMonkey to true>>You march forward and snatch the stick out of the trainer's hand. Either shock, or the bow slung over your shoulder stops him from resisting.
[[Offer to buy the monkey]]
[[Cut the monkey’s rope->Cut the monkey’s rope sans diversion]]
[[Beat the trainer with the stick]]/*<<if $MagicSupercharged is true>>
[[Use the Magick crystal to cut the monkey's rope]]<</if>><<if $MagicSupercharged is true>>
[[Use the Magick crystal to read the monkey's mind->Read the monkey's mind]]<</if>><<if $learningMagick is true>>
[[Put a paralysis spell on the owner]]<</if>>*/
[[Wait and see what happens]]<<set $ruthlessness += 1>>The trainer backs away flinching and yelping as you hit him with the stick. Laughter rings out in the crowd.
After a few blows, you decide you've made your point. Giving you a wide berth and an evil-looking scowl the trainer gathers up his belongings. Then he reaches for the monkey...
[[Cut the monkey’s rope->Cut the monkey’s rope sans diversion]]
[[Let him take the monkey]]The monkey's trainer grabs the monkey and, with one last evil look at you, trudges across the square.
You stare after him and the sad-looking monkey perched on his shoulder. You hope you've taught the trainer enough of a lesson that he'll think twice about beating the monkey again. Somehow, though, you suspect the animal's suffering will continue.
With a sigh, you turn and head back to the inn.
[[Continue->Passage 25]]<<set $magick += 1>><<set $hero += 1>>In your head, you recite the words of the telekinesis spell, focussing all your energy on the trainer's money pot. It wobbles...
It falls. Pennies spill across the cobble stones, to gasps from the crowd. The trainer cries out and scrambles to gather them...
Meanwhile, the monkey reaches you, climbs up your leg and hangs from your waist, reaching for the coin in your hand…
<<set $coinsScattered to true>>
[[Cut the monkey's rope.|Cut the rope with diversion]]
[[Give the monkey the penny]]You let the monkey take the penny. It scampers back and places the coin in its owner’s pot. The trainer<<if $coinsScattered>> gathers the last of the scattered coins and then<</if>> picks the monkey up, along with the rest of his things, and trudges across the square off into the night.
You stare after him and the sad-looking monkey perched on his shoulder, for some time. You managed to save the poor animal from being beaten this once but somehow, it doesn't feel enough.
With a sigh, you turn away and head back to the inn.
[[Continue->Passage 25]]<<set $wisdom += 1>>With the crowd's attention elsewhere, you cut at the monkey's rope with your dagger. The sharp blade does its job in seconds. The monkey is free.
You place it down. It stands and looks up at you, open-mouthed, holding the frayed end of the rope.
//‘Run!’// you whisper.
The monkey reaches out its tiny hands and grips your leg and clings tightly, hiding behind you.
Heads in the crowd are starting to turn back towards you…
[[Run away with the monkey->Run away with the monkey part 1]]
[[Keep trying to shoo the monkey away]]<<set $hero += 1>>You pick up the monkey and run.
//‘Stop!’
‘Thief!’//
You ignore the shouts and sprint for the fastest way off the square. The monkey’s owner is shouting and running after you, but he’s a long way back.<<if $barbWithYou>> Zan is nowhere to be seen...<</if>>
You dart off the square into a dark alley. You sprint to the end of it and then turn into another one. The shouts behind you fade to silence. You can't hear any chasing footsteps but still you keep running, turning this way and that, losing yourself in the maze of criss-crossing side streets.
After two minutes of running flat out, you stop in an empty alleyway and collapse against a wall, exhausted. There you wait, listening for chasing footsteps over the sound of your own heavy breathing...
You hear nothing. After half a minute, the monkey climbs up onto your shoulder and looks at you. You smile at it. 'I think we're in the clear. Let's go.'
[[Continue->Run away with the monkey part 2]] You prise the monkey's fingers off your skin and clothing and shove it away. //'Run! Get out of here!'//
The monkey lets go but remains rooted to the spot, looking all around hopelessly.
You continue trying to shoo it...
//'Hey!'// the trainer arrives and snatches the monkey up. He sees the frayed end of the rope and turns on you accusingly: 'Thief!'
You back away and hold your hands up, as everyone in the crowd turns to look at you. With one last evil look in your direction, and with the monkey under his arm, the trainer turns away and starts gathering up his things.
<<if $barbWithYou>>'We should leave, Chip,' says Zan.
<</if>>You turn and head quickly back in the direction of the inn, keeping your head down.
Before making it off the square, you stop and look around: until you spot the trainer trudging away, with the sad-looking animal perched on his shoulder.
<<if $barbWithYou>>'I gave it the opportunity to run away but it just stood there,' you tell Zan.
'I know.'
'It was too scared... a part of me wanted to pick it up and run away - but I couldn't, not in front of all these people.'
'No. You did the right thing.'
You're not completely sure that Zan is right. <<else>>At least you stopped the poor animal from being beaten - this time. You wish you could've done more, but with so many people around, who knows what would've happened?
<</if>>With a sigh, you turn away.
[[Continue->Passage 25]]You make your way through the side streets back towards the inn. <<if $barbWithYou is true>>As you'd hoped, you find Zan waiting there.
‘We can’t stay here tonight,’ he says.
You nod. Staying anywhere in town with a monkey you just stole is unthinkable. Another night out in the forest looms.
You collect Spirit and <<else>>When you get there you go straight to collect Spirit. Staying in town with a monkey you just stole is unthinkable. Another night out in the forest beckons. You <</if>>head out of town on the road you came in on, returning to a stretch of forest you rode through earlier in the evening. A short distance off the road, you get a fire going and set up camp for the night.
[[Continue->Breakfast in the forest]]<<if $monkeyRescued>>Later that day,<<else>>The next day,<</if>> you enter Nessur, the eastern-most region of Vestria Minor and the last province you will have to cross to reach Zelonia. In the early afternoon, you reach the town of Duket, where the Eastern road ends and two new roads begin: the Zelonian Road, continuing East, and a road leading south to the port city of Abrin. <<if $barbWithYou>>Here, finally, you and Zan are set to part ways. You decide to stop somewhere for a last meal together.<</if>> At the gates of the town, you come to another checkpoint of soldiers, but your disguise gets you through without incident. Then, you go into a tavern for some lunch.
Stepping inside, you find a strangely hushed room. The tavern is mostly filled with people but the atmosphere is strangely flat, its patrons drinking and eating in sober quiet. You scan the room and a table of three men stands out: a man with a grand cloak and a stern face sits eating, flanked on either side by an armed bodyguard and a foot servant.
Everyone else in the tavern seems to be giving that table a wide berth.
You hesitate in the doorway – a bit too long – the man in the cloak looks up and fixes you with a cold stare.<<if $haveMonkey>> Even the presence of Jaspy on your shoulder, who has delighted everyone you've passed on the road today, doesn’t tempt him to smile.<</if>> You swallow, put your head down and proceed <<if $BarbWithYou>>with Zan <</if>>into the room.
As you reach the counter and place your order for food and drink, the tavern keeper asks for your bow, pointing to a sign on the wall: //‘No weapons’.// You glance at the man in the cloak and his bodyguard in the middle of the room, both of whom have swords.
‘They’re the law,’ explains the tavern keeper.
//A sheriff,// you think. You hand over your bow. Something tells you to hang onto your dagger, concealed on your hip.
You go and take a seat a few tables away from the sheriff and his men. When your food arrives, you <<if $barbWithYou>>and Zan<</if>> eat quietly, like everyone else in the tavern. <<if $haveMonkey>>Even Jaspy senses the mood of the room and keeps his chattering low.<</if>>
After a few minutes, you overhear the sheriff instructing his foot servant to “Ready the horses”. The foot servant gets up and leaves through a back door.
The quiet in the tavern is shattered suddenly as a man bursts in through the door, dressed in shepherd’s attire and with a similarly-dressed boy of about twelve behind him. The tavern falls silent. The shepherd strides towards the centre of the room - past you - and collapses on his knees in front of the sheriff. The sheriff’s bodyguard gets up and stands over him with a hand on his sword hilt.
//‘My lord! The gatekeepers at the bridge are stopping me taking my flock across the bridge to pasture.’//
‘That’ll be because I told them to.’
//‘My lord, I paid my bridge fees at the start of the year…’//
‘But you haven’t paid your taxes.’ The sheriff pushes away an empty plate, stands and dusts himself down.
The shepherd scrambles to his feet in front of the sheriff. //‘Please, my lord, the new taxes are too high…’//
‘Too high? You would lecture me, shepherd?’
//‘The old sheriff—’//
‘The old sheriff is dead. If you want to deal with him you can follow him. Now out of my way.’ The sheriff barges past the shepherd.
The shepherd rushes after the Sheriff: ‘Please sir, I beg you, offer some leniency to a poor shepherd—’
The sheriff throws off the shepherd’s hand. ‘Get your hand off me, dog, or I will make an example of you. There will be no leniency. Don’t ask again.’ He walks on.
//‘I can’t pay!’//
‘Then watch your flock starve.’
The shepherd lets out an anguished cry that seems to come from deep in his soul. //‘You’ll ruin me! Rogue!’//
The sheriff turns with a ferocious glare, strides towards the shepherder, grabs him by the throat and slams him against the wall.
You stand to your feet<<if $barbWithYou>>. Zan grabs your wrist.<<else>>, but hesitate. Is this a fight you can win?<</if>>
//‘Father!’// The shepherd’s son comes running towards his father. The bodyguard steps across and catches him and holds him fast.
The sheriff leans his face close to the shepherd’s. //‘Insolent dog…’//
The trembling shepherd cries, //‘The king will hear about this!’//
Fury lights up the sheriff’s eyes. //‘You dare threaten me!’// The sheriff draws back his hand and delivers a backhand blow to the shepherder’s mouth. Then he hauls him away, dazed, towards the door at the front of the tavern. //‘<u>No one</u> will hear you where you’re going!’//
The shepherd’s boy screams and fights to break free of the sheriff’s bodyguard – in vain.
//‘Please, mercy…’// splutters the shepherd.
Grumbles and a few cries of protest go up around the tavern, but no one moves a muscle.
[[Continue->Chapter 25 part 2]]
/*As you scan the room, three men stand out – sitting in the centre of the room, yet given a wide berth by the other patrons: in the middle, a man with a grand cloak and a stern expression and a sword strapped to his hip; to his right, another man with a sword who looks like a bodyguard, and to his left an unarmed man – perhaps a foot servant of some kind. The man in the cloak eats in silence. Around the tavern, men and women glance at him over their bowls or pitchers of ale and keep their voices low.
*/
<<set $compassion += 1>><<set $justice += 1>><<set $hero += 1>>You travel back along the Eastern Road until you reach forest on the edge of town. Then you dismount and cut off the road to journey deeper into the trees. After a few minutes, the monkey can't resist the call of the forest: he jumps off your shoulder onto a low branch and scrambles up into the canopy overhead. Soon he is scampering and swinging through the branches, chattering happily.
You follow on the ground below, watching him with a bittersweet mixture of pride and loss. On a branch high up in the treetops, he pauses to look down at you, stuffing berries into his mouth. You smile, holding his eye contact. Then something inside tells you it's time to go. You turn away. //Goodbye, little one.//
You head back to the road.
A minute later, familiar chirping rings out in the trees above you. You look up: the monkey scampers down out of the branches and climbs back onto your shoulder.
'You were supposed to stay!'
He answers with plaintive chattering, clinging to you tightly.<<if $barbWithYou>>
'The little fellow looks like he's attached,' says Zan.<</if>>
You sigh. It would almost feel cruel not to take the monkey now. Then again, you saw how happy and in his element he was swinging amongst the treetops a moment ago...
[[Keep the monkey]]
[[Leave the monkey]]'Ok. You can stay.' You cradle the monkey against your shoulder, stroking its soft fur.<<if $barbWithYou is false>> 'I'd better give you a name.'<<else>>
'He'll need a name,' says Zan, busy re-dressing his wound.<</if>>
The monkey chirps its agreement.
You look at him and smile. 'Jaspy.'
<<set $haveMonkey to true>>
[[Continue->Passage 25]]As hard as it is, you decide the monkey will be better off in the forest. 'I'm sorry, little one. This is for your own good.' You pluck him from your shoulder and place him on the nearest low-hanging branch. He makes a few sad noises as you turn and walk away, but he doesn't follow.
You return to the road and continue on your journey.
[[Continue->Passage 25]]You decide to keep the monkey. It seems happy enough with you, and you will value its companionship.
<<if $barbWithYou>>'He'll need a name,' says Zan.<<else>>'I'd better give you a name,' you say.<</if>>
The monkey chirps its agreement.
You look at it and smile. 'Jaspy.'
<<set $haveMonkey to true>>
[[Continue->Passage 25]]You awake the next morning with a monkey in your arms. And almost immediately, a feeling of panic. //'What do monkeys eat?'//
At breakfast, you get your answer: //everything//. You watch with delight as your new furry friend tucks into everything you <<if $barbWithYou>>and Zan <</if>>offer him: bread, cheese and - most enthusiastically of all - sliced apple.
With breakfast over, it’s time to take the monkey a little deeper into the forest to release him. You reach out and call to him: he immediately climbs onto your outstretched arm and up onto your shoulder. Your heart swells, then breaks a little bit at the thought of your impending loss. A voice in the back of your mind says, //What if I kept him?// For the first time, you consider it. The monkey seems content with you, but would it be right to keep it as a pet rather than giving it the choice of freedom in the forest?
[[Keep the monkey as a companion]]
[[Offer the monkey freedom in the forest->Monkey release scene 1]]
//'Make a diversion,'// you whisper to Zan out of the corner of your mouth.
//‘Now?'// he whispers back.
//'Yes.'//
He walks off to the side.
By now the monkey's trainer has lost interest; he turns away, muttering, and starts gathering up his things.
You glance around for Zan: he's standing by a stall of precariously stacked copper pots...
<<set $barbDiversion to true>>
[[Go and cut the monkey’s rope with your dagger->Cut the monkey’s rope sans diversion]]
[[Hold up a penny for the monkey to take]]You travel deeper into the forest. The monkey jumps off your shoulders onto a low branch and climbs up into the canopy, scampering and swinging through the branches and chattering happily.
You follow underneath, watching with a bittersweet mixture of pride and loss. On a branch high up in the treetops, while stuffing berries into his mouth, he pauses to look down at you. You hold his eye contact and smile. Then something inside tells you it's time to go. You turn away. //Goodbye, little one.//
You head back to the road.
A minute later, familiar chirping rings out in the trees above you. You look up: the monkey scampers down out of the branches and climbs back onto your shoulder.
'You were supposed to stay!'
He answers with plaintive chattering, clinging to you tightly.<<if $barbWithYou>>
'The little fellow looks like he's attached,' says Zan.<</if>>
You sigh. It would almost feel cruel not to take the monkey now. Then again, you saw how happy and in his element he was swinging amongst the treetops a moment ago...
[[Keep the monkey]]
[[Leave the monkey]]
<<set $hero += 1>><<set $justice += 1>>Heart thumping in your chest, you creep behind the sheriff and draw your dagger, praying that the floorboards don’t creak. The tavern is silent…
You come within striking distance of the sheriff. The bodyguard sees you and cries out, but it’s too late. From behind, you whip your dagger to the sheriff’s throat. He freezes. You lean in close and whisper, through gritted teeth: //‘Release that man.’//
The sheriff’s body clenches with rage. A malevolent eye draws round to the side of his head, but not far enough to see you.
You turn to the bodyguard, holding the shepherd’s son: ‘You too. Release him. And don’t try anything foolish.’
The sheriff still hasn’t let go of the shepherd. ‘You’re that hunter boy,’ he growls.
You press the blade in harder. //‘Release him!’//
The sheriff waits a few seconds. Then, he lets the shepherd go. The bodyguard does the same. The boy immediately runs to his father; the man is dazed, but ok.
You call again to the bodyguard. ‘Your sword. Throw it on the floor.’ The man hesitates. You dig the dagger deeper into the sheriff’s neck, causing him to squirm and gasp: //‘Do as he says!’//
The bodyguard throws his sword on the floor. The shepherd’s son runs and picks it up.
‘Throw it in the fire,’ you tell him, gesturing with your head towards the fireplace on the opposite wall. The young boy runs and does so.
‘Shepherd, do the same with the sheriff’s sword.’
The shepherd approaches, eyeing the sheriff warily. But the sheriff remains motionless in your tight grip; the shepherd takes his sword and follows your instruction.
‘Take your son and go. Good luck going before the king. Have faith: your case will be heard.’
The shepherd takes his son by the hand and runs out through the door.
In your hands, the sheriff is trembling. With rage.
‘I’ll see you hanged for this!’
‘No, you won’t.’
‘Do you know who I am, boy? I’m the sheriff!’
‘Yes. And a scoundrel, just like the shepherd said. One day, you will be held to account for all your wrongs.’
The sheriff snarls. The bodyguard stares at you intently, waiting for you to relax your guard.
You start thinking about a way to extricate yourself from your current situation. Whatever happens next, you'll need to get as far away from this town as quickly as possible. In two days, if you ride hard, you’ll have made it over the mountain trail into Zelonia – far enough away that even this sheriff won’t think of coming after you.
Or will he? Perhaps you shouldn't take a chance leaving such a powerful enemy alive?
<<if $barbWithYou>>[[Threaten to kill the sheriff if he comes after you->Zan intervenes]]<<elseif $haveMonkey>>[[Threaten to kill the sheriff if he comes after you->Jaspy sounds the alarm]]<<elseif $luckLives>0>>[[Threaten to kill the sheriff if he comes after you->Fortuitous floorboard creak]]<<else>>[[Threaten to kill the sheriff if he comes after you->Manservant gets the drop]]<</if>><<if $family is false>>
[[Kill the sheriff]]<</if>>The sheriff turns on you with a snarl. //'Insolent boy! One more word and I will make an example out of you!'// He resumes dragging the shepherd towards the exit, keeping an eye on you as he does so.
[[Sit back down and do nothing]]
[[Rally the other inn patrons to stand up against the sheriff]]
[[Draw your dagger and challenge him]]
You run from the tavern and arrive at the checkpoint in less than a minute. Three soldiers are standing around doing nothing; they watch you run up.
//‘Please, sirs, I need your help. A great injustice is taking place – an innocent shepherd-’//
‘We have orders to man a checkpoint – not interfere with local matters.’
‘You’re soldiers of the king. You must uphold the king’s law.’
‘Speak to the local sheriff.’
‘The sheriff is the one committing the outrage! He’s a tyrant, he’s oppressing the people for his own gain…’
With smiles and eye rolls, the soldiers turn away from you. ‘Be gone, boy.’
You turn and run back to the tavern. When you arrive, the sheriff and the shepherd are long gone.
[[Continue->Part 5]]<<set $wisdom -= 1>><<set $justice += 1>><<set $hero += 1>>//'Tyrant!'// You shout out at the top of your voice. //'You and your bodyguard are no match for a whole tavern full of people!'// You turn to the room - a sea of eyes looking at you: 'Rise up, good citizens! Stand with me and overthrow this corrupt sheriff!'<<if $barbWithYou is false>> You draw your dagger and raise it above your head...
The room responds with silence. Everywhere you look, shocked and fearful faces meet your gaze and turn away...
The sheriff throws the shepherd to the ground and turns on you. He draws his sword. The bodyguard does the same. The shepherd, whimpering, picks himself up and runs for the door
As the two swordsmen converge on you, you look around the room again. Everyone stares back at you, and no one moves a muscle.
You realise you've made a terrible mistake.
Lives lost: <<= $livesLost +1>>
[[Return->Chapter 25 part 2][$livesLost += 1]]
<<else>>
You are just about to draw your dagger and raise it above your head, when a hand clasps your wrist and holds it fast. You turn and look into Zan's determined eyes. //'What are you doing?'// you demand.
//'Saving your life!'// he hisses. He stands - still tightly holding your wrist - and faces the sheriff, a wide grin suddenly planted on his face: 'Excuse the boy, he doesn't mean what he says - he shared some of my ale and I believe it's quite gone to his head. Forgive us.' With great effort, Zan pulls you back down into your chair.
The sheriff shoots you an evil stare, but already with his hands full of enemies, he growls and turns away. He drags the writhing shepherd out of the tavern, and his bodyguard does the same with the shepherd's boy.
Boiling with rage and frustration, you turn on Zan...
'No one in this tavern was going to stand up and fight with you, Chip,' Zan pre-empts you. 'And that wasn't a battle we could win on our own.'
Deep down, you know Zan is probably right.
A shame-filled silence lingers over the tavern.
'Come on,' says Zan. 'We'd better move on from here.'
[[Continue->Part 5]]<</if>>
You grit your teeth, sit back down and stare at your meal, trying not to listen to the shepherd and his boy’s cries as they’re dragged away.
Soon enough, they’re gone. A shame-filled silence hangs over the tavern for some time.
[[Continue->Part 5]]You've reached the end of this demo.
Thanks for playing!
Lives lost: <<= $livesLost +1>>
Luck lives lost: <<if $lostDemoLuckLife>>1<<else>>0<</if>>
Body count: $bodyCount
Monkey rescued: <<print $monkeyRescued>>
[[Return to start of demo->Part 4: Magick book or nay?]]The sheriff drags the shepherd towards the exit - passing right by you. With the sheriff so close and with his back to you, and with his bodyguard ahead of him, an opportunity to act presents itself. Already clenching the handle of your dagger, You picture yourself creeping behind the sheriff and putting the blade to his throat…
But is it too risky? Is there another way you can intervene?
[[Draw your dagger and creep up on the sheriff]]
[[Shout at the sheriff to stop]]
[[Run to the checkpoint back up the road and ask the soldiers to intervene]]
[[Rally the other inn patrons to stand up against the sheriff]]
[[Sit back down and do nothing]]‘I’m going to let you live, for now,’ you tell the sheriff. ‘I shall leave this place presently and continue on my journey. Come after me if you like, but don’t expect mercy from me a second t-’
<<if $haveMonkey>>//SCREECH-SCREECH-SCREECH!// - Jaspy erupts.
<</if>>//‘Chip! Behind you!’//
You turn to see a man carrying a heavy-looking pitcher creeping up behind you – the sheriff’s foot servant, returned from the stables. Still a few paces away and without the element of surprise, he panics and hurls the pitcher at your head…
You duck… The incoming missile whooshes past your head - //Thank the Stars for Zan<<if $haveMonkey>> and Jaspy<</if>>!// - and collides with something just behind you with a //smash// - you look round to see the sheriff fall to the ground like a tree, amongst the shattered pieces of the pitcher. Off balance, you fall down onto one knee but quickly hold your dagger up against the foot servant...
He stares at you and the sheriff lying motionless on the ground... and runs.
You turn to the bodyguard: he backs away, holding up his hands.
You say to Zan: ‘Let’s go.’
Zan nods. You <<if $haveMonkey>>pick up Jaspy and <</if>>head together for the front of the tavern.
The tavern-keeper meets you and hands you your bow and arrows. ‘Godspeed,’ he whispers. ‘And thank you.’
Before stepping out of the door, you look back at the sheriff, groggily lifting his head off the floor. You call out: ‘I will return to hold you to account for all your crimes. You can count on it.’
You stride out of the door.
[[Continue->Part 5]]‘I’m going to let you live, for now,’ you tell the sheriff. ‘I shall leave this place presently and continue on my journey. Come after me if you like, but don’t expect mercy from me a second t-’
//SCREECH-SCREECH-SCREECH!//
You turn at the sound of Jaspy's excited screaming - and see a man carrying a heavy-looking pitcher creeping up behind you – the sheriff’s foot servant, returned from the stables. Still a few paces away and having lost the element of surprise, he panics and hurls the pitcher at your head…
You duck… The incoming missile whooshes past your head - //Thank the Stars for Jaspy!// - and collides with something just behind you with a //smash// - you look round to see the sheriff fall to the ground like a tree, amongst the shattered pieces of the pitcher. Off balance, you fall down onto one knee but quickly hold your dagger up against the foot servant...
He stares at you and the sheriff lying motionless on the ground... and runs.
You turn to the bodyguard: he backs away, holding up his hands.
You return to your table and pick up Jaspy and head for the front of the tavern.
The tavern-keeper meets you there and hands you your bow and arrows. ‘Godspeed,’ he says. ‘And thank you.’
Before stepping out of the door, you look back at the sheriff, groggily lifting his head off the floor. You call out: ‘I will return to hold you to account for all your crimes. You can count on it.’
You stride out of the door.
[[Continue->Part 5]]‘I’m going to let you live, for now,’ you tell the sheriff. ‘I shall leave this place presently and continue on my journey. Come after me if you like, but don’t expect mercy from me a second time.’
The sheriff sneers.
Gasps go up in the tavern behind you:
//‘Watch out!’//
You don’t have time to react. You don’t even see the blow coming: the sheriff’s foot servant, who has silently re-entered the tavern and crept right up behind you with a heavy ale pitcher in his hands…
You wake up on the floor with the sheriff standing over you, sneering. And you know all is lost.
Lives lost: <<= $livesLost +1>>
[[Return->Chapter 25 part 2][$livesLost += 1]]<<set $ruthlessness += 2>>You close your eyes and draw your dagger quickly across the sheriff’s throat. He falls to the ground to gasps around the tavern.
The bodyguard stares at you in shock and takes a step back.
A //bang// behind you – you jump and turn around: a man is standing behind you, frozen in fear - the sheriff’s foot servant, back from preparing the horses. He’d almost managed to sneak up behind you, but the blunt instrument he’d been holding, a large ale pitcher, is lying in pieces at his feet. He looks at you and the blood-stained dagger in your hand…
He turns and runs out of the back exit.
<<if $haveMonkey>>You return to your table and pick up Jaspy<<if $barbWithYou>>. ‘Let’s go,’ you tell Zan.
Together<<else>> and together<</if>> you head for the front of the tavern.<<elseif $barbWithYou>>‘Let’s go,’ you tell Zan.
Together, you head for the front of the tavern.<<else>>You head for the front of the tavern.<</if>>
The bodyguard stands well back.
The tavern-keeper has your bow and arrows ready and hands them to you, with trembling hands. You take them and race out of the door.
<<set $bodyCount += 1>>
Body count: $bodyCount
[[Continue->Part 5]]<<set $wisdom -= 1>><<set $justice += 1>><<set $hero += 1>><<if $barbWithYou is false>>'Let him go!' you step forward and draw your dagger.
Gasps go up around the room. The sheriff stops and faces you. He flings the shepherd to the floor and draws his sword.
His bodyguard does the same.
As the two men converge on you with murder in their eyes, you realise you are horribly outmatched. You look around the room for help; everyone stares back at you, but no one moves a muscle.
You realise you've made a terrible mistake.
Lives lost: <<= $livesLost +1>>
[[Return->Chapter 25 part 2][$livesLost += 1]]
<<else>>'Let him go!' you step forward and reach to draw your dagger. A strong hand grips your wrist. You turn and look into Zan's determined eyes. //'What are you doing?'// you demand.
//'Saving your life!'// he hisses.
Still tightly holding your wrist, he stands and faces the sheriff, a wide grin suddenly planted on his face: 'Excuse the boy, he doesn't mean what he says - he shared some of my ale and I believe it's quite gone to his head. Forgive us.' With great effort, Zan pulls you back down into your chair.
The sheriff shoots you an evil stare, but already with his hands full of enemies, he growls and turns away. He drags the writhing shepherd out of the tavern, and his bodyguard does the same with the shepherd's boy.
Boiling with rage and frustration, you turn on Zan...
'No one in this tavern was going to stand up and fight with you, Chip,' Zan pre-empts you. 'And that wasn't a battle we could win on our own.'
Deep down, you know Zan is probably right.
A shame-filled silence lingers over the tavern.
'Come on,' says Zan. 'We should move on from here.'
[[Continue->Part 5]]<</if>>- Add luck redemption(s) in ML Quest - shooting into the bushes?
- Add various preparation scenes in this chapter - reading of Julia's letters, magick learning - as we prepare for final showdown? --> Or is this too much reading for an already wordy Chapter...? --> Maybe a 'combined' magick scene that shows various spells that you've learned, and you practicing them? --> Julia's letters is perfect scene for Zorian escort journey as we wouldn't want to study magick book in their company (also re-grounds us in the global plotline)
- **Add nightmare scene
-**Add Jaspy remorse at Zan leaving
- N.B. Zan parting scene choices all lead to the wrap up passage
-Snow-capped mountains in view, but pass doesn't lead that high[[I'm learning magick->Old man opened up or nay?][$learningMagick to true]]
[[I'm just using the book for research purposes->Old man opened up or nay?][$learningMagick to false]]
[[Zan is still in my debt->Part 7 Variable Setter][$barbInYourDebt to true]]
[[Zan has repaid his debt to me->Part 7 Variable Setter][$barbInYourDebt to false]]Heads in the crowd turn towards the empty corner of the marketplace you point out... and then back to you with puzzled expressions. A few chuckles ring out. The trainer eyes you suspiciously.
With the eyes of everyone on you, there's nothing you can do but hand the penny to the monkey. It runs back to its owner, who picks it up and starts gathering the rest of his things.
[[Offer to buy the monkey]]
[[Go and cut the monkey’s rope->Cut the monkey’s rope sans diversion]]/*<<if $MagicSupercharged is true>>
[[Use the Magick crystal to cut the monkey's rope]]<</if>><<if $MagicSupercharged is true>>
[[Use the Magick crystal to read the monkey's mind->Read the monkey's mind]]<</if>><<if $learningMagick is true>>
[[Put a paralysis spell on the owner]]<</if>>*/
[[Turn and walk away]]
/*
, and trudges away across the square.
Still standing amongst the crowd's whispers and stares, you turn away yourself and head back to the inn. Before leaving the square, you look round and see the monkey for the last time, sad-faced and perched on its owner's shoulder. You sigh. You wish you could've done more to save it.
[[Continue->Passage 25]]
*/You open your purse and pour the few coins you're willing to spare into your hand and offer it. 'Here. I'd like to buy your animal.'
<<if $haveRiches>>The man scowls at you, turns and spits, and walks away to start gathering up his things.
It looks like freeing the monkey is going to be as expensive as you feared...
<<if $haveSignetRing>>
[[Offer your gold signet ring][$haveSignetRing to false]]<</if>><<if $haveMerchantPurse>>
[[Offer the merchant’s purse][$haveMerchantPurse to false]]<</if>><<if $barbInYourDebt>>
[[Ask Zan to pay the monkey’s owner][$barbInYourDebt to false]]<</if>>
[[Let him go->Let him take the monkey]]<<else>>The man scowls at you, turns and spits. Without another word he gathers up his things, grabs the monkey and with one last evil look at you, trudges off the square.
You stare after him and the sad-looking monkey perched on his shoulder, for some time. You saved the poor animal from being beaten this once, at least. You just wish you could've done more.
With a sigh, you turn and head back to the inn.
[[Continue->Passage 25]]
<</if>>‘I’m going to let you live, for now,’ you tell the sheriff. ‘I shall leave this place presently and continue on my journey. Come after me if you like, but don’t expect mercy from me a second t-’
//CREEEEAAAKKK//
You turn sharply at the sound of a creaking floorboard just behind you: a man carrying a heavy-looking pitcher is sneaking up on you – the sheriff’s foot servant, returned from the stables. Still a few paces away and having lost the element of surprise, he hurls the pitcher at your head…
You duck… The incoming missile whooshes past your head - //Thank the Stars for that creaky floorboard!// - and collides with something just behind you with a //smash// - you look round to see the sheriff fall to the ground like a tree, amongst the shattered pieces of the pitcher. Off balance, you fall down onto one knee but quickly hold your dagger up against the foot servant...
He stares at you and the sheriff lying motionless on the ground... and runs.
You turn to the bodyguard: he backs away, holding up his hands.
You return to your table and pick up Jaspy and head for the front of the tavern.
The tavern-keeper meets you there and hands you your bow and arrows. ‘Godspeed,’ he says. ‘And thank you.’
Before stepping out of the door, you look back at the sheriff, groggily lifting his head off the floor. You call out: ‘I will return to hold you to account for all your crimes. You can count on it.’
You stride out of the door.
<<set $luckLives -= 1>><<set $lostDemoLuckLife to true>>
Remaining luck: $luckLives
[[Continue->Part 5]]Luck lives lost?
[[0->Have monkey?][$luckLives to 2]]
[[1->Have monkey?][$luckLives to 1]]
[[2->Have monkey?][$luckLives to 0]]>>><h1>Chapter 5: Zelonia</h1>
[[Continue|Chapter 25 wrap up/ Zan parting scene]]
/*
Congratulations, you've reached the end of the demo.
Thanks for playing!
<<set $chapter = 5>>
[[Return->Pre-welcome]]
*/<<if $barbWithYou>>Standing in the crossroads in the centre of town, Zan faces you.
'Well Chip, this is it, I suppose. <<if $openedUpToBarb>>You know, the easiest way to reach Zelonia is to board a ship at Abrin.'
You shake your head. You've considered this already and decided against it; you suspect your father will have soldiers watching the ports closely.
'You may well be right,' says Zan. '<</if>>I hope we meet again some day. It's been an honour.' He holds out his hand.
<<if $barbUpsetWithYou>>[[Ask him to stay and help you with your quest->Zan declines][$barbWithYou to false]]<<else>>[[Ask him to stay and help you with your quest]]<</if>>
[[Bid him goodbye][$barbWithYou to false]]
<<else>>You continue east, leaving the town of Duket far behind. The road snakes through increasingly hilly wilderness towards the snow-capped peaks of the Zahl Mountains, in the distance ahead. Beyond them, lies the vast territory of Zelonia.
That evening, you stop at a small, remote village. The people there tell you it will take a full day to cross the mountains. You buy warm clothing and provisions for the journey ahead and rest for the night in an inn.
The next morning, you rise early and ride on towards the mountains.
[[Continue->Chapter 26 (Ride through mountains)]]<</if>>
'In the few days we've been together, I've come to think of you as a friend. Will you accompany me on that basis?'
<<if $openedUpToBarb>>Zan sighs. 'All right, Chip. I suppose, having taken you under my wing up till now, it would be cruel to abandon you. Very well. Shall we ride?'
[[Continue->Ride on towards the mountains]]<<elseif $barbInYourDebt>>Zan sighs. 'I suppose I am still in your debt for your help in the forest. As a friend, you say? How can I turn you down when you put it like that. All right Chip, it would be an honour to accompany you. I confess I am looking forward to finding out where you are going and what you are doing. Shall we ride?'
[[Continue->Ride on towards the mountains]]<<else>>Zan smiles. 'I'm sorry, Chip. I appreciate the sentiment, but you ask too much, when my debt to you has already been repaid. And my homeland is calling me. I wish you the very best of luck in your quest - whatever it is. Goodbye Chip.'
He shakes your hand then turns and mounts his horse. With a wave, he rides off.
<<set $barbWithYou to false>><<set $barbInYourDebt to false>>
[[Continue->Ride on towards the mountains]]
<</if>>
/*'I might've known you'd get attached.'*/
'You will be richly rewarded for your assistance, I can promise you that. You would be earning the favour of the future queen of Vestria.'
He laughs. 'And the ire of the current king of Vestria.'
'Well...'
<<if $openedUpToBarb is true>>Zan laughs then strokes his chin and stares into the distance. 'All right. I will accompany you Chip. I'm not the kind of man to turn down the offer of adventure and comradeship (not to mention rich rewards). Qespar will have to wait for the return of its favourite son.' He strides back to his horse. 'Onwards?'
[[Continue->Ride on towards the mountains]]
<<else>>Zan stares into the distance, thinking for a moment. 'Sorry, Chip. Perhaps were I not injured, I could heed your request. As it is, my homeland calls me. Good luck. I'm sure whatever task you are venturing to complete, you will prove equal to it.'
He shakes your hand then turns and mounts his horse. With a wave, he rides off.
<<set $barbWithYou to false>><<set $barbInYourDebt to false>>
[[Continue->Ride on towards the mountains]]
<</if>>'I saved you with my help, back in the forest.'
<<if $barbInYourDebt>>'Ah. I thought you might bring that up.' He takes a deep breath and strokes his chin. 'Very well, Chip. You have earned the pleasure of my company on your adventure<<if $openedUpToBarb is false>>, whatever it is<</if>>.' he walks back to his horse. 'Onward?<<if $openedUpToBarb is false>> You can tell me where we're going on the way.<</if>>'
[[Continue->Ride on towards the mountains]]<<else>>Zan smiles. 'I'm afraid, Chip, that debt has already been settled.' He bows and walks back to his horse. 'I wish you good luck. Whatever you encounter on your quest, I'm sure you will be more than up to the challenge.<<if $haveMonkey>> Plus, you have Jaspy now, to replace me.<</if>> Goodbye Chip.'
With a wave, he rides off.
<<set $barbWithYou to false>><<set $barbInYourDebt to false>>
[[Continue->Ride on towards the mountains]]
<</if>>
/*N.B. Part of this passage is redundant - can't remind Zan of his debt when it's already been repaid, and I think that's right*/ You take his outstretched hand. 'Goodbye Zan.'
He bows, mounts his horse and rides off with a wave.
You wonder if you'll ever see him again.
<<set $barbInYourDebt to false>>
[[Continue->Ride on towards the mountains]]The road leading to the mountains is quiet and overgrown with vegetation. You no longer pass any carts, only the occasional traveller on foot and train of donkeys laden with bags. The route gets steeper and more winding and more and more uneven, until it’s not a road anymore but a rocky trail. Eventually it becomes necessary <<if $barbWithYou>>for you and Zan<</if>> to dismount <<if $barbWithYou>>your horses and lead them by the reins<<else>>Spirit and lead her by the reins<</if>>.
The air stays fresh and cool, even into the afternoon, but the combination of sun and exercise keeps you warm. Every so often you pause to rest and take in the stunning views all around you: green valleys behind you and jagged mountain peaks ahead, rising against a clear blue sky.
<<if $learningMagick>>[[Continue->More magick practice]]<<else>>
[[Continue->See Zelonia]]<</if>>
You take his outstretched hand and hold onto it. 'I've got something to ask you, Zan. I've come to appreciate having you as a companion...'
Zan's expression changes. 'Oh, no...'
You keep hold of his hand. 'The mission I'm on is important, and I need all the help I can get.'
Zan frowns and strokes his chin. 'Chip, you ask a lot. I haven't seen my homeland in over a year...'
[[Ask him to accompany you as a friend]]
[[Promise him a reward of riches]]<<if $barbInYourDebt>>
[[Remind him of his debt to you]]<</if>>
'Sorry, Chip. My homeland calls to me.' He mounts his horse. 'I wish you the best of luck. Whatever you encounter on your quest, I'm sure you will be more than up to the challenge.<<if $haveMonkey>> Plus, you have Jaspy now, to replace me.<</if>> Goodbye Chip.'
With a wave, he rides off.
<<set $barbInYourDebt to false>>
[[Continue->Ride on towards the mountains]]/*N.B. This passage is the same as Chapter 25 wrap up (if Zan not with us)
*/You ride on east, leaving the town of Duket far behind. The road snakes through increasingly hilly wilderness towards the snow-capped peaks of the Zahl Mountains in the distance ahead. Beyond them, lies the vast territory of Zelonia.
That evening, you stop at a small, remote village. The people there tell you it will take a full day to cross the mountains. You buy /*warm clothing and */provisions and rest for the night at an inn.
The next morning, you ride on towards the mountains.
[[Continue->Chapter 26 (Ride through mountains)]]Different ways to get Zan to stay but have to be congruent?
Remind him of how you helped him -> he needs to still be in your debt
Ask him as a friend -> you need to have opened up to him
Offer him riches -> maybe if he's still in your debt AND you opened up to him he will acquiesce? OR he invites you to give another (better) reason
(Also of course we need to have not upset him)
Jonny:
- Remove Kill Sheriff option!
- Make it clearer when Zan/monkey rescues you in Ruffian QuestThe sun is setting on the third day of your brother's sickness.
He lies in the bed in front of you, in a sleep so deep nothing can rouse him from it. His hand, in yours, is cold. Only the slow rising and falling of his chest tells you he's still alive. The sickness came suddenly and without warning. The kingdom's best doctors have laboured in vain to find a cure.
You settle in to spend another night by your brother's bedside, offering up silent prayers in the dim candlelight, until an exhausted sleep overtakes you.
-----------------------------------------
The last three days have been the longest of your life. Alex's sickness came out of nowhere. The royal doctors are baffled by it. Nothing they've tried has worked.
Your brother lies in front of you, motionless and cold to the touch. A peaceful marble statue, oblivious to the chaos that has filled the palace for the past few days. The doctors all went home some time ago. Through the bedroom window you watch the sun go down over the Royal City and feel the light of hope going out inside you as well.
[[Continue->Dream scene Apr-21
/*
It’s the end of the third day of your brother’s sickness. Another day has passed and the efforts of the royal doctors have come to nothing. Late into the night, you sit by the bed where your brother lies unconscious. The doctors all went home some time ago, and the palace around you is quiet.
Exhausted, you drift off to sleep.
*/
/*
Outside, the sun sets over The Royal City./* The doctors went home some time ago.*/ You settle in for another night by Alex's bedside, praying for a miracle.
*/You’re standing in a meadow.
Golden sunlight bathes the fields around you. A warm breeze caresses your skin. You've no memory of how you got here. Somehow, that doesn't seem to matter. For the first time in a long time, you feel at peace. You close your eyes and breathe in the floral-scented air.
'Hello Mel,' says Alexander.
Your heart leaps. Your brother is standing in front of you: eyes bright, face a healthy colour, no trace of the illness that has ravaged him for the last three days. //It’s a miracle...//
Alex shakes his head at you.
You stare at him. Finally, realisation hits you like a punch to the gut. ‘I’m dreaming, aren't I?’
Your brother nods.
You look in amazement at the world around you: everything so vivid and detailed. Like no dream you've ever experienced. //None of this is real...?//
'I'm real.' Alex steps forward and takes your hands. 'It's me.'
You stare into his eyes and feel familiarity at the deepest level of your soul. There's no doubt: your unconscious brother is here in your dreams, speaking to you...
'I've come to tell you something important, Mel. You can save me.'
//'How? Tell me.'//
'You must go on a journey. Uncover truths that have been hidden.'
'Where? What truths?'
‘To the East. Everything will become clear. Just remember: only you can save me. Trust in yourself. Listen to the voice inside that guides you. Be brave, act without delay. Promise me, Mel; I’m counting on you.’
The world around you starts to fade to white. So too does Alex. You feel him slipping away.
//‘I promise – Alex, don’t go! Alex!’//
Smiling, he dissolves into the air in front of you. The dream world fades to pure white.
You wake up shouting his name - in the chair by his bedside. His unconscious body lying in front of you, a nurse standing over him.
It’s morning.
[[Continue|Overhear mini RC meeting]]
/*You rise and leave the room.*/
/*
//'Alex...'// you gasp. 'It //is// you... Alex, hang in there, the doctors are doing everything-'
'The doctors can't save me. That's what I've come to tell you. Only //you// can.'*/
/*
You gasp as the familiar eyes of your brother meet yours. //'Alex? How? You're sick...'//
*/The emergency meeting your father called yesterday is about to start. You look around the table at the eight members of the Royal Council, some of the wisest and most respected minds in all of Vestria, gathered to discuss and try to shed some light on Alex’s sickness.
An hour has passed since you woke from your dream, and you haven’t mentioned it to anyone.
//’Only you can save me Mel…’
‘Everything is about to become clear…’//
At last, your father, King Leopold IV of Vestria, rises to call the meeting to a start.
‘Esteemed ladies and gentlemen, thank you for attending at short notice. As you know, the prince fell ill two days ago with a mysterious sleeping sickness that, so far, has baffled our kingdom’s doctors. I need to draw upon all of this Council’s wisdom now. I seek your help not just as your king, but as a desperate father. You may be my son’s last hope.’ The king pauses and swallows. The table is silent. ‘Doctor, would you give a brief report?’
Doctor Olenna Maystaff, chief of the royal doctors, rises. ‘Your Highness. Esteemed members of the Council. I have very little to add, I’m afraid. This sickness is not like any I, or my colleagues, have ever seen. All treatments we’ve tried have had no effect, and our investigations have yielded nothing. The prince’s condition is stable but basically unchanged from when he was discovered two mornings ago.’
‘How long will he stay alive in his current condition?’ you ask.
All eyes around the table turn to you. Doctor Olenna swallows and looks down.
‘Please, tell me straight, doctor.’
She looks at you and bows her head. ‘Yes Princess. I believe he can be kept alive for some days, possibly even weeks. Slowly but surely, though, without eating, he will waste away. We are working day and night to find a cure, but I cannot predict that we will find one in time.’
‘If no one else will say it, I will.’ Lord Torsten, the eldest of your father’s advisors, rises to his feet. ‘The best doctors in the kingdom say that this is like no sickness they have ever seen. That’s because we are not dealing with a natural sickness here. We are dealing with something even more worrying. Something dark from our past that we assumed would stay buried – but we were wrong.’
‘You’re talking about magick, of course,’ a bearded man sighs. ‘Forgive me, but as sheriff of this city I’ve encountered more magick crime than anyone else here. I’ve seen it all: card-cheating, love potions, future-telling – all of it done amateurishly. Last month, I had a woman inflict an outbreak of boils on herself trying to inflict it on a love rival… My point is, whatever one believes about the truth of the old stories, these days, the practice of magick never amounts to anything more than petty mischief-making.’
‘We have The Sisters to thank for that,’ suggests a voice from down the table.
‘Perhaps.’
‘Pardon me,’ interjects Lord Torsten. ‘The //truth// of the old stories?’
The sheriff leans back in his chair. ‘The Red Witch, the Great Terror - Some believe those stories were exaggerated.’
‘Fools!’
‘Well, whatever one chooses to believe, one thing is undeniable: this kingdom has not seen a case of serious sorcery for nigh one hundred years.’
The soft voice of Wisewoman Hazel Satcher, your learned science tutor, interjects: ‘What about Zelonia?’
A thrill goes through you. //Zelonia -// The kingdom’s wildest, eastern province. A place you’ve never been to, only read about. It’s rumoured that the Zorians - a race of nomads who live there - still practice magick freely. //‘To the East,’// Alex said...
‘What of Zelonia? Yes, that province may be rife with magick-dabblers – but surely none so powerful as to strike down a prince like this. And why should any of them wish the prince ill? As far as I know, he’s never set foot in Zelonia.’
‘Why should //anyone// wish the prince ill?’ says someone else down the table. ‘The prince and his sister are loved across the kingdom.’
‘I have my fair share of enemies in the East,’ says the king.
‘The Wolds? I thought they were in exile?’
‘Distance was never a barrier to strong magic,’ says Lord Torsten.
‘The Wolds! Those traitors should be grateful to still have their heads. Exiling them was an act of mercy.’
‘True,’ says Hewytt Braig, your father’s Right-Hand. ‘Though in my experience, lenient punishment does not always inspire gratitude.’
‘Sire, no one here has anything kind to say about the Wolds, including me,’ says the sheriff. ‘But can we really suspect them of magick this strong?’
‘There were rumours…’ begins Lord Torsten.
‘Yes, yes, I remember the rumours. ‘Gypsy blood’ in the family, and so forth. Nothing ever came of it then, and if they had the power, why wait until now to use it? Why not during the rebellion?’
‘Maybe it took them this long to grow their powers.’
‘Maybe indeed! This is utter speculation!’
‘Thank you both,’ Your father raises his voice, silencing the other two. ‘I fear none of us here knows enough about this ancient, dark art - //magick// - or the motives of those who might wield it. I will summon High Priestess Hella of the Sisterhood after the meeting, to gain her insights.’
Silence settles over the table.
First Commander Blackmaw, quiet until now, rises: ‘I have another theory for the prince’s sickness. As you all know, this kingdom has one principal enemy. One much more powerful and recent than the Wolds. One that would love nothing more than to cause chaos and the weakening of our Royal House. You all know who I refer to. With this particular adversary in mind, an obvious explanation for the prince’s strange sickness suggests itself – poison.’
One or two gasps go up around the table. A few eyes turn to Doctor Maystaff.
Commander Blackmaw goes on, ‘The Qespari are devilish in their knowledge of herbs and potions, and in their use of spies. Remember that I have been warning this Council recently about the heightened activity of barbarian spies within the kingdom.’
‘This is a serious suggestion,’ says Wisewoman Satcher. ‘Poisoning the royal prince would be an act of war.’
‘Quite so. But I know what the Qespari are capable of. Believe me when I say such a scheme is not beyond them.’
‘But why target the Prince?’ says Right-Hand Braig. ‘The prince is only third in line to the throne, behind Princess Imelda. Surely the king or the princess would be the more logical target?’
‘Perhaps their spy took an opportunity to strike against the only target that was available to them at a particular moment,’ answers Commander Blackmaw. ‘Perhaps they will yet try to strike again.’
‘What do you say, Doctor?’ says the king.
‘The prince’s symptoms do not match those of any known poisons. But it is true, the Qespari have many exotic potions and substances unknown to this kingdom.’
‘Do you have any specific evidence of a Qespari plot, Commander?’ asks Right-Hand Braig.
‘Not yet. But my men have been keeping watch on a number of suspected barbarian spies. We are ready to detain and question them upon your command, my king.’
Your father pauses and considers for a moment. ‘Do it. And keep me updated. Sir Cliftus, let us tighten palace security as well. Just to be safe.’ Your father looks around the table. ‘Does anyone else have any other ideas to raise?’
Up and down the table, members of the Council shake their heads.
‘Then let us end proceedings. Thank you all for your contributions in this search for an answer. I pray you continue in them as long as it takes. Long live the prince!’
You join in the chorus response: //‘Long live the prince!’//
Chairs scrape as people get to their feet. You stay in your seat for a moment, trying to decide what to do next. You want to follow up on the theories you’ve just heard by speaking to the different Royal Council members, but apart from your father and Right-Hand Braig who remain at the table in private conversation, everyone is heading for the exit. You will only have time to pursue and stop one person. Who should you stop to speak to?
[[Speak to Lord Torsten about the magick theory
[[Speak to Commander Blackmaw about the poisoning theoryN.B. Names of places should be more descriptive, e.g. Fish Hook Mountain
Places:
Zahl Mountains
Lark's Rest
Hensfoot (Mountains?)
Maiden_____
_____crest
Hay____
Otterchase
Adranta
Ashkar
Ordensa
Braykael
Chaffwind
Greylark
People:
Selena (Sel) - us!
Senza (Zorian name?)
The greycloaks - the Majuri nickname?
Gategna - witch?
Zera<<if $MLpart1>>The trail undulates out of the mountains: at times winding around steep mountainsides, at other times traversing valleys of thick pine forest. Late in the afternoon as the sun gets low, you pass a quarry. The men there tell you an inn is a couple of hours further up the road. You should reach there by nightfall.
You ride on, already relishing the thought of hot food and a soft bed. What will Zelonian food be like? You've enjoyed the variations in food and people you've experienced so far on your travels. Zelonia should be another world altogether.
<</if>>Spirit stops, jolting you in the saddle. You look around - at tranquil forest either side of you, and empty trail ahead.
<<if $haveMonkey>>Jaspy, on your shoulder, looks all around, as confused as you are.
<</if>><<if $barbWithYou>>Zan comes alongside you, on Damson. ‘What’s up?’
‘I’m not sure,’ you say. <</if>>Spirit has never acted like this before. You lean in towards her head. ‘What’s up, girl?’
She snorts and stamps an agitated hoof.
<<if $barbWithYou>>‘Could be she’s sensed something in the trail ahead,’ says Zan.
<</if>>You look up again at the trail in front of you: it appears to be completely empty and calm.
[[Urge Spirit to keep going along the trail]]
[[Wait for a minute]]
/*
Late in the afternoon as the sun gets low, you pass a rare group of fellow travellers who tell you an inn is just another couple of hours’ ride away. You should reach there by nightfall.*/Wanting to make it to the inn before nightfall, you gently encourage Spirit forward.
She responds with slow, tentative steps.
‘Come on girl, everything is all right,’ you tell her, all the while looking around for the cause of her nervousness.<<if $BarbWithYou>>
Zan falls into step just behind you.<</if>>
The forest remains peaceful.
A minute later, Spirit stops again. This time there's no calming her: she backs up and turns, starting to panic. You fight the reins to stay in control...
//Rustling// in the bushes nearby: a fast-moving blur moving through them, towards you…<<if $barbWithYou>>
//‘Princess! Watch out!’// cries Zan.<</if>>
You turn to ride away, glancing back as you do so...
The big cat is already flying through the air towards you, giant claws and teeth bared.
It's the last thing you see.
FAIL
<<set $MLpart1 to false>>
Lives lost: <<= $livesLost +1>>
[[Return->ML Quest][$livesLost += 1]] You wait for a minute, scanning the trees all around. The forest remains peaceful.
Still, Spirit doesn’t move and occasionally snorts her displeasure.<<if $barbWithYou>>
You turn to Zan. ‘What danger do you think she could have sensed?’
‘A wild animal of some kind, perhaps. Strange that Damson doesn’t seem bothered though.’<</if>>
[[Slowly ride on->Urge Spirit to keep going along the trail]]
[[Draw your bow and ride on, cautiously]]
[[Draw your bow and wait]]
[[Zan is with me->Part 7 Variable Setter][$barbWithYou to true]]
[[Zan is not with me->Part 7 Variable Setter][$barbWithYou to false]] You draw your bow and string an arrow and slowly, advance along the trail <<if $barbWithYou>>, with Zan following just behind you]<</if>>.
Spirit remains jittery. You make soothing noises to reassure her. After a while, she seems to relax a bit, and you progress along the trail. You keep scanning the forest around you, but all remains calm.
But then Spirit stops again: so abruptly you almost fall out the saddle. She stamps her hooves and starts to trots backwards…<<if $barbWithYou>>
Behind you, Damson whinnies.<</if>>
You look in all directions... and glimpse movement to the side of you: rustling bushes and a fast-moving blur behind them, coming towards you…
You take aim at the blur, all the while fighting to keep Spirit steady. You want to wait for a clear shot - you won't have time for a second - but you worry that Spirit could panic and rear at any moment...
[[Fire at the blur in the bushes]]
[[Wait for a clear shot]]<<set $wisdom += 1>>You draw your bow, string an arrow and wait.
Several minutes pass; the forest remains calm and peaceful.
Spirit snorts and stamps an agitated hoof, jolting you to alertness. You look all around: a slight rustle in the bushes up ahead catches your eye. Something is in there, moving closer.
Spirit starts backing away. You let her. Just behind you, the vegetation beside the trail is thinner; from there you’ll be able to see more clearly whatever approaches.
As you retreat, the rustling leaves in the bushes ahead move closer, and you catch occasional glimpses of an animal-shaped blur gliding behind them. Eventually, as the leaves thin, the outline of a big cat comes into view. Further than a stone’s throw away, but within your shooting range. Big, yellow eyes locked on yours, sizing you up.
You consider firing a warning shot - but what if the animal chooses //that exact moment// to charge? You would only have a couple of seconds to string a second arrow...
[[Wait with your arrow aimed to see what happens]]
[[Shoot a warning shot to try and scare away the mountain lion]]
[[Shoot to kill the mountain lion][$ruthlessness += 1]]
[[Turn and gallop away]]The mountain lion stalks closer, slowly but surely, moving parallel to the path, as if circling around the back of you.
Spirit grows increasingly agitated. You squeeze your thighs to exert control, but worry that she might start to panic at any moment.<<if $barbWithYou>>
//'What are you waiting for? Kill it!'// screams Zan.
<</if>>The big cat is still creeping closer: about twenty paces and now, accelerating...
[[Shoot a warning shot->Shoot a belated, ineffectual warning shot]]
[[Shoot to kill the mountain lion]]
[[Turn and gallop away]]<<set $hero += 1>>You fire an arrow at a tree right beside the mountain lion. The animal freezes, one paw off the ground.
Without looking away, you quickly string another arrow… And fire: into a tree on the other side of the cat. It flinches again and emits a low, uncertain growl.
You string another arrow...
The mountain lion backs away, turns and stalks away into the undergrowth. Seconds later, it’s gone.
You wait with your arrow drawn for several minutes. The lion doesn’t return. Spirit begins to relax.
Finally, after some time, you carefully continue along the trail.
[[Continue->Chapter 27]]You aim for the big cat's heart and shoot. The arrow flies true and finds its target: the animal howls and, a few moments later, collapses on the ground.<<if $barbWithYou>>
‘Good shot,’ says Zan, blowing out a relieved sigh.<</if>>
You stare at the body of the mountain lion for a few more moments and then slowly ride on.
<<set $killedMountainLion to true>><<set $bodyCount += 1>>
[[Continue->Chapter 27]]
<<if $barbWithYou>>//'Let's get out of here!'// You shout to Zan.
<</if>>You turn and ride, spurring Spirit as fast as you can.<<if $barbWithYou>>
In the corner of your eye you see Damson rear, throwing Zan from the saddle.
Spirit gallops on, you couldn't stop her now if you tried...<</if>>
Fast-moving noises sound on the trail behind you: Spirit lets out a panicked whinny. You look back: the big cat is flying through the air towards you, giant claws and teeth bared.
It's the last thing you see.
FAIL
<<set $MLpart1 to false>>
Lives lost: <<= $livesLost +1>>
[[return->ML Quest][$livesLost += 1]] You ride for another hour and see increasing signs of human settlement - the occasional log cabin, flocks of sheep on distant hillsides - giving you hope that you will reach the inn tonight without further incident.
Or maybe not. A noise in the trees startles you: a distant, unexpected sound. You stop and listen…
It comes again: a horse’s whinny, from far off in the forest.<<if $barbWithYou>> Zan looks at you; he heard it too.<</if>>
You hesitate. Should you ride off into the trees to investigate? You don't like the thought of an animal in distress. Then again, you're still quite shaken after your encounter with the mountain lion. And after a long day’s travelling, you long for the comfort and safety of the inn.
[[Go into the trees to investigate]]
[[Ride on]]You shoot an arrow at a tree just to the side of the approaching mountain lion. The animal flinches but keeps coming. It breaks into a run...
You hurriedly reach for another arrow, struggling to keep your balance as Spirit grows increasingly agitated…
The cat is charging at you. You don't have time to string another arrow. In a panic, you turn to gallop away<<if $barbWithYou>>. Zan is already doing the same<</if>>...
You glance back in time to see the big cat flying in mid-air towards you, teeth and claws bared...
You close your eyes. It’s all you can do.
FAIL
<<set $MLpart1 to false>>
Lives lost: <<= $livesLost +1>>
[[return->ML Quest][$livesLost += 1]]You fire into the bushes...
<<if $luckLives >0>>A feline howl rings out, followed by a thud on the forest floor.
You steady Spirit and string another arrow... But the blur in the bushes now lies still.
After a minute, you dismount and approach the bushes. You find the body of a mountain lion with an arrow sticking out of its chest. <<if $barbWithYou>>
'Good shot, Princess!' says Zan, arriving behind you.
<</if>>//I got lucky,// you think.
You stand staring at the stricken cat for another minute. Then you move on.
<<set $luckLives -= 1>><<set $killedMountainLion to true>><<set $bodyCount += 1>>
Luck remaining: $luckLives
[[Continue->Chapter 27]]
<<else>>Nothing happens: the blur keeps coming.
//Missed!// With no time to string another arrow, you turn to gallop away, glancing back at the last moment…
The big cat is already flying through the air towards you, giant claws and teeth bared...
It’s the last thing you see.
FAIL
<<set $MLpart1 to false>>
Lives lost: <<= $livesLost +1>>
[[return->ML Quest][$livesLost += 1]]
<</if>>
You hold your fire, waiting for a clear shot. //'Steady girl,'// you say to Spirit.
The blur in the bushes speeds closer, now taking the form of a large cat, and now bursting from the vegetation towards you...
You aim and fire. A screech rings out. Spirit whinnies and rears: suddenly, you’re facing up at the sky, grasping for the reins, fighting to stay in the saddle, your bow falling from your hands…
Spirit lands her front hooves back on the ground, and instantly turns and gallops away.<<if $barbWithYou>> Zan and Damson are already racing off ahead of you.<</if>> Once you're secure enough in the saddle, you look back: the body of the big cat lies in the middle of the road/*, motionless*/.
You fight to bring Spirit under control and eventually, you do. It takes another minute to calm her and then<<if $haveMonkey>>, leaving Jaspy behind<</if>>, you dismount and approach the stricken cat. By now, it's completely motionless. A mountain lion. Majestic, even in death. You stand over its body for some time.
/*
Finally, you return to Spirit<<if $barbWithYou>>.
'Good shot, Chip.' Zan says.
You<<else> and<</if>> continue on your journey.*/
<<set $killedMountainLion to true>><<set $bodyCount += 1>>
[[Continue->Chapter 27]]<<set $hero += 1>>You ride into the trees to investigate.<<if $haveMonkey>> Jaspy jumps off your shoulder onto a nearby tree and follows you in the branches overhead.<</if>> For a minute, you don’t see or hear anything. Then the horse whinnies again – closer than before. You follow the sound and eventually a solitary grey horse comes into view, standing facing you about thirty paces away, tied to a tree and saddled, but with no rider anywhere to be seen.<<if $barbWithYou>>
You look at Zan, who looks just as baffled as you are. <</if>>
The horse scratches a hoof on the ground and snorts.<<if $barbWithYou>>
‘One gets the impression it's been tied there a while,’ says Zan. <</if>>
You dismount and move closer, all the time looking around for signs of a rider, but seeing none.
‘Hello?’ you call.
No answer.
You reach the horse, a mare, in healthy condition, and stroke its neck. It rubs against you but snorts.
You swat a bee away from your neck and scan the ground around you for tracks. Faint boot-prints mark the dirt in various places: some are yours, but some are older and slightly larger. The larger footprints lead off in one direction into the forest. You follow them.
After about twenty paces the footprints disappear into leafy undergrowth, and the trail becomes harder to follow. You proceed more slowly, looking for bent branches and trampled leaves. ‘Hello?’ you call again.
You swat another bee away from your head. Then another one buzzes past right in front of you… //The Stars!// Where are they all coming from?
//‘Ughhh…’//
You turn your head at the human-sounding groan that came from somewhere nearby… but the forest looks just as empty as before. ‘Hello?’ you call.
‘Urrrrrrghhh…’
Slightly louder. You move towards the sound, stepping through the undergrowth. You’re just about to call out again, when you see a splayed leg on the forest floor, near the base of a large tree, sticking out from the fern. As you move closer, the rest of a prone, sprawled figure comes into view: a teenage boy, lying on his back, holding his head and looking at you with dazed, desperate eyes. His head is clean shaven apart from a small ponytail at the top of his head – a characteristic hairstyle of the Zorians, a nomadic people native to this region. Bees buzz in the air around him. His face is puffy and red.
You <<if $barbWithYou>>call out to Zan and <</if>>hurry over to the boy. Pieces of two smashed earthenware pots lie either side of him, connected by a cord running behind the boy’s neck, while their former contents, thick chunks of mashed honeycomb, ooze into the forest dirt. You look upwards, tracing the path of the swirling clouds of bees, until you see the nest hanging from one of the upper branches. //‘The Stars,’// you gasp, amazed that the boy is still in one piece after such a fall.
Groaning, the boy tries to get up. You waft through the bees and help him. He gets up to his feet but buckles on his left side, howling and collapsing before you can catch him. You help him sit up, and he clutches at his left ankle making breathless whimpers. You roll up his trouser leg to reveal an ankle that is red and terribly swollen. A broken bone pokes at an angle just below the surface of the skin. <<if $barbWithYou>>
'I'll see what I can do about the pain,' Zan says. 'But we'd better hurry and get him to shelter before nightfall.' He heads off into the forest.<</if>>
[[Continue->Get Kostair back on his horse]]You ride on, unwilling to take unnecessary risks investigating strange happenings in the forest.
A short while late, you reach the inn. Tired and relieved, you bed down for the night.
[[Continue->Nightmare passage]]/*<<if $barbWithYou>>Zan arrives and crouches next to you.
‘He’s broken his ankle,’ you say.
Zan looks for himself and nods. ‘I’ll see what I can find…’ He stands and disappears into the forest.
<</if>>*/
You lean close to the boy’s face. He looks back at you with wide, groggy eyes. He’s been out of it for a while. Whether from hitting his head during the fall or passing out from the pain, you’re not sure. He lifts one arm off the ground, and a large piece of honeycomb comes up, stuck to it. He moans and rolls over and clumsily brushes it off.
Bees are still swirling around you both.
‘Come on,’ you say, grabbing the boy’s arm and slinging it over your neck. You help him off the ground onto his one good leg and walk with him back towards the horses.
After a minute of struggle, you reach the tree where the Zorian boy’s horse is tied and let him collapse against it. You fetch water from your saddle bag and help the boy to wash off some of the dirt and honey.
‘Thank you,’ says the boy, in a thick Zorian accent, his eyes lucid for the first time.
‘What’s your name?’
‘Kostair. Of the Esveld Zorians.’<<if $barbWithYou>>
Zan returns with a handful of thacker leaves and instructs Kostair to chew them. The boy looks confused, but complies. <</if>>
Kostair hops over to the trunk of the tree where his horse is tied and unties the rope. ‘Will you help me onto my horse?’
You<<if $barbWithYou>> and Zan<</if>> step forward and, with some effort, help the boy climb onto his horse. He sways in the saddle and you quickly reach out to steady him.
‘How long is your ride home?’ you ask him.
‘Home?’
‘Back to your people.’
‘Two hours. Less, if I ride fast.’
<<if $barbWithYou>>You exchange looks with Zan. <</if>>The boy is still swaying in his saddle. You’re not sure about the idea of him riding fast.
‘I think you’d better not ride too hard.’
Kostair stares at you and gives a slow nod.
You <<if $barbWithYou>>and Zan <</if>>ride with Kostair back to the road.
‘Remember your way back?’ you ask him.
‘Of course.’ He describes a trail a short distance further up the road that leads out of the forest and then an easy ride across open grassland back to his tribe.
You ride on with Kostair, close by his side in case he falls out of his saddle. Though he sways a few times, he never does, and ten minutes later you reach the trail that he described.
‘Thank you,’ Kostair bows his head and turns to leave.
[[Offer to ride with Kostair back to his tribe][$stayedWithZorians to true]]
[[Wish him good luck on his journey]]
<<set $diplomacy += 1>><<set $compassion += 1>>‘I think <<if $barbWithYou>>we<<else>>I<</if>> should escort you back to your tribe.’ you say.
Kostair looks at you and nods, a look of gratitude in his dazed eyes. He leads his horse into the forest trail, and you follow right behind him.
You ride at an easy pace. Before too long, as Kostair predicted, the forest subsides and you enter flat, open grassland that stretches as far as the eye can see.
You ride for miles, and the landscape doesn’t change. You wonder how Kostair can find his way, and yet he rides on, confidently. After about an hour and a half, the light fades. Your shadow stretches out in front of you, lengthening by the minute as the sun sets behind you.
‘Not much further,’ says Kostair, as if sensing your unease.
Ten minutes later, two riders appear on the horizon ahead, coming towards you.<<if $barbWithYou>>
‘Riders approaching,’ Zan says.
Kostair nods.
<<else>> <</if>>A minute later they arrive: two Zorian men with the same distinctive hairstyle as Kostair. They ride up to him and address him in Zorian, casting curious glances at you <<if $barbWithYou>>and Zan<</if>> and inspecting Kostair’s injured leg.
After a few moments one of the Zorians trots over to you<<if $barbWithYou>> and Zan<</if>>. ‘I am Koralai. Thank you on behalf of our people for your kindness to Kostair. Tonight you will be our guest<<if $barbWithYou>>s<</if>>. Please, come.’
[[Continue->Arrival at Zorian camp]]Kostair gives you a weak nod and rides away on the trail.
You watch him until he's almost out of sight. You would've liked to escort him safely back to his tribe, but you don't want to risk getting sidetracked from your quest.
You ride on.
A short while late, you reach the inn. Tired and relieved, you bed down for the night.
[[Continue->Nightmare passage]]Sitting cross-legged, you<<if $barbWithYou>> and Zan<</if>> face the three Zorian Elders across a low-burning fire.
‘I am Maryssa, Head Reinswoman of the Esveld Zorians,’ says the Elder in the middle wearing a large feathered headdress. ‘I welcome you on behalf of our people. This is Magna, Head Chanter, and Oltar, Head of War.’ She gestures to the woman on her right and the man on her left. Oltar is wearing simple Zorian military dress, with only a necklace of large, sharp animal teeth around his neck to denote his position. Magna has a necklace of her own, of brightly coloured stones. Her stare, fixed on you, is penetrating. <<if $learningMagick>>You sense //magick// in her – and you’re sure she senses it in you.<</if>>
You introduce yourself<<if $barbWithYou>> and Zan,<</if>> and bow respectfully.
Maryssa goes on, ‘We owe you a debt for your actions in restoring one of our sons to us. You are welcome to stay with us as long as you wish - as honoured guest<<if $barbWithYou>>s<</if>>.’
‘I will be very glad of your hospitality tonight,’ you say. ‘However, I must leave early tomorrow on a matter of great urgency.’
'In that case, our riders will escort you to the next stage of your journey. If there is any further assistance we can offer, say the word. We would be glad to reward your kindness and repay our debt.’
[[Ask for money][$haveZorianGold to true]]
[[Tell the elders you're looking for an evil magician]]
[[Tell her no reward is necessary]]
/*The cup of hot, honey-sweetened spice-tea in your hands radiates warmth and pleasure through your whole body.
Across the low-burning fire in front of you, the three Zorian elders sit cross-legged facing you.*/<<set $diplomacy -= 1>>'Since you mention it, I am quite low on funds for my quest...'
Maryssa immediately signals to a nearby attendant. A minute later a leather pouch is placed into your palm with a clink of metal. You open it: gold coins gleam at you.
[[Continue->Shown to private tent]]
/*You're shown from the elders' tent to your own private tent*/You tell the Zorian elders about your brother's illness, and your belief that a magician in the east is responsible for his sickness.
The elders discuss the matter gravely for a few moments. Finally Magna, Head Chanter, rises and walks towards you. She takes off a ring from her finger and places it in your palm: it's made of iron and engraved with a symbol you've seen elsewhere in the Zorian camp: a hollow circle with wavy diagonal lines crossing in the middle.
‘A sacred symbol of the Zorian people,’ Magna explains. ‘It will warn against evil.’ You place the ring over your finger. A strange warmth radiates briefly over your whole hand. You look up at Magna; she smiles at you.
<<set $haveZorianRing to true>>
[[Continue->Shown to private tent]]<<set $diplomacy += 1>>Maryssa gives a grateful bow. 'We will remember your good deed to us. If you ever find yourself in need, the Esveld Zorians will be at your service.'
At this point, Magna, the elder with the necklace of brightly-coloured stones, leans in and whispers into the Head Reinswoman's ear. They confer for a few moments, looking at you. Finally Magna rises and walks towards you. She takes off a ring from her finger and places it in your palm: it's made of iron and engraved with a symbol you've seen elsewhere in the Zorian camp: of a hollow circle with wavy diagonal lines crossing in the middle.
‘A sacred symbol of the Zorian people,’ Magna explains. ‘It will warn against evil.’ You place the ring over your finger. A strange warmth radiates briefly over your whole hand. You look up at Magna; she smiles at you.
<<set $haveZorianRing to true>>
[[Continue->Shown to private tent]]Trays of food are brought before you<<if $barbWithYou>> and Zan<</if>>: a large spread of spiced and salted meats, cheese, pickled vegetables, flatbread and fresh fruit. <<if $haveMonkey>>Jaspy calls with excitement, jumps down from your shoulder and scampers straight to the fruit platter. Even Oltar, Head of War, smiles.<</if>>
After you have eaten, a young Zorian woman in a blue dress comes and stands beside you.
'This is Moya, your hostess,' says Maryssa. 'She will attend to any of your needs while you are with us. When you are ready, she will show you to your quarters.'
[[Continue->Nightmare passage]]
/*Add nightmare scene after this?*/At dawn, Moya arrives and takes you to breakfast with her family. /*You sit around the fire with Moya and Okar, her 'chosen', who cradles their young infant daughter in his lap. A pot of thin, milky porridge bubbles on the fire. Moya serves you a bowl flavoured with sweet spices.*/
'If you're going to Vangora, our riders will happily escort you to the gates of the city,' she says. 'From this camp, it would be quicker to ride straight across the plains to Vangora than to go via the road.'
You consider the offer for a moment<<if $barbWithYou>>, glancing at Zan, who shrugs<</if>>. 'That would be most kind, thank you.'
After breakfast while you're saddling up, two Zorian women on horseback ride up. To your surprise, one of them is Moya. 'This is Orei,' she presents the rider beside her, in Zorian military dress. 'We're ready when you are.'
Soon, the <<if $barbWithYou>>four<<else>>three<</if>> of you are riding across the open plains.
[[Continue->Zorian escort part 2]]
/*Make this a choice?*/
With the Zahl Mountains to your back, you ride for hours across the featureless grassland, without seeing so much as a tree or hill.
Your Zorian escorts, Moya and Orei, it turns out, are childhood best friends: they spend the journey laughing, chatting, singing, and randomly breaking into gallops and racing each other across the plains.
At midday, you stop for lunch at a winding river with a large oak tree standing beside it - pretty much the first landscape feature you've come across. Moya and Orei climb to a high branch overhanging the river to eat there, and beckon you<<if $barbWithYou>> and Zan<</if>> to join them. You decide it will be more relaxing to eat on the ground.
You take out your map and study the remaining part of your journey. You will arrive in Vangora, Zelonia's capital city, later today. A few miles north of the city lies Rithby Manor, former home and seat of power of the Wolds. That is where your search for the magician responsible for your brother's sickness will begin.
[[Continue->Vangora]]
That evening, you arrive at the city of Vangora. <<if $stayedWithZorians>>You bid a grateful goodbye to Moya and Orei and<<else>>As the sun falls low in the sky behind you, you<</if>> hurry through the city gates. There's still a couple of hours left in the day, and you want to make it to Rithby Manor tonight.
The city of Vangora is small but crowded, and its narrow, winding streets take you over an hour to traverse. At first, the city’s noise, chaos and smells assault your senses, but slowly, you start to relax and appreciate the city’s bustle and aliveness. And //strangeness//: Zelonian architecture and fashions are even more exotic and colourful than you’d imagined. To your surprise you see many Zorians/*, presumably from among the different Eight Tribes,*/ walking amongst and interacting with the city-dwellers, with subtle differences in their clothing and hairstyles marking out individuals of different tribes.
Finally you make it out of the city's north gate, following the road to Rithby Manor.
[[Continue->Rithby Village]]Light is fading as you reach Rithby village. A visit to the Manor will have to wait till morning.
Rithby is just like many other villages you've travelled through, except for a large, grand star temple that dominates the village square. You dismount Spirit and stare at it...
//'...how do we know it's a witch? Has anyone seen her?'//
This snippet of overheard conversation makes your ears prick up. A small group of men and women are talking by a nearby market stall. You listen:
//'Jeth said he saw something. And heard strange laughter...'
'I didn't see anyone, I just... felt something. A presence. The dog felt it as well. Kept whimperin’ and refused to go further at one point.’
‘How did it feel?’
‘Like someone watching you. Constantly. Something evil. And then, the other strange things…’
‘What things?’
‘Dark clouds overhead that made it almost dark as night. Mist like you’ve never seen. And a howling wind. I don't know if my mind was playing tricks on me, but I swear I could hear screams on it...’
‘The Stars...’
'And the nightmares. Every night.'
'Didn't Jeth say he had nightmares as well? Said it near drove him insane.'//
You’ve heard enough. You step forward: ‘Excuse me. What forest are you talking about?’
The three men and one woman turn to you. ‘Black Ridge Forest,’ answers the woman. 'To the east. It's said there's a witch living there.'
You turn to the woodsman who’s been giving the first-hand account: ‘When did all these strange happenings start?’
‘Only recently. A week or so. I’ve never known the forest like that before.’
‘Aye, Jeth spoke of it first, didn’t he? Just last week. So did a traveller, passing through. I don't think we've had any other travellers come that way since.'
The villagers are starting to cast curious eyes over you, so you thank them and turn away.
[[Continue->Wold tomb]]
/*Add mention of witch*/You return to the inn.
The innkeeper is a short, round middle-aged man, with the energy of someone who is rushed off his feet, despite the fact the inn is mostly empty. He confirms to you that Rithby Manor, the old Wold family estate, is just a mile further along the road you travelled in on.
‘Do many of the local villagers work as servants at the Manor?’ you ask, looking around at the inn’s patrons.
‘Near half of them. Though not so many this past week – his Lordship has been away on a hunting trip.’
You know who "His Lordship" refers to: Lord Pott-Millew, the current caretaker of Rithby Manor, an old friend of your father's who became warden of Zelonia after the exile of the Wolds. You ask, ‘Are there any in the Manor that served under the old Lord?’
The innkeeper stops polishing a mug and looks at you. ‘Aye.’ He nods, then tilts his head in the direction of a table in the corner. ‘Old Bern was gardener back in the day. Lost his job when the new Lord came in.’
The old gardener sits alone, very still, head down over a pitcher of ale. You<<if $barbWithYou>> leave Zan at the bar and<</if>> walk over to him.
<<if $haveMonkey>>As you near the table, he looks up and a smile breaks out across his face.
‘What a charming fellow!’ he cries out. You quickly realise he’s referring to Jaspy, on your shoulder.
<<else>>You reach the table.<</if>>‘Can I sit?’ <<if $haveMonkey>>you ask. <</if>>The old man <<if $haveMonkey>>nods and smiles<<else>>shrugs<</if>>, and you take a seat on the empty bench opposite him.
‘I hear you used to work at Rithby Manor. Would you tell me about it?’
The old man looks you in the eye, then glances around at the inn’s other patrons. ‘Why do you want to know?’<<if $learningMagick>>
Sensing hesitancy on the old man's part, you consider using magick to get him to open up. Perhaps the compliance spell you've been practicing? The fact that he's already under the influence of alcohol should increase its chances of working. Or maybe you should try a different approach?<</if>>
[[Say you’re going to apply for a job at the Manor and ask for some information]]
[[Tell him you'll pay handsomely for everything he knows about the Wolds and their sympathisers][$instaBribe to true]]
[[Say you’re on an important mission and beg him to tell you more]]<<if $learningMagick>>
[[Use a compliance spell to get him to open up][$instaMagick to true]]<</if>>
/*Using a compliance spell at this point (before other avenues exhausted has strong epilogue implications*/
Gardener convo:
- Saying we're applying for a job buys us a little bit of free info - that the Wolds were honourable
Rithby Manor
- "We don't know what we expect to find, but just got to keep following our nose... (dream has led us here)"
- HIDING PLACE - we learn about it via:
> Finding the key in music box
> 'I wonder..." > Find the scuff marks near fireplace
- Julia letters: we remember section about music box
Wold Tomb
- Temple that dominates main square and village
- Wold tomb there
- Option (or not) to go there before retiring to inn
- notice old flowers
- option of approaching watching monk to ask >> flowers haven't been lain recently...‘I’m applying for a job there, as a stable boy, in the morning.’
The old man looks you over with a raised eyebrow, then shrugs. ‘Well, I’m not sure what useful information you’ll get from me. I stopped working there years ago.’
‘Was it a good place to work?’
‘It was, for many years. I can’t speak for the current owners. Or the staff – there has been much change from when I was there.’
‘How come you stopped working there?’
‘New owners came, brought their own people with them. Sent many of the old staff packing.’
You feel genuinely touched by the old man's story. Servants in noble houses are usually given positions for life. ‘Were the old owners good to work for?’
The old man looks you in the eye. You know who the old owners were?
[[“No.”][$lieAboutKnowingWolds to true]]
[[“Yes.”][$lieAboutKnowingWolds to false]]
/* N.B. add crow?
*/That night, you have another dream.
You're walking through a dense, dark forest. You stumble into a clearing...
A cry rings out: //'Help!'//
Alexander is standing in the middle of the clearing, trapped in a cage made of vines - growing and writhing around him like snakes.
You rush to him, draw your dagger and hack at the vines. New ones grow, replacing the ones you cut away.
Alex continues to cry out. The forest around you starts laughing. Thunder rings out above you. You look up: murky clouds part to reveal a giant, malevolent green eye staring down at you from the heavens.
A voice bellows: //'I SEE YOU PRINCESS... COME TO ME... AND MEET YOUR END!'//
You wake in a cold sweat.
The magician knows you're coming.
<<if $stayedWithZorians>>
[[Continue->Zorian escort to Vangora]]<<else>>
[[Continue->Solitary journey to Vangora]] <</if>>
/*
the eye hurtles towards you, growing bigger and brighter, blinding you, enveloping you...
*/The old man raises an eyebrow, then shrugs. ‘Aye, you’re only a pup.’ He stares into the distance with ale-glazed eyes. ‘The old family always did right by me. I feel sorry for them, to this day, for what happened to them. They were honourable. Despite what was said about them. They always did right by me.’
[[Ask him to tell you about what happened to them]]
[[Tell him they deserved exactly what happened to them]]
'Yes,' you say. 'The Wolds.'
'Aye, that's right. I served the Wolds. And I have to say, they always treated me honourably. Was a shame how they ended up.'
[[Ask him to tell you about what happened to them]]
[[Tell him they deserved exactly what happened to them]]
‘What happened to them?’
The old man<<if $lieAboutKnowingWolds is false>>’s eyes flash a //do you really not know?// look at you. Then he<</if>> smiles ruefully and takes a sip of his ale. ‘Politics. //Royal// politics. It destroyed them.’ He takes another draught of his ale. ‘But that’s all history now.’ He smiles at you, and it’s apparent he’s said all he intends to on the subject.
You wonder if you can get him to open up more.
<<if $gardenerOption1>>
[[Say you’re on an important mission and beg him to tell you more][$gardenerOption1 to false]]<</if>><<if $gardenerOption2>>
[[Tell him you'll pay handsomely for everything he knows about the Wolds and their sympathisers][$gardenerOption2 to false]]<</if>>
[[Threaten to expose him for his traitorous views if he doesn’t tell you everything he knows]]<<if $learningMagick>>
[[Use a compliance spell to get him to open up]]<</if>>
[[Thank him for his time]]'I know who they were, and what they did,' you say. 'They were traitors, and they deserved what happened to them.’
The old man stares at you with wide eyes. His shock slowly turns to a mixture of fear and anger. With a mouth clenched tight, eyeing you warily, he gets to his feet and stumbles past you and straight out of the inn.
[[Continue->Part 6]]
<<if $haveMonkey>>You open your mouth to speak, but as you do Jaspy hops down from your shoulder onto the table. The old man has produced a biscuit from his pocket and snapped it in half. He holds out a piece...
You pause as Jaspy takes the offered gift. The old man watches the monkey eating with a wide, delighted grin. And sure enough, a moment later, he eagerly shares the other half.
Finally, the old man looks up at you and smiles.
Judging this to be a good moment, you lean forward: 'Listen, I can't tell you the details but I'm on an important mission. I need to learn everything I can about the Wolds. Will you help me?'
He looks at you and considers.
[[Continue->He opens up]]
<<else>>You lean forward: 'Listen, I can't tell you the details, but I'm on an important mission. I need to learn everything I can about the Wolds. Will you help me?'
The old man eyes you warily, then glances around at the other inn patrons. Finally, he looks down. 'I'm sorry. I just want to sit here and enjoy my drink.'
<<if $gardenerOption2>>
[[Tell him you'll pay handsomely for everything he knows about the Wolds and their sympathisers][$gardenerOption2 to false]]<</if>>
[[Threaten to expose him for his traitorous views if he doesn’t tell you everything he knows]]<<if $learningMagick>>
[[Use a compliance spell to get him to open up]]<</if>>
[[Thank him for his time]]
<</if>><<set $gardenerOption2 to false>><<set $haveRiches to false>><<if $haveSignetRing>><<set $haveRiches to true>><</if>><<if $barbInYourDebt>><<set $haveRiches to true>><</if>><<if $haveMerchantPurse>><<set $haveRiches to true>><</if>><<if $haveZorianGold>><<set $haveRiches to true>><</if>><<nobr>>
<</nobr>><<if $haveRiches is false>>You think about how much you have left in your coin purse: //Not enough for a convincing bribe//. And you don't have any other items of value.
You will have to think again.
<<if $instaBribe>>
[[Say you’re going to apply for a job at the Manor and ask for some information]]
[[Say you’re on an important mission and beg him to tell you more]]<<if $learningMagick>>
[[Use a compliance spell to get him to open up]]<</if>><<nobr>>
<</nobr>><<else>>><<if $gardenerOption1>>
[[Say you’re on an important mission and beg him to tell you more][$gardenerOption1 to false]]<</if>>
[[Threaten to expose him for his traitorous views if he doesn’t tell you everything he knows]]<<if $learningMagick>>
[[Use a compliance spell to get him to open up]]<</if>>
[[Thank him for his time]]
<</if>>
<<else>>
He looks you in the eye, glances quickly around the room and leans in.
He's interested.
<<if $haveSignetRing>>
[[Offer him your gold signet ring][$haveSignetRing to false]]<</if>>/*<<if $haveMerchantPurse>>
[[Offer him the merchant’s purse][$haveMerchantPurse to false]]<</if>>*/<<if $barbInYourDebt>>
[[Ask Zan to pay him][$barbInYourDebt to false]]<</if>><<if $haveZorianGold>>
[[Offer the Zorian gold][$haveZorianGold to false]]<</if>>
<</if>>The old man's eyes widen with shock - then narrow with rage. 'Get out of my sight! Begone!
As heads turn across the inn, you quickly get up and leave.
<<set $compassion -= 1>><<set $ruthlessness += 1>>
[[Continue->Part 6]]
<<set $magick += 1>>In your head, you recite the compliance spell. You feel yourself penetrating the old man's mind: //Relax, trust...//
The old man's face softens. He smiles at you.
'I'd like to learn everything I can about the Wolds,' you say. 'Would you help me?'
[[Continue->He opens up]]You stop for lunch on a clifftop with spectacular views of the valley below.
A fly lands on your trouser thigh and crawls across it. An idea comes to you. You take out the magick book.
By now, you've memorised a few different spells, and practiced them to the point where you can use them should you need them. Others however, you haven't had an opportunity to try yet...
You turn to a page that reads:
//<div style="text-align: center;">
<u><h3>Compliance Spelle</h3></u></div>
>>Compliance spelles can influence a subject to act in a desired way. They work best when the subject's mind is relaxed or distracted, and when the desired action is not wholly disagreeable to the subject. In such circumstances, the subject may not even realise that they have been magically influenced...
//
Like a gentle form of mind control, you wonder? You read on to find a sentence you remember having read before:
>>//Like the truth-telling spelle, a compliance spell work best on dull minds, and in fact, it is recommended to begin practicing on very small, simple creatures...//
You look again at the fly on your leg. You recite the words of the spell, over and over. The fly stops. You put one finger down on your thigh. The fly climbs onto it. You lift your hand. The fly crawls down your finger. You open out your palm, and the insect crawls into the middle of it and walks in circles, around and around...
You release the fly from the spell, and it instantly flies away.
[[Continue->See Zelonia]]
/*Stop for lunch and take out the magick book, as is now your custom. Your magick is coming along...*/
/*Combination of spells?*/By mid-afternoon, the trail plateaus, and an hour later, starts to descend. To the east, a vast landscape of grassy hills and plains opens up ahead of you, stretching far into the distance.
You’ve reached Zelonia.
[[Continue->ML Quest]]
<<set $diplomacy += 1>><<set $hero += 1>>The old gardener leans forward across the table. 'What do you want to know?'
[[What exactly happened to the Wolds?][$gardenerOption1a to false]]
[[Ask if there are people who still support the Wolds][$gardenerOption2a to false]]
[[Ask what Lady Julia was like][$gardenerOption3a to false]]You take out the pouch of Zorian gold and pour a few of the coins on the table.
The old man's eyes light up.
<<set $haveRiches to false>>
[[Continue->He opens up]]You take out your signet ring and slide it into the middle of the table.
The old man's eyes widen.
<<set $haveRiches to false>>
[[Continue->He opens up]]Double-click this passage to edit it.'One moment,' you say. You rise from the table and go back across the inn to speak to Zan...
A minute later, you return with a pouch of silver coins. You place it on the table in front of the old man.
His eyes light up.
<<set $haveRiches to false>>
[[Continue->He opens up]]The old man bows his head.
You rise from the table.
'Are you going to the Manor?' he asks.
'I'm thinking about it.'
'Give them my regards. I hear the current lord - a bachelor - only occupies one small wing of the Manor, and the Wolds' old rooms have been left pretty much untouched. But good luck getting past Regna, the housekeeper.'
You thank him again and head upstairs for the night.
[[Continue->Part 6]]
/*Opportunity to buy another magick ring?*/‘What exactly happened to the Wolds?’ you ask.
‘They were ruined. They turned against the crown after the collapse of the royal marriage. The young Lord declared himself king of an independent Zelonia.<<if $knowAboutRoyalMarriage is false>>’
‘Wait, what royal marriage?’ you demand.
‘Between Prince Robert and Lady Julia.’
//‘Uncle Robert…?’// You gasp, then quickly cover your mouth... You look up at the old man: thankfully, he doesn’t seem to have noticed. You turn over what you’ve just heard in your head: Prince Robert, your uncle who died when you were an infant - was engaged to one of the Wolds? How come you’d never heard of this before?
The old man continues: ‘<<else>> <</if>>That led to war. The king in Vestria marched an army here to take back control. Lord Wold thought he could count on the loyalty of the Zorian tribes, but most deserted him. The Wolds were routed. Lord Arro fell in battle and Lady Julia, upon hearing the news, threw herself off the battlements of Rithby Manor.’
<<if $knowAboutJuliaSuicide is false>>You gasp. //So that’s how Julia died.//<<else>>You’re quiet for a moment, taking this in. <</if>>//Why had Julia taken her own life?// Had she feared death or prison or worse at the hands of the conquering Vestrian armies? Or had losing so much in a short span of time – her fiancé and brother, and soon to lose her home and freedom as well - made her feel like her life was over?
You turn back to the old man: ‘Do you know why the royal marriage was cancelled?’
‘I think they found out the Wolds’ secret. That Lord Arro and Lady Julia were not of pure noble blood.’
You gasp.
[[Continue->What exactly happened to the Wolds? (part 2)]]The old man frowns. 'What do you mean?'
'People who would seek to take revenge for what happened to them?'
'Take revenge against who? Vestria?' He shrugs. 'There's a few that have some sympathy for them, like myself. But what's past is past. No point in turning over old ground.'
<<if $gardenerOption1a>>
[[What exactly happened to the Wolds?][$gardenerOption1a to false]]<</if>><<if $gardenerOption3a>>
[[Ask what Lady Julia was like][$gardenerOption3a to false]]<</if>>
[[Thank him for his time]]
The old man tilts his head back, looking back into his memory. 'She was very beautiful. Very sweet. She would light up a room when she entered it. She could be a little spoiled at times, I suppose. But she danced and painted - did all the fine things that ladies do. We are all quite fond of her.'
'Did she really love Prince Robert?'
The old man shrugs and smiles. 'Sure. What young girl doesn't grow up dreaming of marrying a handsome prince?'
You sigh internally. You're going to have to let that one go.
<<if $gardenerOption1a>>
[[What exactly happened to the Wolds?][$gardenerOption1a to false]]<</if>><<if $gardenerOption2a>>
[[Ask if there are people who still support the Wolds][$gardenerOption2a to false]]<</if>>
[[Thank him for his time]]
/*Some mention of secret passage in her room! But only if we haven't read about it in her letters? (it's a bit incongruous so only if it's serving the plot?)*/- Maybe have a starting menu where player chooses their starting conditions:
* Easy/Medium/Hard?
* "Do you want the ability to rewind at a few key parts of the story to get a different outcome?"
- Create more luck life uses:
* ML quest - shot in the bushes?
* Monkey quest...?
>>><h1>Chapter 6: On the Scent</h1>
<<set $chapter = 6>>
[[Continue|Chapter 29]]That night, the same nightmare visits you again: Alex trapped in a cage of vines; a malevolent green eye in the heavens watching as you desperately try to hack him free, its voice thundering, cackling, taunting you...
//'I SEE YOU PRINCESS...'//
You awake drenched in sweat, like before.<<if $haveMagickBook>>
It's still before dawn, so you flick through the magick book by candlelight, noting once again all the different types of spells: Mind control and telepathy, blind-striking, dumb-striking, shapeshifting, summoning of fire and wind and lightning...
//Thank the Stars for my magick-proof cloak.//<</if>>
Today, you will have business with whatever evil lurks in the Black Ridge Forest. But first, you will make the short journey to Rithby Manor to see what you can find out about the Wolds.
[[Continue->Visit Rithby Manor first]]
/*
[[Journey on to the forest][$straightToForest to true]]
*/
- Make Imelda 16? Kids can relate to her better? But then we lose the "Alexander just turned 16" clue...
- Ginella planned to kill Alexander and us at roughly the same ages her two children were killed?
- Say that the prince fell ill on an afternoon, and then story starts 1.5 days later? "2nd day" but still reasonably early in the crisis
- HOW COME SISTERS DON'T POLICE ZELONIA?
- Considered a wild, backwater
- Vestria doesn't want to alienate Zorian warriors
- Sisters are active in Zelonia but: Zorian nomads are hard to police; they don't speak Zorian; Zorians confuse them with magick
- JULIA LETTERS: Remove their significance in terms of clues for Detective Quest? They just add texture to the story
Summer 2022 demo to-do:
- "ACHIEVEMENT: LOVE LETTERS" or "CASCADE CONSEQUENCE:" (in different colours, and then when those things affect the story later write the item in the matching colour. Stress that achievements will have later consequences "for good or bad" - don't spoil how e.g. Barbarian companion will turn out...)
- FIX intro music
- REMOVE back buttons
- FIX: when you lose a life it shouldn't show in storycaption straight away - put the variable decrement in the "return" link
- SIGNET RING THIEF BAILOUT
- SOLDIER CHECKPOINT
AMENDMENTS:
- Edit/trim all passages, e.g. convo with Hella?
- Put some lore (library scene) in text replace?
- re-add lines about fear of Sisters (haven't mentioned the dream to anyone)? >> this is important for Hella Quest, so we don't go blabbing about magick
- add mention of magick-proof cloak in magick book in library
- adapt acquisition of magick-proof cloak - from father's private armoury, not our own room
- Julia letters Quest: need to update - or remove as quest? Have it just as short vicarious passage >> Have it after C5, brother bedside scene?
- resolve our attire to hunter's outfit
- Sovereign ring/Julia letters resolutionYou rise at dawn, swallow down a quick breakfast and set off for the forest.
[[Continue->Chapter 30: Black Ridge Forest]]
/*Options to buy some last thing from the market?*/<<set $hero += 1>><<set $wisdom += 1>>You're not sure what you'll find at Rithby Manor, but you've got to keep following your nose. //Uncover truths that have been hidden,// Alex said. <<if $barbWithYou>>You tell Zan of your plan and ask him to wait for you in the village<<if $haveMonkey>>, and to look after Jaspy<</if>>, and then set off alone on the road to the manor.
<<elseif $haveMonkey>> You leave Jaspy in the care of a friendly tavern wench whom he charmed the night before, and then set off alone on the road to the manor.
<<else>>
You set off. <</if>>After a quarter of an hour of riding along mostly empty road, Rithby Manor comes into view in the distance: a grand stone building that looks more like a castle than any manor you’ve seen. As you approach, you consider your plan of action. Somehow, you need to gain the freedom to look around inside - starting, you’ve decided, with Julia Wold’s old room. But how? The Lord is away on a hunting trip, but there will still be servants looking after the Manor. Can you sneak past them, or bargain or bluff your way inside…?
While still considering this, you round a corner and come face to face with a gamekeeper mending a fence at the edge of the estate. He looks you over and gruffly asks you to state your business.
You think fast...
‘I’m a messenger,’ you say. ‘Please show me to whoever’s in charge.’
The man stares at you and throws down his tools. ‘Follow me.’
A minute later, you’re shown into a cloakroom and told to wait. A minute after that, the housekeeper strides in: a slim grey-haired woman, dressed smartly, all in black, with a severe expression. Old enough that she could’ve served under the Wolds, you judge. She’s keen to get straight to business. ‘Well? Who sent you and what is your message?’
You decide the ‘messenger’ ruse has run its course. ‘I’m on an important mission and I’m looking for information.’
The housekeeper frowns. ‘You’re not a messenger? Then who are you?’
‘I can’t tell you who I am… but my mission is important.'
‘You won’t tell me who you are, but you expect information?' The housekeeper shakes her head. 'In any case, the master of the house is away and won’t be back until later today.’
‘Perhaps you can help me. It’s about the Wolds.’
She cocks an eyebrow. You may have captured her interest. ‘Young man, I’m a busy woman. Judging by your accent, you’ve come a long way, so I will spare you a few minutes of my time, but no more. And I give no assurances you'll get what you want from me.’
<<if $housekeeperOption1>>
[[Ask her what the Wolds were like][$housekeeperOption1 to false]]<</if>><<if $housekeeperOption2>>
[[Ask if the Wolds still have supporters in this area][$housekeeperOption2 to false]]<</if>><<if $housekeeperOption3>>
[[Ask why the Wolds rebelled][$housekeeperOption3 to false]]<</if>><<if $oldManOpenedUp is true and $housekeeperOption4 is true>>
[[Ask about Ginella][$housekeeperOption4 to false]]<</if>>
/*You’re not sure what you expect to find at Rithby Manor, but you’re determined to keep following your nose. You remember Alex's words from the dream: //Uncover truths that have been hidden//.
*/>>><h1>Chapter 1: The Quest Begins</h1>
[[Continue->Alex's bedside (new)]]
<<set $housekeeperConversationTime += 1>>The housekeeper shrugs. 'Not that I know of. People around here are mostly concerned with their own lives - not with the lives of former lords.'
<<if $housekeeperConversationTime == 2>>
[[Continue->Housekeeper's patience runs out]]
<<else>>
<<if $housekeeperOption1>>
[[Ask her what the Wolds were like][$housekeeperOption1 to false]]<</if>><<if $housekeeperOption2>>
[[Ask if the Wolds still have supporters in this area][$housekeeperOption2 to false]]<</if>><<if $housekeeperOption3>>
[[Ask why the Wolds rebelled][$housekeeperOption3 to false]]<</if>><<if $oldManOpenedUp is true and $housekeeperOption4 is true>>
[[Ask about Ginella][$housekeeperOption4 to false]]<</if>>
<</if>><<set $housekeeperConversationTime += 1>>Shock registers on the housekeeper's face, then a glazed look comes over her eyes. 'That’s a name I’ve not heard in a while.’
‘She was the nanny for the Wold children, right?’
‘That’s right.’
‘What happened to her?’
'I don't know. She left the day the rebellion ended. I never saw her again.'
'I understand she was very close to Arro and Julia.'
'Yes. She didn't take their deaths well.'
You wait to see if the housekeeper elaborates. She doesn't.
'Did she practice magick?'
'Not that I ever saw.'
'She was Zorian, wasn't she. Did you suspect that she might use magick?'
The housekeeper sighs: she's had enough of this line of questioning. 'I'm not in the habit of speculating and gossiping about people.'
<<if $housekeeperConversationTime == 2>>
[[Continue->Housekeeper's patience runs out]]
<<else>>
<<if $housekeeperOption1>>
[[Ask her what the Wolds were like][$housekeeperOption1 to false]]<</if>><<if $housekeeperOption2>>
[[Ask if the Wolds still have supporters in this area][$housekeeperOption2 to false]]<</if>><<if $housekeeperOption3>>
[[Ask why the Wolds rebelled][$housekeeperOption3 to false]]<</if>><<if $oldManOpenedUp is true and $housekeeperOption4 is true>>
[[Ask about Ginella][$housekeeperOption4 to false]]<</if>>
<</if>><<set $housekeeperConversationTime += 1>>The housekeeper frowns. 'Is that what you've travelled all this way to ask? They were decent masters. That's all I'll say about them.'
<<if $housekeeperConversationTime == 2>>
[[Continue->Housekeeper's patience runs out]]
<<else>>
<<if $housekeeperOption1>>
[[Ask her what the Wolds were like][$housekeeperOption1 to false]]<</if>><<if $housekeeperOption2>>
[[Ask if the Wolds still have supporters in this area][$housekeeperOption2 to false]]<</if>><<if $housekeeperOption3>>
[[Ask why the Wolds rebelled][$housekeeperOption3 to false]]<</if>><<if $oldManOpenedUp is true and $housekeeperOption4 is true>>
[[Ask about Ginella][$housekeeperOption4 to false]]<</if>>
<</if>>
<<set $housekeeperOption1 to true>><<set $housekeeperOption2 to true>><<set $housekeeperOption3 to true>><<set $housekeeperOption4 to true>><<set $housekeeperConversationTime to 0>><<set $bustedByHousekeeper to false>><<set $correct to true>><<set $stud1 to true>><<set $stud2 to true>><<set $stud3 to true>><<set $stud4 to true>><<set $stud5 to true>><<set $firstLookMusicBox to true>><<set $knowAboutGinella to false>><<set $foundSecretRoom to false>><<set $arrowFiredAtWitch to false>><<set $straightToForest to false>>
<<set $haveJuliaLetters to true>><<set $haveSignetRing to false>><<set $haveZorianGold to false>>
/*<<set $barbWithYou to true>><<set $haveMonkey to true>>*/
<<set $haveMagickBook to true>><<set $learningMagick to true>><<set $luckLives to 0>>
[[I got the old gardener in the last to demo open up->Chapter 29][$oldManOpenedUp to true]]
[[I didn't get the old gardener in the last to demo open up->Chapter 29][$oldManOpenedUp to false]]
<<set $housekeeperConversationTime += 1>>The housekeeper sighs. 'I'm not going to give you a history lesson, young lad. I worked for the Wolds, but I wasn't a party to their decisions. If you want gossip, there's plenty of that in the village. You won't get any of that from me.'
<<if $housekeeperConversationTime == 2>>
[[Continue->Housekeeper's patience runs out]]
<<else>>
<<if $housekeeperOption1>>
[[Ask her what the Wolds were like][$housekeeperOption1 to false]]<</if>><<if $housekeeperOption2>>
[[Ask if the Wolds still have supporters in this area][$housekeeperOption2 to false]]<</if>><<if $housekeeperOption3>>
[[Ask why the Wolds rebelled][$housekeeperOption3 to false]]<</if>><<if $oldManOpenedUp is true and $housekeeperOption4 is true>>
[[Ask about Ginella][$housekeeperOption4 to false]]<</if>>
<</if>>'Well, if that's all.' The housekeeper clasps her hands together and ushers you towards the door. You're about to be led out of the Manor./*
But you're not ready to leave. You're sure there's more for you to find out, if only you could be free to look around. And you know where you want to start: Julia Wold's old room. But is there any way the housekeeper will let you? Maybe you should try to distract her and get her to leave you alone so you can sneak away?*/
[[Ask to see Julia's old room]]
[[Ask for some food before you go]]
HOUSEKEEPER QUEST:
- **Bribe decision: no option to until/if we get caught?
- Add option to bribe housekeeper (to see J's room), or at least attempt at it? (to see the room?)>> Attempt fails, but not fatally (she doesn't eject us)? >> Maybe add the option AFTER asking and being denied >> she denies us again >> Or accepts?
- **Maybe another servant comes in to dust - making the bribe impossible? But then how do we sneak out? And why doesn't the housekeeper send this servant for food (This idea doesn't work. Rats)
JULIA'S ROOM:
- Need to add bribe redemption to WIN and Time up! passsages
- Add Julia ghost? What would it add...
OTHER:
- Wold tomb scene?Before leaving the room you stop the housekeeper: 'I've had a long ride. Could I trouble you for some food before I go?'
The housekeeper sighs and looks out of the doorway for a servant to enlist... then sighs again. 'Wait here.'
She walks out of the doorway, leaving you alone in the room.
You listen as the housekeeper’s footsteps make their way across the grand foyer outside and into another room. Then you steal to the doorway, look around to check the coast is clear and slip out into the foyer towards the Manor’s wide staircase.
[[Continue->Ask for some food before you go part 2]]
<<set $wisdom -= 1>>'Absolutely not.' She ushers you again towards the door.
[[Ask for some food before you go][$bustedByHousekeeper to true]]
/*
(REMOVED BRIBE CHOICES)
<<if $haveSignetRing>>
[[Offer her your gold signet ring][$haveSignetRing to false]]<</if>><<if $haveZorianGold>>
[[Offer her the Zorian gold][$haveZorianGold to false]]<</if>>
*/- Bribe: Maybe there's no way around offering it as an option?
PERHAPS: 'Up the stairs, end of the hall, on your left. Don't let the servants see you'
OR: 'I have money...' >> 'Not interested.' (This could be pre or post asking if you can see it
MAYBE: Can offer her money pre or post asking to see Julia's room
- BRIBE: OR-2 - in starting passage we say she can be rewarded richly (by the person that sent us if we have no riches) >> she says not interested in taking bribes (THIS MEANS THAT THERE IS NO BRIBE OPTION AND NO POSSIBILITY OF ESCAPING TIMED CHALLENGE)
- BRIBE: OR-3 - We can only offer her riches AFTER getting caught. (so no mention or option of bribe before this)
- Magick:'I can pay.' You take out your gold signet ring.
The housekeeper stops and her eyes widen. 'What is it you want?'
'To see Julia Wold's old room.'
She takes the ring and slips it inside a pocket of her apron. 'First floor, end of the corridor, on your right. If you get caught, you snuck past me, understood?'
You nod.
She turns and walks out of the room.
[[Continue->Make your way upstairs after bribe]]'I can pay,' you say and take out the pouch of Zorian gold.
The housekeeper stops and raises an eyebrow.
You open up the pouch to show the gold inside.
Her eyes widen. 'What is it you want?'
'To see Julia Wold's old room.'
She takes the pouch and slips it inside a pocket of her apron. 'First floor, end of the corridor, on your right. If you get caught, you snuck past me, understood?'
She turns and walks out of the room.
[[Continue->Make your way upstairs after bribe]]<<if $stud1 is false and $stud2 is false and $stud3 is false and $stud4 is false and $stud5 is false>>With all the studs pressed in, you crank the handle of the music box...
<<if $correct>>[[Continue->WIN]]<<else>>[[Continue->WRONG]]<</if>><<else>><<silently>>
/*<<set $correct to true>>(THIS MACRO NEEDS TO BE DELETED?)*/<<if $stud1 is true and $stud4 is false>><<set $correct to false>><</if>><<if $stud4 is true and $stud3 is false>><<set $correct to false>><</if>><<if $stud3 is true and $stud5 is false>><<set $correct to false>><</if>><<if $stud5 is true and $stud2 is false>><<set $correct to false>><</if>>
<</silently>><<if $firstLookMusicBox>><<set $start to Date.now()>><<set $seconds to 600>>\
<</if>>
Countdown: <span id="countdown">$seconds</span>\
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds <</replace>>
<<else>>
<<replace "#countdown">>0<</replace>>
/* do something useful here */
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<if $firstLookMusicBox>>You run and hide behind the door. Not the best hiding place, but hopefully it will buy you a little bit of time.
Now you turn back to the music box. <</if>>An engraving inside the lid <<if $firstLookMusicBox is false>>of the music box <</if>>reads: <i><b>‘Joy, Beauty, Fulfilment, Happiness, Passion’</b></i>. And on the front of the box are five brass studs, in a row.<<if $firstLookMusicBox>> You press one of the studs and to your surprise it clicks into the box. You crank the handle, and the stud pops back out again. Nothing else happens.
Five studs - do you need to press them in the right order? //A code.// But what would it be? Something personalised to the music box's owner, perhaps? And what about those five engraved words...
<<set $firstLookMusicBox to false>><<if $haveJuliaLetters>>
Then you remember: Julia mentioned a music box in one of her letters to your uncle! Could this be the same music box?
@@.hints;<<linkreplace "Remember what the letter said">><span style="color: cyan;"><<nobr>>
<</nobr>>//
>>"...and my favourite gift was a music box, from darling Arlo – with a secret chamber inside! He knows I enjoy that kind of thing. He wouldn't tell me the code to open it, only a clue. When I asked him what the clue was, he said, 'You'. I have to say, it was very clever. I will have to show you when we see each other next..."<<nobr>>
//
</span>
<</nobr>><</linkreplace>>@@
<</if>><<else>>
Five engraved words, five buttons... Perhaps the code is personalised to the music box's owner somehow?<<if $haveJuliaLetters>>
Julia's brother gave her the clue: "The answer is within you".<</if>><</if>>
<<if $stud1>>
[[Press the first stud->Music box puzzle][$stud1 to false]]<</if>><<if $stud2>>
[[Press the second stud->Music box puzzle][$stud2 to false]]<</if>><<if $stud3>>
[[Press the third stud->Music box puzzle][$stud3 to false]]<</if>><<if $stud4>>
[[Press the fourth stud->Music box puzzle][$stud4 to false]]<</if>><<if $stud5>>
[[Press the fifth stud->Music box puzzle][$stud5 to false]]<</if>>
[[Give up and try random combinations]]
<</if>><<set $foundJuliaRoom to true>>The housekeeper turns and walks out of the room. You listen as her footsteps make their way across the grand hall outside and into another room. You move to the doorway, look around to check the coast is clear, slip out into the hall and creep up the Manor’s wide staircase.
On the upper floor, you head along the hallway looking for a room that might’ve once been a young Lady’s bedchamber. At the end of the hallway, you find it: a large, delicately furnished room, brightly decorated in hues of red and green and gold. Though spotlessly clean, it has the feeling of a room that hasn’t been used in years.
You’re drawn to a desk on the far wall. You stride over and begin to look through the draws. Not expecting to find anything, you’re surprised when you step back with an elegantly carved mahogany box with a metal crank at the side. //A music box?//
You lift the lid to reveal a figurine of a dancing girl standing inside. You crank the handle a little and, sure enough, music plays and the dancing girl rotates.
[[Continue->Music box puzzle]] <<set $correct to true>><<set $stud1 to true>><<set $stud2 to true>><<set $stud3 to true>><<set $stud4 to true>><<set $stud5 to true>><<set $firstLookMusicBox to true>><<set $livesLost to 0>><<set $luckLives to 1>><<set $bustedByHousekeeper to false>><<set $seconds to 180>>
[[Begin Music box puzzle->Music box puzzle (visible timer)]]
/*
<<link "Begin Music box puzzle" "Music box puzzle">>
<<set _timer to 180>>
<<replace "#timer-display">>_timer<</replace>>
<<repeat 1s>>
\<<replace "#timer-display">>
\<<if _timer is 1>>
\<<replace "#timer-display">><</replace>><<stop>>
\<<else>>
\<<set _timer to _timer - 1>>_timer
\<</if>>
\<</replace>>
\<</repeat>>
<</link>>
*/<<set $wisdom += 2>><<set $hero += 1>><<set $haveRiches to false>><<if $haveSignetRing>><<set $haveRiches to true>><</if>><<if $haveZorianGold>><<set $haveRiches to true>><</if>><<nobr>>
<</nobr>><<unset $start>>
//Click// - a secret draw spits out at the bottom of the music box. Inside, is a long iron cylinder with two short, tooth-like protrusions at one end… //A key?// You pick it up and examine it: very crude and strangely long... no ordinary key. What could it be for?
//A secret room?//
Could it be? You look around you, wondering where a hidden compartment might be… You’re drawn to the fireplace. You step over to it and start looking at the wall all around it and underneath the mantel. Nothing. You step back, disappointed.
Then you notice faint scratches on one of the hearth stones in front of the fire, in the shape of a series of arcs - //as if a door had swung over the top of it…//
You renew your search, feeling with your hands over the stones in all the dark corners beneath the mantel… //Aha!// Your fingers find a hole, deep and round - the right size for your key! Heart pounding, you insert the key. It fits snugly, all the way in. You hold your breath and turn…
<<if $bustedByHousekeeper>>‘I thought I might find you in here!’
You jump at the voice behind you and turn to see the housekeeper standing with arms folded in the room’s doorway, with another tall, strapping servant behind her.<<if $haveRiches>> ‘It’s time for you to leave,’ she says.
You're desperate to find out what's in the secret room. Perhaps offering the housekeeper something of value might convince her to look the other way?
<<if $haveSignetRing>>
[[Offer her your gold signet ring->Bribe her with signet ring][$haveSignetRing to false]]<</if>><<if $haveZorianGold>>
[[Offer her the Zorian gold->Bribe her with Zorian gold][$haveZorianGold to false]]<</if>>
[[Agree to leave the Manor]]<<if $haveSignetRing is false and $haveZorianGold is false>>
[[Try to bribe her with your remaining money]]<</if>><<else>>
‘I don’t know what you’re messing with there, but you can stop. What’s that in your hand?’ She strides over and takes the key from your hand, then points towards the door. ‘It’s time for you to leave.’
A few minutes later, you are back on the road to Rithby village, wondering what was in that secret room you came so close to finding.
[[Continue->Chapter 30: Black Ridge Forest]]<</if>>
<</if>><<if $bustedByHousekeeper is false>>The lock gives with a snap, setting off a strange whirring in the wall to the side of you. In front of you, the fireplace’s back wall swings open, releasing a breath of stale air and revealing a dimly lit space behind it. You lean forward and stick your head into the gloom: the only thing you can make out is that the space is large enough to step inside. You will need light to properly explore it.
Back in the bedroom, you snatch a mounted candle holder from the wall, take out your tinder box and light the candle.
You crouch and pass through the fireplace.
<<if $buttonMash>>
Luck remaining: $luckLives
<</if>>
[[Continue->WIN part 2]]
<</if>><<set $correct to true>><<set $stud1 to true>><<set $stud2 to true>><<set $stud3 to true>><<set $stud4 to true>><<set $stud5 to true>>All the buttons pop back out. Nothing else happens.
You take a deep breath and study the music box again.
[[Continue->Music box puzzle]]<<unset $start>>\
<<set $haveRiches to false>><<if $haveSignetRing>><<set $haveRiches to true>><</if>><<if $barbInYourDebt>><<set $haveRiches to true>><</if>><<if $haveMerchantPurse>><<set $haveRiches to true>><</if>><<if $haveZorianGold>><<set $haveRiches to true>><</if>><<nobr>>
<</nobr>>You jump at a voice behind you:
<<if $bustedByHousekeeper>>‘I thought I might find you in here!’<<else>>//'WHAT ARE YOU DOING IN HERE?'//<</if>>
The housekeeper stands in the doorway, arms folded, with another tall, strapping servant behind her.
<<if $haveRiches>>You're desperate to find out what secrets the music box contains. Your only hope now is if the housekeeper can somehow be persuaded to turn a blind eye...
<<if $haveSignetRing>>
[[Offer her your gold signet ring->Bribe her with signet ring 2][$haveSignetRing to false]]<</if>>/*<<if $haveMerchantPurse>>
[[Offer her the merchant’s purse][$haveMerchantPurse to false]]<</if>>*/<<if $haveZorianGold>>
[[Offer her the Zorian gold->Bribe her with Zorian gold 2][$haveZorianGold to false]]<</if>>
[[Agree to leave the Manor]]
<<else>>‘What’s that in your hand?’ She strides over and snatches the music box, then points towards the door. ‘It’s time for you to leave.’
A few minutes later, you find yourself back on the road to Rithby village, wondering what secrets the music box contained and wishing you'd had a bit more time to uncover them.
[[Continue->Chapter 30: Black Ridge Forest]]
<</if>><<set $lives to 5-$livesLost>><<if $lives <0>><<set $lives = 0>><</if>><span id="timer-display"></span><span class = "mediumfont">Chapter $chapter/7</span>
Lives remaining: $lives/5
Luck: $luckLives/2
<<set $timePassed = 2*(16-$witchDistance)+$witchDelayed>>
<<if $finalShowdown>><<if $witchDistance>0>><<if $witchDistance<17>>
<h2>The witch:</h2><span class = "mediumfont">Distance:</span> <span class = "bigfont">$witchDistance</span> <span class = "mediumfont">paces</span>
<span class = "mediumfont">Speed: $witchSpeed</span>/*
<<if $timePassed >-1>> Time passed: $timePassed seconds<</if>>*/<</if>><</if>>
<<if $witchDistance == 160>>
<h3>Ways to beat the witch:</h3> <h1>$waysToBeatWitch</h1>
<</if>><</if>>
/*Have taken out "Time passed" from Final Showdown for now - see above*/
/*Have taken out "Lives remaining" <<set $lives to 5-$livesLost>>*/
/*Ways to beat the witch isn't showing?*/
/*
OLD DISPLAY
<h3>The witch is</h3> <h1>$witchDistance</h1> <h3>paces away</h3>
Witch speed: $witchSpeed
*/<<cacheaudio "thememusic" "music/PQthememusic.mp3">>
<<set $hero = 0>>
<<set $compassion = 0>>
<<set $justice = 0>>
<<set $bravery = 0>>
<<set $adventurousness = 0>>
<<set $ruthlessness = 0>>
<<set $diplomacy = 0>>
<<set $wisdom = 0>>
<<set $magick = 0>>
<<set $family to false>><<set $chapter = 1>>
<<set $knowAboutRoyalMarriage to false>><<set $TorstenInterviewed = false>><<set $BlackmawInterviewed = false>><<set $haveSignetRing = false>><<set $haveJuliaLetters = false>><<set $sassedHella = false>><<set $haveMagickBook = false>><<set $livesRemaing = 3>><<set $luckLives = 2>><<set $livesLost = 0>><<set $passedByRider = false>><<set $solOption1 to true>><<set $solOption2 to true>><<set $solOption3 to true>><<set $searchedBarb to true>><<set $haveSignetRing to false>><<set $knowBeggarIsAThief to false>><<set $givenRichesToThief to false>><<set $gavePenniesToThief to false>><<set $bodyCount to 0>><<set $learningMagick to false>><<set $destroyedMagickBook to false>><<set $usedMagickOnBarb to false>><<set $barbUpsetWithYou to false>><<set $barbEnlisted to false>><<set $foodSharedWithBarb to false>><<set $barbInterrogation1 to true>><<set $barbInterrogation2 to true>><<set $barbInterrogation3 to true>><<set $barbInterrogation4 to true>><<set $barbInterrogation5 to true>><<set $interrogationTime to 0>><<set $barbWithYou to false>><<set $searchedBarb to false>><<set $knowBeggarIsAThief to false>><<set $givenRichesToThief to false>><<set $gavePenniesToThief to false>><<set $bodyCount = 0>><<set $learningMagick to false>><<set $destroyedMagickBook to false>><<set $usedMagickOnBarb to false>><<set $barbUpsetWithYou to false>>
<<set $barbEnlisted to false>><<set $magicianInterviewOption1 to true>><<set $magicianInterviewOption2 to true>><<set $magicianInterviewOption3 to true>><<set $magicianInterviewOption4 to true>><<set $magicianInterviewOption5 to true>><<set $magicianInterviewOption6 to true>><<set $nearMonkey to false>><<set $haveMerchantPurse to false>><<set $coinsScattered to false>><<set $haveRiches to false>><<set $barbDiversion to false>><<set $haveMonkey to false>><<set $openedUpToBarb to false>>
<<set $knowAboutJuliaSuicide to true>><<set $MLpart1 to true>><<set $haveMagickRing to false>><<set $instaBribe to false>><<set $instaMagick to false>><<set $gardenerOption1 to true>><<set $gardenerOption2 to true>><<set $gardenerOption1a to true>><<set $gardenerOption2a to true>><<set $gardenerOption3a to true>><<set $MLpart1 to true>><<set $oldManOpenedUp to false>><<set $stayedWithZorians to false>><<set $haveZorianGold to false>>
<<set $torstenAndSatcher to true>><<set $maystaff to true>><<set $blackmaw to true>><<set $maystaff1 to true>><<set $maystaff2 to true>><<set $maystaff3 to false>><<set $blackmaw1 to true>><<set $blackmaw2 to true>><<set $blackmaw3 to true>><<set $torsten1 to true>><<set $torsten3 to true>><<set $torsten4 to true>>
<<set $housekeeperOption1 to true>><<set $housekeeperOption2 to true>><<set $housekeeperOption3 to true>><<set $housekeeperOption4 to true>><<set $housekeeperConversationTime to 0>><<set $bustedByHousekeeper to false>><<set $correct to true>><<set $stud1 to true>><<set $stud2 to true>><<set $stud3 to true>><<set $stud4 to true>><<set $stud5 to true>><<set $firstLookMusicBox to true>><<set $knowAboutGinella to false>><<set $foundSecretRoom to false>><<set $arrowFiredAtWitch to false>><<set $straightToForest to false>><<set $foundJuliaRoom to false>>
<<set $witchDistance = 16>><<set $witchMurderPreferenceProfessed to false>><<set $bowRaised to false>><<set $beeNearWitch to false>><<set $beeTrapped to false>><<set $arrows = 2>><<set $landslideArrow to true>><<set $callSurrender to false>><<set $beeHijacked to false>><<set $beeAlive to true>><<set $witchDelayed =0>><<if $barbWithYou is false and $haveMonkey is false>><<set $witchDelayed =-100>><</if>><<set $finalShowdown to false>><<set $finalShowdownInitial to true>><<set $offerWitchSurrender to true>><<set $commentaryOnWoldsFate to false>><<set $talkingToWitch to false>><<set $redWitchTheory to true>><<set $magickBalanceTheory to true>><<set $sayHerName to false>><<set $reallySorry to false>><<set $revengeTheory to true>><<set $wontBringThemBack to false>><<set $bargainForAlex to false>><<set $needleWitch1 to false>><<set $reallySorry to false>><<set $iWentToRithby to false>><<set $iFoundSecretRoom to false>><<set $notNaturalCauses to false>><<set $iKnowWoldSecret>><<set $itWasYou to false>>
<<set $saidTheyDeservedIt to false>><<set $saidSorry to false>>
That morning, following the dream, you feel a strange mix of emotions: excited, hopeful, full of purpose; your brother's voice echoing in your head: //You can save me, Mel...//
You also feel chilled. Such experiences are not supposed to happen in Vestria. Dreams. Premonitions. If you told anyone about it, you would be suspected of magick-dabbling and possibly investigated by the Sisters...
Finally, you feel a restless, nervous anticipation. //Everything will become clear//, Alex said. But when?
You think you have an idea.
[[Continue->Part 1: The Quest Begins
<<if $straightToForest is false>>A short time later, <<if $barbWithYou>>after reuniting with Zan<<if $haveMonkey>> and Jaspy<</if>> in Rithby village, <<elseif $haveMonkey>>after reuniting with Jaspy, <</if>>you set out along the road leading to Black Ridge Forest.
<</if>>The road is eerily quiet. You travel on it for several miles and meet no other travellers. There seems to be no doubt that people are avoiding the forest, as you overheard in the village yesterday.
As you reach the forest's edge, <<if $haveZorianRing>>you become aware of a strange sensation on your left hand: the Zorian ring is radiating a strange warmth...
Y<<else>>y<</if>>ou take out your magick-proof cloak and put it on, and say the words to activate it from the magick book<<if $haveMagickBook is false>> back in the Royal Library<</if>>: 'Tala codi mae.' A golden shimmer fills the air around you, then dissipates.<<if $barbWithYou>>
Zan stares at you, open mouthed.
'This cloak will protect me from the witch's magick,' you tell him. 'When we find her, stay right back. She's very dangerous. Look after the horses<<if $haveMonkey>> and Jaspy<</if>> while I deal with her. The cloak won't protect any of you.'
Zan nods. 'And what if you need help?'
'Hopefully I won't. Thanks Zan. Whatever happens, try not to let her see you. Do you have any weapons?'
He reaches into his inside jacket pocket and pulls out a blowpipe and handful of darts. You've no idea when in the last few days he acquired them, but you're glad he did.
'Poison?' you ask.
Zan nods.<<else>> According to your understanding of the magick book, this cloak will will protect you and anything you're holding from magick. But not Spirit<<if $haveMonkey>>, or Jaspy<</if>>. When you find the witch, you will have to make sure you face her alone.<</if>>
[[Continue->Black Ridge Forest part 2]]<<set $hero += 1>><<set $foundSecretRoom to true>>You turn back to the diary and flick through the pages: it’s filled, front to back. The handwriting looks young, and sure enough from the dates of the entries, you can work out that Julia started it age eleven. Scanning over the writing, the spirit of an exuberant adolescent girl jumps from the pages.
<<if $oldManOpenedUp>>You keep flicking through until a single word – a name – leaps off one of the pages: //Ginella//. You quickly scan over the whole passage: <<else>>A dozen pages in, an entry gets your attention:<</if>>
>>//Dear diary,
Today, something strange happened. This morning, Ginella and I went into the village. A mongrel dog came up to us, a poor abandoned thing with such a sad, darling expression. I knew straight away I wanted to keep it. We took him home, but when I showed Father, he said I couldn’t keep him! He said it was no dog for a lady, that he might be diseased or dangerous or something else. No matter how much I pleaded he wouldn’t listen, and he said it had to be got rid of straight away.
Later, Ginella found me crying and I explained what had happened. She said she would speak to Father. I didn’t expect anything would come of it as Father was so adamant – but when she came back ten minutes later she told me Father had changed his mind!
I was so happy, I went straight to father to thank him. He just said, “It’s nothing,” and went back to reading. And here, dear diary, is where it gets strange. I asked him why he changed his mind, and he said: ‘I didn’t’. I asked what did he mean, and reminded him of our argument earlier and the exact words he'd said – he just laughed and said what a vivid imagination I had!
At this point, Ginella came into the room and said it was time to leave Father in peace and led me away.
Out in the corridor, I was in a daze, and Ginella asked me wasn’t I happy, and then I noticed something: her mood stone - it was <b>black!</b> I’ve never seen it that colour before! I think she saw me looking at it because then she covered it up and said why don’t I go and play with my new dog…
And that was that. I don’t know what to think about it all, dear diary. I mentioned it to Arro and he said it was probably nothing and I should forget about it, and I definitely shouldn’t say anything to anyone as it could hurt our family reputation. He said I probably imagined seeing the mood stone turn black - but I know what I saw...
And I’m scared of what it means. I know some Zorians use magick. Does Ginella? I know she would never do anything to harm Arro and me - she’s like a mother to us - but still, the thought gives me the chills…/*Don’t want to talk to father about it as I fear he’d send her away.*/
Perhaps there is another explanation for what happened. I don’t know what to think!//
The entry finishes there. <<if $oldManOpenedUp is false>>Who was Ginella, you wonder? A nanny or servant of some kind?<</if>>
The next entry is short and matter of fact and dated over a week later. Over the next few pages, the diary returns to a light and happy tone, with no further mentions of magick or strange events.
Until…
[[Continue->Julia's diary part 2]]
Discussion with Moya about magick amongst the Zorians:
- Conversation challenge? (can take out magick book?)
- about her "mood stone"?
- about dark magick amongst Zorians? >> custom of exiling those who use it >> perhaps we meet such an exile in Vangora and Moya tells us to steer clear
- can reference (even begin convo by mentioning) miraculous recovery of Kostair?
- **can ask how Zorians are able to practice magick free of the Sisters! (Concerted effort by the Z tribes to "dull" the understanding and dampen the will of Sisters in and out of Z) -> Moya scorns the abilities of Sisters, Zorians basically run rings around themYou land on a page with shaky handwriting:
>>//Dear diary,
I’ve just overheard Father and Ginella having the most tremendous argument. I’m shaking as I write this. I don’t know how it started, but they were saying the most awful things to each other and threatening each other! First Father said he would send Ginella away, and Ginella - I've never heard her so furious - said she would "tell everything" and “ruin him”, and Father laughed and said she wouldn't dare...
They went on like this. The things they called each other... Finally, Ginella stormed from the room with a face like thunder...
I have no idea what will happen next, but I fear it will be bad. I tried to speak to Father afterwards, but he wouldn't see me. I’m so scared he’ll send Ginella away. He really sounded like he meant it. And I’m worried what Ginella will do if he does... Does she really know something that could ruin him?//
The entry ends there. You quickly scan over the next few pages, but the diary seems to return to normal - no mention of the row between Ginella and Lord Wold, or events out of the ordinary. Then you arrive at a page that’s smattered with small water stains:
>>//Dear diary,
Father died this morning. Ginella and Arro and I went out riding, and he was dead when we came back. We found him on the floor of his study. Ginella dragged me away, but I saw enough. That image will live with me forever.
The doctors say it was a heart attack. At first, I feared – I don’t want to say what I feared at first. I feel silly for thinking it. I’m just glad Ginella was with Arro and me all morning and that her mood stone didn’t turn black or any strange colour. (Not that I would think her capable of something so terrible, but grief can do funny things to one’s mind, they say, and any suspicion of her at this time, however faint, would be horrible).
As it is, Ginella has been my and Arro’s main source of comfort. She says the three of us have to stick together now, and I know she's right...// <<set $knowAboutGinella to true>>
A minute later you close the diary and step away from the desk.
[[Continue->Other end of secret room]]You carry the candle towards the opposite end of the secret room to investigate the rectangular objects you saw there before. As you approach, the light reveals a collection of artwork: sketches and paintings of people, animals, landscapes and more. A large painting of an iris arrests you for a moment: bright sweeps of purple and yellow filling the canvas. A signature dances across the bottom:
<div style="text-align: center;"><span style='font-family: Brush Script MT'><h2>Julia Wold</h2></span></div>
You look over several more paintings and pencil sketches: of flowers, animals, landscapes; all in the same vibrant, joyful style. You come to a series of portraits and stop in front of a self-portrait of Julia aged fourteen. You are struck by her exotic beauty: jet black hair and tanned skin. The portrait of Arro, beside her, is equally handsome. Next, their father, Lord Wold senior: proud and dignified, but paler than his two children. Finally, you come to a portrait of what looks like a Zorian woman. Piercing green eyes staring out of the canvas make your heart skip a beat. The picture is captioned: //’Ginella.’//
You stare at the picture for some time.
Finally, you leave the secret room, taking care to put everything there and in the bedroom back the way you found it. Then you head downstairs and out of the Manor.
[[Continue->Chapter 30: Black Ridge Forest]]
/*
//Zorian features//<<if $oldManOpenedUp is false>>//?//<<else>>, you think, remembering the old rumours the gardener told you about Ginella and the Wold children.<</if>>*/'Ok, I'm going,' you say.
The housekeeper forces you to turn over what's in your hands and then escorts you out of the Manor.
Soon, you're riding back to Rithby village.
[[Continue->Chapter 30: Black Ridge Forest]]The next morning you rise early and continue along the road heading east. By the end of the day, you aim to reach the city of Vangora, and just outside it, Rithby Manor, the Wolds' former home. That is where your search for the magician responsible for your brother's sickness will begin.
[[Continue->Vangora]]DECISIONS:
- Giving player option to shoot arrow at witch while on horseback is good... does give away surprise of later inadequacy of arrow shooting though... Is that a problem?
- Have changed witch's flight into the trees to be in response to you picking up a hefty stick (bow and arrow would be incongruous)
- Reinstate Crow Quest - just so the crow is introduced as a character?
IDEAS:
- Have option to try bribing witch with riches?
- Don't have an 'Endgame' chapter? It's telling the reader/player that they have been funnelled into a particular story path? Or maybe this is apparent if they've tried other things and died...
AMENDMENTS:
- Need to add specific rumours of "a witch" - in marketplace scene?
- Need to add how Zan, Jaspy and Spirit stay back (or bolt/scamper away, in the animals' case)
- Write magick book passage (or just reference it) about magick-proof cloak that lets the reader know it will provide impervious bubble around our person, but not big enough to protect others - Zan, Jaspy, Spirit
- Remove option to shoot at witch? Or perhaps arrow misses as Spirit whinnies at last moment (don't reveal that witch can conjure her own forcefield yet)<<set $correct to true>><<set $stud1 to true>><<set $stud2 to true>><<set $stud3 to true>><<set $stud4 to true>><<set $stud5 to true>><<set $firstLookMusicBox to true>><<set $livesLost to 0>><<set $luckLives to 1>><<set $bustedByHousekeeper to false>>
<<set $seconds to 180>>\
Countdown: <span id="countdown">$seconds seconds remaining</span>!\
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds seconds remaining<</replace>>
<<else>>
<<replace "#countdown">>0<</replace>>
/* do something useful here */
<<stop>>
<</if>>
<</repeat>>
<</silently>>You move deeper into the library, to a section on heraldry and lineage of Vestria's noble families. On a ladder just below the ceiling, you pull out a book that shows the Wold family tree dating back to the conquest of Zelonia. At the bottom are Arro and Julia: the tree's last, bare branches. From their birth years, you work out the ages at which they died - and gasp in shock: Arro was only twenty, and Julia, seventeen. You'd known knew they were young, but not //this// young...
For the first time in your life, despite yourself, you feel sympathy for this infamous family of traitors. What made them turn against the kingdom, so disastrously for their own fortunes? <<if $TorstenInterviewed>>And why was the engagement between Prince Robert and Lady Julia cancelled? Could the two events be related?<</if>> And could all of this be linked, somehow, to your brother’s sickness?
-----------------------------------------------
Beside him, Lady Julia is every bit as strikingly handsome and proud as her brother. Despite yourself, you feel empathy towards the girl in the picture. At the time of the Rebellion she would’ve been about your age. In a short stretch of time, she would’ve experienced <<if $TorstenInterviewed>>the annulment of a royal engagement (for some reason still unknown to you), <</if>>the death of her brother, the stripping of her title and forced exile from the kingdom.
You close the book but stay standing atop the ladder for some time, deep in thought. What motivated this family of young nobles to turn against the kingdom, so disastrously for their own fortunes? <<if $TorstenInterviewed>>And why was the engagement between Prince Robert and Lady Julia cancelled? Could the two events be related?<</if>> And could all of this be linked, somehow, to your brother’s sickness?As you put the book back on the shelf, something catches your eye: a strange-looking book resting on top of the bookcase, in a tight gap just below the ceiling. You crane your neck for a better view: the book is backed with faded red leather and its pages are gilded with gold. It looks ancient and ornate. You reach and grip the edge of its cover with your fingernails and pull it towards you, drawing a cloud of dust towards you at the same time. Holding the tome in your hand, you blow more dust off it and examine it. You’ve handled very few books in your life that look and feel as old as this one. On the cover there are no words, only a large golden symbol embossed into the leather - of an arc above two inverted triangles. You stare at the symbol for some time. It seems to hold some strange power...
Heart beating, though you're not sure exactly why, you turn the cover:
<div style="text-align: center;">
//<h3>‘The Booke of Magick.</h3>
Training manual for the young Majuri.’//
</div>
Your head spins as a thousand questions rush into it at once: //A magick book? In the Royal Library? What's a ‘Majuri’?//
An inscription in the top left-hand corner jumps out at you, faded but still-visible: //‘Royal Library of Vestria’.//
Was magick once permitted in Vestria? With burning curiosity, you hold your breath and turn the page:
<div style="text-align: center;">
//<h3>Contents:</h3>//
</div>
You scan down the list of contents: “Introduction”, “The Majuri Oath”, “The Majuri way of life”, “Spelles”, “Darke Magick”…
//Darke Magick//.
You gasp with excitement and eagerly flick forward to that chapter... You land in the middle of it, on a section titled: "Resisting Darke Magick". Your eye is drawn to a picture of a glittering grey cloak. The caption reads: //"magick-proof cloak made from mage's silk"//.
A magick-proof cloak? Mage's silk? You've never heard of such things. And yet... that shimmering grey material... you've seen it once before/*, in your father's bedroom*/...
The accompanying text reads:
>>//The magick-proof cloak will protect the wearer who utters the phrase: "Tala codi mae" ("Awaken and protect me")...//
Someone coughs.
You snap the magick book shut, nearly falling off the ladder in shock, and look around...
You’re alone. The cough came from a distant part of the library. You breathe again, but now your heart is racing and your hands are shaking. You daren't open the magick book again. Not here. If you want to keep reading it, you'll have to smuggle it out of the library and through the palace. You can hide it easily enough in the folds of your cloak. No one should challenge you. But if they did... You shudder, and visions of arrest and interrogation by the Sisters flash through your head...
And what about the possible danger of the book //itself//? All your life you've been warned of the evil of magick: chilling stories of the old days, the //Red Witch// and //The Great Terror//. Just by handling and reading this book, might you be exposing yourself to an evil, corrupting force?
But what about Alex? What if there's something in these pages that could help him...?
You pause with the book in your hands, deciding what to do…
[[Leave the magick book behind]]
[[Attempt to smuggle the magick book out of the library]]
Countdown: <span id="countdown">$seconds</span>\
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds<</replace>>
<<else>>
<<replace "#countdown">>0<</replace>>
/* do something useful here */
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<if $stud1 is false and $stud2 is false and $stud3 is false and $stud4 is false and $stud5 is false>>With all the studs pressed in, you crank the handle of the music box...
<<if $correct>>[[Continue->WIN]]<<else>>[[Continue->WRONG]]<</if>><<else>><<silently>>
<<if $stud1 is true and $stud4 is false>><<set $correct to false>><</if>><<if $stud4 is true and $stud3 is false>><<set $correct to false>><</if>><<if $stud3 is true and $stud5 is false>><<set $correct to false>><</if>><<if $stud5 is true and $stud2 is false>><<set $correct to false>><</if>>
<</silently>><<if $firstLookMusicBox>><<set $start to Date.now()>>
You turn back to the music box, knowing you don't have a lot of time. <</if>>On gold plating inside the lid <<if $firstLookMusicBox is false>>of the music box <</if>>an engraving reads: ‘Joy, Beauty, Fulfilment, Happiness, Passion’. And on the front of the box are five brass studs, in a row.<<if $firstLookMusicBox>> You press one of the studs and to your surprise it clicks back into the box. You crank the handle, and the stud pops back out again. Nothing else happens.
//Interesting...// <<set $firstLookMusicBox to false>><</if>>
<<if $stud1>>
[[Press the first stud->Music box puzzle (visible timer)][$stud1 to false]]<</if>><<if $stud2>>
[[Press the second stud->Music box puzzle (visible timer)][$stud2 to false]]<</if>><<if $stud3>>
[[Press the third stud->Music box puzzle (visible timer)][$stud3 to false]]<</if>><<if $stud4>>
[[Press the fourth stud->Music box puzzle (visible timer)][$stud4 to false]]<</if>><<if $stud5>>
[[Press the fifth stud->Music box puzzle (visible timer)][$stud5 to false]]<</if>>
<</if>>**N.B. Letters Quest - Only notice them if $knowAboutRoyalMarriage is true? Could do an option of Julia letters vs our mother's letters (or something) - but would have to update later scenes e.g. Sol convo for example**
The king's bedroom is empty. You creep inside and head towards a large cabinet in the corner. You’ve only seen the inside of this cabinet on a few brief occasions but know that it contains items of particular personal and sentimental value to your father.
You open the doors. The first thing you see is a large suit of armour that hangs prominently in the centre. It belongs to your uncle, Prince Robert, who died in the war against the Qespari. It's been cleaned up and polished but still bears scratches and tears from the fateful battle.
You move on, searching the corner of an upper shelf until you find what you're looking for: a small antique chest. A vivid childhood memory comes back to you: of Alex leading you into this room, to this cabinet and to this chest, whispering about something amazing he'd discovered. You wouldn't have believed him if you hadn't seen it with your own eyes. It was so strange that for years afterwards you'd half convinced yourself you'd imagined it.
Until the magick book.
You open the chest and lift out the grey garment inside. The grey material immediately shimmers with light of different colours, just like your memory of all those years ago, and just like in the magick book. You feel a surge of excitement. You're holding a magick-proof cloak. With this, you can face down whatever evil caused your brother's sickness.
Remembering the words from the magick book, you say: 'Tala codi mae.' Nothing happens. You take a breath, put on the cloak and try again. 'Tala codi mae.' The cloak's multi-coloured shimmer expands into the air around you and envelops you. You look all around in amazement: you're looking out at the world from the inside of a very faint, glittering bubble of light.
You take off the cloak. The bubble of light disappears.
/*Incredible experience: could you use it to cure Alex?*/
/*The magick book was clear that the cloak's //wearer// must utter the phrase that awakened the cloak.*/
[[Continue->Sneak into the king's bedroom (shiny cloak) part 2]]
/*
--------------------------
Beneath the armour lies his sword, and an array of personal effects: jewellery, trinkets, carved wooden figurines and more.
If you had more time, you would've liked to hold and examine these objects and feel a connection to the uncle who died when you were just a baby. But you have a mission to focus on. You pass over other, equally enticing objects: possessions of your dead mother, ancient royal family heirlooms...
Your eyes settle on an antique chest on an upper shelf. Inscribed on the front are the words //_______//
You open up the chest. Inside, lies a cloak of thin grey fabric. You pull it out and hold it: the material glides between your fingers like silk, and the plain grey shimmers with light of different colours.
It's magick!
//Just like in the magick book.//
//Mage's silk// - how is it made?
------------------------------
Inside are personal items once belonging to your uncle, Prince Robert. His suit of armour hangs prominently in the centre, cleaned up but still bearing scratches and tears from the battle in which he died. Beneath the armour, a collection of other personal effects is laid out neatly: a sword, various trinkets and items of jewellery, carved wooden animal figurines… and a flat leather pouch. You’ve never seen inside the leather pouch before, but you’ve been told it contains your late uncle’s private correspondence. You pick it up and look inside. The first thing you see is a bundle of letters tied in a red ribbon. A lady’s hand. Scanning the words, you can quickly tell that these are love letters. At the bottom, is a looping signature: //Julia Wold//
Footsteps echo in the corridor outside, approaching the door. Your father; in a few seconds you will have to face him,
----------------------------------------
/*Conviction that magick-proof cloak is itself magical - and supposition that this is why you weren't told about it. You wonder if the Sisters know about it*/
- New Letters Quest: could focus on SNOOPING CHOICE in father's bedroom: look at your mother's things, uncle's things or neither? Then father comes after we've seen one?
>>Can confront him about the letters >> lose them (but gain knowledge of Royal wedding - which we may already have)
*/MOST RECENT
- DOESN'T IT BLOCK *OUR* MAGICK? ----argument for it being shiny and us only donning it when we reach witch's forest
- VEST OR CLOAK?
Vest PROS:
- We wear it all the time even sleeping
- SHINY: only when we say the words AND put it on (we do this in our bedroom before leaving): say the words>>nothing happens>>"you remember the magick book said you have to put the cloak on and then say words">>do so>> cloak sparkles (hopefully this sequence is enough to imply that cloak won't work on Alex)
- magick-proof cloak UPDATE: it is NOT shiny, but humble and grey (answers the question of why our father would keep something magical)
- magick-proof cloak UPDATE: we wear it IMMEDIATELY - as a vest under our clothing (it's v light and breathable) >> Will need to AMEND a few passages and chapters - magician in marketplace can't zap us, cloak doesn't get stolen by thief etc.
- magick-proof CLOAK is a one of a kind ancient piece of armour that we didn't know was magick-proof - until we read it in the magick book in the library, in final chapter on combatting evil spells. Made from mage's silk. In our father's private armoury. Has a proper noun name! The wearer needs to say the name of the armour when donning it for the magick-proof properties to take effect.
- magick-proof cloak - I've tried to make it clear that cloak only works when someone puts it on AND says the words - but maybe I need to make this clearer in the magick book?
LEAST RECENTYou fold away the magick-proof cloak inside your clothes. It's time to leave. You take one last look at the contents of your father's cabinet, and something catches your eye: a brown leather pouch below your uncle's suit of armour. You wonder what it contains.
**See mother's trinket first? What?**
The first thing you see is a bundle of letters tied in a red ribbon. A lady’s hand. Scanning the words, you can quickly tell that these are love letters. At the bottom, is a looping signature: //Julia Wold//Your first task before leaving the palace is to sneak into your father's bedroom.
You've done this once before, as a child of eleven or ten, along with Alexander, when you were both curious about a collection of special, valuable items kept by your father. You saw something that day you've never seen the likes of before or since...
Until you opened up the magick book in the library earlier.
You sneak along the palace's upper floor and find your father's room empty, as expected. Inside, you head straight across to an adjoining room: your father's personal armoury. Here, in the corner, stands a large cabinet. You swing open both doors.
A large, well-polished suit of armour hangs prominently in the centre. It belongs to your uncle, Prince Robert, and still bears scuffs and scratches from the battle where he died fighting the Qespari.
On an upper shelf, you see what you came for: a small antique chest. You open it up...
It's there: the garment of strange grey material. You pick it up; it glides between your fingers. Mage's silk, the magick book called it. And now you know what it does: //"The magick-proof cloak will protect the wearer who utters the phrase: "Tala codi mae""//
You take a deep breath and pull the cloak on over your head. Nothing happens. You say the words 'Tala codi mae'; immediately a cool, invisible wave of energy passes over you. The cloak shimmers in a ripple of bright colours, then returns to grey. You take the cloak off, feeling the energy drain out of it as you hold it in your hands...
You stare at it in wonder. A magick-proof cloak. All this time your father had it - did he even know what it was?
[[Continue->Sneak into the King's bedroom part 1b
/*Give option to take nothing?*/
/*SIMPLER, CHOICE-LESS VERSION:
You fold away the magick-proof cloak inside your clothes<<if $interviewedTorsten>>. It's time to leave. But as you take one last look at the contents of your father's cabinet, something catches your eye - underneath your uncle's suit of armour, amongst a collection of his personal effects: a brown leather pouch. Curious about what it contains, you look inside. You find a bundle of letters tied in a red ribbon. A lady’s hand. Scanning the words, you can quickly tell that these are love letters. At the bottom, is a looping signature: //Julia Wold//...
You gasp and thrust the bundle of letters inside your clothing next to the magick-proof cloak, and then quickly make your way out of the room.<<else>> and head out of the room.<</if>>
*/
/*You remember well your mother's love of stories and poems, and how she enthusiastically wrote books for you and Alexander. Since her death, you've kept and treasured all of them. This one, however, you haven't seen before. You flick through a few pages and understand why: it's a book of poetry about love and grief and other adult themes.
You feel a deep desire to read it from cover to cover, but now's not the time. But maybe you could take the book with you?*/
/*
You made a mental note of the line from the magick book: //The cloak must be awakened by its wearer uttering the phrase: "Tala codi mae"...//
It sounds like it can't cure your brother of his sickness, but it ought to help you confront whatever evil is responsible. You fold away the cloak inside your clothes.*/
/*
Today, the guard is at his post. 'The King is not here, Princess.'
'I know. He's in a meeting. I'm looking for a bracelet I think I left inside when I visited him yesterday.'
The guard hesitates just a moment.*/You quickly hide the <<if $haveJuliaLetters>>bundle of letters<<else>>book<</if>> inside your cloak, close the cabinet doors and stride into the centre of the room, just in time to face the King coming through the doorway. ‘Oh, there you are Father, I was looking for you.’
'Imelda! I... You were looking for me? What is it?'
<<if $knowAboutRoyalMarriage>>'Why was I never told about Uncle Robert's engagement?'
The King looks both surprised and wearied by the question. He takes a seat on the bed. 'You weren't?'
'No, never. Was it because it was to a member of the Wold family?'
'No... I don't know. I suppose no one saw the need to talk about it with you. It was a sad business.'
You take a seat next to him on the bed. 'What happened, Father? Was this why the Wolds rebelled?'
'I... It probably played a part. I don't know if it was the only reason.' He sighs. 'I'm tired, Imelda. Ask me about all this another time.'
You nod.
He offers you a weary smile, but there's deep sadness in his eyes. His face is pale and creased with worry.<<else>>'Err - how did the meeting with Sister Hella go?’
‘Oh, fine. She doesn't think magick is involved, but she's going to send a message to every Sisterhood chapter up and down the kingdom to be on alert. I'm sure if magick has been used, the Sisters will get to the bottom of it.’
You nod. Your father walks past you and sits on the bed. You take a seat beside him.
‘Through all of this Alexander just lies there, so peaceful. I don’t think he’s in any pain.’
‘He’s not. I'm sure of it.’
Your father turns to you with a smile and big, sad eyes. His face is pale and tired, his brow creased with worry.<</if>> He's aged more in the last three days than you would have thought possible. You wish you could tell him that there is still hope - you wish you could tell him about the dream...
But you can't. All you can do is comfort him.
[[Squeeze his hand]]
[[Hug him]]
You take out your signet ring and walk towards the housekeeper. 'Give me ten minutes, that's all I ask.'
The housekeeper gasps at the sight of the golden ring, then quickly composes herself. 'Ten minutes.' She nods, snatches the ring from your hand and leaves, dragging the other servant with her.
You wait a moment for the footsteps to fade away down the corridor. Then you put the long key back into the hole in the wall...
<<set $haveRiches to false>>
[[Continue->Open secret room after bribe]]
You take out the pouch of gold coins given to you by the Zorians and pour it out into your hand. 'Give me ten minutes, that's all I ask.'
The housekeeper's eyes widen at the sight of the gold. 'Ten minutes.' She takes the coins from your hand and leaves, dragging the other servant with her.
You wait a moment for the footsteps to fade away down the corridor. Then you put the long key back into the hole in the wall...
<<set $haveRiches to false>>
[[Continue->Open secret room after bribe]]The lock gives with a snap, setting off a strange whirring in the wall to the side of you. In front of you, the fireplace’s back wall swings open, releasing a breath of stale air and revealing a dimly lit space behind it. You lean forward and stick your head into the gloom: the only thing you can make out is that the space is large enough to step inside. You retreat back into the room and retrieve a mounted candle holder from one of the walls and excitedly take out your tinder box…
Moments later, you pass through the fireplace and cast light over Julia Wold’s secret room. The space is long and thin, feeling like a cross between a corridor and a storage cupboard. At one end, colourful fabric decorates the stone walls and a single chair stands in front of a small writing desk. At the other end, large rectangular objects lean against the wall. You walk towards the writing desk. A half-burnt candle, ink pot and quill and a few dusty sheets of paper rest atop its surface. You open the desk’s single draw and find an old writing book. You pick it up and open the cover:
<div style="text-align: center;"><span style='font-family: Brush Script MT'><h2>Julia’s diary</h2></span></div>
[[Continue->Julia's diary part 1]]- Need to check that both (visible and non-visible) timers stop upon successful cracking of code/bribing of housekeeper
Bugs to fix:
- $bustedByHousekeeper if loop not working
------------------------------IF COMP 2022 EDIT--------------------
<<if $firstLookMusicBox>>You turn back to the music box. You don't have much time. <</if>>An engraving inside the lid <<if $firstLookMusicBox is false>>of the music box <</if>>reads: <i><b>‘Joy, Beauty, Fulfilment, Happiness, Passion’</b></i>. And on the front of the box are five brass studs, in a row.<<if $firstLookMusicBox>> You press one of the studs and to your surprise it clicks back into the box. You crank the handle, and the stud pops back out again. Nothing else happens.
<<set $firstLookMusicBox to false>><<if $haveJuliaLetters>>
Then you remember: Julia mentioned a music box in one of her letters to your uncle! Could this be the same music box?
@@.hints;<<linkreplace "Remember what the letter said">><span style="color: cyan;"><<nobr>>
<</nobr>>//
>>"...I had a lovely birthday, full of eating, dancing, singing and wonderful gifts… Only one gift came close to yours, my love: a music box – with a secret chamber inside! From my darling brother. He knows I enjoy that kind of thing. <b>He gave me a riddle for how to open it: 'The answer is within you'</b>. It was very clever. I look forward to showing it to you when we see each other next..."<<nobr>>
//
</span>
<</nobr>><</linkreplace>>@@
<</if>><<else>><<if $haveJuliaLetters>>
Julia's brother gave her the clue: "The answer is within you".<</if>><</if>>
---------------Original----------------------
<<if $firstLookMusicBox>>You turn back to the music box. You don't have much time. <</if>>An engraving inside the lid <<if $firstLookMusicBox is false>>of the music box <</if>>reads: <i><b>‘Joy, Beauty, Fulfilment, Happiness, Passion’</b></i>. And on the front of the box are five brass studs, in a row.<<if $firstLookMusicBox>> You press one of the studs and to your surprise it clicks back into the box. You crank the handle, and the stud pops back out again. Nothing else happens.
<<set $firstLookMusicBox to false>><<if $haveJuliaLetters>>
Then you remember: Julia mentioned a music box in one of her letters to your uncle! Could this be the same music box?
@@.hints;<<linkreplace "Remember what the letter said">><span style="color: cyan;"><<nobr>>
<</nobr>>//
>>"...I had a lovely birthday, full of eating, dancing, singing and wonderful gifts… Only one gift came close to yours, my love: a music box – with a secret chamber inside! From my darling brother. He knows I enjoy that kind of thing. But like a rogue, he refused to tell me how to open it, instead giving me the riddle: //'look within yourself'//. I'm pleased to say I solved the riddle without too much difficulty. I look forward to showing it to you when we see each other next..."<<nobr>>
//
</span>
<</nobr>><</linkreplace>>@@
<</if>><</if>>
You take out your signet ring and walk towards the housekeeper. 'Give me ten minutes, that's all I ask.'
The housekeeper gasps at the sight of the golden ring, then quickly composes herself. 'Ten minutes.' She nods, snatches the ring from your hand and leaves, dragging the other servant with her.
You wait a moment for the footsteps to fade away down the corridor. Then you turn back to the music box and its brass studs. //There can only be so many combinations,// you think. You press in the studs, again and again, in different orders...
Eventually, you find a combination you think may be right...
<<set $haveRiches to false>>
<<set $bustedByHousekeeper to false>> /*This so that we don't get interrupted by housekeeper a second time!*/
[[Continue->WIN]]You take out the pouch of gold coins given to you by the Zorians and pour it out into your hand. 'Give me ten minutes, that's all I ask.'
The housekeeper's eyes widen at the sight of the gold. 'Ten minutes.' She takes the coins from your hand and leaves, dragging the other servant with her.
You wait a moment for the footsteps to fade away down the corridor. Then you turn back to the music box and its brass studs. //There can only be so many combinations,// you think. You press in the studs, again and again, in different orders...
Eventually, you find a combination where all five studs stay pressed in...
<<set $haveRiches to false>>
<<set $bustedByHousekeeper to false>> /*This so that we don't get interrupted by housekeeper a second time!*/
[[Continue->WIN]]‘Who are you, sir?' you call back to the man as he continues towards you. 'What brings you into the forest?’
‘My name’s Glinn. I’m an animal trapper. This forest is my livelihood, but now I’m leaving. I wish I’d done it sooner!’
‘What lies that way? What have you seen?’
‘Evil. Unspeakable evil. Seen it. Felt it. It’s enough to drive a man insane! I warn you, leave this forest before it is too late!’ The man reaches you and stops. <<if $foundSecretRoom>>A pendant necklace with a large black gemstone dangles from his neck.<</if>>
‘Thank you for your warning, but I’ve come a long way to face the very evil you warn me against.’
The man looks at you, green eyes wide with horror, and steps towards you. ‘Don’t! Turn back before it’s too late!’
A crow caws in a nearby tree.<<if $haveZorianRing>> Your Zorian ring burns //hot//…<</if>>
’Turn back… and take me with you!’ He grasps at your boot.
[[Ask him to tell you more about the evil in the forest->Try to carry on conversation]]
[[Reassure him that you will defeat the evil->Try to carry on conversation]]
[[Ignore him and ride on]]
[[Kick him away]]
You see the need to calm the man before any further conversation. You reach to gently push him off your ankle... //'Ahh!'// you cry out as the man snatches your wrist and //yanks// you towards him. <<if $barbWithYou>>
//'Hey!'// cries Zan.
<</if>>Hanging from your saddle, you find yourself staring /*helplessly */into malevolent green eyes and... a woman's face! <<if $foundSecretRoom>>//Ginella!//<<else>>//The witch!//<</if>>
//'Let's see if your fancy cloak protects you against this, Princess!'//
A curved dagger glints in the witch's hand - you gasp and struggle to free yourself from her grip...<<if $barbWithYou>>
//'No!'// cries Zan, riding towards you...<</if>>
But it's too late.
FAIL
Lives lost: <<= $livesLost +1>>
[[Return->Shapeshifter ambush][$livesLost += 1]] You try to ride on, but the man clutches to your ankle, forcing you to stop.
//'No, save me from her!'// he cries.
[[Ask him to tell you about "her"->Try to carry on conversation]]
[[Reassure him that you will defeat the evil->Try to carry on conversation]]
[[Kick him away]]
You draw back your boot and kick out at the old man’s chest. He lets out a high-pitched shriek and falls to the ground; an object skids from his hand across the dirt – a dagger!
You stare at the figure on the ground: the old man looks up at you, snarling, and before your eyes changes into the form of a middle-aged woman <<if $foundSecretRoom>>- //Ginella!//<<else>>- //The witch!//<</if>>
<<if $barbWithYou>>Away to the side, Zan is trotting backwards on Damson, out of danger<<if $haveMonkey>>, calling Jaspy to follow him<</if>>. <<elseif $haveMonkey>>Behind you, Jaspy, who has leapt down from Spirit to the ground, is scampering for the trees. <</if>>You think fast. Your adversary is obviously capable of powerful magick, but your magick-proof cloak ought to protect you. And at the moment, she’s lying on the ground, winded and disarmed. You have the advantage and you want to use it...
[[Stay mounted and draw your bow and arrow]]
[[Dismount and engage her on the ground]]
/*
At the moment, she's lying on the ground, winded and disarmed - you have the advantage, and a few seconds to decide how to use it.
*/
You leap down from your horse, draw your dagger and face the witch.
She gets to her feet and turns to you and grits her teeth, moving her hands around in front of her, as if gathering and shaping some invisible force. A ball of bright purple light forms between her hands, individual strands whirling and dancing around her fingers – a magical fireball that lights the witch’s maniacal face…
She shrieks and hurls the fireball in your direction. You turn away… A flash of intense purple light passes over you. When you open your eyes again, the fireball is gone – its last few blue sparks fizzling out in the forcefield that surrounds you.
The witch screams with rage.
You point your blade at her and move forwards. ‘Surrender!’
The witch looks at you, her snarl turning into a half-smile…<<if $barbWithYou>>
Zan's shout rings out: //‘Princess! Watch out!’//<</if>>
//SQUAWK!!//
Black wings appear in front of you, flapping violently. You close your eyes and flail and cry out as the crow pecks viciously at your right hand, forcing you to drop the dagger… You knock the bird away; it flies off with a squawk into the trees. You stoop to pick up your dagger… but drop it and cry out in pain – it’s red hot!
The witch cackles.
You understand: your magick-proof cloak protects you and anything that you're holding; but once the dagger fell from your hand the witch was able to cast a spell on it.
And now she’s running for her own dagger…
You look all around and spot a hefty stick lying by the side of the road. You run and pick it up and turn to face the witch. She turns at the same moment with her dagger and faces you. You adopt a fighting stance...
She turns and runs: off the road and into the trees.
With stick in hand and bow slung over your shoulder, you give chase.
[[Continue->Part 7]]
/*Add some lines about Zan/Jaspy*/
/*Need to explain (repeat) that anything we are holding is protected from the witch's magick*/The witch scrambles to her feet
It only takes a few seconds to whip your bow from your shoulder, string an arrow and aim it at the witch. She rises slowly from the ground and faces you.
‘I know who you are and what you’ve done to my brother,’ you say. ‘I’m here to see that it’s undone. One way or another.’
The witch snarls at you. Swirls of purple light emanate from her hands and dance between her fingers...
You stare, mesmerised, nervous, even though you know the magick-proof cloak //should// protect you...
[[Fire your arrow->Witch zaps Spirit][$arrowFiredAtWitch to true]]
[[Warn her->Witch zaps Spirit]]
- State the obvious: your magick will be no match for hers
- Will telepathically call allies for help if needed, otherwise they should stay back
- Cloak will protect anything we're wearing/holding, but no more than that
- Zan has made/procured poison darts and blowpipe (shoulder still injured so only weapon he can wield)
<<if $barbWithYou>>'This is like something out of a nightmare,' says Zan, looking around. 'What's the plan, Princess, for how to face this witch?'
'I don't have a particular plan. First thing is to find her.'
Zan looks at you.
'I don't have a particular plan for that either.'
'Hmm,' says Zan.
A moment later, you say: 'When we find her, I'll be counting on my cloak to protect me from her magick. But I won't be able to protect you. You need to stay back. Look after <<if $haveMonkey>>Jaspy and <</if>>Spirit for me, until it's all over.'
Zan nods.<<else>>
<</if>>
**I don't know how I'll find her.**<<if $arrowFiredAtWitch>>Not taking any chances, you fire your arrow at the witch's heart...
At the same time, purple light shoots upwards from the witches hands to form a wall in front of her - into which the arrow collides and falls harmlessly to the ground.<<else>>'I'll shoot!' you cry.<</if>>
The witch grins<<if $arrowFiredAtWitch is false>>, ignoring you<</if>>. 'And //I// know who //you// are - Princess!' She moves her hands around in front of her, growing and moulding the purple light into a fiery ball that lights her maniacal face...
'Your magick can't touch me!' you shout. Staring at the purple fireball, you hope that you're right. <<if $arrowFiredAtWitch>>You hurriedly reach for another arrow...<</if>>
'You're right, my magick can't touch you inside that cloak... But what about your horse?' She screams and flings the fireball.
A flash of intense purple light passes over you, and though you feel nothing, Spirit shrieks and rears, throwing you into the air... You land heavily on the ground. Winded and dazed, you try to get up. By the time you make it onto your hands and knees, the witch is standing over you.
'Let's see if your cloak protects you against this, Princess!'
As you look up, the dagger is already falling.
FAIL
Lives lost: <<= $livesLost +1>>
[[Return->Kick him away][$livesLost += 1]] Text replace chapters
Magick-proof cloak chapter:
- One point of cloak is to equip non-magicians in battle against magicians
- Picture of a knight wearing a magick cloak stabbing a magician? (after explicit statement that anything we hold is protected from magick while wearing the cloak)
- reminder that only the wearer is protected
- take stock of own magick ability: won't be a match for the witch directly<<set $instaBribe to false>><<set $instaMagick to false>><<set $gardenerOption1 to true>><<set $gardenerOption2 to true>><<set $gardenerOption1a to true>><<set $gardenerOption2a to true>><<set $gardenerOption3a to true>><<set $oldManOpenedUp to false>><<set $stayedWithZorians to false>><<set $MLpart1 to true>><<set $openedUpToBarb to true>><<set $bodyCount to 0>>
/*[[Begin->Chapter 25 wrap up/ Zan parting scene]]*/
[[Begin demo->Chapter 27]]Do you have Jaspy the monkey?
[[Jaspy is with me->Have Zorian ring?][$haveMonkey to true]]
[[Jaspy is not with me->Have Zorian ring?][$haveMonkey to false]]You've reached the end of this demo.
Thanks for playing!
Lives lost: <<= $livesLost +1>>
Luck lives lost: <<if $lostDemoLuckLife>>1<<else>>0<</if>>
Body count: $bodyCount
[[Return to start of demo->Part 4: Magick book or nay?]]The old man glances left and right, before leaning in and continuing. ‘For years, the old Lady Wold was barren. She was a sickly woman, who kept to her bed for long months at a time. Then suddenly, one day, it’s announced she’s pregnant and has been for a while. But she never leaves her room, and no one sees her. A month later, a baby arrives and is presented to the world as the new Lord Arro Wold. A young woman arrives on the same day to be his nanny. Two years later, it’s announced that Lady Wold is pregnant again. Once again, she never leaves her room, and no one sees her. This time, the young nanny leaves the Manor for several months. Finally, baby Julia arrives, and on the same day the young nanny returns.’
‘The nanny was the true mother of the Wold children?’
The old gardener nods. ‘So the rumour goes. And so many of us believed.’
‘And that’s why the wedding was cancelled?’
‘That’s why the wedding was cancelled.’
‘And why the war started…’
‘Lord Arro was proud, and hot-headed. And he loved his sister. Most of us Zelonians are used to Vestrians looking down their noses at us. But for Lord Arro, proud as he was, I think it touched a nerve. And the business with the royal wedding was too much.’
You spend a moment taking in what you’ve heard. //Not of pure noble blood.// That would certainly caused a stir amongst the royal court. But would it really have led your family to cancel the wedding?
‘There may have been something else,’ says the old man, as if guessing what you’re thinking. ‘Ginella - the nanny of Arro and Julia Wold - was Zorian.’
Your mouth falls open. The picture starts to come together more in your mind. //Zorian.// These nomadic warriors, respected as they are for their fighting skill, are looked upon with suspicion and fear in Vestria. //Primitives. Magic-dabblers.//
‘What happened to the nanny… Ginella?’ you ask.
The old man /*widens his eyes, takes a deep breath and */shakes his head.
‘The deaths of Lord Arro and Lady Julia were a blow to all of us at the Manor. We were all fond of them. But Ginella… was beside herself. I’ve never seen such… violent grief.’
‘Tell me more about her. You worked with her for several years.’
‘In all my years I’m not sure I ever spoke to her. Maybe others at the Manor could tell you more than me. But I don't think she associated much with the rest of the staff. She only concerned herself with the Wold children.’
<<set $oldManOpenedUp to true>>
<<if $gardenerOption2a>>
[[Ask if there are people who still support the Wolds][$gardenerOption2a to false]]<</if>><<if $gardenerOption3a>>
[[Ask what Lady Julia was like][$gardenerOption3a to false]]<</if>>
[[Thank him for his time]]<<set $foundJuliaRoom to true>>On the upper floor, you hurry along the hallway looking for a room that might’ve once been a young Lady’s bedchamber. At the end of the hallway, you find it: a large, delicately furnished room, brightly decorated in hues of red and green. Though spotlessly clean, it has the feel of a room that hasn’t been used in years.
You’re drawn to a desk on the far wall. You stride over and begin to look through the drawers. After a few moments, you lift out an elegantly carved mahogany box with a metal crank at the side. A music box. You raise the lid to reveal a figurine of a dancing girl inside. You crank the handle and, sure enough, music plays and the dancing girl rotates...
//Commotion// downstairs: the housekeeper storming out of the cloakroom and shouting to other servants, rallying them to look for you...
[[Continue->Music box puzzle]]
/*Add extract from Julia letters mentioning music box? Code below (OR do via textreplace------YES):
<<if $haveJuliaLetters>>//Could it be...?//
You recall one of Julia's letters that mentioned a music box:
>>//(diary text)
//
<</if>>
*/The secret room is long and thin, feeling like a cross between a corridor and a storage cupboard. At one end, colourful fabric decorates the stone walls and a single chair stands in front of a small writing desk. At the other end, large rectangular objects lean against the wall. You walk towards the writing desk. A half-burnt candle, ink pot and quill and a few dusty sheets of paper rest atop its surface. You open the desk’s single drawer and find an old writing book. You pick it up and open the cover:
<div style="text-align: center;"><span style='font-family: Brush Script MT'><h2>Julia’s diary</h2></span></div>
Nearby footsteps – in the corridor outside, approaching the room. You freeze and hold your breath… The footsteps enter the doorway, stand there for a moment, then turn and disappear back up the corridor.
You breathe a sigh of relief.
[[Continue->Julia's diary part 1]]Got a Zorian steel ring?
[[Yes->Zan with you?][$haveZorianRing to true]]
[[No->Zan with you?][$haveZorianRing to false]]<<nobr>><<set $waysToBeatWitch = 1>>
<<if $barbWithYou>><<set $waysToBeatWitch += 1>><<elseif $haveMonkey>><<set $waysToBeatWitch += 1>><</if>>
<<if $learningMagick>><<set $waysToBeatWitch += 1>><</if>><</nobr>>
>>><h1>Chapter 7: Endgame</h1>
<<set $chapter = 7>>
[[Continue|Chase the witch up the hill]]
/*[[Continue|Final Showdown][$finalShowdown to true]]*/
You chase the witch through the trees, determined to keep her in sight. She runs surprisingly nimbly up the hillside for a middle-aged woman, but your youthful stamina ought to win out soon enough.
The slope gets steeper, and soon you’re forced to sheathe your stick in your waistband and use both hands to climb around trees and over boulders. Ahead of you, the witch continues to climb nimbly, not even slowing. //Where is she getting her energy from?// Even as the question comes into your head, you know the answer: //Magick.//
You grit your teeth and keep moving. You’re keeping pace with her, at least. Eventually she’ll run out of places to run, or the trees will thin out enough for you to get a clear shot with your bow…
Sure enough, the forest is thinning; a rocky hillside clearing comes into view ahead. The witch breaks from the last of the trees and sprints towards the hilltop. This could be your chance. You run on until you’re clear of the trees yourself, then draw your bow…
At that moment, the witch, standing at the crest of the hill, turns to face you. You pause at the/* strange*/ sight of her eyes: they’re no longer green, but a deep, murky grey…
The colour of the sky.
She raises her hands into the air. The sky above rumbles and crackles. Forks of purple lightning stream down from the clouds into the witch’s upstretched arms…
She flings her hands in your direction.
Dazzling light and a deafening explosion engulf you.
[[Continue->Chase the witch up the hill part 2]]
You run from the trees, out onto the open hillside. You will have to trust your magick-proof cloak to protect you.
Ahead of you, the witch raises her hands to the sky again...
You keep running...
Bursts of purple light flash all around you... and fizzle out in the invisible forcefield that surrounds you.
You face the witch. Her eyes, the two pools of swirling grey, turn back to normal eyes - green and furious.
You see now that the top of the hill where she's standing is actually a cliff edge. She has nowhere to run. You draw your bow...
[[Tell her to surrender->Witch takes flight][$callSurrender to true]]
[[Shoot her->Witch takes flight][$callSurrender to false]]
You're keen to strike back at the witch straight away - hopefully before she can conjure any more lightning. You draw your bow and take aim...
Watching you, she raises her hands to the heavens again, summoning the purple lightning...
You loose your arrow. It whistles through the air towards its target...
The witch dodges sideways, and the arrow sails past her. You hurriedly string another, as the clouds groan overhead...
A purple flash dazzles you, and a tremendous explosion knocks you off your feet. Lying on the ground moments later, you turn your head at the sound of loud, ominous //creaking// - a large tree is toppling towards you...
You cover your head...
<<if $luckLives >0>>//Crash!//
The ground shakes as the tree smashes into the ground just beside you.
//That was close!// You pick yourself up, and your bow. You know now that you need to get away from the trees - and fast. /*There's nothing for it: you run out into the open hillside towards the witch.*/
<<set $luckLives -= 1>>
Luck remaining: $luckLives
[[Run towards the witch]]
<<else>>It's not enough.
FAIL
Lives lost: <<= $livesLost +1>>
[[Return->Chase the witch up the hill part 2][$livesLost += 1]]
<</if>>You open your eyes, in a daze. You’re lying on the ground. A tree that had been standing near to you is now a smouldering ruin. But you seem to be in one piece. Up at the top of the hill, the witch is still in the same spot, facing you with those murky grey eyes...
More lightning is coming.
You stagger to your feet and pick up your bow from the ground. You need to decide quickly how to respond. Draw your bow and fire at her from where you're stood? Or run out from the trees, up the hill towards her?
[[Fire at the witch from where you're stood]]
[[Run towards the witch]]
<<if $callSurrender>>‘Surrender!’ you call out. ‘And I will spare your life.’
The witch scowls and <<else>><<set $ruthlessness += 1>>You take aim but before you can loose your arrow, the witch <</if>>turns and leaps over the cliff behind her, plummeting out of sight.
You run to the edge of the cliff and peer over it: a steep drop falls away beneath you. The ledges and rocks down below are bare. //Where the…?//
Something flying through the air below catches your eye: a large object gliding away from the cliff, cloak flapping in the breeze, wheeling around and back up towards you…
//No…//
You draw your bow and take aim at the soaring figure and shoot… A bubble of purple light flashes around the witch. Your arrow collides with it and harmlessly deflects away…
//She can summon a forcefield...//
The witch cackles and continues flying towards you, arms upstretched and eyes a familiar murky grey… She stops and hovers in mid-air a stone’s throw from you, as purple lightning streams from the sky into her hands…
Instinctively, you back away from the cliff…
But not in time. The witch hurls the lightning against the cliff face below you with an almighty crash.
The ground shakes underneath you, cracks and gives way – an entire section of cliff breaking off with you on it – you scream as gravity pulls you downwards…
[[Continue->Freefall]]
Freefall.
Impact.
Tumbling.
Freefall.
//Impact.//
[[Continue->On the ledge]]
You lift your head off cold dirt, dazed, winded and hurting all over.
//How far did I fall?// You look around: you’re on a rocky ledge jutting out from the steep cliff face. Inches from your face, the ledge ends and another sheer drop begins. There’s a lot further to fall…
You lift your upper body off the ground – it hurts, but you can do it. Pain stabs at one side of your chest; you must have broken a rib. Your arms and legs are covered with grazes, cuts and bruises, but seem to be intact. You stagger to your feet, leaning against the cliff face. Where is the witch? You look all around: the sky is empty.
A cackle rings out, sending chills through you.
Where are your weapons? The stick that was in your waistband is gone. Your quiver is still strapped to your back. You reach into it and pull out three arrows; the rest have been lost.
But where is your bow? You look all around in panic…
Something catches your eye: a tree standing at one end of the ledge, and hanging from one of its branches - your bow! You stagger towards it, grateful for this stroke of luck.
//What use will it be against the witch’s magick forcefield?//
You'll have to figure that out later...
You retrieve your bow and walk back towards the middle of the ledge. Something swoops out of the sky and lands on the ledge in front of you: the witch. She walks towards you. /*You still have your magick-proof cloak on, but she knows she doesn’t need magick to kill you.*/
You raise your bow. Instantly, the purple bubble-forcefield flashes up around her. She grins. You lower your bow and she drops the forcefield again.
‘So you survived your little fall?'
A small rock comes skidding from the cliff face above and lands on the ground next to you. You glance up at a precarious-looking pile of boulders and rocks hanging on the slope above. Rubble from the collapsed cliff edge?
'All the better, I get to finish you off myself.' The witch is still coming. She draws her curved dagger.
Instinctively, you raise your bow again... Once again, the witch's forcefield flashes up. It stays until you lower your bow again. You back away, retaining your single arrow, unsure if you can even use it. Behind you, you're running out of ledge. It's only a matter of time before the witch is upon you.
Alex's words echo in your head: //The evil you will face is great. You will need all of your wits to overcome it...
All of my wits.// You need a plan. <<if $learningMagick>>The witch's forcefield isn't up all the time, but she summons it immediately whenever you raise your bow. Can you get past it with your last arrow? Or is there another way you can defeat her?<</if>>
[[Continue->Final Showdown][$finalShowdown to true]]
/*POST CROW ADDITION: the witch seems confident to take you on in hand-to-hand combat, even though you've still got an arrow... ----OR: in your injured state, you want to avoid hand-to-hand combat
/*You glance up again at the rocks on the slope above: how loose are they?*/
/*Alex's voice echoes in your head: //The evil you face is great. You will need all your wits to overcome it...//
/*The witch keeps coming, her grin widening. You step backwards, away from her and-you hope-clear of the loose rocks above.*/THOUGHTS/DECISIONS:
- REMOVE LAST FEW "CONTINUE"s (raise/lower bow)
- Is Delay Quest always possible (assuming player has ally)? It's harder if player has not made discoveries (went to Rithby, opened up old man, accessed the secret room) - but is it sometimes impossible? (can always remove player option to avoid Rithby, and add "I have Julia's letters" stalling option if challenge needs tweaking!)
- Have removed magick option "use compliance spell on witch" ---- haven't decided whether we can use magick inside magick-proof cloak - currently leaning against...
-Penalise arrow squandering? Witch comes at you faster? Player may not enjoy this...
- **Reinstate "Talk to the witch" passage? Just for initial exchange of words and thereafter return to FS passage? Or just adapt link to adjust delay and distance variables?
- Should there be a "Throw down your bow" option after all? -----Offering a choice of surrender options *flags* to player that maybe one of them is a solution... Offering just one, the player might just think it's a random insane option
- During Bee Quest (if $beeHijacked) limited conversation options?
- ARCHITECTURE: Just plaster each passage with all action/convo options and let the variables sort out which appear - seems to work!
- N.B. Passage where we read over the magick book (with text replace) in preparation for this chapter, taking stock of our magical abilities and what we can expect from the witch seems important...
- Witch's purple bubble forcefield - she can't stab through it (otherwise she would have it permanently up) >> Maybe you can ask her why she doesn't have it permanently up (lolz)
- Don't offer options to raise/lower bow until bee is hijacked?
- Maybe explicitly suggest that witch is raising/dropping the forcefield to try and bait us to fire our last arrow: "Why doesn't she just keep the forcefield raised, you wonder? Is she trying to encourage you to fire, and squander your last arrow?"
- WITCH UPON US: She holds forcefield up then jumps us/ducks and dives, drops the forcefield... perhaps arrow grazes her or even wounds her in the shoulder? (she can heal herself after)
- Be explicit that odds are against you if you don't have magick/allies to call upon - was it a mistake to try to take the witch on on your own? Nevertheless, here you are... (the solution is a desperate one!)
- Witch should also be wearing "mood stone" - black - another way we can recognise that it's Ginella?
- Witch also carrying our family heirloom, gifted by Prince Robert to Julia - can ask and get her bragging about it (chapter in magick book tells that powerful curses require a belonging of the victim)
- Could have a call for help option? Problem with it is that it telegraphs to the witch that we're hoping for rescue, so conversation delay tactics shouldn't work>> In that case could have a default passage "You open your mouth to talk to the witch, but she preempts you: 'Don't try and stall me...'" (then "Talk to the witch" option disappears) ---- Perhaps leave this option, it gets murky when player is trying to get Zan to find and help - calling for help means they then can't delay the witch...
LANDSLIDE QUEST:
- witch says (after talking to her?) she would rather burn us to a crisp with magick >> then we get option to take cloak off
- witch triggers it with fireball against the tree
SLIGHTLY LESS VIOLENT SHOWDOWN IDEA
- Witch could ambush then release us? >>OR BARB SAFETY NET: barb could fire poison dart at the witch - distracts her momentarily for us to kick her away
To Do list:
- /*In case of $beeTrapped - Insert bee hijack options (sting/harrass) there instead of "continue"?*/
- Witch distance runs out - code/write demise passage - inside Final Showdown passage (as that's where all passages direct to)<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>><<if $finalShowdownInitial>><<set $finalShowdown to true>><<set $witchDistance = 16>><<set $arrows = 2>><<set $witchDelayed = 0>>'This is where it ends, Princess.' The witch is $witchDistance paces away and closing.
You keep backing away to give yourself more time to come up with a plan. Should you try talking to the witch? Maybe try and stall her in the hope that <<if $barbWithYou>>Zan<<else>>someone<</if>> will come to your aid? <<if $knowAboutGinella is false>>Then again, you're not sure what you can say to delay her. It's possible you don't know enough about who she is and what she wants...<</if>>
Or maybe your best hope lies in defeating her. /*<<if $learningMagick>>*/Can you make your last arrows count somehow, in spite of the forcefield she summons whenever you aim your bow? /*<</if>>*/ The ledge you're standing on is empty but for a few small rocks and the tree behind you.
You glance again at the loose rocks on the steep slope above you. <<if $learningMagick>>
Nearby, a lone bee buzzes and whirls close to the ground...<</if>><<set $finalShowdownInitial to false>><<set $arrows = 2>><<set $beeAlive to true>><<set $beeNearWitch to false>><<set $bowRaised to false>><<set $iKnowWhatYouWant to true>><<set $needleWitch1 to false>><<set $whatDoYouWant to true>><<set $youWontGetAwayWithThis to true>><<set $lookBehindYou to true>><<set $offerWitchSurrender to true>><<set $commentaryOnWoldsFate to false>><<set $talkingToWitch to false>><<set $redWitchTheory to true>><<set $magickBalanceTheory to true>><<set $sayHerName to false>><<set $reallySorry to false>><<set $revengeTheory to true>><<set $wontBringThemBack to false>><<set $bargainForAlex to false>><<set $needleWitch1 to false>><<set $reallySorry to false>><<set $witchMurderPreferenceProfessed to false>><<set $iWentToRithby to false>><<set $iFoundSecretRoom to false>><<set $notNaturalCauses to false>><<set $iKnowWoldSecret>><<set $itWasYou to false>><<set $deathPactEstablished to false>><<set $waysToBeatWitch = 1>><<if $knowAboutGinella>><<if $barbWithYou>><<set $waysToBeatWitch += 1>><<elseif $haveMonkey>><<set $waysToBeatWitch += 1>><</if>><</if>><<if $learningMagick>><<set $waysToBeatWitch += 1>><</if>>
<h3>(Ways to beat the witch: $waysToBeatWitch)</h3>
@@.hints;<span style="color: cyan;">Hint: Actions in this challenge can be done at different times. Success may depend on doing things in the right order.</span>@@
@@.hints;<<linkreplace "More hints?">><span style="color: cyan;">Ways you can defeat the witch:
<<if $learningMagick>>
 * Shoot the witch with your arrow (getting past her forcefield somehow)<</if>>
 * Trigger a landslide of the loose rocks on top of the witch<<if $knowAboutGinella>><<if $barbWithYou>>
 * Delay the witch long enough for an ally to come to your aid <<elseif $haveMonkey>>
 * Delay the witch long enough for an ally to come to your aid<</if>><</if>></span><</linkreplace>>@@
@@.hints;<span style="color: cyan;">
[[Walkthrough?]] </span>@@
<<else>>You keep backing away. The witch keeps coming...
<</if>><<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $talkingToWitch is false>>
[[Talk to the witch][$talkingToWitch to true]]<<else>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<</if>>
/*Mention the tree again in initial passage?*/<<if $beeNearWitch>><<set $beeTrapped to true>><</if>>You lift your bow and take aim at the witch.
The purple bubble-forcefield forms around her<<if $beeNearWitch>>, with the bee inside<</if>>. <<if $beeNearWitch is false>>She keeps coming.<</if>>
<<set $bowRaised to true>>
<<if $beeTrapped>>[[Continue->Control the bee][$witchDistance +=1]]
<<elseif $beeHijacked>>[[Continue->Control the bee]]<<else>>[[Continue->Final Showdown]]<</if>>
/*In case of $beeTrapped - Insert bee hijack options (sting/harrass) here instead of "continue"?*/
/*Why have I amended witch distance with +1??*/You lower your bow.
The purple bubble-forcefield around the witch disappears.
She smiles and keeps coming.
<<set $bowRaised to false>>
<<if $beeHijacked>>[[Continue->Control the bee]]<<else>>[[Continue->Final Showdown]]<</if>><<set $arrows -=1>><<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>You quickly <<if $bowRaised is false>>aim and <</if>>shoot at the witch. She doesn't even flinch; her purple forcefield <<if $bowRaised is false>>flashes up and <<else>>holds firm; <</if>>the arrow collides with it and falls harmlessly to the ground.<<if $arrows < 1>>
Your last arrow is gone.<</if>>
The witch grins and keeps coming.
<<if $learningMagick>><<if $beeAlive>><<if $arrows < 1>><<set $waysToBeatWitch -= 1>><</if>><</if>><</if>>
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $talkingToWitch is false>>
[[Talk to the witch][$talkingToWitch to true]]<<else>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<</if>>
/*
[[Continue->Final Showdown]]*/<<set $arrows -=1>><<set $witchSpeed = "Slow">><<set $witchDistance -= 1>>You take aim at the rocks and fire.
The witch watches with you as the arrow flies and collides with the rocks...
Nothing happens. You realise that as precarious as the rocks are, you'll still need something of great power to shake the mountainside and dislodge them. More power than //you// yourself possess...
The witch raises an eyebrow at you. <<if $arrows < 1>>'No more arrows, Princess? What a shame...'<</if>> <<if $knowAboutGinella>>At least you slowed her down a little bit, but now<<else>>Then<</if>> she moves in on you again.
<<if $learningMagick>><<set $waysToBeatWitch -= 1>><</if>><<set $bowRaised to false>><<set $witchDelayed +=2>>
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $talkingToWitch is false>>
[[Talk to the witch][$talkingToWitch to true]]<<else>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<</if>>You turn and run.
Pursuing footsteps sound behind you...
You reach the tree and throw yourself behind it. It doesn't offer any kind of refuge. The witch is upon you almost immediately, dagger raised:
'Ha! Die you miserable coward!'
FAIL
<<set $finalShowdownInitial to true>><<set $witchDistance = 17>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown][$livesLost += 1]]
/*N.B. This is the failing passage, there's a separate WIN passage*/<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>'Wait!' you cry.
The witch slows a little.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span>
'Ok.' You set down your bow and strip off your magick-proof cloak.
The witch stops and watches with open-mouthed astonishment. Then she smiles. 'The Stars applaud your choice, Princess.' She opens out her palms, summoning a swirling mass of fiery purple light that grows and takes shape...
[[Tell her to do her worst]]
[[Ask for mercy]]<<if $arrows>0>>
[[Quickly pick up your bow]]<</if>>
[[Run and hide behind the tree->WIN: Fireball causes landslide]]<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>><<if $beeHijacked is false>><<set $beeHijacked to true>>You reach into the insect's mind and take control of it.<<else>>You consider how to use the bee.<</if>>
<<if $arrows>0>><<if $bowRaised is false>>[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><<if $beeNearWitch is false>>
[[Fly the bee stealthily towards the witch]]
[[Fly the bee at the witch's face]]<</if>><<if $beeNearWitch>>
[[Use the bee to sting the witch]]
[[Use the bee to harass the witch]]<</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<</if>><<if $beeNearWitch is false>>
[[Release the bee from the spell->Final Showdown][$beeHijacked to false]]<</if>>
<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>><<if $bowRaised>>You fly the bee towards the witch... it collides against the witch's bubble forcefield, unable to penetrate it.
/*
The witch is $witchDistance paces away and closing.
*/
[[Continue->Control the bee]]
<<else>>Keeping the bee close to the ground, you fly it right up to the witch.
The witch is $witchDistance paces away and closing.
<<set $beeNearWitch to true>>
<<if $arrows>0>><<if $bowRaised is false>>[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>>
[[Quickly shoot at the witch->Shoot at the witch]]<</if>>
[[Use the bee to sting the witch]]
[[Use the bee to harass the witch]]
<</if>>You fly the bee right at the witch, aiming for an exposed spot on the side of her neck...
The witch yells with pain and slaps her neck. The bee drops to the ground, dead.
The witch curses, then moves in on you again.
<<if $arrows>0>><<set $waysToBeatWitch -= 1>><</if>><<set $beeAlive to false>><<set $beeTrapped to false>><<set $witchDelayed +=2>>
[[Continue->Final Showdown]]
<<if $bowRaised>>You fly the bee around the witch's head.
The witch swats at it and sends it flying - but the insect bounces off the purple forcefield and flies right back at her...
The witch shrieks and in a panic, drops the forcefield around her...
<<set $witchDelayed +=2>>
[[Use the bee to sting the witch]]
[[Quickly shoot at the witch->WIN: Shoot with forcefield disabled]]
<<else>>You fly the bee around the witch's head.
The witch swats at it and knocks it flying away from her. Then she moves in on you again.
<<set $beeNearWitch to false>>
<<set $witchDelayed +=2>>
[[Continue->Control the bee]]
<</if>><<set $witchDistance = 16>><<set $witchMurderPreferenceProfessed to false>><<set $bowRaised to false>><<set $beeNearWitch to false>><<set $beeTrapped to false>><<set $arrows = 2>><<set $callSurrender to false>><<set $beeHijacked to false>><<set $beeAlive to true>><<set $witchDelayed =0>><<if $barbWithYou is false and $haveMonkey is false>><<set $witchDelayed = 0>><</if>><<set $finalShowdown to false>><<set $finalShowdownInitial to true>><<set $offerWitchSurrender to true>><<set $commentaryOnWoldsFate to false>><<set $talkingToWitch to false>><<set $redWitchTheory to true>><<set $magickBalanceTheory to true>><<set $sayHerName to false>><<set $reallySorry to false>><<set $revengeTheory to true>><<set $wontBringThemBack to false>><<set $bargainForAlex to false>><<set $needleWitch1 to false>><<set $reallySorry to false>><<set $iWentToRithby to false>><<set $iFoundSecretRoom to true>><<set $notNaturalCauses to false>><<set $iKnowWoldSecret>><<set $itWasYou to false>>
<<set $saidTheyDeservedIt to false>><<set $saidSorry to false>>
<<set $barbWithYou to true>><<set $haveMonkey to true>><<set $learningMagick to true>><<set $foundSecretRoom to false>><<set $foundJuliaRoom to false>><<set $knowAboutGinella to false>>
<<set $waysToBeatWitch = 1>>
<<if $barbWithYou>><<set $waysToBeatWitch += 1>><<elseif $haveMonkey>><<set $waysToBeatWitch += 1>><</if>>
<<if $learningMagick>><<set $waysToBeatWitch += 1>><</if>>
<<set $landslideArrow to true>>
[[Begin->Final Showdown]]<<set $magick += 1>><<set $hero += 1>>You see your opportunity and fire your arrow...
The witch is still thrashing around in panic and doesn't see the incoming arrow until it hits - straight in the heart. She gasps and stares at you and collapses to the floor. Within seconds, she lies still.
The crow swoops down and stands over her lifeless body. Then suddenly, it takes to the air, flying away into the distance.
<<set $witchDefeat = "Bee">>
[[Continue->Witch's magick dissolves]]You turn and run.
//'Come back here coward!'//
You reach the tree and throw yourself behind it...
Your world flashes purple, and an explosion knocks you off your feet.
Dazed, you look up from the ground. You're unharmed, but the tree you hid behind is now a smouldering wreck.
//'ARGHHHH!'// The witch shrieks in frustration.
As the witch's scream ends, another sound begins: a rumble on the slopes above, growing to a //ROAR//...
The earth shakes.
Knowing what's coming, you scramble across the ledge and press yourself tight against the cliff face...
The avalanche of rocks arrives, crashing down around you. A high-pitched scream along the ledge from you is abruptly silenced...
The crashing continues, all around you. Then it subsides, and stops. You lift your head up to see rocks strewn across the ledge, including a large pile where the witch was standing.
The crow stands on top of the pile. Then it takes flight, away and into the distance.
You walk over and start removing rocks. After a minute, you come across the witch's mangled, lifeless body.
<<set $witchDefeat = "Landslide">>
[[Continue->Witch's magick dissolves]]The witch grins; she doesn't need to be told twice.
A flash of purple engulfs you.
FAIL
<<set $finalShowdownInitial to true>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown][$livesLost += 1]]You reach for your bow.
The witch charges you and is upon you in a flash... When she reaches you, you're defenceless.
FAIL
<<set $finalShowdownInitial to true>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown][$livesLost += 1]]The witch rolls her head back and laughs.
Then she keeps coming.
[[Continue->Final Showdown
/*
<<if $offerWitchSurrender>>
[["This is your last chance to surrender peacably."][$offerWitchSurrender to false<</if>>
<<if $whatDoYouWant>>
[[Attempt to bargain with her][$whatDoYouWant to false<</if>>
N.B. Have removed this convo option at this stage and deconstructed the links
*/<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>><<set $sayHerName to true>>The witch raises an eyebrow and advances slowly./* 'Oh yes?' - doesn't work if she says this every time player visits this passage*/
<<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]
<span class="conversationoption"><<if $revengeTheory>>[["You want revenge for the Wolds."][$revengeTheory to false]]<</if>></span><span class="conversationoption"><<if $redWitchTheory>>
[["You want to take over the throne of Vestria, like the Red Witch of old."][$redWitchTheory to false]]<</if>></span><span class="conversationoption"><<if $magickBalanceTheory>>
[[“You want to restore magical balance to Vestria.”][$magickBalanceTheory to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span>
Zan will respond quickly and pull old man away just in time for you to see the dagger>>kick
- Jaspi will react with hostility to old man's approach and then lash out when he grabs at you - he flinches, you see the dagger>>kickDECISION:
- Diplomatic win is untenable - too much of a climbdown from the witch! What is she going to do, commit suicide, or go into harmless exile? And cannot do any kind of grand restitution bargain with the witch because giving power to a pyschopath is blatantly foolish.
- However: it can still be an EPILOGUE WIN if we establish rapport with her
- RAPPORT PROBLEM + SOLUTION: As we talk to her for a long time $witchDistance ought to go down to zero! PROBLEM is that player won't have time to execute BEE plan. SOLUTION: After we have established rapport, witch doesn't agree to cease her evil, but does monologue for a while - giving us time to enact BEE QUEST (also include red herring options like "Shoot the witch") -----Might need to duplicate/rewrite all of these passages for this particular (rapport) eventuality!
DIPLOMATIC WIN
- Arguably being able to go down this path is noble and satisfying even if we don't succeed (and have to kill her)
- This would involve a rewrite to make the witch not a cackling maniac; a more complex villain that can be reasoned with, persuaded
- Possibility that which doesn't want to kill us - admires us for our quest (and use of magick), offers to let us live if we walk away
- Can persuade her IF: (1) We've found out everything about her motivations (2) We give her an opportunity to surrender >> She WILL (with regret) kill us if these conditions are not met, as we are too powerful an enemy to let live (3) Choose the correct persuasion option(s) (or avoid the wrong ones - don't try and bribe her)
- When diplomacy not possible try to let player know quickly that it's a non-starter - "You don't know who I am or what I want."
WITCH CHARACTER REWRITE (not cackling maniac)
- "You shouldn't have come, Princess."
- Would need something like $witchRapportEstablished variable - everything she says to us is different IF we've conversed and come to some mutual respect/understanding<<if $witchDelayed >19>>'Enough talk, Princess. Now you die.'
<</if>><<if $arrows>0>>You're out of time; the witch is upon you. <<if $bowRaised>>She keeps her forcefield up<<else>>Her forcefield flashes up<</if>> as she creeps towards you the final step...
You keep your arrow pointed at her, waiting. She can't attack through her own forcefield, can she? Sure enough, just beyond arms' length of you, she stops. You face each other, in a standoff. Thank the Stars you still have an arrow to fire.<<if $witchDelayed >19>><<if $barbWithYou>>
Something moves in the corner of your eye - on the slope above - Zan! He's climbing down the slope towards you! Not close enough to do anything yet though... You contain your excitement and focus on holding off the witch.<<elseif $haveMonkey>>
A monkey's calls ring out somewhere above – Jaspy? Is he coming to help you somehow? Either way, you still have to fend off the witch.<</if>>
She's looking at you, and a smile twists one side of her mouth...<</if>>
SQUAWK!
Black wings flap in front of your face - the crow again! - you knock it away but your arrow comes loose from the bowstring. The witch lunges. You parry her with your bow. She knocks you backwards. You stumble and fall on your back.<<else>>
<<if $witchDelayed >19>><<if $barbWithYou>>Something moves in the corner of your eye - on the slope above - Zan! He's climbing down the slope towards you! Though not close enough to do anything yet... You contain your excitement and focus on holding off the witch.<<elseif $haveMonkey>>A monkey's calls ring out somewhere above - Jaspy? Is he coming to help you somehow? Either way, you have to concentrate on fending off the witch.<</if>>
<</if>>The witch is upon you.
She lunges with her dagger. You parry a few thrusts with your bow, but she forces you backwards, until you stumble and fall on your back...<</if>><<if $witchDelayed >19>>
<<set $witchDistance = 18>>
[[Continue->Witch reaches you part 2]]<<else>> Before you can react, she's on top of you, dagger drawn...
FAIL
<<set $finalShowdown to false>><<set $finalShowdownInitial to true>><<set $witchDistance = 16>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown][$livesLost += 1]]
<</if>>
Before you can react, the witch is on top of you, pinning you.
'Any last words, Princess?'
You look all around, desperately. Your bow is out of reach, but a large rock rests on the ground within reach of your right hand...
[[Make a quick grab for the rock]]
<<linkreplace "Try to keep the witch talking">><span class="conversationoption">
[["This is your last chance to surrender."]]<<if $saidSorry>>
[["There's something else I'm sorry for."]]<<else>>
[["I'm sorry."]]<</if>></span>
<</linkreplace>>
/*Perhaps hint explicitly that you're at her mercy and any sudden movements you do will result in her stabbing you (so don't hit her with her rock until she's distracted*/
/*Call the first option "Quickly scramble for the rock"?*/
/*Discuss how it's then a reactions race between you and the witch*/Double-click this passage to edit it.'Maybe I can help you. What do you want?'
'Only your death, Princess.'
You swing the rock up at the witch's head.
The witch reacts and grabs your wrist before you can land your blow.../*at the last moment - if she's partially distracted?*/ Then she turns eyes of murderous rage upon you...
FAIL
<<set $finalShowdownInitial to true>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown][$livesLost += 1]]<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>The witch smirks and keeps coming.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>WIN sequence:
- try to keep her talking
- make a SLOW grab for the rock (when she gets distracted)
-
IDEA: "This is the point where you bargain for your life, Princess..." ---- bargain/defiance options
IDEA: Spontaneous ejaculation: "Before you kill me, there's something you should know!"
- "Julia was pregnant!"
- "I'm pregnant!"
- "I'm not the princess..."
What to do when we've hit witch with the rock? Is she dead? Knocked unconscious? Staggers up and backwards off the edge of the ledge?
<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>The witch scoffs and keeps coming.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>The witch nods and points the dagger at you. 'That's exactly what I want.'
<<set $iKnowWhatYouWant to false>><<set $needleWitch1 to true>><<set $commentaryOnWoldsFate to true>><<set $iWentToRithby to true>><<if $knowAboutRoyalMarriage>><<set $iKnowWoldSecret to true>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]
<span class="conversationoption">[["Arro and Julia wouldn't have wanted this."]]</span><span class="conversationoption">
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]</span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span>
/*Extra convo options turned on here*/'Enough talk, Princess. Now is the time for you to die.'
She keeps coming.
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>The witch narrows her eyes at you. 'So you know my name. What of it?'
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $revengeTheory>>
[["You want revenge for the Wolds."][$revengeTheory to false]]<</if>></span><span class="conversationoption"><<if $revengeTheory>><<if $redWitchTheory>>
[["You want to take over the throne of Vestria, like the Red Witch of old."][$redWitchTheory to false]]<</if>><</if>></span><span class="conversationoption"><<if $revengeTheory>><<if $magickBalanceTheory>>
[[“You want to restore magical balance to Vestria.”][$magickBalanceTheory to false]]<</if>><</if>><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
2022 notes/ideas
- DECISION: It's now only possible to win Delay Quest if you've found out SOMETHING about Ginella and the Wolds during Detective Quest. This is coded by $knowAboutGinella being true (either convo with old gardener was successful or player made it into Rithby Manor and learned about Ginella that way) >> **Need to add sentence "You're not sure you know what to say to her to delay her. Who is she, and what does she want?"
- Is it possible to make this hard enough that it won't be 99% of players' solution, but still possible for anyone who hasn't learned anything pertinent?
- Maybe just go ahead and make it easy (and other solutions as well)! Want players/voters to be satisfied and not get killed repeatedly.
- Delay Quest success requires a luck life?
- **Add a snivelling/pleading delay option? Thereby player can succeed but at cost of hero rating
- Re-add "Your name's Ginella" option?
- **Add "Witch speed: normal"
- Do other actions delay the witch? Shooting at her? Maybe trust earlier judgement on this (below)!
---------------------------------
- This quest doesn't work for the player who hasn't found out enough, e.g. hasn't visited Rithby, found Julia's secret room, opened up old man, etc. N.B. Current max delay with no gained player knowledge is 8 (out of 10)
- NEEDLING witch only works so many times - once she's enraged she can't be delayed any further or even conversed with! ------Every convo option leads (via Javascript?) to passage where witch shouts you down as soon as you open your mouth
- Remove telepathy quest for now to keep things simpler? -----Jaspy just finds you and you're surprised!
- Squandering your arrow actually decreases $witchDelayed because there's no standoff when witch she you? And she no longer has to worry about keeping up her forcefield as she approaches?
- Make $witchDelayed counter visible in StoryCaption? (after first delay and IF we have allies?)
- Witch sometimes "slows her step" and sometimes stops. (also depends on her distance ----- for prolonged conversation delays will need to decrease $witchDistance while also increasing $witchDelayed substantially
- Can telepathically call allies? Magically this is pretty plausibly possible...? Zan will find us anyway, but Jaspi needs to be summoned?----Maybe make it vague as to whether ally has heard/will be able to respond?
- Possibly you can't delay the witch enough if you haven't found out enough about her motivations? ---- Maybe not
- When successfully delaying the witch, depending on her distance from you, you will either "slow her step" or make her stop completely.
- **Once delay threshold has been reached witch will comment on it as she reaches you
- Getting her monologuing doesn't work, she's not an egocentric supervillain...
WAYS TO DELAY WITCH (N.B. See big notepad for updated list of convo options):
GENERAL
- Shoot at rocks (+1)
- Express understanding that witch wants to avenge the Wolds (+1)
- Say you're sorry for/they deserved what happened to them (+1)
- Say you visited Rithby Manor (+1)
- Needle her: "If you cared so much about Arro and Julia you should have stopped them rebelling." (+3)
MAGICK:
- Harrass with the bee, no forcefield (+1)
- Harrass with the bee, forcefield (+2)
- Sting with the bee (+2)
- Use magick against the witch somehow? Compliance spell (+2)
INFORMED CONVERSATION:
- Say you found Julia's secret room/diary (+1)
- Say you know who she is (+1)
- Needle her about killing the kids' father
- "Overconfidence - I can see where Arro got it from."
<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>//'Don't you dare even mention their names!'// She moves towards you with more murderous intent than ever.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>'Pah! Your apology in the face of death is worthless.'
<<set $saidSorry to true>><<set $reallySorry to true>><<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span>
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>><<set $saidTheyDeservedIt to true>>The witch stops and stares at you, eyes burning with hatred.
Then she moves in on you again.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
/*Witch refuses to speak to you after this?*/'You don't know much about magick do you, child?'
/*JUSTICE/RIGHTEOUS ANGER - makes a spell stronger*/
/*Wait for Alex to become of age because (1) harder to do spells against children (2) You are the same ages as the children that were taken from me*/
Finally, a magical spell can be intensified with an object that belongs to the victim.<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>The witch scoffs and keeps coming.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>The witch rolls her eyes and keeps coming.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<set $witchSpeed = "Slow">><<set $witchDistance -= 1>>'//Then prove it.//' the witch spits. 'Accept your family's guilt. Surrender your life.'
<<set $witchDelayed +=2>><<set $witchMurderPreferenceProfessed to true>><<set $wontBringThemBack to true>><<set $bargainForAlex to true>><<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
The witch grins and shakes her head. The fireball in her hands grows...
Seconds later, a flash of purple engulfs you.
FAIL
<<set $finalShowdownInitial to true>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown][$livesLost += 1]]<<set $witchSpeed = "Normal">><<set $witchDistance -= 2>>The witch snarls and keeps coming.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span> <<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>>The witch stares at you for a moment. 'Surrender your life to me now and I will spare his. You have my word.'
<<set $witchDelayed +=2>><<set $deathPactEstablished to true>><<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
The witch stares at you with surprise. 'The Stars applaud your choice, Princess.' She smiles and moves in on you quickly, before you have a chance to change your mind.<<if $deathPactEstablished>>
'I won't be keeping my word with regard to your brother, I'm afraid. But thank you for making this easy.' She grins as she bears down upon you.<</if>>
FAIL
<<set $livesLost += 1>><<set $finalShowdownInitial to true>><<set $witchDistance = 16>>
Lives lost: <<= $livesLost +1>>
[[Return->Final Showdown<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>>The witch's face twists in hatred. //'I spit on your royal crown! I spit on your whole arrogant family!'//
<<set $witchDelayed +=2>><<set $needleWitch2 to true>><<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption">
[["This is your last chance to surrender."]]<<if $saidSorry>>
[["There's something else I'm sorry for."]]<<else>>
[["I'm sorry."]]<</if>></span>
/*These choices all work... Ideally they get witch monologuing? But doesn't matter too much if they don't*/
/*"I'm pregnant!"
"Julia was pregnant!"
"I'm not the princess!"
"There's one thing I don't understand..."*/'Ha! in your final moments, you choose to play the jester. Very well.' She raises her dagger...
<<if $barbWithYou>>Zan's head comes into view, hanging from a cliff edge above you. He brings his blowpipe to his lips...
<</if>><<if $barbWithYou>>//SQUAW! SQUAW!//<<else>>Loud monkey calls rip through the air: //AHH! AHH! AHH!//<</if>>
The witch turns towards the slope above...
[[Continue->WIN: Ally intervenes]]The witch sneers. 'What?'
'I want you to know... it's not personal...'
The witch grunts with annoyance. 'Spit it out!'
<<if $barbWithYou>>Zan's head comes into view, hanging from a cliff edge above you. He brings his blowpipe to his lips...
<</if>><<if $barbWithYou>>//SQUAW! SQUAW!//<<else>>Loud monkey calls rip through the air: //AHH! AHH! AHH!//<</if>>
The witch turns towards the slope above...
[[Continue->WIN: Ally intervenes]]
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>The witch's jaw clenches. Her eyes narrow on you in hatred.
/*
'You were the Wold family's secret shame.'
The witch keeps coming.
*/
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption">
[["Things are about to get a bit rocky."|Shoot an arrow at the loose rocks on the slope above</span>
[[Just fire the arrow->Shoot an arrow at the loose rocks on the slope aboveACTIONS:
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
CONVERSATION:
<span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>><<if $saidSorry is false>><<set $itWasYou to true>><</if>><<if $saidTheyDeservedIt is false>><<set $acceptFamilyWrong to true>><</if>><<if $oldManOpenedUp>>The witch looks at you darkly.
'The Wold family secret,' you go on. 'It involves you, doesn't it?'
<</if>>The witch stares back at you, cold and unreadable.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>><<set $notNaturalCauses to true>>//'What?'//
You tell her about the key concealed in the music box and the secret room behind the fireplace. She listens warily. 'And I found Julia's old diaries.'
The witch utters something under her breath in Zorian.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>><<set $iFoundSecretRoom to true>>Just for a moment, the witch stops in her tracks. 'And?'<<if $foundJuliaRoom>>
'I saw Julia's old room. And I found her old music box.'
The witch keeps coming, but she's listening.<<else>>
You wish you had more to say on the matter...<</if>>
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>The witch smiles at the corner of her mouth.
'You didn't use magick, but you found another way.'
'There is always another way.' She looks at the dagger in her hand, then at you and smiles.
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>>
<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>The witch narrows her eyes at you. She shrugs. 'After I've killed you, I'll take them.''It's too late for apologies now, Princess.'
'I didn't say what I'm sorry for.'
The witch raises a puzzled eyebrow.
'I'm sorry for what's about to happen.'
<<if $barbWithYou>>Zan's head comes into view, hanging from a cliff edge above you. He brings his blowpipe to his lips...
<</if>><<if $barbWithYou>>//SQUAW! SQUAW!//<<else>>Loud monkey calls rip through the air: //AHH! AHH! AHH!//<</if>>
The witch turns towards the slope above...
[[Continue->WIN: Ally intervenes]]<<set $diplomacy += 1>>The witch's forcefield flashes up just in time to block <<if $barbWithYou>>the flying dart<<else>>Jaspy's hurled rock<</if>>.
'<<if $barbWithYou>>Interfering fool<<else>>Wretched interfering creature<</if>>! I'll make <<if $barbWithYou>>him<<else>>it<</if>> wish <<if $barbWithYou>>he<<else>>it<</if>> was never born!'
Your groping fingertips reach the rock...
The witch's face turns back to you.
You swing the rock up to meet it - //SMACK//. The witch falls to the ground besides you and writhes, moaning...
You leap up to your feet.
The witch staggers to her feet as well, but totters drunkenly, backwards... towards the ledge's edge...
//SQUAW! SQUAW!// The crow calls out. But it's too late. The witch plummets out of sight. The crow dives after her...
//THUD.//
You rush to the edge and look over: a mangled body lies motionless on rocks below. The crow stands over it for a moment. Then it takes flight, away and into the distance.
The witch is no more.
<<set $witchDefeat = "Companion's aid">>
[[Continue->Witch's magick dissolves]]
/*
[[Reach slowly for the rock
[[Reach quickly for the rock
*/<<set $finalShowdown to false>>You stand looking down at the witch's lifeless body for some time. Is it really over?<<if $barbWithYou>>
'Is she dead?' asks Zan, scrambling down the mountainside towards you. He comes and stands beside you to look with his own eyes.<</if>>
Before you know it, sunlight has started to fall all around you, lighting up the mountainside. Overhead, the grey clouds have parted, revealing blue skies - the first you've seen since you entered the forest. The thick mist in the air all around you melts away before your eyes.
The witch's magick is unravelling.
<<if $barbWithYou>>
[[Continue->Zan denouement]]<<else>>[[Continue->Triumphant return]]<</if>>Double-click this passage to edit it.Double-click this passage to edit it.<<set $witchSpeed = "Slow">><<set $witchDistance -= 1>><<set $witchDelayed +=2>>//'And that's why you will die.'// /*The witch's eyes bulge with fury.*/
<<if $learningMagick>><<if $arrows>0>><<if $bowRaised is false>>
[[Aim your bow at the witch]]<<else>>[[Lower your bow]]<</if>><</if>><</if>><<if $arrows>0>>
[[Quickly shoot at the witch->Shoot at the witch]]<<if $landslideArrow>>
[[Shoot an arrow at the loose rocks on the slope above][$landslideArrow to false]]<</if>><</if>>
[[Run and hide behind the tree]]<<if $learningMagick>><<if $beeAlive>>
[[Use a compliance spell to control the bee->Control the bee]]<</if>><</if>><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><span class="conversationoption"><<if $notNaturalCauses>>
[["Arro and Julia's father didn't die of natural causes, did he?"][$notNaturalCauses to false]]<</if>></span><span class="conversationoption"><<if $iFoundSecretRoom is true and $foundSecretRoom is true>>
[["I found the hidden room in Julia's bedroom."][$iFoundSecretRoom to false]]<</if>></span><span class="conversationoption"><<if $acceptFamilyWrong>>
[["It was wrong of my family to cancel the royal marriage."][$acceptFamilyWrong to false]]<</if>></span><span class="conversationoption"><<if $iKnowWhatYouWant>>
[["I know who you are and why you're doing this."]]<</if>></span><span class="conversationoption"><<if $youWontGetAwayWithThis>>
[["You'll never get away with this."][$youWontGetAwayWithThis to false]]<</if>></span><span class="conversationoption"><<if $lookBehindYou>>
[["Look behind you!"][$lookBehindYou to false]]<</if>></span><span class="conversationoption"><<if $iWentToRithby>>
[["I went to Rithby Hall."][$iWentToRithby to false]]<</if>></span><span class="conversationoption"><<if $iKnowWoldSecret is true and $oldManOpenedUp is true>>
[["I know why Julia's marriage to my uncle was cancelled."][$iKnowWoldSecret to false]]<</if>></span><span class="conversationoption"><<if $itWasYou>>
[["Julia's marriage was cancelled because of you."][$itWasYou to false]]<</if>></span><span class="conversationoption"><<if $needleWitch1>>
[["If you really loved Arro and Julia you should've stopped them rebelling against the crown."][$needleWitch1 to false]]<</if>></span><span class="conversationoption"><<if $sayHerName>><<if $knowAboutGinella>>
[["Your name's Ginella."][$sayHerName to false]]<</if>><</if>></span><span class="conversationoption"><<if $commentaryOnWoldsFate>>
[["I'm sorry for what happened to them."][$commentaryOnWoldsFate to false]]
[["They deserved what happened to them."][$commentaryOnWoldsFate to false]]<</if>></span><span class="conversationoption"><<if $reallySorry>>
[["I really am sorry for what happened to Julia and Arro."][$reallySorry to false]]<</if>></span><span class="conversationoption"><<if $wontBringThemBack>>
[["Killing me won't bring Arro and Julia back."][$wontBringThemBack to false]]<</if>></span><span class="conversationoption"><<if $bargainForAlex>>
[["Will you let Alex live?"][$bargainForAlex to false]]<</if>></span><<if $witchMurderPreferenceProfessed>>
[[Take off your magick-proof cloak][$witchDistance -= 1]]<</if>><<nobr>>
/*Modifiers*/
<<if $barbWithYou>><<set $diplomacy += 1>><</if>>
<<if $haveJuliaLetters>><<set $wisdom += 1>><</if>>
<<if $livesLost < 7>><<set $wisdom +=1>><<set $hero += 1>><<elseif $livesLost < 5>><<set $wisdom +=2>><<set $hero += 2>><<elseif $livesLost < 3>><<set $wisdom +=3>><<set $hero += 3>><<elseif $livesLost < 2>><<set $wisdom +=4>><<set $hero += 4>><<elseif $livesLost < 1>><<set $wisdom +=5>><<set $hero += 5>><</if>>
/*Rating conversions*/
<<if $hero > 15>><<set $herorating = 5>><<elseif $hero > 11>><<set $herorating = 4>><<elseif $hero > 7>><<set $herorating = 3>><<elseif $hero > 3>><<set $herorating = 2>><<else>><<set $herorating = 1>><</if>>
<<if $wisdom > 7>><<set $wisdomrating = 5>><<elseif $wisdom > 5>><<set $wisdomrating = 4>><<elseif $wisdom > 3>><<set $wisdomrating = 3>><<elseif $wisdom > 0>><<set $wisdomrating = 2>><<else>><<set $wisdomrating = 1>><</if>>
<<if $compassion > 5>><<set $compassionrating = 5>><<elseif $compassion > 4>><<set $compassionrating = 4>><<elseif $compassion > 3>><<set $compassionrating = 3>><<elseif $compassion > 2>><<set $compassionrating = 2>><<elseif $compassion > 1>><<set $compassionrating = 1>><<else>><<set $compassionrating = 1>><</if>>
<<if $diplomacy > 6>><<set $diplomacyrating = 5>><<elseif $diplomacy > 4>><<set $diplomacyrating = 4>><<elseif $diplomacy > 2>><<set $diplomacyrating = 3>><<elseif $diplomacy > 1>><<set $diplomacyrating = 2>><<else>><<set $diplomacyrating = 1>><</if>>
<<if $ruthlessness > 5>><<set $ruthlessnessrating = 5>><<elseif $ruthlessness > 3>><<set $ruthlessnessrating = 4>><<elseif $ruthlessness > 1>><<set $ruthlessnessrating = 3>><<elseif $ruthlessness > 0>><<set $ruthlessnessrating = 2>><<else>><<set $ruthlessnessrating = 1>><</if>>
<<if $magick > 5>><<set $magickrating = 5>><<elseif $magick > 3>><<set $magickrating = 4>><<elseif $magick > 1>><<set $magickrating = 3>><<elseif $magick > 0>><<set $magickrating = 2>><<else>><<set $magickrating = 1>><</if>>
/*Stability*/
<<set $stability = $herorating + $wisdomrating + $ruthlessnessrating + $diplomacyrating>>
<<if $stability > 15>><<set $stabilityIndex = 5>><<elseif $stability > 12>><<set $stabilityIndex = 4>><<elseif $stability > 9>><<set $stabilityIndex = 3>><<elseif $stability > 6>><<set $stabilityIndex = 2>><<else>><<set $stabilityIndex = 1>><</if>>
<</nobr>>
<div style="text-align: center;"><h2>__Epilogue: Your reign as Queen Imelda I__</h2></div>
<span style='font-family: fondamento'><div class="message">
>Imelda I ruled Vestria from 625-656.
>In her eighteenth year, while still Princess, she left the royal palace in disguise and embarked upon an extraordinary quest to slay an evil witch (who had placed a curse of sickness on her brother), and it is evident that her experiences on this adventure shaped the kind of queen she would later become. She became queen at the age of twenty-five, eight years after her famous witch-slaying quest, <<if $herorating ==5>>which proved to be just the start of her feats of greatness.<<elseif $herorating ==4>>which set the tone for her later greatness.<<elseif $herorating ==3>> which is not the only thing she is remembered for.<<elseif $herorating ==2>>but sadly her reign as queen never really lived up to this early feat of heroism.<<elseif $herorating ==1>>but sadly her reign as queen never lived up to this early feat of heroism.<</if>> During her reign, Vestria experienced <<if $stabilityIndex ==5>>wide-scale peace and prosperity, as the Queen skillfully managed enemies and problems, internal and external.<<elseif $stabilityIndex ==4>>peace and prosperity, as the Queen skillfully managed enemies and problems internal and external.<<elseif $stabilityIndex ==3>>peace and prosperity, with occasional periods of strife and upheaval<<elseif $stabilityIndex ==2>>several periods of strife and upheaval, as enemies, internal and external, plotted and schemed against her.<<else>>chaos and disorder, as enemies, internal and external, plotted and schemed against her.<</if>>
>The Queen was a lover of the arts, and <<if $herorating>2>>her reign coincided with a flourishing of Vestrian theatre, music
and literature.<<else>>some notable works of Vestrian theatre and literature were created during her reign.<</if>><<if $wisdomrating > 3>> She was also a great patron of the sciences, and many technological advancements were made in Vestria during her reign.<</if>><<if $compassionrating > 3>> She was famed for her compassion and kindness, founding charitable institutions to feed and educate the poor, and introducing laws to ensure the fair and humane treatment of animals.<</if>><<if $ruthlessnessrating > 3>> She ruled Vestria with an iron grip, with a vast network of spies reporting to her on the actions and private conversations of everyone in her royal court. Punishment for the few who dared to plot against her was swift and bloody.<<elseif $ruthlessnessrating > 2>>But she also was renowned for her ruthless streak; punishment for anyone caught plotting against her was swift and bloody.<</if>><<if $magickrating > 3>><<if $stabilityIndex > 3>> But perhaps the biggest and most lasting change made by Queen Imelda was the gradual relaxation of anti-magick laws and curtailing of the power of the Sisterhood, leading, ultimately, to the reinstitution of a new Majuri order. Imelda made the case that magick was not intrinsically evil, and that an orer of good magicians following a strict oath could serve and protect the kingdom from evil forms of magick. The Queen's pro-magick reforms were not always popular, and rumours abounded that she herself "dabbled" in magick. These rumours, however, were never substantiated, and we can only speculate as to their veracity. One thing cannot be doubted: the reforms Imelda made paved the way for the magick-tolerant society we enjoy today.<<elseif $stabilityIndex > 1>> A notable chapter in the queen's reign was her attempt to relax anti-magick laws and challenge the authority of the Sisterhood. These moves provoked popular unrest however (and even rumours that the queen herself was a magick-dabbler), and she was forced to back down, and the Sisters kept their powerful status.<<else>> A disastrous chapter in the queen's reign occurred when she attempted to relax anti-magick laws and take on the authority of the Sisterhood. These moves proved deeply unpopular however, and the Sisters resisted them strongly; there was even speculation at one point that the order would move against the Queen and arrest her on charges of magick-dabbling. In the end, the Queen backed down, ceding the Sisterhood even greater powers, and by many accounts she lived in fear of the Sisters for the rest of her reign.<</if>><</if>> <<if $diplomacyrating >2 or $compassionrating >3 or $ruthlessnessrating >3>>According to her contemporaries, she ruled with a conscientious<<if $diplomacyrating >2>>, diplomatic<</if>><<if $compassionrating >2>>, compassionate<</if>><<if $ruthlessnessrating >2>>, at times ruthless,<</if>> leadership style.<<else>>Besides that, the Queen didn't have any stand-out character traits.<</if>>
><<if $diplomacyrating >2>>Queen Imelda was the first Vestrian monarch to pursue lasting peace with Qespar - something almost unthinkable at the time - <<if $stabilityIndex > 2>>and the longstanding peace Vestria has enjoyed since is testament to her visionary stateswomanship. <<elseif $stabilityIndex == 2>>and though tensions with Qespar remain to this day, the Queen successfully preserved peace throughout her reign.<<else>>and her success in this endeavour came at a price, as a group of Vestrian generals led by Commander Blackmaw plotted against her, launching a failed coup that brought the kingdom to the brink of civil war.<</if>><</if>><<if $diplomacyrating <3>>The Second Qespar War began in the second year of the Queen's reign and<<if $stabilityIndex > 3>> is considered one of her finest moments, as <<if $herorating > 3>>the Queen heroically led her armies and fought<<else>>the Queen provided the <<if $wisdomrating >3>>wisdom and <</if>>strong leadership required to fight<</if>> off the barbarian invaders.<<elseif $stabilityIndex > 2>> the queen provided competent leadership through this crisis, <<if $herorating > 3>>heroically leading her armies and overcoming<<else>> resulting in Vestria fighting off<</if>> the barbarian invaders.<<elseif $stabilityIndex > 1>> was long and bloody and caused much devestation and hardship throughout the land, before the barbarians were finally fought back.<<if $herorating > 3>>by the Queen who heroically led her armies in battle<</if>>.<<else>> was long and bloody and caused much devestation and hardship throughout the land, before Vestria finally accepted peace on the barbarian's terms.<</if>><</if>>
>Overall, Queen Imelda I is ranked <<if $herorating ==5>>as one of the greatest and most beloved<</if>><<if $herorating ==4>>as one of the greatest <<elseif $herorating ==3>>as one of the better<<elseif $herorating ==2>>somewhere in the middle of the long list of<<elseif $herorating ==1>>as one of the less important<</if>> Vestrian monarchs.
</div></span>
<h3>Your ratings:</h3>
''Hero: $herorating/5''
Wisdom: $wisdomrating/5
Compassion: $compassionrating/5
Diplomacy: $diplomacyrating/5
Ruthlessness: $ruthlessnessrating/5
Magical: $magickrating/5
Lives lost: <<= $livesLost +1>>
Win method: $witchDefeat
<div style="text-align: center;"><h3>Congratulations, you've reached the end of The Princess of Vestria
Thanks for playing!</h3></div>
/*
-------------------
Raw game stats (the developer might ask for these)
-------------------
Witch defeat method: $witchDefeat
Hero raw: $hero
Diplomacy raw: $diplomacy
Compassion raw:$compassion
Wisdom raw: $wisdom
Ruthlessness raw: $ruthlessness
Magick raw: $magick
Stability Index: $stabilityIndex/5
*/
/*
Does this epilogue want a sentence directly referring to wisdom?
*/ Did you get the old gardener in Rithby tavern to open up? (about the Wold family secret, etc.)
<<link "Yep" "Find the secret room or nay?">>
<<set $oldManOpenedUp to true>>
<<set $knowAboutGinella to true>>
<</link>>
[[Nope->Find the secret room or nay?][$oldManOpenedUp to false]]
Did you make it inside the secret room in Julia's bedroom?
<<link "Yep" "Luck lives?">>
<<set $foundSecretRoom to true>>
<<set $knowAboutGinella to true>>
<</link>>
[[Nope->Luck lives?][$foundSecretRoom to false]]
<h3>Assets that you have: <<if $barbWithYou>>Zan, <<elseif $haveMonkey>>Jaspy, <</if>><<if $learningMagick>>Magick<</if>> </h3>
><<if $learningMagick>>Can you get past the witch's forcefield somehow? <</if>><<if $barbWithYou>>Do you have any friends nearby who might come to your aid? If so, do you know enough to keep the witch talking?<<elseif $haveMonkey>>Do you have any friends nearby who might come to your aid? If so, do you know enough to keep the witch talking?<</if>>
PRODUCES ACTUAL BULLET POINTS:
<h3>(Ways to beat the witch: $waysToBeatWitch)</h3>
@@.hints;<<linkreplace "Get hints before starting">><span style="color: cyan;">Ways you can defeat the witch:
<<if $learningMagick>>
* Shoot the witch with your arrow (getting past her forcefield)<</if>>
* Trigger a landslide of the loose rocks on top of the witch
<<if $barbWithYou>>* Delay the witch long enough for an ally to come to your aid <<elseif $haveMonkey>>
* Delay the witch long enough for an ally to come to your aid<</if>></span>
<</linkreplace>>@@
THE WITCH IS X PACES AWAY:
<div style="text-align: center;"><span style='font-size: 125%;'>The witch is</span></div>
<div style="text-align: center;"><span style='font-size: 200%;'>12</span> (-2)</div>
<div style="text-align: center;"><span style='font-size: 125%;'>paces away</span></div>The witch pauses for a moment to swat at the bee and knocks it flying away from her.
//Damn!// It will take another few seconds to fly it back to her again...
<<set $witchDelayed +=2>>
[[Continue->Control the bee]]You stumble out of your brother's bedroom, images from the dream still fresh in your mind, and a new sense of purpose burning inside you. You're not sure yet what you should be doing, but you find yourself wandering towards your father's study...
Raised voices are coming from inside. You stop and listen:
//'We have to consider the unthinkable: this is no natural sickness...'//
You recognise the voice of Lord Torsten, a retired royal advisor you haven't seen in years. /*He must've journeyed back to the palace and arrived this morning. */You creep closer.
//'...It's true, the kingdom hasn't seen a case of serious magick-crime for nigh one hundred years/* - thanks to the Sisters, of course*/...' //
//'Some say those old stories were exaggerated.'//
//'Fools!'//
//'In any case, you said yourself: Vestria has been free of magick for one hundred years.'//
Wisewoman Satcher, your learned science tutor, speaks up: //'There is one region where magick is still practiced freely, so they say: Zelonia.'//
A thrill goes through you: //Zelonia -// The kingdom’s wildest, eastern-most province. A place you’ve only read about, but long been fascinated by. //'To the east'// Alex said...
A voice you now recognise as Commander Blackmaw's belts out: //'Yes, and what of it? Those magick dabblers have never bothered this kingdom. The Qespari, on the other hand - we all know those barbarians would love nothing more than to undermine our kingdom by striking at our royal family... And they are devilish in their knowledge of poisons, and their use of spies. We are fools if we don't suspect their handiwork here!'//
//'Do you have any evidence for this theory, Commander?'//
//'I have a list of known Qespari spies. With the King's blessing they can be brought in for questioning...'//
There's a pause before you father, authoritative but weary, speaks:
//'Do it. And I will summon High Priestess Hella of the Sisters and speak to her again about the possibility of magick use. Thank you, good gentlemen and women. I appreciate everyone's ideas on this matter. Now, I'd like a private word with Braig, my Right Hand...'//
With that, the assembly is dismissed. The double doors in front of you swing open, and four people step out one after another, each bowing as they see you. First, Commander Blackmaw, with his fast, strong stride, then Olenna Maystaff, chief of the royal doctors. Finally, the elderly pair of Lord Torsten and Wisewoman Hazel Satcher stride out together and linger by a window in the corridor, deep in conversation.
The doors to your father's study close behind them.
You're eager to speak to all the different people about what you've just overheard, but as they go their separate ways you have to choose...
[[Speak to Commander Blackmaw about the poison theory][$blackmaw to false]]
[[Speak to Lord Torsten about the magick theory->Speak to Lord Torsten about the magick theory (new)][$torstenAndSatcher to false]]
/*[[Speak to Doctor Maystaff][$maystaff to false]]*/
/*
A second thought comes to you, and you shudder that you hadn't thought of it before: //What if they suspect me of sorcery?// Having supernatural dreams is not the kind of thing you confess to in Vestria...
*/TO DO:
- Move "The Quest begins"?
- Cascade consequences?
- Disable back buttons
- Mention that there are 7 chapters, or have "Chapter 3/7" as caption on LHS
- Age rating
- **Make positive and negative changes in e.g. hero rating visible at the bottom of each passage (green and red)!
IDEAS:
- Different colours for NPC speech?
- abbreviated conversation options, a la Crow Girl? (e.g. Poison? Could this be problematic when choices are consequential, if the representation is not perfect?)
_ "Day 1"
- INTERFACE: add glossary menu? Where players can look up things in the world - Sisters, Magick, Wolds, Woldan Rebellion etc. and read a short paragraph on each (this corresponds to everything that the Princess knows, including above and beyond what the player knows, e.g. her previous knowledge about the Woldan Rebellion)
IF COMP TO DO:
- hunter's garb?
- age rating!The last three days have been the longest of your life.
Your brother, Prince Alexander, lies on the bed in front of you, a pale marble statue, unconscious and cold to the touch. Only the slow rising and falling of his chest tells you he's still alive.
The royal doctors have all retired for the evening, once again with nothing to show for their efforts. You remain by Alex's bedside late into the night, praying for a miracle.
[[Continue->Dream scene Apr-21]]
/*
The last three days have been the longest of your life.
Your brother, Prince Alexander, lies motionless in the bed in front of you, in a sleep so deep nothing can rouse him from it. His hand, in yours, is cold. Only the slow rising and falling of his chest tells you he's still alive. The sickness came suddenly and without warning. For three days, the palace doctors have tried and failed to find a cure.
It's late, and the doctors all went home some time ago. You settle in for another night by your brother's bedside, offering up silent prayers in the dim candlelight, until an exhausted sleep overtakes you.
*/
/*Like a pale marble statue - motionless, but for the slow rising and falling of his chest.*/
/*Could mention upcoming RCM as one of the few grounds for hope?*/
/*Flickering candle to denote late hour*/
/*It's late, and the doctors have all gone home. You remain by Alex's bedside, offering up silent prayers in the dim candlelight, until an exhausted sleep overtakes you.*/
The emergency Royal Council meeting is about to start. Around the table, a collection of royal advisors and venerable wisemen and wisewomen from across the kingdom has gathered to try to shed light on your brother's illness. Your heart beats in anticipation. For the past hour, since you woke, you've held onto the secret of the dream, while its message has burned inside you:
//"You can save me, Mel."//
//"Everything is about to become clear..."//
Your father, King Leopold IV, rises to call the meeting to a start.
‘Esteemed ladies and gentlemen. As you know, the prince fell ill two days ago with a mysterious illness that, so far, has baffled our kingdom’s doctors. Three days have passed without a breakthrough, and so now it is left to this Council to try to get to the bottom of this. You may be my son’s last hope.’ The king pauses and swallows. The table is silent. ‘Doctor, would you give a brief report?’
Doctor Olenna Maystaff, chief of the royal doctors, rises. ‘Your Highness. Esteemed Members of the Council. The prince is stricken with a strange malady unlike any I or my colleagues have seen before. Although apparently perfectly healthy, the prince is in a state of sleep so deep that nothing can wake him. All of our treatments and investigations have, unfortunately, yielded nothing. I believe the prince can be kept alive for some days, possibly even weeks. Slowly but surely, though, without eating, he will die.'
Silence rests over the table. Dr Maystaff retakes her seat.
‘If no one else will say it, I will.’ Lord Torsten, the eldest of your father’s advisors, stands. 'There is a reason, I believe, why this strange sickness defies and baffles the best doctors in the land. It is this: we are not dealing with a //natural// sickness. I hope I'm wrong, esteemed Members, but I fear we are facing something dark from our past that we all hoped was buried forever.’
Silence rests over the table as Lord Torsten takes his seat.
‘You’re talking about magick, of course,’ Wiseman Drayhan sighs. 'I think it would be a mistake to let the strangeness of this sickness lead us to superstitious conclusions...'
'//Superstitious!// Magick is no fairy story!'
'We all know magick is real, but some say the old stories are exaggerated.'
//‘Fools!’//
Your father raises his voice: 'Gentlemen - Whatever the truth of the old stories, it is certainly true, Lord Torsten, that the kingdom has not seen a case of serious sorcery in a hundred years.'
‘We have the Sisters to thank for that,’ adds someone down the table.
The soft voice of Wisewoman Hazel Satcher, your learned science tutor, raises itself: ‘What about Zelonia?’
A thrill goes through you. //Zelonia -// The kingdom’s wildest, eastern-most province. A place you’ve never been to, only read about. It’s rumoured that the nomadic peoples who live there still practice magick freely. //‘To the East...’// Alex said...
‘What of Zelonia? Yes, that province may be rife with magick-dabblers – but surely none so powerful as to strike down a prince like this. And why should any of them wish the prince ill? As far as I know, he’s never set foot in Zelonia.’
'I have had enemies in the East in the past,' says your father.
//The Wolds?// you think, recalling the story of the infamous traitor family who rebelled against the kingdom back when you were just a baby.
‘The Wolds? Those traitors?' says someone. You recall the story of the Woldan Rebellion: a noble family from Zelonia who rebelled against the kingdom when you were just a baby.
'I thought they were in exile?’
‘Distance never was a barrier to strong magic.’
‘Sire, can we really suspect the Wolds of using magick this strong?’
‘There were rumours…’ begins Lord Torsten.
‘Yes, yes, I remember the rumours,' says Wiseman Drayhan. ‘Gypsy blood’ in the family, and so on. Nothing ever came of it then, and if they had the power, why wait until now to use it? Why not during the rebellion?’
The table is silent. No one has an answer.
A booming voice down the table clears its throat: ‘I have a separate theory for the prince’s sickness to put forward.' First Commander Blackmaw, silent until now, rises to his feet. 'The Wolds are enemies from our past. Let us not forget our kingdom's present adversary - one more powerful than the Wolds ever were. You all know whom I refer to. They are no magicians, but they are experts in all manner of other underhanded evils, and one in particular that could explain the Prince's sickness: poison.'
Grave silence falls over the table. /*A few eyes turn to Doctor Maystaff.*/
Commander Blackmaw goes on, ‘The Qespari are devilish in their knowledge of herbs and potions, and in their use of spies. And, as I have been warning the Council, their spies have been especially active recently, in the kingdom and in this very city.'
‘This is a serious suggestion,’ says Wisewoman Satcher. ‘Poisoning the royal Prince would be an act of war.’
‘I know what the Qespari are capable of. I do not put it beyond them.’
‘But why target the Prince?’ continues the wisewoman. ‘The Prince is only third in line to the throne, behind Princess Imelda.’
‘Perhaps their spy took an opportunity to strike against the target that was available to them at a particular moment. Perhaps they will yet try to strike again.’
The king turns to Doctor Maystaff. 'Doctor?'
‘The prince’s symptoms do not match those of any known poisons. But it is true, the Qespari have many exotic potions and substances unknown to this kingdom.’
‘Do you have any specific evidence of a Qespari plot, Commander?’ asks your father.
‘Not yet. But my men have been keeping watch on a number of suspected barbarian spies. We are ready to detain and question them upon your command.’
Your father considers for a moment. ‘Do it. And keep me updated. Sir Cliftus, tighten palace security as well, just to be safe. I shall also follow up the idea that magick is responsible for my son's illness; I will summon Sister Hella immediately after this meeting to gain her insights. Does anyone else have anything to contribute?'
Up and down the table, people shake their heads.
‘Then let us end proceedings for now. Long live the prince!’
You join in the chorus response: //‘Long live the prince!’//
Chairs scrape as people get to their feet. You stay in your seat for a moment, trying to decide what to do next.
Your father remains at the table in private conversation with Hewytt Braig, his Right-Hand, but everyone else is heading for the exit. You want to follow up on what you’ve just heard by speaking to the different Royal Council members, but it looks like you may only have time to pursue and stop one person. Who should you stop to speak to?
[[Speak to Lord Torsten about the magick theory]]
[[Speak to Commander Blackmaw about the poisoning theory]]
You journey deeper into the forest. The air grows cold, and the sky dark, even though it’s the middle of the day. A thick mist clogs the air, along with a smell of damp and decay. You get the feeling this forest has not seen sunlight in a long while. And there’s an eerie quiet and stillness, which you eventually realise is due to an absence of sounds of normal forest life - chirping birds and insects, scurrying animals. The only animals you hear are buzzing flies and far-off, squawking crows.
After about an hour, you enter a hilly section of the forest. The trees thin out, and the road climbs and winds around steep, rocky hillsides.
A figure emerges from the mist on the road ahead – on foot, coming towards you. You reach for your bow… and pause. The person approaching is a man of about fifty with a hunched over gait and ragged clothing. He doesn’t seem to have noticed you yet. You watch him for a few moments, then call out: ‘Good day sir.’
The man looks up but doesn’t stop: horror is etched on his face and in his eyes. //‘Go back!’// He calls to you. //‘In the name of The Stars, go back!’//
[[Continue->Shapeshifter ambush]]
/*Split this into 2 passages? After "squawking crows"?*/
/*Jaspy stays close to you (doesn't swing in trees), Zan comments*/
<<audio thememusic play loop>>
<div style="text-align: center;"><h1>The Princess of Vestria</h1>
<h3>by KPO</h3>
Music by Madeleine Rolinson-Lord
</div>
[[Next->Welcome 2]]Ideas:
- "Peacemaker" - achievement, or index (diplomacy + compassion)?
- Magick Reformer
Developer's log:
- Have added $compassion increments throughout. NEED TO ADD: compassion for risk-taking in Monkey Quest - but need to avoid duplicating that increment in case of death (or not?).
- compassion (and bravery) in the case of failed attempts generally (e.g. not shooting the thief)? >>>>>>>> I quite like this! A player can fail to save monkey repeatedly, losing several lives - translates to high compassion/bravery, low competence
- NB: add points onto wisdom/hero for lives left (remaining lives bonus), rather than subtract points
- Should just count and record "lives lost", not "lives remaining" - otherwise have to deal with lives remaining going negative! ----- convert lives lost to "lives remaining bonus (0-5)"
Score modifiers:
- $barbWithYou
- $livesLost - lose 1 wisdom, 1 hero
- $luckLives - lose 1 wisdom
- $callSurrender - gain one diplomacy, compassion, lose one ruthlessness?
- $haveJuliaLetters - gain 1 wisdom
- $riches
Other variables:
- $woldRapport? If we flesh out epilogue this would be a good determiner for our (restitutive) actions as queenConfig.history.controls = false
Config.navigation.override = function (d) {
if (State.variables.start) {
if ((Date.now() - State.variables.start) > 180000) {
return 'Time up!';
}
}
return false;
};
Config.navigation.override = function (d) {
var s = State.variables;
if (s.witchDistance < 3) {
s.vital = 0;
return 'Witch reaches you';
}
return false;
};
<<set $hero = 9>>
<<set $wisdom = 2>>
<<set $compassion = 2>>
<<set $diplomacy = 1>>
<<set $ruthlessness = 1>>
<<set $magick = 1>>
<<set $livesLost = 4>>
<<set $barbWithYou = true>>
<<set $haveJuliaLetters = true>>
<<set $witchDefeat = "bee">>
[[Epilogue]]
You return to the Royal City at the head of a company of Royal Guards - an escort your father sent out to meet you as soon as he received word that you were alive and well.
Sure enough, when the palace gates swing open, he's standing there to meet you.
But he's not the person you run to first.
//'Alex!'//
You run to embrace your brother. He looks slim and weak, but his face beams.
'Welcome back, sister.'
You throw your arms around him and hold him tight.
Your father embraces you both.
Then in a brief moment, through mutual tears of joy, you exchange a knowing look with Alex: //The dream. He remembers.//
You don't even have to say anything. And for as long as you both live, neither of you ever does.
[[Continue->Epilogue]]The Reign of Queen Imelda I
Imelda I ruled Vestria from 625-656.
In her eighteenth year, while still Princess, she left the royal palace in disguise and embarked upon an extraordinary quest to slay an evil witch who had placed a sickness curse on her brother, and it is evident that her experiences on this adventure shaped the kind of queen she would later become. She became queen at the age of twenty-five, eight years after her famous witch-slaying quest, <<if $herorating ==5>>which proved to be just the start of her feats of greatness.<<elseif $herorating ==4>>which set the tone for her later greatness.<<elseif $herorating ==3>>for which she is best remembered.<<elseif $herorating ==2>>but sadly her reign as queen never really lived up to this early feat of heroism.<<elseif $herorating ==1>>but sadly her reign as queen never lived up to this early feat of heroism.<</if>> During her reign, Vestria experienced <<if $stabilityIndex ==5>>wide-scale peace and prosperity, as the Queen skillfully managed enemies and problems, internal and external.<<elseif $stabilityIndex ==4>>peace and prosperity, as the Queen skillfully managed enemies and problems internal and external.<<elseif $stabilityIndex ==3>>peace and prosperity, with occasional periods of strife and upheaval<<elseif $stabilityIndex ==2>>several periods of strife and upheaval, as enemies, internal and external, plotted and schemed against her.<<else>>chaos and disorder, as enemies, internal and external, plotted and schemed against her.<</if>>
<<if $diplomacyrating >2>>Queen Imelda was the first Vestrian monarch to pursue lasting peace with Qespar - something almost unthinkable at the time - <<if $stabilityIndex > 2>>and the longstanding peace Vestria has enjoyed since is testament to her visionary stateswomanship. <<elseif $stabilityIndex == 2>>and though tensions with Qespar remain to this day, the Queen successfully preserved peace throughout her reign.<<else>>and her success in this endeavour came at a price, as a group of Vestrian generals led by Commander Blackmaw plotted against her, launching a failed coup that brought the kingdom to the brink of civil war.<</if>><</if>><<if $diplomacyrating <3>>The Second Qespar War began in the second year of the Queen's reign and<<if $stabilityIndex > 3>> is considered one of her finest moments, as <<if $herorating > 3>>the Queen heroically led her armies and<<else>>Vestria<</if>> fought off the barbarian invaders.<<elseif $stabilityIndex > 2>> the queen provided competent leadership through this crisis, <<if $herorating > 3>>heroically leading her armies and overcoming<<else>> resulting in Vestria fighting off<</if>> the barbarian invaders.<<elseif $stabilityIndex > 1>> was long and bloody, but the barbarian invaders were eventually repelled<<if $herorating > 3>>by the Queen who heroically led her armies in battle<</if>>.<<else>> was long and bloody and caused much devestation and hardship throughout the land, before the barbarians were finally fought back.<</if>><</if>>
The Queen was a lover of the arts, and her reign coincided with a flourishing of Vestrian theatre, music
and literature.<<if $wisdomrating > 3>> She was also a great patron of the sciences, and many technological advancements were made in Vestria during her reign.<</if>><<if $compassionrating > 3>> She was famed for her compassion and kindness, founding charitable institutions to feed and educate the poor, and introducing laws to ensure the fair and humane treatment of animals.<</if>><<if $ruthlessnessrating > 3>> She ruled Vestria with an iron grip, with a vast network of spies reporting to her on the actions and private conversations of everyone in her royal court. Punishment for the few who dared to plot against her was swift and bloody.<<elseif $ruthlessnessrating > 2>>But she also was renowned for her ruthless streak; punishment for anyone caught plotting against her was swift and bloody.<</if>><<if $magickrating > 3>><<if $stabilityIndex > 3>> But perhaps the biggest and most lasting change made by Queen Imelda was the gradual relaxation of anti-magick laws and curtailing of the power of the Sisterhood, leading, ultimately, to the reinstitution of a new Majuri order. Imelda made the case that magick was not intrinsically evil, and that an orer of good magicians following a strict oath could serve and protect the kingdom from dark magick such as the curse that had been placed on her brother. The Queen's pro-magick reforms were not always popular, and rumours abounded that she herself "dabbled" in magick. These rumours, however, were never substantiated.<<elseif $stabilityIndex > 1>> A notable chapter in the queen's reign was her attempt to relax anti-magick laws and challenge the authority of the Sisterhood. These moves provoked popular unrest however (and even rumours that the queen herself was a magick-dabbler), and she was forced to back down, and the Sisters kept their powerful status.<<else>> A disastrous chapter in the queen's reign occurred when she attempted to relax anti-magick laws and take on the authority of the Sisterhood. These moves proved deeply unpopular however, and the Sisters resisted them strongly; there was even speculation at one point that they would move against the Queen and arrest her on charges of magick-dabbling herself. Eventually the Queen was forced to back down, and cede the Sisters even greater powers. The Queen's authority was severely weakened, and by many accounts she lived out the rest of her reign in fear of the Sisters.<</if>><</if>>
Overall, Queen Imelda I is ranked <<if $herorating ==5>>as one of the most beloved<<else>>near the <</if>><<if $herorating ==4>>top<<elseif $herorating ==3>>middle<<elseif $herorating ==2>>bottom<<elseif $herorating ==1>>very bottom<</if>> of Vestria’s long list of kings and queens.
Greatness rating: $herorating/5
** - Destroy the magick book or keep it (and keep it hidden)
- Conversation with father where we can reproach him about the Wolds
<<if $magickrating <4 && $compassionrating <4 && $ruthlessnessrating <4 && $wisdomrating <4>><<if $diplomacyrating ==3 or $compassionrating ==3 or $ruthlessnessrating ==3>>According to her contemporaries, she ruled with a pragmatic<<if $diplomacyrating ==3>>, diplomatic<</if>><<if $compassionrating ==3>>, compassionate<</if>><<if $ruthlessnessrating ==3>>, at times ruthless,<</if>> leadership style.<<else>>Besides that, the Queen didn't seem to have any stand-out character traits.<</if>><</if>>
The Reign of Queen Imelda I
Imelda I ruled Vestria from 625-656.
In her eighteenth year, while still Princess, she left the royal palace in disguise and embarked upon an extraordinary quest to slay an evil witch (who had placed a curse of sickness on her brother), and it is evident that her experiences on this adventure shaped the kind of queen she would later become. She became queen at the age of twenty-five, eight years after her famous witch-slaying quest, <<if $herorating ==5>>which proved to be just the start of her feats of greatness.<<elseif $herorating ==4>>which set the tone for her later greatness.<<elseif $herorating ==3>> which is not the only thing she is remembered for.<<elseif $herorating ==2>>but sadly her reign as queen never really lived up to this early feat of heroism.<<elseif $herorating ==1>>but sadly her reign as queen never lived up to this early feat of heroism.<</if>> During her reign, Vestria experienced <<if $stabilityIndex ==5>>wide-scale peace and prosperity, as the Queen skillfully managed enemies and problems, internal and external.<<elseif $stabilityIndex ==4>>peace and prosperity, as the Queen skillfully managed enemies and problems internal and external.<<elseif $stabilityIndex ==3>>peace and prosperity, with occasional periods of strife and upheaval<<elseif $stabilityIndex ==2>>several periods of strife and upheaval, as enemies, internal and external, plotted and schemed against her.<<else>>chaos and disorder, as enemies, internal and external, plotted and schemed against her.<</if>>
<<if $diplomacyrating >2>>Queen Imelda was the first Vestrian monarch to pursue lasting peace with Qespar - something almost unthinkable at the time - <<if $stabilityIndex > 2>>and the longstanding peace Vestria has enjoyed since is testament to her visionary stateswomanship. <<elseif $stabilityIndex == 2>>and though tensions with Qespar remain to this day, the Queen successfully preserved peace throughout her reign.<<else>>and her success in this endeavour came at a price, as a group of Vestrian generals led by Commander Blackmaw plotted against her, launching a failed coup that brought the kingdom to the brink of civil war.<</if>><</if>><<if $diplomacyrating <3>>The Second Qespar War began in the second year of the Queen's reign and<<if $stabilityIndex > 3>> is considered one of her finest moments, as <<if $herorating > 3>>the Queen heroically led her armies and fought<<else>>the Queen provided the <<if $wisdomrating >3>>wisdom and <</if>>strong leadership required to fight<</if>> off the barbarian invaders.<<elseif $stabilityIndex > 2>> the queen provided competent leadership through this crisis, <<if $herorating > 3>>heroically leading her armies and overcoming<<else>> resulting in Vestria fighting off<</if>> the barbarian invaders.<<elseif $stabilityIndex > 1>> was long and bloody and caused much devestation and hardship throughout the land, before the barbarians were finally fought back.<<if $herorating > 3>>by the Queen who heroically led her armies in battle<</if>>.<<else>> was long and bloody and caused much devestation and hardship throughout the land, before Vestria finally accepted peace on the barbarian's terms. PLOT?<</if>><</if>>
The Queen was a lover of the arts, and <<if $herorating>2>>her reign coincided with a flourishing of Vestrian theatre, music
and literature.<<else>>some notable works of Vestrian theatre and literature were created during her reign.<</if>><<if $wisdomrating > 3>> She was also a great patron of the sciences, and many technological advancements were made in Vestria during her reign.<</if>><<if $compassionrating > 3>> She was famed for her compassion and kindness, founding charitable institutions to feed and educate the poor, and introducing laws to ensure the fair and humane treatment of animals.<</if>><<if $ruthlessnessrating > 3>> She ruled Vestria with an iron grip, with a vast network of spies reporting to her on the actions and private conversations of everyone in her royal court. Punishment for the few who dared to plot against her was swift and bloody.<<elseif $ruthlessnessrating > 2>>But she also was renowned for her ruthless streak; punishment for anyone caught plotting against her was swift and bloody.<</if>><<if $magickrating > 3>><<if $stabilityIndex > 3>> But perhaps the biggest and most lasting change made by Queen Imelda was the gradual relaxation of anti-magick laws and curtailing of the power of the Sisterhood, leading, ultimately, to the reinstitution of a new Majuri order. Imelda made the case that magick was not intrinsically evil, and that an orer of good magicians following a strict oath could serve and protect the kingdom from evil forms of magick. The Queen's pro-magick reforms were not always popular, and rumours abounded that she herself "dabbled" in magick. These rumours, however, were never substantiated, and we can only speculate as to their veracity. One thing cannot be doubted: the reforms Imelda made paved the way for the magick-tolerant society we enjoy today.<<elseif $stabilityIndex > 1>> A notable chapter in the queen's reign was her attempt to relax anti-magick laws and challenge the authority of the Sisterhood. These moves provoked popular unrest however (and even rumours that the queen herself was a magick-dabbler), and she was forced to back down, and the Sisters kept their powerful status.<<else>> A disastrous chapter in the queen's reign occurred when she attempted to relax anti-magick laws and take on the authority of the Sisterhood. These moves proved deeply unpopular however, and the Sisters resisted them strongly; there was even speculation at one point that the order would move against the Queen and arrest her on charges of magick-dabbling. In the end, the Queen backed down, ceding the Sisterhood even greater powers, and by many accounts she lived in fear of the Sisters for the rest of her reign.<</if>><</if>> <<if $diplomacyrating >2 or $compassionrating >3 or $ruthlessnessrating >3>>According to her contemporaries, she ruled with a conscientious<<if $diplomacyrating >2>>, diplomatic<</if>><<if $compassionrating >2>>, compassionate<</if>><<if $ruthlessnessrating >2>>, at times ruthless,<</if>> leadership style.<<else>>Besides that, the Queen didn't have any stand-out character traits.<</if>>
Overall, Queen Imelda I is ranked <<if $herorating ==5>>as one of the greatest and most beloved<</if>><<if $herorating ==4>>as one of the best <<elseif $herorating ==3>>as one of the better<<elseif $herorating ==2>>somewhere in the middle on the list of<<elseif $herorating ==1>>as one of the less important<</if>> Vestrian monarchs.
<div style="text-align: center;"><h3>Greatness rating: $herorating/5</h3></div>
Traits:
Wisdom: $wisdomrating/5
Compassion: $compassionrating/5
Diplomacy: $diplomacyrating/5
Ruthlessness: $ruthlessnessrating/5
Magical: $magickrating/5
Stability Index: $stabilityIndex/5
Lives lost: <<= $livesLost +1>><<set $herorating = 1>>
<<set $wisdomrating = 1>>
<<set $ruthlessnessrating = 2>>
<<set $diplomacyrating = 3>>
<<set $compassionrating = 3>>
<<set $magickrating = 1>>
<<set $stability = $herorating + $wisdomrating + $ruthlessnessrating + $diplomacyrating>>
<<if $stability > 15>><<set $stabilityIndex = 5>><<elseif $stability > 12>><<set $stabilityIndex = 4>><<elseif $stability > 9>><<set $stabilityIndex = 3>><<elseif $stability > 6>><<set $stabilityIndex = 2>><<else>><<set $stabilityIndex = 1>><</if>>
[[Epilogue tester]]Double-click this passage to edit it.At the other end of Vestria, the royal palace erupts with commotion.
'Fetch the doctors! Fetch the King!'
//'He's awake! The Prince is awake!'
'Thank the Stars, it's a miracle!'//
You don't see the scenes of celebration in the palace when Alex wakes from his sickness
You don't personally witness
the scenes in the palace when Alex wakes up are ones that you will hear recounted many times from different people, and never grow tired of hearing.
More scenes of celebration are waiting for you when you return
You never tell anyone about the dream.
'I had the strangest dream...'<<audio thememusic fadeoverto 5 0>>-- Extract from/* Donick's*/ //The History of Vestria//:
<span style='font-family: fondamento'><div class="message">
>>"...Perhaps the most remarkable episode in the life of Queen Imelda I happened when she was still a princess. Aged just seventeen, her beloved brother Prince Alexander fell ill to a mysterious sickness. Acting under unknown inspiration, the young Princess set out on an extraordinary quest across the kingdom to find a cure. Her adventures would become part of Vestrian history..."
</div></span>
[[Continue->Part 1: The Quest Begins]]
/*We arrive at one of the most famous characters in Vestrian history, that of Imelda I.
When she was still Princess, aged sixteen, she went on a famous and remarkable adventure - a quest to save her brother who had fallen ill with a mysterious sickness. */
/*<span style='font-family: fondamento'> <div style="text-align: center;">
<h3>__Chapter 9: Queen Imelda I__</h3></div></span>
*/Welcome to //The Princess of Vestria//.
This is an interactive adventure where you, the player, will make choices that determine how the story unfolds.
You play as Princess Imelda, and the biggest adventure of your life is about to start. Good luck!
/*Luck lives: $luckLives
*/
The biggest adventure of Princess Imelda's life is about to begin.
As you guide her on her quest across the kingdom, your choices will determine not just whether she succeeds or fails, they will also <b>mould her character</b>. What kind of future queen will she be? Wise or foolish? Diplomatic or warlike? Kind or ruthless? Principled or Machiavellian?
As you write her story, you will also be shaping the history of the Kingdom of Vestria...
Good luck!
You hurry to catch the fast-striding Commander Blackmaw, on his way out of the palace.
‘Forgive me, your highness, but I have orders from your father—’
‘To arrest the Qespari spies, I know. I don’t wish to detain you – on the contrary. May I walk with you?’
He bows and smiles with just the faintest hint of a grimace. ‘Of course, your highness.’
<<set $BlackmawInterviewed to true>>
[['Why would Qespar target Prince Alexander?'][$blackmaw1 to false]]/*
[['How do you hope to find evidence that this is a Qespari plot?'][$blackmaw2 to false]]*/
[['Would Qespar really do this, and risk war?'][$blackmaw3 to false]]
/*
You find Commander Blackmaw behind his desk, in his office, feverishly reading and signing a collection of scrolls. He sees you and bows his head and sets his quill down with just the faintest hint of a grimace. ‘Princess, what can I do for you?’
'I overheard your conversation with my father before. What makes you suspect the Prince has been poisoned by Qespari spies?’
‘The Qespari are our most dangerous and devious adversary. We would be fools not to suspect them.'
*/<<if $BlackmawInterviewed>>You return to your father's study and are relieved to find Lord Torsten and Wisewoman Satcher still in the corridor outside, in deep conversation. You approach them.<<else>>Lord Torsten and Wisewoman Satcher are still in deep conversation about magick, but pause as you approach.<</if>>
'Excuse me, my Lord, Wisewoman. Sorry to interrupt. I've overheard you talking about magick. Do you believe it could be the cause of my brother’s sickness?’
‘I don't wish to alarm you, but... I fear so, your highness,' answers Lord Torsten. 'A century has passed since the days of the Great Terror and the Red Witch. Nearly one hundred years in which our kingdom has enjoyed respite from these dark arts. But I fear we are not as vigilant as we once were, and too slow to spot the signs.'
<<set $TorstenInterviewed to true>>
<<if $torsten1>>
[['What signs in this case make you suspect magick?'][$torsten1 to false]]<</if>><<if $torsten3>>
[['Who could be responsible?'][$torsten3 to false]]<</if>><<if $torsten4>>
[['Could this be a case of Qespari poisoning, as Commander Blackmaw suggests?'][$torsten4 to false]]<</if>>
You find Doctor Olenna Maystaff in the palace library amongst a group of other royal doctors, looking through old medical books and manuscripts. When she looks up and sees you, her face falls. 'I have no good news to report, I'm afraid, Princess. Your brother's condition remains unchanged. But we will keep doing everything we can to find a cure, I assure you.'
<<if $maystaff1>>
[['How long can Alexander stay alive in his current state?'][$maystaff1 to false]]<</if>><<if $maystaff2>>
[['Could Alexander's illness be the result of poison or magick?'][$maystaff2 to false]]<</if>><<if $maystaff3>>
[['What other cases of magick have you seen?'][$maystaff3 to false]]<</if>>
- Need to set $TorstenInterviewed and $knowAboutRoyalWedding variables... >> maybe a conversation challenge to unlock these?
Torsten & Satcher:
Lord Torsten answers, 'It is by all accounts a strange illness. Speak to any of the doctors and they will tell you that. For a young man in perfect health to fall suddenly into a deep sleep from which he can't be woken?
'Also, it is only a week since the Prince's sixteenth birthday. This could be significant. Magick spells are particularly strong around important dates.'
<<if $torsten1>>
[['What signs in this case make you suspect magick?'][$torsten1 to false]]<</if>><<if $torsten3>>
[['Who could be responsible?'][$torsten3 to false]]<</if>><<if $torsten4>>
[['Could this be a case of Qespari poisoning, as Commander Blackmaw suggests?'][$torsten4 to false]]<</if>><<if $torsten1 is false and $torsten3 is false and $torsten4 is false>>
[[Thank them for their time]]<</if>>'Who could be responsible?' you ask. 'I heard you talking about Zelonia before, but Alexander has never even set foot there.'
Wisewoman Satcher nods. 'It is a region where some, in the past, have held grievances against your family...'
//'The Wolds,'// says Lord Torsten.
The wisewoman goes on: 'Although, we are talking fifteen years ago now. And as far as I know, none of that family survived the Rebellion. Maybe they still have supporters?' She shrugs.
/*
You take a moment to consider what you've just heard. //The Wolds// - former Lords of Zelonia who rebelled against the Crown, unsuccessfully, during the last Qespar War. A story from history - or so you've always thought. Could its effects still be playing out?
*/
'The people of the East are of //wild// temperament,' says Lord Torsten. 'And their land is steeped in magic. Some of us warned the King back then. Thankfully he saw sense before the royal wedding.’
‘//What?// What royal wedding?’
Lord Torsten freezes, staring at you. He looks at Wisewoman Satcher...
Neither of them speaks.
[[Press them for an answer]]
[[Let it go]]
<<if $blackmaw is false>><<if $maystaff is false>><<if $torstenAndSatcher is false>>Your father is still in a meeting with his advisor, so the questions you have for him will have to wait.
Luckily, there's somewhere else you can go to get answers in the meantime: the Royal Library.
[[Continue->Chapter 3 part 1 (edited)]]
<</if>><</if>><</if>>
<<if $blackmaw>>[[Speak to Commander Blackmaw about the poison theory][$blackmaw to false]]<</if>><<if $torstenAndSatcher>>
[[Speak to Lord Torsten about the magick theory->Speak to Lord Torsten about the magick theory (new)][$torstenAndSatcher to false]]<</if>><<if $maystaff>>
[[Speak to Doctor Maystaff][$maystaff to false]]<</if>>
'I have a record of all suspected barbarian spies in this city. The King has given me permission to detain and question them. I am signing the arrest orders now.’
<<if $blackmaw1>>
[['Why would Qespar target Prince Alexander?'][$blackmaw1 to false]]<</if>>/*<<if $blackmaw2>>
[['How do you hope to find evidence that this is a Qespari plot?'][$blackmaw2 to false]]<</if>>*/<<if $blackmaw3>>
[['Would Qespar really do this, and risk war?'][$blackmaw3 to false]]<</if>><<if $blackmaw1 is false and $blackmaw2 is false and $blackmaw3 is false>>
[[End the conversation]]<</if>>‘To strike at the heart of our royal family,' answers Blackmaw. 'To sow chaos and fear throughout our land.’
'But why not target the King, or even me, as heir to the throne? Alexander is only second in line.'
Commander Blackmaw shakes his head. ‘Perhaps the spy took the opportunity to strike the particular target that was available to them at the time. Perhaps they will yet try to strike again.’
<<if $blackmaw1>>
[['Why would Qespar target Prince Alexander?'][$blackmaw1 to false]]<</if>>/*<<if $blackmaw2>>
[['How do you hope to find evidence that this is a Qespari plot?'][$blackmaw2 to false]]<</if>>*/<<if $blackmaw3>>
[['Would Qespar really do this, and risk war?'][$blackmaw3 to false]]<</if>><<if $blackmaw1 is false and $blackmaw3 is false>>
[[Thank him for his time->Speak to Lord Torsten about the magick theory (new)]]<</if>>
The commander looks at you and sighs. ‘We’ve had twelve years of peace with Qespar. It’s probably all you’ve ever known, Princess, all you can remember. But understand this: for the Qespari, peace is just the time when they prepare their next attack. It could be we are //already// at war; we just don’t know it yet.’
<<if $blackmaw1>>
[['Why would Qespar target Prince Alexander?'][$blackmaw1 to false]]<</if>>/*<<if $blackmaw2>>
[['How do you hope to find evidence that this is a Qespari plot?'][$blackmaw2 to false]]<</if>>*/<<if $blackmaw3>>
[['Would Qespar really do this, and risk war?'][$blackmaw3 to false]]<</if>><<if $blackmaw1 is false and $blackmaw3 is false>>
[[Thank him for his time->Speak to Lord Torsten about the magick theory (new)]]<</if>>The doctor draws in a deep breath. 'A few weeks, maybe. Provided we are able to get enough fluids into his body. But unless we can cure him from the sleeping sickness, he will slowly starve to death.'
<<if $maystaff1>>
[['How long can Alexander stay alive in his current state?'][$maystaff1 to false]]<</if>><<if $maystaff2>>
[['Could Alexander's illness be the result of poison or magick?'][$maystaff2 to false]]<</if>><<if $maystaff3>>
[['What other cases of magick have you seen?'][$maystaff3 to false]]<</if>><<if $maystaff1 is false and $maystaff2 is false and $maystaff3 is false>>
[[Thank her for her time]]<</if>>
‘The prince’s symptoms do not match any known poisons... but, as Commander Blackmaw points out, it is true that the Qespari have many exotic potions and substances unknown to this kingdom.
'As for magick: there are old stories of magical spells causing illnesses similar to the Prince's. How true they are, it is difficult to judge. Neither I nor any of the other doctors have ever seen an illness caused by magick as severe as this.
'Let us not forget: even strange illnesses can have natural causes. We will keep investigating all possibilities. The Stars willing, we will find the answer.' <<set $maystaff3 to true>>
<<if $maystaff1>>
[['How long can Alexander stay alive in his current state?'][$maystaff1 to false]]<</if>><<if $maystaff2>>
[['Could Alexander's illness be the result of poison or magick?'][$maystaff2 to false]]<</if>><<if $maystaff3>>
[['What other cases of magick have you seen?'][$maystaff3 to false]]<</if>><<if $maystaff1 is false and $maystaff2 is false and $maystaff3 is false>>
[[Thank her for her time]]<</if>>
'Once, as a young doctor, I dealt with a case of a woman who'd come down with a nasty case of boils. It turned out she'd been experimenting with magick and attempted to cast a spell on a love rival, only to succeed in casting it on herself. I referred the woman to the Sisters, of course. That might be the only magick case I've seen. As you can tell, the level of magical ability was not very high.'
<<if $maystaff1>>
[['How long can Alexander stay alive in his current state?'][$maystaff1 to false]]<</if>><<if $maystaff2>>
[['Could Alexander's illness be the result of poison or magick?'][$maystaff2 to false]]<</if>><<if $maystaff3>>
[['What other cases of magick have you seen?'][$maystaff3 to false]]<</if>><<if $maystaff1 is false and $maystaff2 is false and $maystaff3 is false>>
[[Thank her for her time]]<</if>>
'What royal wedding?' you demand again.
/*
'Err...' Lord Torsten hesitates.
*/
Wisewoman Satcher sighs. 'Your uncle, Prince Robert, and Lady Julia Wold.'
//'Uncle Robert?'// You gasp at the mention of the uncle who died fighting the Qespari when you were just an infant. 'Was to marry //a Wold?//'
Wisewoman Satcher goes on, 'The wedding was cancelled shortly before the Rebellion. I don't know why. Some in the royal court expressed concern about the royal family associating with an eastern family... but I don't know if that was the reason.'
'How come I was never told this before? Is this why the Woldan Rebellion started?'
Lord Torsten and Wisewoman Satcher look at each other, before the wisewoman answers: 'I don't know. I suggest you ask your father, Princess.' <<set $knowAboutRoyalMarriage to true>><<set $TorstenInterviewed to true>>
<<if $torsten1>>
[['What signs in this case make you suspect magick?'][$torsten1 to false]]<</if>><<if $torsten3>>
[['Who could be responsible?'][$torsten3 to false]]<</if>><<if $torsten4>>
[['Could this be a case of Qespari poisoning, as Commander Blackmaw suggests?'][$torsten4 to false]]<</if>><<if $torsten1 is false and $torsten3 is false and $torsten4 is false>>
[[Thank them for their time]]<</if>>
You decide not to make old Lord Torsten any more uncomfortable, and so drop the subject.
<<if $torsten1>>
[['What signs in this case make you suspect magick?'][$torsten1 to false]]<</if>><<if $torsten3>>
[['Who could be responsible?'][$torsten3 to false]]<</if>><<if $torsten4>>
[['Could this be a case of Qespari poisoning, as Commander Blackmaw suggests?'][$torsten4 to false]]<</if>><<if $torsten1 is false and $torsten3 is false and $torsten4 is false>>
[[Thank them for their time]]<</if>>You squeeze your father's hand, give him a warm smile and then get up to leave.
At the door, you stop and turn around. 'Everything will turn out well Father, I'm sure of it.'
Then you quickly stride out of the door.
[[Continue->Chapter 5 part 2]]You wrap your arms around your father in a tight embrace.
The <<if $haveJuliaLetters>>bundle of letters inside your cloak<<else>>book of your mother's poems<</if>> presses between your bodies...
You pull away...
Your father looks at you with surprise.
[[Lie about what you've got inside your cloak]]
[[Smile and walk out without saying anything]]
'Oh, it's my diary,' you explain, patting the slight bulge under your cloak. 'I'm carrying it around with me.'
Your father raises a confused eyebrow. You realise he has no idea what you're talking about.
'It's nothing, never mind.' you nervously smile and get up and head for the door.
At the doorway, you glance back: your father is eyeing you with a puzzled expression.
You flash another smile and quickly leave.
[[Continue->Chapter 5 part 2]]You nervously smile, stand and walk towards the door.
At the doorway, you glance back: your father is eyeing you with a puzzled expression. You flash another quick smile.
And then quickly leave.
[[Continue->Chapter 5 part 2]]
[[Play The Princess of Vestria (normal version) ->Welcome 1]]
[[Play The Princess of Vestria (child-friendly version)->Welcome 1][$family to true]]Wisewoman Satcher shakes her head. 'I'm not convinced. Why poison the Prince? What good would that do to Qespar?' She sighs. 'The Qespari are a threat, and it is Commander Blackmaw's job to be vigilant - but he suspects the Qespari whenever the wind changes direction.'
<<if $torsten1>>
[['What signs in this case make you suspect magick?'][$torsten1 to false]]<</if>><<if $torsten3>>
[['Who could be responsible?'][$torsten3 to false]]<</if>><<if $torsten4>>
[['Could this be a case of Qespari poisoning, as Commander Blackmaw suggests?'][$torsten4 to false]]<</if>><<if $torsten1 is false and $torsten3 is false and $torsten4 is false>>
[[Thank them for their time]]<</if>>Just as you're about to turn and leave, you pause at the sight of a collection of items on one of the shelves: jewellery, carved wooden figurines, a book... These belonged to your mother. You pick up the book and immediately recognise her handwriting on the cover. It's a book of her poems.
And now, you notice another collection of items below where your uncle's suit of armour hangs. In particular, a brown leather pouch stands out. What does it contain? You pick it up. Inside, you find a bundle of letters tied in a red ribbon. A lady’s hand. Scanning the words, it quickly becomes clear that these are love letters...
//Footsteps// in the passage outside, approaching the room - your father! In a moment you'll have to face him. You have time to grab hide one more item in your clothing besides the cloak. What should you choose?
[[Take your mother's book of poetry->Sneak into the king's bedroom part 2]]
[[Take your uncle's love letters->Sneak into the king's bedroom part 2][$haveJuliaLetters to true]]After a ten-second downwards climb, your feet find solid ground. You look across the courtyard: the guards haven’t seen you. You breathe a sigh of relief, dust yourself down and walk briskly around the side of the palace, resisting the urge to run. You head for the palace gardens, where one of the large, climbable trees overhangs the boundary wall…
‘You there, boy!’
You freeze. Sitting on a bench a dozen paces to your right, is Lord Torsten.
You quickly try to decide what to do. The old man’s eyesight isn't great, but he’s known you since you were a little girl. Should you trust your disguise and answer him? Or should you just run for the gardens...
[[Answer Lord Torsten]]
[[Run away in the direction of the gardens]]Back around the corner, out of sight of Lord Torsten, you slow your walk and consider your options. There's no other way to the gardens other than past the old man, and who knows how long he'll wait there for his ale?
Should you go and ask for the ale Torsten wants? Is your disguise good enough to fool people in the kitchens who see you more or less every day?
As you near the kitchens, there's a delivery cart standing outside, half-filled with large storage baskets. Muffled voices reach you from inside the kitchen: the delivery driver, in conversation with one of the cooks.
You sense an opportunity.
You look all around: a few guards standing at the opposite end of the courtyard are absorbed in conversation. Nobody is watching.
[[Climb into the back of the cart and hide in one of the baskets]]
[[Climb into the front of the cart and drive it away towards the gates]]
[[Go into the kitchens and ask for ale for Lord Torsten]]
You enter the kitchen area through the pantry, where the delivery driver is talking to one of the chefs about cabbages. You approach them and wait for them to notice you so you can ask the chef for a pitcher of ale...
'Can I help you, lad?' A burly female cook calls out from the doorway to the kitchen.
The chef and the delivery driver and a few other heads in the kitchen turn in your direction.
//Uh-oh.// Your voice catches in your throat: 'I...'
//'Princess?'//
And in that moment, you know it's all over.GENERAL
- TELL player ways they CANNOT win as well as ways they can't? "You cannot beat the witch by delaying her because you haven't learned enough to say to her/don't have enough luck lives for your ally to find you"
- Check that e.g. hero ratings are not triggered repeatedly if player dies
- **FIX: Witch Distance doesn't display in caption immediately for some passages
- **Add witch speed (normal or slow)
- Can CHEAT with addition of negative hero rating for snivelling - display it, but not actually decrement the variable
- When you start talking to the witch you lose some action options (e.g. bee)! This is bad as you can't change approach - or use the bee to delay!
- Aim/lower bow - make witch distance respond immediately
- **remove "witch delayed -" from witch reaches you passage
- Make Delay Quest tighter somehow? (timewise)
LANDSLIDE QUEST
- Can try with telekinesis?
Variables to adjust to change difficulty:
- Starting witch distance
- Number of arrows
- But don't make Delay Quest too easy!?<h3>Extra game info</h3>
<b>You start with 5 lives</b>. If these run out you can continue, but your end-game score will be affected.
Sometimes you can escape bad things happening through "luck". But when luck runs out, the game will be less forgiving! <b>You start with luck 2</b>.
[[Begin|Excerpt from The History of Vestria]]
The village has a single inn. Once you've secured <<if $barbWithYou>>beds<<else>>a bed<</if>> for the night and stabled your horse<<if $barbWithYou>>s<</if>>, you <<if $barbWithYou>>and Zan <</if>>head back out onto the main square to have a closer look at the star temple.
The temple bells have just begun to ring for third quarter. The entrance doors are wide open, and a small procession of worshippers enter carrying candles.
You follow in behind them.
The temple's main room is a large circular chamber with a domed ceiling painted to look like the night sky. Worshippers in the pews look up at it and whisper prayers.<<if $barbWithYou>>
'I never understood star-worship,' Zan whispers. 'Praying to that which you find awe-inspiring. Why not seek to understand it instead?'<</if>>
You wander over to an opening at the side of the temple that leads outside to a narrow, grassed courtyard. Stretching in a row along one edge of the well-kept grass is a line of ornate tombs. You walk up to the first one and read the inscribed name: "Jerrin Baltho Wold".
You've found the tombs of the Wold family dating back two hundred years. //'I wonder...'// You start walking along the row towards the newer tombs. A bouquet of somewhat withered flowers lies in front of the very last one. You arrive there and read the inscriptions: "Arro Wold and Julia Wold".
[[Continue->Wold tomb 2]]
/*The temple is ornately decorated... all the signs of patronage of a nearby wealthy estate.
A typical Vestrian desigm, with only a few touches
An interesting fusion of Zelonian and Vestrian styles
*/A temple monk is gathering up gardening tools on the opposite side of the courtyard. He's eyeing you.
[[Go over and talk to him]]
[[Quietly leave->Old gardener at the inn]]You reach the monk just as he's picked up the last of his tools and is heading back inside. He has a gentle demeanour, but he doesn't stop to talk to you.
You follow him. 'Good evening, Father.'
'Good evening.' He keeps walking, heading towards a building that looks like monks' quarters. You may only have a few seconds before he reaches the door.
[[Ask him who left the flowers]]
[[Ask him if he knows anything about the witch in the forest]]
[[Ask him how a small village can afford such a grand temple]]
/*another?*/'A woman comes regularly to leave flowers at that tomb. She left those a week ago.'
'What kind of woman?'
'Black hair. Zorian, I think.' He reaches the door and smiles at you one last time before disappearing through it.
[[Continue->Old gardener at the inn]]The monk raises an eyebrow, then shrugs. 'I don't know, I'm afraid. I'm just a monk. I spend all my time in the temple.' He gives you a gentle smile and keeps walking.
[[Ask him who left the flowers]]
[[Ask him how a small village can afford such a grand temple]]He turns to you and smiles. 'The temple enjoys the patronage of a nearby noble family, at Rithby Manor.'
He reaches the door and smiles at you one last time before disappearing through it.
[[Continue->Old gardener at the inn]]There are 3 ways to defeat the witch:
<<linkreplace "1. SHOOT HER (if you have learned magick):">>1. SHOOT HER - if you have learned magick:
- Use a compliance spell to control the bee
- Fly it stealthily towards the witch
- Raise your bow to make the witch raise her forcefield
- Harrass the witch with the bee until she lowers her forcefield
- Quickly shoot the witch<</linkreplace>>
<<linkreplace "2. DELAY HER (if you have a companion with you AND you've learned something about who she is):">>2. DELAY HER (if you have a companion with you AND you've learned something about who she is):
- Delay the witch by talking to her and by shooting at the rocks. You need to successfully delay her 10 times in total. Not all conversation options will slow her down (e.g. "Look behind you!", "Arro and Julia wouldn't have wanted this." and "You'll never get away with this." will not work). Pay attention to her speed.
- When she has you at her mercy choose the option to "Try to keep her talking"<</linkreplace>>
<<linkreplace "3. TRIGGER A LANDSLIDE ON HER (if you have neither magick or allies):">>3. TRIGGER A LANDSLIDE ON HER (if you have neither magick or allies):
- Talk to the witch and apologise twice for what happened to Arro and Julia. She will suggest you surrender to be killed
- Take off your magick-proof cloak and she will conjure a fireball
- Run behind the tree<</linkreplace>>
<<set $finalShowdownInitial to true>>
[[Return->Final Showdown]]That night, the same nightmare visits you again: Alex trapped in a cage of vines; a malevolent green eye in the heavens watching as you desperately try to hack him free, with a voice that thunders, cackles and taunts you...
//'I SEE YOU PRINCESS...'//
You awake drenched in sweat, like before.
It's still before dawn, so you
You awake to the same thundering voice and evil green eye in the heavens
You awake before dawn drenched in sweat for the second night running, as the same nightmare visits you again.
In the glare of the evil green eye in the heavens
Alex trapped in a cage of vines
The same n 2 nights r
That night, the same nightmare invades your dreams:
You awake drenched in sweat, and immediately open the magick book'Wait.' you take out your purse and tip the scant remnants into your palm. 'Take it,' you say. 'All I want is ten minutes...'
The housekeeper looks at the few coins and scoffs. 'Young urchin! Get out of here!'
You're ejected from the Manor. You begin the ride back to Rithby village, wondering what secrets you've left behind.
[[Continue->Chapter 30: Black Ridge Forest]]'Well Chip, it's been quite the adventure.'
You stand with Zan at the dock, as he waits to board his boat to Qespar. As keen as you are to hurry back to the palace, you weren't going to miss the opportunity to see him off. The Zelonian port of Harfez, luckily, was only a few hours out of your way.
Zan stares out over the ocean. 'I suppose my days of being a spy in Vestria are over. Now that the Princess knows me, I'd say my cover is blown.' He smiles at you. 'It was worth it though.'
You throw your arms around him. 'Thanks for coming with me, Zan.'
A short time later, he turns and heads to his boat.
'My regards to your wife and child,' you call after him.
He looks back and winks.
You stay at the dockside long enough to watch him sail away, and wonder, will you see him again one day?
[[Continue->Triumphant return]]
In the grand main chamber of the Royal Library, you open a volume on the history of Zelonia. You quickly scan through the opening pages summarising general information you already know: Zelonia was the last of the five provinces to be absorbed into the kingdom of Vestria two hundred years ago, following its conquest by King Jostain the Great, your great great grandfather. For nearly two hundred years, it was ruled by the Wolds (a noble family descended from the great Vestrian general Jerrin Baltho Wold), up until fifteen years ago when the Wolds rebelled and declared their own independent kingdom, and were subsequently crushed.
You leaf through pages until you reach a chapter on the Woldan Rebellion:
>>//“The Woldan Rebellion took place in the winter of the first year of the Qespar War. In the early stages of that war, Zelonian armies fought alongside other Vestrian forces, their highly skilled horsemen making key contributions in the battles of Roehane and Crowfell in particular.
“But without warning, the infamous traitor Lord Arro Wold withdrew his armies from the rest of Vestria’s forces, leaving them to suffer defeat at the Battle of Kerm. Arro Wold returned with his armies to Zelonia and there, proclaimed himself king of an independent realm.
“That winter, as war with Qespar drew to a standstill, King Leopold IV turned his fury on the traitorous Wolds, marching his armies east to reconquer Zelonia. Loyal Zelonians rose up to support the crown, and the Wolds’ forces were defeated in less than a month.
“The traitor Arro Wold fell in battle, and Lady Julia died soon after. Thus ended the Wold lineage...”//
How did Lady Julia die, you wonder, lifting your head up from the book for a moment. You read on, but find no answer. You turn the page. The chapter ends. The book contains no further mention of the Wolds. You close it and sigh. No mention of <<if $knowAboutRoyalMarriage>>your uncle's planned marriage to Lady Julia Wold, and no mention of <</if>>magick.
You move deeper into the library, to a section on heraldry and lineage of Vestria's noble families. On a ladder just below the ceiling, you pull out a book that shows the Wold family tree dating back to the conquest of Zelonia. At the bottom are Arro and Julia: the tree's last, bare branches. You gasp: from their birth years you can work out their ages at the time of the Rebellion - Arro was twenty, and Julia, seventeen. //So young...//
What motivated this young noble family to turn against the kingdom, so disastrously for their own fortunes? <<if $TorstenInterviewed>>And why was the engagement between Prince Robert and Lady Julia cancelled? Could the two events be related?<</if>> And could all of this be linked, somehow, to your brother’s sickness?
Your first task before leaving the palace is to sneak into your father's bedroom.
It's empty, as you expected; your father is still downstairs in his meeting. You sneak inside and head straight across to an adjoining room: your father's personal armoury. Here, in the corner, stands a large cabinet. You swing open both doors.
A large, well-polished suit of armour hangs prominently in the centre. It belongs to your uncle, Prince Robert, bearing scuffs and scratches from the battle in which he died.
On an upper shelf, you see what you came for: a small antique chest. Your memory flashes back to the day, years ago, when you and Alex snuck into this room and found this chest. You saw something that day that you've never seen the likes of before or since...
Until today, when you opened the magick book in the library.
You take the chest and open it.
A garment of strange grey material rests inside. You lift it out; it glides between your fingers. Mage's silk, the magick book called it. And now you know what it does: //"The magick-proof cloak will protect the wearer who utters the phrase: "Tala codi mae""//
You pull the cloak on over your head. Nothing happens. You take a deep breath... 'Tala codi mae'
A wave of cool, invisible energy passes over you. The cloak shimmers in a ripple of bright colours, then returns to grey. You take the cloak off, feeling the energy drain out of it as you hold it in your hands...
You stare at it in wonder. A magick-proof cloak. All this time, your father had it. Did he even know?
[[Continue->Sneak into the King's bedroom part 1b]]A short distance down the road from the inn, you come to a horse trader's stable. This is your chance to buy a horse for the long journey ahead.
Most of the horses for sale are cart horses. There are only two riding horses, in a stall together at the end. You walk over, knowing you will have to choose one of them.
Your decision is quickly made for you: a grey female comes over, eager for its head to be patted and rubbed.
You smile and turn to the stablemaster: 'How much for this one?'
[[Continue->Chapter 18 part 2]]
You hurry through the palace corridors. //I have to speak to Father.//
Images from the dream are still vivid in your mind, and you can still hear your brother's voice:
//'...Act without delay...'//
//‘...Everything will become clear...'//
//'...You have to go on a journey...'//
//'...Only you can save me...'//
//Wait.// You freeze on the spot. If you have to go on a dangerous journey, can you risk telling your father? Would he let you go? You're almost certain that he wouldn't...
Sounds of //raised voices// interrupt your thoughts - coming from the end of the corridor, your father's study:
In the grand main chamber of the Royal Library, you scan through a volume on the Woldan Rebellion.
But as a period of history you've studied since a young age, nothing jumps out at you - until you come to a passage on the final battle:
“The traitor Arro Wold was slain in battle, and Lady Julia died soon after. Thus ended the Wold lineage...”
How did Lady Julia die, you wonder? You read on, but the book gives no answer. You close it and sigh. No mention of <<if $knowAboutRoyalMarriage>>your uncle's planned marriage to Lady Julia Wold or <</if>>magick either.
You move deeper into the library, to a section on heraldry and lineage of Vestria's noble families. On a ladder just below the ceiling, you pull out a book that shows the Wold family tree dating back to the conquest of Zelonia. At the bottom are Arro and Julia: the tree's last, bare branches. From their birth years you can work out their ages at the time of the Rebellion... You gasp: Arro was twenty, and Julia, seventeen. //So young...//
What motivated this young noble family to turn against the kingdom, so disastrously for their own fortunes? <<if $knowAboutRoyalMarriage>>And why was the engagement between Prince Robert and Lady Julia cancelled? Could the two events be related?<</if>> And could all of this be linked, somehow, to your brother’s sickness?
[[Continue->Chapter 3 part 2]]
>>IDEA: re-introduce T&S vs BLACKMAW interview choice
- Blackmaw SWITCHEROO? Player still gets to talk to T&S after choosing to talk to Blackmaw (he's the one who is storming out of the palace)?
-
TO DO
- Penalise player's wisdom score for Blackmaw choice
You The doors to your father's study swing open and Dr Olenna Maystaff, chief of the royal doctors, steps out.
You decide to take the opportunity to talk to her as well.
<<if $maystaff1>>
[['How long can Alexander stay alive in his current state?'][$maystaff1 to false]]<</if>><<if $maystaff2>>
[['Could Alexander's illness be the result of poison or magick?'][$maystaff2 to false]]<</if>><<if $maystaff3>>
[['What other cases of magick have you seen?'][$maystaff3 to false]]<</if>>Your father is still in a meeting with his advisor, so the questions you have for him will have to wait.
Luckily, there's somewhere else you can go to get answers in the meantime: the Royal Library.
[[Continue->Chapter 3 part 1 (edited)]]There can only be so many different combinations. Maybe you'll get lucky?
You keep pressing buttons and cranking the handle, again and again...
<<set $buttonMash to true>>
<<if $luckLives >0>>[[Continue->WIN][$luckLives -=1]]<<else>>[[Continue->Time up!]] <</if>>