<<fadein 2s>><span class="logo">
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Twine_vector_logo.svg/896px-Twine_vector_logo.svg.png">
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'start-menu'>><</cont>><<fadein 1s>>
<div id="start-title">Tales of Wocdes: The Silver Protector</div>
<div id="start-subtitle">by Vepsas</div>
<<nobr>><div id="start-menu">
/*<<nobr>><<if Save.autosave.ok() and Save.autosave.has()>><<button "Resume Game">><<run Save.autosave.load()>><</button>><</if>><</nobr>>*/
<<button "New Game" "Selfharmoption">><<set $chapter to "Prologue">><</button>>
<<button "Load Game">><<run UI.saves();>><</button>>
<<button "Settings">><<run UI.settings();>><</button>>
<<button "Skip ahead" "skipping_options">><<set $chapter to "Beginings">><</button>>
<<button "Credits">>
<<script>>
Dialog.setup("credits","credits");
Dialog.wiki(Story.get("credits").processText());
Dialog.open();
<</script>>
<</button>>
</div><</nobr>>
<</fadein>><h2>Twine + Sugarcube</h2>
<li>Twine by Chris Klimas - <a href="https://twinery.org/cookbook/" target="_blank">Twine Cookbook</a></li>
<li>Sugarcube by Thomas Michael Edwards - <a href="https://www.motoslave.net/sugarcube/2/docs/" target="_blank">Sugarcube 2 Documentation</a></li>
<li>Custom Macros - <a href="https://github.com/ChapelR/custom-macros-for-sugarcube-2" target="_blank">ChapelR Custom Macros Collection</a></li>
<li> Guide how to embed fonts: <a href="https://philome.la/vatavian/import-and-embed-fonts-in-twine/play/index.html" target="_blank"> Import and Embed Fonts in Twine by vatavian </a></li>
<li>Charater profile basics: <a href="https://jasmineta.itch.io/character-profile-card-template-twine-sugarcube" target="_blank">Character Profile Card Tutorial (Twine Sugarcube) by jasmineta </a></li>
<h2>Resources</h2>
<li>Icons - <a href="https://fontawesome.com/" target="_blank"> Font Awesome Icons</a></li>
<li>Fonts - <a href="https://fonts.google.com/" target="_blank">Google Fonts</a>, <a href="https://opendyslexic.org/" target="_blank">Open Dyslexic</a></li>
<li>CSS + HTML Tutorials - <a href="https://www.w3schools.com/">W3Schools</a></li>
Special fonts:
<li> <a href="https://www.fontsquirrel.com/fonts/WC-Rhesus-Bta?filter%5Blicense%5D%5B0%5D=web" target="_blank">WC RHESUS</a></li>
<li> <a href="https://www.fontsquirrel.com/fonts/nymphette" target="_blank">NYMPHETTE</a></li>
<li> <a href="https://www.fontsquirrel.com/fonts/rothenburg-decorative" target="_blank">ROTHENBURG DECORATIVE</a></li>
<li> <a href="https://www.fontsquirrel.com/fonts/bloody" target="_blank">BLOODY (copyright by J. Fordyce) </a></li>
<h2>The Twine template</h2>
<li> A custom Sugarcube 2 template for desktop, tablet, and mobile by "becky" on <a href="https://losingface.itch.io/a-sugarcube-template" target="_blank">Itch.io.</a>, dowloaded 24.4.2024</li>
<h2>Disclaimer</h2>
The Tales Of Wocdes: The Silver Protector is a work of fiction. Names, characters, places and incidents either are products of the author's imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental.
''This story is meant for adults.'' The game contains depictions of violence, blood, gore, sexually suggestive content, black humor, explicit language and other mature topics.//<h1>Beginnings</h1>\
<<button "Info about the game" "p_00">><<set $chapter to "Beginings">><</button>>
Date: <<currentdate>>
Time: <<currenttime>>
<font face='fancy'> Font test </font>
<font face='wavylines'> Font test </font>
<font face='splater'> Font test 1</font>
<font face='bloody'> Font test 1</font>
@@.shadow;This text should have a shadow@@
@@.emboss;This text should be embossed@@
@@.blur;This text should be blurred@@
@@.blurrier;This text should be blurrier@@
@@.smear;This text should be smeared@@
@@.mirror;This text should be mirrored@@
@@.upside-down;This text should be upside-down@@
@@.fade-in-out;This text should fade in and out@@
@@.rumble;This text should be rumbling@@
@@.shudder;This text should be shuddering@@
<<set $chapter = 'Preface'>>\
<h2>Preface</h2>\
Wocdes is a world of full of magic, fantastical creatures and secrets. No beings in this world embody all three better than the Ancients, the most powerfull of the beings that predate this world.
The Ancients are supposedly all godlike in power, unbeatable in battle. Incredibly wise and compassionate. Incredibly terrible and cruel. The great rulers of the continent Anwol. Immortal and glorious.
You know nothing of the world or the Ancients. You pretty much know nothing about yourself. Your life is pain and suffering at the hands of people you know nothing about.
But not for much longer.
<h2>To the game!</h2>\
There are not many choices in the prologue or the interlude but they are important introductions to several important characters.
<<nobr>><div class="choices">
<div class="choice-item">[[To the prologue!|Selfharmoption]]</div>
<div class="choice-item">[[Skip to the Chapter 1!|Chapter 1_1 note]]</div>
<div class="choice-item">[[Test names|Names]]</div>
<div class="choice-item">[[Current demo version|Version]]</div>
<div class="choice-item">[[Twine template info|template info]]</div>
<div class="choice-item">[[Lexia interlude fadein]]</div>
<div class="choice-item">[[Interlude_twins_0]]</div>
<div class="choice-item">[[Interlude Orphanage 4]]</div>
<div class="choice-item">[[Chapter 2 fadein]]</div>
<div class="choice-item">[[character]]</div>
<div class="choice-item">[[Chapter 2_6]]</div>
<div class="choice-item">[[Chapter 4 dream fadein]]</div>
<div class="choice-item">[[C4 lullaby]]</div>
<div class="choice-item">[[Interlude Nylora fadein]]</div>
</div><</nobr>>
<h1>Heading 1</h1>
<h2>Heading 2</h2>
<h3>Heading 3</h3>
<<button "Button">><</button>>
<<textbox "$textbox" $textbox>>
<<listbox "$listbox">>
<<option "Listbox 1">>
<<option "Listbox 2">>
<<option "Listbox 3">>
<</listbox>>
<<cycle "$cycle">>
<<option "Cycling 1">>
<<option "Cycling 2">>
<<option "Cycling 3">>
<</cycle>>
<li>List Item</li>
<li>List Item</li>
<li>List Item</li>
<<nobr>><div class="choices">
<div class="choice-item">[[Continue|p_00]]</div>
<div class="flirt-choice-item">[[Continue|p_00]]</div>
<div class="special-choice-item">[[Continue|p_00]]</div>
</div><</nobr>>
<<if not hasVisited("PassageName")>>
[[Go to passage|PassageName]]
<</if>>
https://twinery.org/questions/25979/getting-health-and-stats-to-change-dynamically
https://twinery.org/questions/7394/how-to-compare-and-rate-npcs
https://www.motoslave.net/sugarcube/2/docs/#methods
https://www.reddit.com/r/twinegames/comments/o117a9/how_do_you_count_the_number_of_objects_in_an_array/
https://www.reddit.com/r/twinegames/comments/rgbfcw/arrange_a_lot_of_variables_call_and_modify_them/
https://twinery.org/cookbook/arrays/sugarcube/sugarcube_arrays.html
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/includes<<if settings.notifs>><<if tags().includes('autosave')>><<notify 3.5s>>Saving...<</notify>><</if>><</if>>
/* autosaving --
the autosave notif needs to be 'present' at all times so is stored in the passageheader, only popping up when you add the [autosave] tag onto one of your passages.
this is mainly for aesthetics as the autosave function is currently set up to save on EVERY passage. this can be changed in the javascript settings, e.g. you could configure it to only autosave on passages with the [autosave] tag
notify is also a ChapelR macro, not a default sugarcube macro, so make sure to familiarise yourself with the documentation!*/
<script>
var myDiv = document.getElementById('passages');
myDiv.scrollTop = 0;
</script>
/* scroll top --
this script makes the page scroll back to the top every time you move on to the next passage -- do not delete it!
*/<div align="center"><h1>PROFILE</h1></div>
The stats are a work in progress. At the moment these are some meters that might move if the author remembers to change them once in a while. All choices are not equal in terms of stat changes. Some things are much more stupid things to do... looking at you Careful-Reckless meter!
/*Additionally, your options as a child are not quite as extensive as they would be for an adult. For example, as a child you can only increase the "oblivious" stat but can not be "smooth" (for obvious reasons).*/
<h2>Who are you?</h2>\
<<if $named is true>>\
<<if $MC_name_random is true>>\
<li>Your name is unknown, even to yourself. </li>
<li>You are a $gender with $SkinColor skin.</li>
<<else>>\
<li>You are $MCname $lastname, a $gender with $SkinColor skin.</li>
<<if $named_by_Havard>> <li> You were given your name by Havard. </li>
<</if>><</if>>\
<<else>>\
You are not known.
<</if>>\
<<if $HairCustomization is true and $EyeCustomization is true and $HeritageCustomization is true>>\
<li> You have $HairLength $HairType $HairColor hair, and $EyeColor eyes. <<if $HairLength is "waist-long" or $HairLength is "mid-back" or $HairLength is "shoulder-long" >> Your hair is bound in a $HairStyle.<</if>>
<li><<if $HeritageType.length > 0 >> You also have <<HeritageFeatureList>>, making you part <<HeritageRaceList>>. <<if $HeritageRace.concatUnique($HeritageRace2).includes("beastkin") >> You have heritage from the <<BeastkinTribeList>>. <</if>><</if>>
<li> Currently you are wearing $clothes_color $clothes. </li>
<li> The cloak you received from //something//, the Ancient known as Sheo, is $cloak_color with patterns like tree roots, or perhaps branches, covering it. The clasp is made entierly of cloth, where the branches from both sides come together and weave into a tree shape. Pulling the clasp apart unwinds the tree, as if by magic. </li>
<<if $blades_trauma>>\
<li>You are afraid of blades and knifes. </li>
<</if>><</if>>\
<h2>Personality</h2>
<div id="stat-title">
<span>Friendly ($friendly%)</span>
<span>Blunt (<<print 100 - $friendly>>%)</span>
</div>
<<showmeter 'Friendly' `$friendly/ $max_friendly`>>
<div id="stat-title">
<span>Stoic ($stoic%)</span>
<span>Lively (<<print 100 - $stoic>>%)</span>
</div>
<<showmeter 'Stoic' `$stoic/ $max_stoic`>>
<div id="stat-title">
<span>Oblivious ($oblivious%)</span>
<span>Smooth (<<print 100 - $oblivious>>%)</span>
</div>
<<showmeter 'Oblivious' `$oblivious/ $max_oblivious`>>
<div id="stat-title">
<span>Innocent ($innocence%)</span>
<span>Jaded(<<print 100 - $innocence>>%)</span>
</div>
<<showmeter 'Innocence' `$innocence/ $max_innocence`>>
<div id="stat-title">
<span>Shy ($shy%)</span>
<span>Bold(<<print 100 - $shy>>%)</span>
</div>
<<showmeter 'Shy' `$shy/ $max_shy`>>
<div id="stat-title">
<span>Careful ($careful%)</span>
<span>Reckless(<<print 100 - $careful>>%)</span>
</div>
<<showmeter 'Careful' `$careful/ $max_careful`>>
<h2>Coping with all that lovely trauma</h2>\
Maybe eventually there will be a less unhealthy option. Or maybe just choices that will decrease these... Maybe. Some day.
<div id="stat-title">
<span>Madness -- Laughter can fix any ill! ($madness%)</span>
</div>
<<showmeter 'Madness' `$madness/ $max_madness`>>
<div id="stat-title">
<span>Numbness -- The best way to deal with trauma is to not feel it, or anything else! ($numbness%)</span>
</div>
<<showmeter 'Numbness' `$numbness/ $max_numbness`>>
<<if $selfharmoptions is true>>\
<div id="stat-title">
<span>Selfharm/suicidal behaviour -- Why are we still here? Just to suffer? ($selfharm %)</span>
</div>
<<showmeter 'Selfharm' `$selfharm / $max_selfharm `>>
<</if>>\
<div id="stat-title">
<span> Avoidance -- Eveyrything is fine, everything is always fine! ($escape %)</span>
</div>
<<showmeter 'Escape' `$escape / $max_escape `>>
<div id="stat-title">
<span>Anger -- Feeling things is good! ($anger%)</span>
</div>
<<showmeter 'Anger' `$anger/ $max_anger`>>
<<if $hidden_coping_vis is true>>\
<div id="stat-title">
<span>Trust -- Do you have any in anyone? ($trust%)</span>
</div>
<<showmeter 'Trust' `$trust/ $max_trust`>>
<</if>>\
<h2>Censor: selfharm choices are <<if $selfharmoptions is true>>visible.<<else>> hidden.<</if>></h2>
<div align="center">
Do you wish to see active selfharm choices: <<listbox '$selfharmoptions_vis'>>
<<option 'Yes'>>
<<option 'No'>>
<</listbox>>
<<button 'Click to apply.'>>
<<if $selfharmoptions_vis is 'Yes'>>\
<<set $selfharmoptions to true>>\
<<notify 3s>>The censor has been turned off. Selfharm options are visible.<</notify>>\
<<else>>\
<<set $selfharmoptions to false>>\
<<notify 3s>>The censor has been turned on. Selfharm options are hidden<</notify>>\
<</if>>\
<</button>>\
</div>
//''This page needs to be reloaded for the choice to take effect in the meters above. Changes in the middle of playing also need reloading of that page (and going back to the previous page will undo the setting).''//<div id="container">
<div id="header"></div>
<div id="console">
<div id="title-bar" data-passage="title-bar"></div>
<div id="nav" class="fa-icons" data-passage="nav"></div>
<div id="passages"></div>
</div>
<div id="footer"></div></div>
</div>
/* comment --
this is where to set up your variables -- you can delete the examples below.
note that $chapter is used to change the chapter title in the title bar. you can either delete this, change the variable name, or change the variable(s) used entirely
note that $chapter and $name are also used for the autoname save function. you can either delete this, change the variable name, or change the variable(s) used entirely (in the Javascript file)
*/
<<set $name = "ToW: Silver Protector">>
<<set $chapter = "">>
<<set $MCname = "Unknown">>
<<set $textbox = "textbox">>
<<set $listbox = "listbox">>
<<set $cycle = "cycle">>
<<set $year = 147>>
/* ChapelR Meter Macro set up */
/* these stat meter set ups are purely examples and do not need to be used */
/* PERSONALITY */
<<set $friendly = 50>>
<<set $max_friendly = 100>>
<<newmeter 'Friendly' $friendly>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $stoic = 50>>
<<set $max_stoic = 100>>
<<newmeter 'Stoic' $stoic>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $oblivious = 50>>
<<set $max_oblivious = 100>>
<<newmeter 'Oblivious' $oblivious>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $innocence = 50>>
<<set $max_innocence = 100>>
<<newmeter 'Innocence' $innocence>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $shy to 50>>
<<set $max_shy = 100>>
<<newmeter 'Shy' $shy>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $careful to 50>>
<<set $max_careful = 100>>
<<newmeter 'Careful ' $careful >>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
/* COPING */
<<set $madness to 0>>
<<set $max_madness = 100>>
<<newmeter 'Madness' $madness>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $numbness to 0>>
<<set $max_numbness = 100>>
<<newmeter 'Numbness' $numbness>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $selfharm to 0>>
<<set $max_selfharm = 100>>
<<newmeter 'Selfharm' $selfharm>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $escape to 0>>
<<set $max_escape = 100>>
<<newmeter 'Escape' $escape>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $anger to 0>>
<<set $max_anger = 100>>
<<newmeter 'Anger' $anger>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $trust to 0>>
<<set $max_trust = 100>>
<<newmeter 'Trust' $trust>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $hidden_coping_vis to false>>
<<set $PersonalityChoice to "">>
<<set $CopingChoice to "">>
/*------------- CHARACTER LIKES ---------------------------*/
<<set $Havard_love = 100>>
<<set $max_Havard_love = 200>>
<<newmeter 'Havard' $Havard_love>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $Lexia_love = 100>>
<<set $max_Lexia_love = 200>>
<<newmeter 'Lexia' $Lexia_love>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
/*-Twins-*/
<<set $Azha_love = 100>>
<<set $max_Azha_love = 200>>
<<newmeter 'Azha' $Azha_love>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
<<set $Atru_love = 100>>
<<set $max_Atru_love = 200>>
<<newmeter 'Atru' $Atru_love>>
<<colors '#777' '#777' '#333'>>
<<sizing '100%' '1.2em'>>
<</newmeter>>
/* OTHER*/
<<set $lastname to "">>
<<set $SkinColor to "">>
<<set $SkinType to "">>
<<set $BodyType to "">>
<<set $HairLength to "">>
<<set $HairColor to "">>
<<set $EyeColor to "">>
<<set $HairType to "">>
<<set $Height to "">>
<<set $HeritageFeature to []>>
<<set $HeritageType to []>>
<<set $HeritageRace to []>>
<<set $beastkin_tribe to []>>
<<set $HeritageRace2 to []>>
<<set $gender to "">>
<<set $HeritageRacesOptions to ["elf", "dragon", "dryad", "garuda", "demon", "kitsune", "beastkin", "elemental", "merfolk"]>>
<<set $HeritageTypesOptions to ["pointy ears", "horns", "animal ears","tail","scales", "nature features", "feathers", "wings", "elemental","eyes", "sea"]>>
<<set $beastkin_tribe_options to ["wolf", "cat", "fox", "rabbit", "squirrel", "sheep", "deer", "goat", "elk"]>>
<<set $favoritesnack to "">>
<<set $HavardMeetingReaction to "">>
<<set $named to false>>
<<set $spire to false>>
<<set $equinox to false>>
<<set $codex to false>>
<<set $skills to false>>
<<set $personality to false>>
<<set $coping_mechanism to false>>
<<set $disclaimer_c2 to false>>
<<set $plural to false>>
<<set $MC_name_random to false>>
<<set $injured to 0>>
<<set $deathinjured to 10>>
<<set $serioslyinjured to 0>>
<<set $deathserioslyinjured to 3>>
<<set $dead to false>>
<<set $brokenhands to false>>
<<set $naked to false>>
<<set $flowers to false>>
<<set $flowersbroken to false>>
<<set $selfharmoptions to false>>
<<set $charactercreatoroptions to 0>>
/* Chapter 1*/
<<set $gardenespace to false>>
<<set $q1 to false>>
<<set $q2 to false>>
<<set $q3 to false>>
<<set $q4 to false>>
<<set $q5 to false>>
<<set $q6 to false>>
<<set $got_injured_c1 to false>>
<<set $speakingC1 to false>>
<<set $trustHavardC1 to false>>
<<set $sawHealingBaths to false>>
<<set $SawTheSeaC1 to false>>
<<set$stay_in_gardenc1 to false>>
<<set $nonverbal to false>>
<<set $named_by_Havard to false>>
<<set $angry_at_being_carried_about to false>>
/* C2*/
<<set $HairStyle to 'loose'>>
<<set $skipped_haircut to false>>
<<set $$HavardHugC2 to false>>
<<set $asked_Havard_about_babiesC2 to false>>
<<set $investigateHeritageC2 to 0>>
<<set $AskedHavardHeritage to false>>
<<set $HeritageFeatureCounter to 1>>
<<set $asked_why_heritage_now to false>>
<<set $HairCustomization to false>>
<<set $HeritageCustomization to false>>
<<set $EyeCustomization to false>>
<<set $HeritageCodex to false>>
<<set $OathsCodex to false>>
<<set $RaceCodex to false>>
<<set $CurrencyCodex to false>>
<<set $AdventurersCodex to false>>
/*C3*/
<<set $trustHavardC3 to false>>
<<set $trustLexiaC3 to false>>
/*character profiles*/
<<set $MCmetTwins to false>>
<<set $MCmetLexia to false>>
<<set $MCmetHavard to false>>
<<set $MCmetAlessa to false>>
<<set $MCmetTSandor to false>>
<<set $MCmetEthel to false>>
<<set $MCaskedEthelHavard to false>>
<<set $TwinsProfile to false>>
<<set $LexiaProfile to false>>
<<set $HavardProfile to false>>
<<set $AlessaProfile to false>>
<<set $SandorProfile to false>>
<<set $EthelProfile to false>>
<<set $LexiaMeetingReaction to "">>
<<set $apologize_for_playing_dead to false>>
<<$character_choice to ''>>
<<set $SawLexiaHeritage to false>><div id="title-container">
<span class="title-item">Tales of Wocdes: The Silver Protector</span>
<span class="chapter-item">$chapter</span>
</div><<link '<i class="fa-solid fa-bookmark" alt="saves"></i>'>><<run UI.saves();>><</link>>
<<link '<i class="fa-solid fa-gear" alt="settings"></i>'>><<run UI.settings();>><</link>>
<<link '<i class="fa-solid fa-user" alt="profile"></i>'>>
<<script>>
Dialog.setup("profile","profile");
Dialog.wiki(Story.get("profile").processText());
Dialog.open();
<</script>>
<</link>>
<<link '<i class="fa-solid fa-users" alt="Characters"></i>'>>
<<script>>
Dialog.setup("Characters","Characters");
Dialog.wiki(Story.get("Characters").processText());
Dialog.open();
<</script>>
<</link>>
<<link '<i class="fa-solid fa-book" alt="Codex"></i>'>>
<<script>>
Dialog.setup("Codex","Codex");
Dialog.wiki(Story.get("Codex").processText());
Dialog.open();
<</script>>
<</link>>
<<link '<i class="fa-solid fa-arrow-rotate-left" alt="return"></i>'>><<run Engine.backward();>><</link>>
<<link '<i class="fa-solid fa-door-open" alt="restart"></i>'>><<run UI.restart();>><</link>>Set up your widgets here!
/* Personality*/
<<widget "addfriendly">><<set $friendly to Math.clamp($friendly + $args[0], 0, $max_friendly)>><</widget>>
<<widget "addstoic">><<set $stoic to Math.clamp($stoic + $args[0], 0, $max_stoic)>><</widget>>
<<widget "addoblivious">><<set $oblivious to Math.clamp($oblivious + $args[0], 0, $max_oblivious)>><</widget>>
<<widget "addinnocence">><<set $innocence to Math.clamp($innocence + $args[0], 0, $max_innocence)>><</widget>>
<<widget "addshy">><<set $shy to Math.clamp($shy + $args[0], 0, $max_shy)>><</widget>>
<<widget "addcareful">><<set $careful to Math.clamp($careful + $args[0], 0, $max_careful )>><</widget>>
/*Coping*/
<<widget "addmadness">><<set $madness to Math.clamp($madness + $args[0], 0, $max_madness)>><</widget>>
<<widget "addnumbness">><<set $numbness to Math.clamp($numbness + $args[0], 0, $max_numbness)>><</widget>>
<<widget "addselfharm">><<set $selfharm to Math.clamp($selfharm + $args[0], 0, $max_selfharm)>><</widget>>
<<widget "addescape">><<set $escape to Math.clamp($escape + $args[0], 0, $max_escape)>><</widget>>
<<widget "addanger">><<set $anger to Math.clamp($anger + $args[0], 0, $max_anger)>><</widget>>
<<widget "addtrust">><<set $trust to Math.clamp($trust + $args[0], 0, $max_trust)>><</widget>>
/* Heritage Feature widgets: lists your features, types and races, see https://twinery.org/questions/2126/extra-space-w-widgets*/
<<widget "HeritageFeatureList">>\
<<if $HeritageFeature.length == 1>> <<if $HeritageType.includes("tail") >> a <</if>> $HeritageFeature[0]\
<<elseif $HeritageFeature.length == 2>><<if $HeritageType[0].includes("tail") >> a <</if>> $HeritageFeature[0] and <<if $HeritageType[1].includes("tail") >> a <</if>> $HeritageFeature[1]\
<<elseif $HeritageFeature.length == 3>><<if $HeritageType[0].includes("tail") >> a <</if>> $HeritageFeature[0], <<if $HeritageType[1].includes("tail") >> a <</if>> $HeritageFeature[1], and <<if $HeritageType[2].includes("tail") >> a <</if>> $HeritageFeature[2]\
<<elseif $HeritageFeature.length == 4>><<if $HeritageType[0].includes("tail") >> a <</if>> $HeritageFeature[0], <<if $HeritageType[1].includes("tail") >> a <</if>> $HeritageFeature[1],<<if $HeritageType[2].includes("tail") >> a <</if>> $HeritageFeature[2], and <<if $HeritageType[3].includes("tail") >> a <</if>>$HeritageFeature[3]\
<<else>>//You somehow have more heritage features than should be possible. Or something else went wrong. Please contact the author to report a bug with details of your heritage choices. //<</if>>\
<</widget>>
<<widget "HeritageTypeList">>\
<<if $HeritageType.length == 1>><<if $HeritageType.includes("tail") >> a <</if>> $HeritageType[0]\
<<elseif $HeritageType.length == 2>><<if $HeritageType[0].includes("tail") >> a <</if>> $HeritageType[0] and <<if $HeritageType[1].includes("tail") >> a <</if>> $HeritageType[1]\
<<elseif $HeritageType.length == 3>><<if $HeritageType[0].includes("tail") >> a <</if>> $HeritageType[0], <<if $HeritageType[1].includes("tail") >> a <</if>> $HeritageType[1], and <<if $HeritageType[2].includes("tail") >> a <</if>>$HeritageType[2]\
<<elseif $HeritageType.length == 4>><<if $HeritageType[0].includes("tail") >> a <</if>> $HeritageType[0], <<if $HeritageType[1].includes("tail") >> a <</if>>$HeritageType[1], <<if $HeritageType[2].includes("tail") >> a <</if>> $HeritageType[2], and <<if $HeritageType[3].includes("tail") >> a <</if>>$HeritageType[3] \
<<else>>//You somehow have more heritage types than should be possible. Or something else went wrong. Please contact the author to report a bug with details of your heritage choices. //<</if>>\
<</widget>>
<<widget "HeritageRaceList">>\
<<set $list = $HeritageRace.concatUnique($HeritageRace2)>>\
<<if $list.length == 1>> $list[0]\
<<elseif $list.length == 2>>$list[0] and $list[1]\
<<elseif $list.length == 3>>$list[0], $list[1], and $list[2]\
<<elseif $list.length == 4>>$list[0], $list[1], $list[2], and $list[3]\
<<else>>//You somehow have more heritage races than should be possible. Or something else went wrong. Please contact the author to report a bug with details of your heritage choices. //<</if>>\
<</widget>>
<<widget "BeastkinTribeList">>\
<<set $list = $beastkin_tribe.toUnique() >>\
<<if $list.length == 1>> $list[0]-tribe\
<<elseif $list.length == 2>>$list[0] and $list[1] tribes\
<<elseif $list.length == 3>>$list[0], $list[1], and $list[2] tribes\
<<elseif $list.length == 4>>$list[0], $list[1], $list[2], and $list[3] tribes\
<<else>>//You somehow have more beastkin tribes than should be possible. Or something else went wrong. Please contact the author to report a bug with details of your heritage choices. //<</if>>\
<</widget>>
/*Find the index of a specific feature*/
<<widget "FeatureIndex">>\
<<if $args.length gt 0>>\
<<set _passedArr to $args[0]>>\
<<set $FeatureIndex to 0>>\
<<set $Feature to "">>\
<<set $Race to "">>\
<<set $FeatureIndex to $HeritageType.indexOf(_passedArr)>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
<<if $HeritageType.length == $HeritageRace.length>>\
<<set $Race to $HeritageRace[$FeatureIndex]>>\
<<elseif $HeritageRace.length==1>>\
<<set $Race to $HeritageRace>>\
<</if>>\
<</if>>\
<</widget>>
<<widget "max_coping">>\
<<set $max_coping to []>>\
<<set $coping_values to []>>\
<<set $highest to []>>\
<<set $coping_values to [$madness, $numbness, $selfharm, $escape, $anger, $trust]>>\
<<set $highest to Math.max($coping_values)>>\
<<if $highest == $madness>>\
<<set $max_coping.push("madness")>> Your default comping mechanism is madness.\
<<elseif $highest == $numbness>>\
<<set $max_coping.push("numbness")>>Your default comping mechanism is numbness.\
<<elseif $highest == $selfharm>>\
<<set $max_coping.push("selfharm")>>Your default comping mechanism is selfharm.\
<<elseif $highest == $escape>>\
<<set $max_coping.push("escape")>>Your default comping mechanism is avoidance.\
<<elseif $highest == $anger>>\
<<set $max_coping.push("anger")>>Your default comping mechanism is anger.\
<<elseif $highest == $trust>>\
<<set $max_coping .push("trust")>>You have chosen to trust people, which has helped you cope more with your trauma.\
<</if>>\
<</widget>>
/*Characters*/
<<widget "addHavard">><<set $Havard_love to Math.clamp($Havard_love + $args[0], 0, $max_Havard_love )>><</widget>>
<<widget "addLexia">><<set $Lexia_love to Math.clamp($Lexia_love + $args[0], 0, $max_Lexia_love )>><</widget>>
<<widget "addAtru">><<set $Atru_love to Math.clamp($Atru_love + $args[0], 0, $max_Atru_love )>><</widget>>
<<widget "addAzha">><<set $Azha_love to Math.clamp($Azha_love + $args[0], 0, $max_Azha_love )>><</widget>>
/* Other stuff*/
<<widget "reaches">><<if $plural>>reach<<else>>reaches<</if>><</widget>>
<<widget "wakes">><<if $plural>>wake<<else>>wakes<</if>><</widget>>
<<widget "nuzzles">><<if $plural>>nuzzle<<else>>nuzzles<</if>><</widget>>
<<widget "lets">><<if $plural>>let<<else>>lets<</if>><</widget>>
<<widget "is">><<if $plural>>are<<else>>is<</if>><</widget>>
<<widget "Is">><<if $plural>>Are<<else>>Is<</if>><</widget>>
<<widget "was">><<if $plural>>were<<else>>was<</if>><</widget>>
<<widget "Was">><<if $plural>>Were<<else>>Was<</if>><</widget>>
<<widget "does">><<if $plural>>do<<else>>does<</if>><</widget>>
<<widget "pulls">><<if $plural>>pull<<else>>pulls<</if>><</widget>>
<<widget "flings">><<if $plural>>fling<<else>>flings<</if>><</widget>>
<<widget "needs">><<if $plural>>need<<else>>needs<</if>><</widget>>
<<widget "staggers">><<if $plural>>stagger<<else>>staggers<</if>><</widget>>
<<widget "closes">><<if $plural>>close<<else>>closes<</if>><</widget>>
<<widget "currentdate">>\
<<print new Date().toDateString()>>\
<</widget>>
<<widget "currenttime">>\
<<set
_d to new Date(),
_am to (_d.getHours() < 12),
_hr to ((_d.getHours() % 12) || 12),
_mins to (_d.getMinutes() < 10 ? "0" : "") + _d.getMinutes()>>\
<<print _hr + ":" + _mins + " " + (_am ? "A" : "P") + "M">>\
<</widget>><h1>Interlude - Havard</h1>\
<h2>The Head Custodian of Firgrat Orphanage</h2>
<<set $chapter = 'Interlude - Havard'>>\
Havard, the newly appointed head custodian of the Firgrat orphanage was having breakfast in his chambers when the sound of armored footsteps disturbed him.
He had no time to even rise before the door to his chambers burst open and a woman wearing gleaming silver armor rushed in. Havard knew her as he knew everyone inside these walls. Her name was Lexia. She was one of the guardians of the orphanage, the Silver Protectors. She was in fact his partner, the one who would share his burdens when the time came.
"Head custodian! Lord Sheo is here!" she blurted out without any preamble. She was vibrating with excitement, her face flushed. Havard could understand why, one of the Ancients visiting was cause for excitement even if he personally had to hide a small grimace at the name. Dealing with the Ancients was exhausting on some subconscious level, and this one was... more difficult than most. Still he was the head custodian, his responsibility was to gently guide and protect the children in his care. Even if at the moment the orphanage was not officially open yet, and there were only two children. The young protector was not one of them, he thought that his duty extended to all inside this orphanage. Though Havard was in truth barely older than Lexia. Perhaps it was her demeanor that made Lexia seem so young to Havard.
"Protector Lexia, please calm down."
The young woman seemed to remember herself. She blushed a bit before steadying herself, and visibly deflating.
"Sorry, I got carried away." She shuffled awkwardly. “I’m just excited. It is one of the Ancients!”
"That is fine but, in the future, remember to knock." Havard gave her a kind smile to take the sting off the gentle rebuke.
"Now, do you know why Lord Sheo here is?"
Lexia perked up.
"The gate guard said he came in with a new child!" She was practically bouncing with excitement.
Havard felt excitement bloom in his own mind as well. To be immediately devoured by sadness. Another child meant that their family grew! It also meant that a tragedy had occurred. Such was the nature of an orphanage. He could not dwell on the tragedy, it would do no one any good. He had a duty and no matter what had happened, the child would be fine in the end. Havard would make sure of it. He was new to his role, but they all were. And he had been chosen for a reason.
Havard got up. Outwards he was calm, even if on the inside he was conflicted between excitement and sadness.
<<nobr>><div class="choices">
<div class="choice-item">[["Let us go and meet them then."|Interlude Orphanage 2]]</div>
</div><</nobr>>
<<set $chapter = 'Chapter 1'>>
//Whatever your character is a boy/girl/child is chosen in the Havard interlude. Skipping to chapter 1 means that the choice needs to be made now. This will set the pronouns used (he/she/they).//
Your character is a <<listbox '$gender'>>
<<option 'boy'>>
<<option 'girl'>>
<<option 'child'>>.
<</listbox>>
<<button 'OK' 'Chapter 1 fadein'>>
<<if $gender is 'girl'>>\
<<set $heshe to 'she'>>\
<<set $capitalheshe to 'She'>>\
<<set $hisher to 'her'>>\
<<set $capitalhisher to 'Her'>>\
<<set $himher to 'her'>>\
<<set $capitalhimher to 'Her'>>\
<<set $hishers to 'hers'>>\
<<set $capitalhishers to 'Hers'>>\
<<set $himselfherself to 'herself'>>\
<<set $capitalhimselfherself to 'Herself'>>\
<<set $child to 'girl'>>\
<<elseif $gender is 'boy'>>\
<<set $heshe to 'he'>>\
<<set $capitalheshe to 'He'>>\
<<set $hisher to 'his'>>\
<<set $capitalhisher to 'His'>>\
<<set $himher to 'him'>>\
<<set $capitalhimher to 'Him'>>\
<<set $hishers to 'his'>>\
<<set $capitalhishers to 'His'>>\
<<set $himselfherself to 'himself'>>\
<<set $capitalhimselfherself to 'Himself'>>\
<<set $child to 'boy'>>\
<<else>>\
<<set $heshe to 'they'>>\
<<set $capitalheshe to 'They'>>\
<<set $hisher to 'their'>>\
<<set $capitalhisher to 'Theirs'>>\
<<set $himher to 'them'>>\
<<set $capitalhimher to 'Them'>>\
<<set $hishers to 'theirs'>>\
<<set $capitalhishers to 'Theirs'>>\
<<set $himselfherself to 'themself'>>\
<<set $capitalhimselfherself to 'Themself'>>\
<<set $child to 'child'>>\
<<set $plural to true>>\
<</if>>\
<</button>>
<<set $named to true>>\
<<if $MC_name_random is true>>\
"Do not worry about your name. We will get back to it later." Havard says softly.
You stare at Havard. You seem to be doing a lot of that lately. There is nothing to do about it is there.
<<else>>\
<<if $lastname is not "">>"Hello $MCname $lastname." <<else>> "Hello $MCname."<</if>> Havard says softly. "As Head Custodian I officially welcome you to the Orphanage of Firgrat." He gets up and bows to you. "I am very happy to meet you. Officially I mean."
You stare at Havard. You seem to be doing a lot of that lately. He is happy to meet you? Does he not have any real people to meet? You are not sure you count as a person.
<</if>>\
<<if $nonverbal is true>>\
You nod.
<<else>>\
“Ok” you whisper.
<</if>>\
Havard smiles at you. He is always smiling; he smiles softly, sadly, kindly and who knows what else. He seems to have a thousand different smiles. The point is that Havard smiles a lot. Does he smile at everyone this much? Maybe his face is stuck this way? Always smiling, even if he can change the type of smile. It could well be, all that smiling must have some consequences.
Can you smile? You don't know. Can you make expressions? What does your face look like? Did you think some of that already? Can you think things more than once? So many questions. In the void, you never had questions. You were too busy suffering and screaming.
<<nobr>><div class="choices">
<div class="choice-item">[["Now then, time for those questions." Havard says.|Chapter 1_8]]</div>
</div><</nobr>>
<h2>Version</h2>\
<<set $chapter = 'Version'>>\
This demo is a work in progress, and is subject to changes.
The current demo draft contains:
<li> Prologue (~ 5500 words), </li>
<li> Interlude 1 (~ 6000 words),</li>
<li> Chapter 1 (~ 32000 words)</li>
<li> Interlude 2 (~ 12000 words),</li>
<li> Chapter 2 (~48000 words)</li>
<li>Total words: ~103 500.</li>
The word counts include the code inside the text and all brances and repetitions.
/*If I remember correctly, at publication of first chapter, twine said about 55000 words -> 55 000 - 43500 = 11500 in code and notes (which roughly increases but still. */
In addition, the codex has ~5 k words and the character profiles have ~600 at the moment.
<h2>Feedback</h2>\
Feedback is always welcome. This is my first interactive fiction, so please share any feedback you have.
Here are some examples of what is especially useful:
<h3>Technical errors:</h3>\
''Spelling/Language Errors:'' If you notice any typos or misspelled words throughout, please let me know. I expect there are quite a lot of these. English is not my first language and I know for a fact that I mix up British and American English quite often. I suppose American is the one I am going for.
''Coding Errors:'' If you encounter any issues with variables or errors related to coding, please report them.
''Missing/Duplicating Text:'' If you come across any text passages that are missing or duplicated, I’d appreciate it if you could indicate them.
''Features:'' Is there some game features you would like to see? I can not promise I would/could add them since it may exceed my current skill with Twine, but I might try if I like the idea enough.
<h3>Content issues:</h3>\
''Clarity and Coherence:'' Are any passages difficult to understand? Do some sections feel boring or too short/overly verbose? Are there inconsistencies? Please highlight them. Chapter 1 is a bit of nightmare so I am sure there are places like this.
''Pacing:'' Is the story progressing too fast or slow. Is there something disrupting the flow of the narrative. Does the varying tone make it jarring?
''Writing:'' The thing about writing is that one can only get better by doing more of it, and hopefully having some feedback. I am not a professional at this, and this is my first interactive fiction, so constructive feedback and critism is welcome. I do also have a tendancy to sometimes go quite dark and I fear I am overdoing it at times (hence the option to censor the most extreme option to "coping" with trauma). Also, are there types of choices you would wish for? Are the constant questions MC has inside their head too much or too random?
''Other things:'' Anyone have a good name for magic/mana that is not quite so generic? I originally called mana "ardor" as in strong emotion, or great enthusiasm or excitement etc. However, it did not feel right meaning wise though it does partially work. Additionally, ardor can also mean sexual excitement which (while hilarious) seemed like something you might not want to call your magic unless it's a very specific kind of story.
For your feedback, the comments on the Itch.io page should be on. Or you can use email: talesofwocdes@gmail.com
There is also a Tumblr page, that can be accesed from Itch.io, assuming I can figure out how Tumblr actually works.
<<nobr>><div class="choices">
<div class="choice-item">[[Back to the starting screen|start-menu]]</div>
<div class="choice-item">[[To the prologue!|Prologue 1]]</div>
</div><</nobr>>
<h1>Prologue -- Shattered self</h1>\
<<set $chapter = 'Prologue'>>\
Alone on your knees, chained, abandoned, and surrounded by darkness. That is your life. The chains around your wrists holding you in place, arms spread wide, have long since eaten into skin and flesh but you no longer care. Feeling in your hands has long since left you. A blessing with how the chains have dug into your flesh. You do not feel your knees bleeding from your trashing against the hard ground nor the countless cuts, tears, and bruises marring your body and have barely started healing.
You almost miss the days of active torment. This void you have been confined to now is just empty and dark. Why did they decide to put you in here? You do not know. They never said a word to you as they carved into your flesh. Obviously, they did not tell you why they chained you up here.
Alone in the darkness you know nothing but the void and the periodic onslaught of excruciating pain. It drowns out all else. You would think yourself tolerant to pain after so long, but no. Your flesh grew numb to the cuts and bruises, the burning and the prodding, but this pain is //different//. It eclipses everything else, a relentless tide that engulfs your senses. As if the pain does not just attack your body but your mind and soul as well.
You have tried screaming and crying when pain emanates from the chains holding you. But your screams do nothing, have revealed nothing. No one answers them and no one shows themselves anymore. Your tears fall to the ground, unnoticed and only wasting whatever fluids you have left in your ravaged body.
There is only darkness and the fading fragmented memory of distant past under the light of the sun. Of soft grass. Of warm comforting hands holding you and faces smiling down at you. Of safety. All now gone.
Alone in the darkness you have been broken, and you do not even know why.
The pain begins again, radiating from the chains that bind you, spreading from your wrists to your whole body and intensifying into blinding searing agony that commands your entire being.
<<set $prologue1 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You scream your heart out!|Prologue 2][$prologue1 to $prologue1+1]]</div>
<div class="choice-item">[[Plead for the pain to stop!|Prologue 2][$prologue1 to $prologue1+2]]</div>
<div class="choice-item">[[Ignore the pain!|Prologue 2][$prologue1 to $prologue1+3]]</div>
<div class="choice-item">[[Laugh!|Prologue 2][$prologue1 to $prologue1+4]]</div>
</div><</nobr>>
<<nobr>><div class="choices">
<div class="choice-item">[[Continue|p_01]]</div>
<div class="flirt-choice-item">[[Continue|p_01]]</div>
<div class="special-choice-item">[[Continue|p_01]]</div>
</div><</nobr>>
<div class="choice-item">[[Eye him warily!|Chapter 1_3_wary]]</div><<if $prologue1 is 1>>\
<<addanger 1>><<addstoic -1>>\
The pain is too much! So, you scream and scream. You scream until your throat is raw. The chains constricting you clang and clink as you trash in pain. Your broken screams of agony echo in the void for a small moment before they are swallowed by the endless void. The void cares nothing for your pain.
As usual, no one answers your screams.
<<elseif $prologue1 is 2>>\
<<addinnocence 1>><<addescape 1>>\
You plead to the void, promising to do whatever they want, promising everything you can think of if only the pain stops. Of course, your plea is more of a screaming and mewling sound with no actual words. In your head however, you plead and plead fervently, hoping that someone hears you. Hoping that someone cares.
As usual, no one answers your pleas.
<<elseif $prologue1 is 3>>\
<<addstoic 1>><<addnumbness 1>><<addinnocence -1>>\
You do your best to ignore the pain. A groan still escapes your lips but otherwise you are silent. There is no point in making a fuss anymore, nothing will come of it. No one hears you, or if they do then they do not care. No one cares. Nothing matters.
As usual, no one would answer even if you made a fuss.
<<elseif $prologue1 is 4>>\
<<addmadness 1>><<addstoic -1>>\
It is welcome, this feeling of burning. A distraction from the void that surrounds you. Oh how it makes you laugh! Pain is so much fun! Not at all like the boring void!
Pain is better than the void after all, every and each time.
Your laughter echoes in the void for just a moment. A glorious sound! The only sound in this emptiness, at the same time far too loud yet not enough. The void swallows the sound soon enough.
As usual, no one answers your deranged laughter.
<</if>>
You contort and convulse within the relentless grip of torment, feeling your muscles spasm and fingers twitching involuntarily. Beads of sweat cling to your skin, the cold air gnawing at your drenched form.
Eventually, the pain subsides, and the void takes you again. A realm without memory, where only darkness persists... and you, alone at the heart of the void.
A resurgence of pain jerks you back to consciousness. Again, it builds up to intolerable agony before the void's icy embrace envelops you anew. Again and again, the cycle repeats and repeats itself. Your existence becomes an endless cycle, a ceaseless repetition of pain and retreat into the void, each episode blending into the next until the boundaries between them blur. There is only pain and the void, and you don't know which you hate more.
In this desolate existence, time has no meaning. Only the pain brings you back to lucidity from losing yourself to the void. You are tired, so tired of this hollow existence but your existence is not yours to control. You have had no food or drink as long as you have been alone in the void but there is still no end. No blessed release of sweet death, only pain and the void.
You are alone in the darkness, trapped in a cycle of suffering. Longing for release from the chains that bind both your body and soul to this realm of perpetual agony.
<<nobr>><div class="choices">
<div class="choice-item">[[And the cycle goes on.|Prologue 3]]</div>
</div><</nobr>>
The frigid air of the void feels like frost on clammy skin, and your body shivers uncontrollably. The cold at least is different from the cycle, a silent witness to the unending struggle that defines your hollow existence.
An eternity spent between the pain and the void. Time and time again the void takes you, and the pain brings you back. Your world is confined to the ceaseless dance of pain and the engulfing void, an unrelenting symphony that offers no respite.
Time and again, you find yourself ensnared in the rhythm of this torturous symphony. Void, pain, void, pain—a discordant sequence that echoes endlessly, offering no respite from the unyielding grip of your existence.
You lose yourself in the cycle.
<<nobr>><div class="choices">
<div class="choice-item">[[And the cycle goes on and on.|Prologue 4]] </div>
</div><</nobr>>
The ceaseless dance persists, where the void claims you only to be disrupted by the returning surge of agonizing pain.
So you begin to think. What else is there to do? You can at least use your mind and tell the story of your existence.
Pain, void, pain, void, pain, void, pain, void.... on and on it goes.
You scream, cry, plead, laugh and bear it quietly. Time and time again the cycle comes but it does not matter. Your existence becomes a blurred continuum, a relentless succession that blends into a disorienting tapestry.
Nothing changes, no matter what you do.
<<nobr>><div class="choices">
<div class="choice-item">[[Again and again, the cycle repeats and repeats itself.|Prologue 5]] </div>
</div><</nobr>>
Time is meaningless, existence is pointless. There is only the cycle, and it repeats in your mind.
Pain, void, pain, void, pain, void, pain, void, pain, void, pain, void....
Death would be a blessing, you think as your hands spasm uncontrollably. But of course, there is no end, only the cycle.
Pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, <font face='splater'>pain</font>, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void....
Why are you here? Why is this your life? Is this what life is supposed to be like?
Pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, <font face='splater'>void, pain, void, pain, <font face='wavylines'>void</font>, pain, void, pain, void, pain,</font> void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void,...
You try to bite your own tongue in defiance of the cycle but the chains that bind you seem to sense your rebellion. A new feeling floods into you, infiltrating your senses. An invasive feeling that makes you feel impure. Suddenly your body is not yours to control, it rebels against you and you cannot bring yourself to bite down. You try and try but cannot fight against the magic that has a hold on you.
You give up and surrender to the power that holds you captive.
And the agony returns.
Pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, <font face='splater'>void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain,</font> void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain, void, pain....
<<nobr>><div class="choices">
<div class="choice-item">[[Nothing changes, and the cycle continues.|Prologue 6]] </div>
</div><</nobr>>
PaIn, vOiD, pAIn, VoID, paiN, VoiD, <font face='splater'>PAIn</font>, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, <font face='splater'>pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn,</font> vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, <font face='splater'>pAIn</font>, VoID, paiN, VoiD, PAIn, vOID, pAin....
You can no longer think. Your mind has become as empty as the void that surrounds you. No longer do you pay any mind to the cold or the twitching and spasming the agony triggers in your broken body.
But there is no end to the cycle, and a little broken voice sounds in your head, narrating your existence now that you yourself are no longer capable. Or maybe the voice is yours? It does not matter.
PaIn, vOiD, pAIn, VoID, <font face='splater'>paiN, VoiD, PAIn, vOID</font>, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PaIn, vOiD, pAIn, VoID, paiN, VoiD, PAIn, vOID, pAin, PAiN, pAIN, PaiN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, <font face='splater'>PAIN, PAIN</font>, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,<font face='splater'>PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN,</font> PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, @@.shudder;PAIN@@....
<<nobr>><div class="choices">
<div class="choice-item">[[Finally you begin to notice a difference. The pain has become a constant.|Prologue 7]] </div>
</div><</nobr>>
You almost enjoy it. Perhaps this pain, this agony, is better than the void.
The voice in your head sounds almost gleeful. Stronger.
PAIN, <font face='splater'>PAIN</font>, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, <font face='splater'>PAIN,PAIN, PAIN, PAIN,</font> PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,@@.shudder;PAIN, PAIN@@....
You don't have any strength left to do anything but whimper. You have no control over your body. You think you have soiled yourself, again, but it hardly matters.
<font face='splater'>PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,</font> PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, <font face='splater'>PAIN, PAIN, PAIN, PAIN, P</font>AIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, <font face='splater'>PAIN<\font>, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PA</font>IN, PAIN, PAIN,<font face='splater'> PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN, PAIN,PAIN, @@.shudder;PAIN, PAIN, PAIN,@@</font>@@.shudder;PAIN@@, ....
You were wrong. Pain is still pain, and the void would be a relief from the searing agony. Anything to end the pain.
Death.... Death.... Death would be a blessing.
<font face='splater'>
<<nobr>><div class="choices">
<div class="choice-item">[[Only pain is left and even death is denied to you.|Prologue 8]] </div>
</div><</nobr>>
</font>
PAIN, PAIN, <font face='splater'>PAIN, PAIN, PAIN</font>, PAIN, PAIN, Pain, PAIN, pAIN, PaiN, pAIn, pAin, paiN, pain, pain, pain, void, pain, void, void, pain, void, void void, pai... void, void, void, void, void, void, <font face='wavylines'>v</font>oid, void....
Again your world shifts, and the voice warbles and changes. Slowly you notice a change. You no longer feel pain and agony. No longer feel the cold. Your body continues spasming uncontrollably, but you don't feel it. You have no control, but at least the pain is gone.
Now there is only the void. Only the blessed void...
Void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, <font face='wavylines'>void, void, void,</font> void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, void, Void, voiD, vOid, voId, vOiD, voId, voID, VoID, voId, VOId, VoiD, voiD, vOid, void, voId, Void, VOId, VOId, VoId, VOId, vOiD, voID, VoId, voiD, vOid, voiD, voId, VOiD, void, VOID, VOiD, VoId, voiD, voId, vOId, VoID, vOiD, VOId, voiD, VOID, <font face='wavylines'>VO</font>ID, VOID, VOID, VOID, VOID, <font face='wavylines'>VOID,</font> VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID...
Only the void remains, and it drives you mad. Or maybe you were already mad? It does not matter.
The @@.mirror;VoID@@ has you, and it is never letting go.
<<nobr>><div class="choices">
<div class="choice-item">[[You are alone and broken in the VoiD.|Prologue 9]]</div>
</div><</nobr>>
VOiD, <font face='wavylines'>void</font>, VOID, VOiD, VoId, voiD, voId, vOId, VoID, vOiD, VOId, voiD, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID,<font face='wavylines'> VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID,</font> VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOiD, void, VOID, VOiD, VoId, voiD, voId, vOId, VoID, vOiD, VOId, voiD, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VOID, VoID, VOid, vOi..., l..., vo..., li..., v..., lig...,....,ligh...,....,light,....,...., light, ...., Light,....
LIGHT!
LIGHT!
@@.smear;LIGHT!@@
The voice in your head seems to scream at you, drowning out all else. Then it goes silent, like it was never there to begin with. Perhaps it was just you?
Your numb and broken mind takes a long time to notice the change. There is light in the void. Maybe.... No... There is only the void.... But there is light.... But the void.... There is only the void...
No!
There is light in the void! A small fragile shimmer that burns away the dark void.
Never have you seen anything so beautiful as the small light. And you feel something... different. Something other than pain and agony. Something that you had forgotten existed.
<<nobr>><div class="choices">
<div class="choice-item">[[You have trouble with the word.|Prologue 10]]</div>
</div><</nobr>>
What is the word, you have forgotten?
Your foggy mind is painfully slow. You have not had to think in the void. Your mind is shattered and it is so hard to connect the fragments.
You think and think... and slowly.... tentatively....
The little light has driven back the void. It has given you... what?
Still, you struggle to put words to this feeling. It feels so hard to think. To feel. Did the void eat away your feelings?
What is it?
You feel like you should know! Should you? Why would you know? There is only the void. Nothing else.... right?
But there is light in the void!
Why is there light?
Why do you feel like this? What is this?
What? WhaT? WHa@@.upside-down;T@@? WHAT? WHAT? W@@.upside-down;HA@@T? @@.upside-down;W@@HAT? WHA@@.upside-down;T@@?...
You almost lose yourself again. But somehow you do not.
Because there is light in the void.
It arrives unexpectedly. A moment of clarity. Of insight. As if your mind was providing an answer it did not know it had.
This feeling... You know what it is.
<<nobr>><div class="choices">
<div class="choice-item">[[Hope!|Prologue 11]]</div>
</div><</nobr>>
You feel hope!
Hope! The most wonderful feeling there is! The only feeling you know right now! The pain fades, the fog in your mind retreats.
There is light in the void! And it has given you hope!
Hope that there is more than the void! More than pain!
There is also light! And hope!
You begin to remember.
It begins with distant echoes of warmth and safety. Of sunlight on your skin. The sounds of birds. Visions of green grass. All things you had forgotten in the void. All the things the void ate away.
Hope has brought a part of yourself back. And the void shakes with the strength of tentative memories! You remember a different time. A time when you were not alone in the void.
Glimpses of laughter. Of smiling faces. Of safety. The feeling of a warm embrace. A kiss upon your brow. Soothing words gently murmured.
Glimpses of home. Home! A word you had forgotten!
But now you begin to remember!
A house on a hill! People!
Who are these people who you remember? These people who do not carve and cut away at you..... Your parents!
All of it rushes back to you now!
Because there is light in the void! And hope!
And you remember! Memory! What wonderful bliss!
For a glorious moment you remember and there is no void! No pain! Only memories, and happiness!
<<nobr>><div class="choices">
<div class="choice-item">[[Happiness fills you at the memories!|Prologue 12]]</div>
</div><</nobr>>
Until the light in the void goes out.
It takes a moment for you to process.
The light is gone.
Hope shatters.
The void rushes back. But not before you remember.
Splatters of red coating the front door of your home. So much red inside your home... such a vibrant red. Why is it so red?
It's all blood.
Your father's head placed on the kitchen table in a pool of crimson, his empty gaze staring at you accusingly. His body laying on the ground with his entrails pulled out.
Your mother twisted and broken with a knife in her hand. A last defense that had not mattered. Her arms and legs snapped to unnatural angles. A gaping hole in her chest, her neck snapped, her head twisted fully around. Bones sticking out from her torn flesh.
Hands closing around your throat and holding you still. Figures with masks and hoods, covered in the blood of your parents.
They said nothing as they took you.
Then came the prodding, cutting and tearing. Rough hands on you pushing you down and keeping you in place. Knives cutting your flesh. Pliers twisting and tearing as you screamed.
In the beginning, your captors would torture you in person hidden behind their masks and hoods. Or perhaps they experimented on you. It does not matter. For you, the two are the same. You grew numb to it all the same. After a while, you felt nothing.
Then they left you in chains, alone in the dark, and the cycle began. Pain and the void. Different from what came before. The all-encompassing pain. The all-devouring void. There was no escape.
And now the cycle begins anew.
<<nobr>><div class="choices">
<div class="choice-item">[[Except now it is different. The cycle has a new flavor, a constant called despair.|Prologue 13]]</div>
</div><</nobr>>
The pain comes again, radiating from the chains on your writs, building up to a blinding agony.
Then the void comes. Blessed oblivion. Except the void is no longer empty. A stubborn memory of light lingers.
It had been horrible before. The pain and the void, over and over again, repeatedly.
Now the cycle is unbearable, because you remember the light, the hope, and the despair. The memory lingers, and what came before cannot compare to this new agony. Because you can remember. A home... a family. All lost.
It is such a simple thing, memory. Something everyone has.
Now it brings you nothing but despair.
<<nobr>><div class="choices">
<div class="choice-item">[[Alone in the darkness you have been broken again, and you do not even know why.|Prologue 14]]</div>
</div><</nobr>>
It is the despair that triggers another memory. Of a story you once heard while visiting the village with your parents. It was a sunny day, or so you think. There is no light in the void and the memory blinds you.
Holding hands with both of your parents you felt safe and warm. Protected and safe.
You remember the bard. He had colorful clothes, and a hat with a feather, that you had found very impressive back then. The bard told a story of Carbus, a famous wizard. Of his childhood, when his father took him to see the sea for the first time.
The story tells how excited Carbus had been. Back then you could relate, you have never seen the sea. Now it seems so inconsequential. What did the sea matter in the void?
How excitement turned to confusion as on the path to the cliffs by the seashore, the father suddenly stopped, his eyes turning terribly cold. The father had pulled out a dagger and stabbed Carbus, his own son, in the stomach.
Carbus could quite not comprehend what had happened as he fell to the muddy ground. For a moment he gazed on his own bloody hands before his strength failed.
His father abandoned him there. Carbus was bleeding and dying. Lying in the mud, in a moment absent hope, drowning in despair, young Carbus called out for help.
Despite the barely audible whisper, //something// heard him, and //something// came to help. On the seaside, //something// heard the dying child and appeared.
The bard's story did not say what that help was but Carbus was saved. He lived and Carbus became a famous adventuring wizard.
That was the only story your parents let you hear. You wanted to hear more about Carbus!
Still, it had been a good story, you had thought. Except, it was not just one story. It became more. More such stories had made their way into your little village over time. Bards from different directions passing through telling stories of great heroes! And in each the same thing happened.
In a moment of despair, the hero called for help. And //something// answered. The stories never said what. But help was given to those who asked for it.
You remembered the stories. Stories where //help// is given to those who are desperate enough to ask for it. To those who //need// it. Truly and desperately need it.
When there is nothing else left, call out for help and //something// will hear you.
<<nobr>><div class="choices">
<div class="choice-item">[[What did you have to lose?|Prologue 15]]</div>
</div><</nobr>>
It takes you several tries to form a sound. Can you even talk? You do not know, but you have to try.
"P..." A coughing fit makes you stop. You think there is a splatter of blood, though you feel nothing. It takes a while for it to subside, and you are exhausted beyond all measure.
The attempt at speaking, or making a sound really, drains you. But the memories burn in your mind, the stories you had heard while safe and happy. The void will smother the memories. You can feel it. Oblivion awaits once again. Now is your only chance before your mind is too gone again.
You need to make it simple. Nothing extra. It takes everything you have but finally you manage.
"Help" you whisper in a hoarse broken voice.
Even to you the sound seems pitiful. A broken whisper in an endless void that swallows the sound whole. You are not even sure it's a real sound. It could have just been in your head. Your mind and body are far past the point where you can distinguish what is real and what is not.
The void feels oppressive. Somehow emptier than before. You dared to make a request, even if it might have been only in your head. You think the void heard it. Maybe you made the void angry... You hope not. Though you suppose, the void cannot get much worse than it already is. The memories begin to fade away, the time before the void fragments into confusing pieces.
You don't think it matters anyway. How could anything ever hear your plea? This is the void, there is only pain and despair. Why would anything care? Is there blood trickling down from your lips? You don’t know. You don’t care. The void surrounds you. Despair is all you have. Nothing heard the plea. It must have been just in your head. The memory is gone now. You doubt you could try again, even if you remembered how.
But //something// did hear your plea. An ancient being that is always listening because he made a promise once long ago before the world existed, and everything died.
It's just a feeling at first but then a faint sound reaches your ears, and a light flashes. You flinch closing your eyes from the sudden intrusion of light to your world of darkness. The light goes out again, and despair floods you stronger than ever before. Not again, you can't do this again. Please. You were wrong, the void can be so much worse than it was. Futile hope makes everything so much worse...
Then you hear it, a sound of faint footsteps. And a now familiar feeling floods you. It is called hope. Real genuine hope. Is this another trick of your ailing mind? The memories do not return, but you know you feel hope with certainty that might not be your own.
You realize there is something or someone in front of you. You do not have the strength to see who or what it is but your insides do odd things and hope surges in you so much you think you might burst from it.
//Something// heard you! Just like the stories! //Something// came! Are they really here to help you though? What if //something// is actually a bad creature? What if there will be something worse than the void and cycle? Something worse than pain and despair?
Your doubts do not hold sway for long. A calm and soothing voice echoes in the void and does not vanish into it. The void quals and shakes at the sound, trying to drown out the sound but fails. The voice is stronger than the void.
Such a soothing sound. Calm and clear. The sound of hope....
The voice asks you
<<nobr>><div class="choices">
<div class="choice-item">[["Do you wish to live?"|Prologue 16]]</div>
</div><</nobr>>
You are surprised at how clearly you can make out the words.
The first words you have heard in an eternity. The perfect sound for your abused body and mind. Not too loud or quiet. Just the perfect volume.
The voice asked you a question.
@@.emboss;"Do you wish to live?"@@ The question burns in your mind.
After everything you have endured, do you still wish to live?
<<nobr>><div class="choices">
<div class="choice-item">[[Yes|Prologue 17]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[No|Ending prologue 1]]</div>
<</if>>
</div><</nobr>>
"Yes." you whisper in a hoarse voice. It feels like the correct answer. Even without the memories to guide you, something inside you tells you that it feels right to live.
"Let us go then, and leave this place behind."
The figure seems to glow softly and the chains around your wrists fall away. For the first time in your memory, you are free. You fall forwards but strong gentle arms catch you. The sudden touch would make you flinch, but you have no energy for such things. You cannot remember when you were touched for any other purpose than to inflict pain on you but now you are held in your savior's arms. Lifted to the air in the arms of a stranger, or perhaps some creature, and you feel safe for the first time in your limited memory. And very very tired.
"Tha... ..u." you whisper fighting the sleepiness that suddenly overtakes you. The last thing you remember is the shouting and lights flaring as countless sigils and runes sprang to life in the void but you soon fall asleep.
You have no memory of how the sigils and runes meant to trap any intruder burned away in the presence of the Ancient being your despair had summoned. The very traps designed to trap your savior were meaningless before a being older than the world itself.
No memory of the wrathful merciless light that incinerates your captors as they try to stop the Ancient that had heard your plea for help even when you never managed to say the words properly. No memory of your captors abandoning their fight and falling to their knees pleading for their lives. Pleading for forgiveness and salvation from the Ancient for their transgressions against you and the world.
You have no knowledge that their pleas were as useless as their magic. The Ancient slaughtered all your captors regardless. You might not have known why this had happened. But the Ancient knew the secrets that your captors had hoped to uncover. Secrets that must never be revealed.
Wrath over what had been done to you was enough to kill all your captors. The duty of ensuring that the secrets of creation remain undiscovered ensured that none would escape.
You have no memory of the face of your savior, completely blank to hide the tempest within. Even if the whole affair made the Ancient //seethe// on the inside, none of it showed to the people that had been your tormentors. You only remember the feeling of safety you have lacked for so long. Snuggled in his arms and wrapped in his cloak you slept peacefully for the first time in eternity.
<<nobr>><div class="choices">
<div class="choice-item">[[End of the prologue|Interlude 1 fadein]]</div>
</div><</nobr>>
"No." you whisper in a hoarse voice.
"Then you seek death? An end to your suffering?" The voice asks, so calm and clear. No judgment. No disdain. Only calm acceptance of your decision.
<<nobr>><div class="choices">
<div class="choice-item">[["Please kill me."|Ending prologue 2]] </div>
<div class="choice-item">[["I don't know."|NoEnd1]]</div>
</div><</nobr>>
"I will grant you the end you desire."
The figure suddenly seems to glow softly and the chains around your wrists fall away. You fall forwards but strong gentle arms catch you. You are lifted into your savior's arms. For the first time in your memory you feel safe. And very very tired.
"Thank you." you whisper giving in to the sleepiness that suddenly overtakes you. The last thing you ever feel is comfortable and safe. Enveloped in the warmth of a stranger, oddly you feel loved. It is a good way to die in these arms carrying you, both gentle and firm.
You never know of the merciless light that incinerates your captors as they try to stop the Ancient that had heard your desperate plea for death.
You pass away peacefully and safely. Your last moments are happy, and that is more than you could have hoped for in the void.
//You have reached the ending: Ending Before Truly Beginning//
//Do you wish to go back, and try living?//
<<nobr>><div class="choices">
<div class="choice-item">[[Yes|Prologue 16]] </div>
<div class="choice-item">[[No (this will take you to the starting screen)|start-menu]] </div>
</div><</nobr>>
"If you do not know, I will take you away. You will have time to decide away from this place."
<<nobr>><div class="choices">
<div class="choice-item">[[You nod weakly.|Prologue 17]]</div>
</div><</nobr>>
Havard and Lexia had to ask several protectors and custodians where Lord Sheo had gone. Lexia was vibrating with excitement at the prospect of meeting Lord Sheo. Havard was more subdued.
The Ancient had not waited at the gates, or in the main hall. He had indeed rushed to the healing baths designed by Lord Abalf, the Archmage of the Ancients, himself. The water in those baths had powerful restorative healing properties to ensure the children could be healed even if the custodians or protectors could not help them.
Havard knew there could only be one reason for that, and it made his stomach twist. The child was hurt! And if Lord Sheo had gone to the healing baths, it was serious. As far as Havard knew, Lord Sheo was not considered to be a great healer, but he was still an Ancient. A master of magic. He should be able to deal with most injuries in an eyeblink. That he had sought out the healing baths did not bode well for the state of the child.
Havard did not let the worry show on his face, but he increased his pace. Lexia had lost her cheer and excitement, her face concerned as together they rushed towards the baths. Technically she had no need to come, she was one of the Silver Protectors not a custodian, but Havard was glad to see how much she cared. It boded well for the future of the orphanage. He would not want the protectors to be aloof faceless figures. They would be a part of the children's lives just as much as the custodians, and they were undoubtedly dashing figures to any child with their gleaming silver armor.
Both the orphanage he was now in charge of, and the order of Silver Protectors had been founded recently. By the Council of Ancients themselves no less. A great honor, and a greater responsibility.
In these tentative phases they were all new to their roles, the custodians and protectors both. But each one had been handpicked by the Ancients. Gathered for a single purpose. To protect the future of Wocdes in the form of the children abandoned by all others.
Now the future was in peril before they had even truly begun. A child was hurt and an Ancient could not heal them. Havard knew that there would be those they could not save, but he //wanted// to make sure no child suffered. He //wanted// to save them all.
It would be a horrible start to their duty if they failed now. Havard could only hope that the Ancient and the healing baths could do whatever needed doing.
<<nobr>><div class="choices">
<div class="choice-item">[[But it would be alright. It had to be.|Interlude Orphanage 3]]</div>
</div><</nobr>>
As Havard and Lexia arrived at the entrance to the baths, a crowd had gathered. Newly appointed custodians and protectors milled about, all clearly concerned and speaking in hushed whispers.
Havard felt that the Ancients had chosen well when deciding who would guide and protect the children. For Havard knew everyone who had been chosen, and they were all here aside from custodian Alessa and protector Sandor who had been chosen to watch over Atru and Azha, the young twins already in their care. The first children in the orphanage and the first custodian and protector to be chosen for permanent duty.
The sight of all the custodians and protectors filled Havard with warmth. Everyone who was free to be here, was here, all worrying about a child they did not know. A remainder that while the world at large might not care, there were people who did. These people had been chosen because they cared.
None had entered the baths. All waited outside, for him to arrive. Out of respect or fear for what lay inside, it did not matter. As the head custodian he would not hesitate.
"Let me through!" His voice made the crowd part. Havard did not stop to speak with anyone but marched to the door, Lexia following on his heels.
One breath of hesitation was all he allowed himself, before knocking on the door and pulling it open without waiting for an answer from inside. He had a duty to fulfill, regardless of what lay inside.
Havard was going to enter immediately, to see what was wrong. But he could not. As soon as the door was open, the overwhelming feeling of raw //power// made him recoil. Oh that was not a good sign.
The amount of mana, of //magic//, was suffocating. The water in the bathing pool was glowing softly, and it took Havard a moment to be able to withstand the feeling. But he gathered himself and strode in. Lexia did not follow this time. She was frozen in place, looking pale and scared but Havard had to know. He could not be deterred, not even by an Ancient flexing their magical muscles.
There in the middle of the bathing pool stood Lord Sheo, gently holding a small form in the water while supporting the head, keeping the face above the water.
Mana was rolling off the Ancient in waves, lending strength to the healing waters. In his limited experience with the healing baths, they should not need more mana. This was Firgrat, the flows were the strongest there. The bath should have had enough. Yet, an incomprehensive amount of mana was being pooled into the waters, much more than should ever be needed.
Havard could barely process anything he was seeing, the room felt suffocating with the Ancient's power. Havard could feel sweat trickling down his back, his breathing grew labored immediately. How could any creature possess so much power? Still, he had to ignore this. Magic was not why he was here. Havard forced himself to look at the small form.
<<nobr>><div class="choices">
<div class="choice-item">[[Havard felt his heart break when he saw the state of the child.|Interlude Orphanage 4]]</div>
</div><</nobr>>
The child. The small <<listbox '$gender'>>
<<option 'boy'>>
<<option 'girl'>>
<<option 'child'>>
<</listbox>>, maybe seven or eight years old, was naked but for a delicately wrapped cloak protecting what modesty remained. The child had long matted messy hair spreading out into the water. From what Havard could see, a horrifying amount of barely healed cuts, tears and bruises covered the small form, some still bleeding crimson into the healing waters. Older scars that no one should be subjected to littered what skin remained.
But that was not the worst part. Torn skin and flesh could be mended. Burns could be healed in time and broken bones fixed. No.
<<button 'The terrifying part was the wrists.' 'Interlude Orphanage 5'>>
<<if $gender is 'girl'>>\
<<set $heshe to 'she'>>\
<<set $capitalheshe to 'She'>>\
<<set $hisher to 'her'>>\
<<set $capitalhisher to 'Her'>>\
<<set $himher to 'her'>>\
<<set $capitalhimher to 'Her'>>\
<<set $hishers to 'hers'>>\
<<set $capitalhishers to 'Hers'>>\
<<set $himselfherself to 'herself'>>\
<<set $capitalhimselfherself to 'Herself'>>\
<<set $child to 'girl'>>\
<<elseif $gender is 'boy'>>\
<<set $heshe to 'he'>>\
<<set $capitalheshe to 'He'>>\
<<set $hisher to 'his'>>\
<<set $capitalhisher to 'His'>>\
<<set $himher to 'him'>>\
<<set $capitalhimher to 'Him'>>\
<<set $hishers to 'his'>>\
<<set $capitalhishers to 'His'>>\
<<set $himselfherself to 'himself'>>\
<<set $capitalhimselfherself to 'Himself'>>\
<<set $child to 'boy'>>\
<<else>>\
<<set $heshe to 'they'>>\
<<set $capitalheshe to 'They'>>\
<<set $hisher to 'their'>>\
<<set $capitalhisher to 'Their'>>\
<<set $himher to 'them'>>\
<<set $capitalhimher to 'Them'>>\
<<set $hishers to 'theirs'>>\
<<set $capitalhishers to 'Theirs'>>\
<<set $himselfherself to 'themself'>>\
<<set $capitalhimselfherself to 'Themself'>>\
<<set $child to 'child'>>\
<<set $plural to true>>\
<</if>>\
<</button>>
//Note: This will set the pronouns used to refer to your MC by other characters (he/she/they).//
Shackles had eaten deep into flesh, leaving behind ruined arms where muscle and flesh might have been torn away, but that too was inconsequential. The worst was the black dead flesh of $hisher hands, and the markings running up $hisher arms along the blood veins towards the tips of $hisher fingers. The markings, black and horrifying, held his attention. There was something //wrong// with the flesh. It had become a twisted ruined mess, a mockery of what should have been. The tiny form spasmed uncontrollably at regular intervals, and each twitch of the tiny, ruined fingers made Havard flinch.
He could not conceive why, but he knew some horrifying magic had been cast on the $child. Something even the healing waters and the Ancient pouring power into them could not undo. It was much easier to ruin something than to repair it.
Havard thought he had understood evil long ago, but now he was reminded that even still he understood very little. How could anyone do such a thing! To a //child//! Each ragged breath the small form took, every small whimper, felt like someone tearing his heart apart time and time again.
Havard heard an audible gasp as Lexia caught finally up and saw what he had. He thought he saw the moment her heart broke, saw her hands shake. He reached out and held one of her arms in his own. They were practically strangers, but she allowed it, too shaken by the sight before them. Too horrified by the reality unfolding before them.
The two watching adults, strangers really, were still young and new to their roles, but so eager to do their duty. They had been chosen, a guide and a protector. At this moment, they stood united. Right now, they were companions in grief. And helplessness. Neither of them could do anything for the child. Not one //damn// thing to help the poor $child in agony!
But they were not alone. They were not the ones who held the power, not the ones who could destroy nations, not the ones who could force reality to obey with a thought. They were not the ones who could save the $child. They were not incompressible creatures from beyond the world, beyond time.
It all depended on the Ancient in front of them. The tall man stood in the pool with the small $child delicately held in the waters. This Ancient looked like a man, but he was not really a man at all. Snow white hair cascaded down in loose waves, glowing with gentle light. Whatever the light was from the hair itself or reflected from the light from the healing waters, Havard did not know. Bright luminescent white irises shone with power, even as they focused on those horrifying mangled wrists with determination. A face marked by age, but untouched by time showed nothing but concentration.
Havard and Lexia could only watch in silence as Lord Sheo fought to save the tiny life in his arms. To undo the damage the world had inflicted on the most innocent among them.
<<nobr>><div class="choices">
<div class="choice-item">[[It was all wrong. But the Ancient gave Havard hope.|Interlude Orphanage 6]]</div>
</div><</nobr>>
The Ancient did not acknowledge Havard or Lexia. He was entirely focused on his task. Time ruthlessly moved on, as it always does. Havard could not tell how long he and Lexia stood there, holding hands, spellbound by the battle unfolding before them. And it was a battle. A battle between the Ancient and death. A battle for the life of a single child. Havard was sure that if the Ancient lost, death would take the child in an instant. As far as stakes went, a single life, even that of a child, meant nothing in the grand cruel world. Thousands of lives perished every day, from disease, from accidents, from a life well lived.
What did one little life matter? The world would go on no matter what happened here. Yet for those present, what could matter more?
Havard remembered the past. A memory of another small life in peril. One that had gone out far too soon. The grief that had broken him. Because of one single life that did not have an Ancient to defend it. His hands shook, and his jaw ground together but he barely noticed. He did not see the glance full of worry that Lexia shot him. What did one life matter? What had the life of his infant daughter mattered when it went out?
Everything! The life of a single child was worth everything! Children were the future.
Unlike Havard's daughter, this $child had a chance. The Ancient, a being who had seen more lives lost than anything else in existence, a being who had taken more lives than anything else, was fighting for $himher. And if the rumors were to be believed, there was one thing this Ancient knew better than any other, one thing from amidst the skills and experiences gained over millennia of life, it was battle.
The black marks and flesh were not reducing or receding, not giving way in face of the power that kept the room clear of new arrivals with its sheer unfathomable quantity. But as Havard and Lexia watched, and hours or maybe days passed, each breath the $child took became easier. The whimpers lessened. Life was winning out.
The Ancient was not showing any signs of stopping. Instead, he seemed to focus even more intently on the $child's horrifyingly mangled arms. Even more magic poured out of the Ancient, forcing Havard and Lexia to step back. The air grew thin, the feeling was suffocating. Havard had never seen so much power. The healing waters began to glow so brightly they hurt Havard's eyes, forcing him to look away.
The intensity of the magic grew and grew, making Havard and Lexia fall to their knees with the sheer pressure of it. Havard wanted to shout, the $child could not possibly take this in $hisher wounded state so why was Lord Sheo doing this.
He struggled and began to look up. It took everything he had, but he focused his gaze on the Ancient and the $child in his arms. The //eternal flow// had become visible in the room, so much magic was present. Like liquid droplets of shining light in the air, forming dancing rivers of light twirling around the Ancient.
Havard opened his mouth to shout at the Ancient, and stopped. The flows showed how mana moved, how the Ancient had been pouring it into the healing water, but none had touched the wounded $child directly. The flows danced in complex patterns and split and combined in an intricate manner Havard could not comprehend. Magic that was far more complex than he had ever seen.
The child breathed easier, and the flows all went around $himher, not a single strand touching the $child. The $child was protected from the suffocating power in the room by the Ancient that had called it all forth.
Instead, the healing waters were supersaturated with power gently and delicately directed towards the black mangled flesh. It seemed like the water was softly tugging at something, there was movement in the mana and the ruined flesh.
As Havard watched, a bit of black muck leaked from the $child's arms. As soon as the blackness tried to spread into the waters, it was purified.
Havard watched in stunned silence, as black muck was drawn forth one small droplet at a time. Time and time again. Each time the waters purified whatever foul taint it was. Until the leaking stopped and no more black muck appeared.
The Ancient finally stopped. The glow faded from the waters. The eternal flow seemed to dance around the Ancient in a joyful manner before fading from sight.
<<nobr>><div class="choices">
<div class="choice-item">[[The black mangled flesh remained.|Interlude Orphanage 7]]</div>
</div><</nobr>>
But the flesh seemed... better. Not as quite as twisted and mangled. The $child's hands were still covered with the black markings and $hisher fingers withered. $capitalhisher wrists had not healed properly, deep indentations were left in the black flesh. But the $child was breathing steadily, and no longer twitching and whimpering. That in itself seemed like a miracle. The $child would live.
Havard sagged in relief, as if he had been the one battling for the little one's life. He heard a shaky exhale of breath and turned to see Lexia. Relief mirroring his own showed on her face. He smiled at her and offered her a hand to get up. He must have let go of her hand at some point. Lexia took his offered hand, and for a moment they stood together, simply smiling together in relief.
"Head custodian." A calm voice pulled Havard out of the moment and he turned towards the Ancient still standing amidst the healing waters.
Lord Sheo was looking at him. It caught Havard by surprise but he met the gaze of the Ancient as steadily as he could. The glow had faded from Lord Sheo's hair, he was no longer radiating power. Except for the eyes. Those still shone brightly.
In those eyes lurked eternity. One could fall to madness seeing the countless years, countless memories that hid in those depths. The endless depths trapped Havard for one eternal moment in complete and utter fascination. Then the glow faded, leaving Lord Sheo's eyes still unnaturally bright but bearable. Indifference masked what depths lay beyond.
Havard had only met Lord Sheo once, when he had been interviewed for his current position as head custodian. Taking place in front of the council of Ancients, it had been the most nerve-wracking experience in his life. Even if only three had been present in Firgrat at the time. Lord Sheo had sat there silently observing him with indifference while others asked questions. He had tried to focus on the questions and ignore the silent gaze but it had made Havard uncomfortable. He had found the indifference insulting in the face of the task the Ancients had laid out before him. Lord Nuaran and Lady Irosia had asked him question after question, laid out his life and history, forced him to consider parts of himself he did not like. But not Lord Sheo. He had been silent until the end. But at the end of the interview, Lord Sheo had voiced his approval for Havard. It had not been a glowing endorsement, more of an offhanded statement, almost insulting. But it had been something. It had been his approval of Havard that led to his current position.
To be honest, his one meeting with Lord Sheo had left him confused and conflicted. Now looking into the indifferent gaze of the Ancient, something felt different. For a moment Havard had seen beyond the mask of indifference. An indifferent being would not fight so hard for a child. Though had Lord Sheo fought hard? He was an Ancient, what he considers hard is likely very different from what others consider hard.
Havard was pulled out from his thoughts by the Ancient, still standing in the healing pool with the $child gently held in the waters.
"I have done what I can. As have the waters."
Havard blinked, still dazed. The Ancient waited patiently, as Havard's wits caught up with him. He looked at the Ancient, stared into those unfathomable eyes and he asked the first question in his mind.
"Will $heshe be alright?" That was the most important thing. The only thing that mattered here was that the child would be alright. He would have time to be awestruck later.
Lord Sheo nodded. "I believe so. But make no mistake, there will be consequences. There is no undoing what has been done." A wave of sadness hit Havard and he felt his hands clench involuntarily. His head sagged.
"But everything that can be done to help $himher, will be done."
Havard looked up at Lord Sheo. The Ancient was not looking at him. Instead, Lord Sheo had his eyes set on the $child he held. His face held an indecipherable blank look as his gaze inspected what damage remained.
Lexia jumped in, all excitement and awe about the Ancient forgotten in the face of the small mangled $child. "<<Is>> $heshe in pain?"
"Not right now. The enchanted sleep chased away much, and the healing waters have taken the rest. As for when $heshe <<wakes>> up, I do not know." The Ancient gently raised the child to his chest and began walking out of the pool.
Lord Sheo rose from the pool and walked towards them with his precious burden. Havard could only stare. The countless cuts, tears and bruises had closed, the bleeding stemmed, but a network of scars remained.
<<nobr>><div class="choices">
<div class="choice-item">[["What happened?"|Interlude Orphanage 8]]</div>
</div><</nobr>>
The question came out as a whisper. But it had to be asked, even if Havard was afraid of the answer. Of how cruel the world was, even to children.
Lord Sheo considered his answer while inspecting Havard. He wanted to fidget under that ancient gaze but stopped himself. The Ancient turned his head to Lexia who had no compulsion about fidgeting and shuffling awkwardly in place. But after a moment Lexia looked at Lord Sheo right in the eye and she stilled. Havard held his breath.
The Ancient's face revealed nothing. A perfect mask of neutrality.
"I found this $child chained and tortured. The scars can tell you as much." He nodded towards the child in his arms, and Havard had to agree. The network of scars and bruises on the tiny body were enough to tell as much, even if the healing waters had significantly reduced all of it. Perhaps the scars would fade in time with regular soaks in the healing baths. Only time would tell.
"As for the writs and the black twisted flesh... Instead of giving $himher food and drink, the chains they had bound $himher with, had been crudely enchanted to sustain $hisher life." Lord Sheo's face was blank his voice even and controlled but still Havard thought that something like anger tinged the words. "An enchantment that kept the $child alive even without food and drink by supplying $himher with mana at regular intervals. With a steep price."
The Ancient nodded towards the arms. "With such a poor enchantment, there was too much excess mana not absorbed into the body. They poured so much power into the chains for so long, that the flesh began to twist and mutate. So much and so long that the flesh began to die. Simultaneous mutation and decay has led to what we see now. A twisted mess of flesh and muscle." It went unsaid that those arms may never work properly. Everyone awake in the room understood as much.
Havard was staring at the poor child, his mind reeling. All this damage, all this pain because they did not want to //feed// a child! A life that may never be the same because of something so trivial, something so petty!
"Why? Why would they do such a thing?"
Havard felt the heavy gaze of the Ancient settle on him, and felt his stomach twist, but he ignored it. He only had eyes for the child.
"Does it matter? No matter the reason, the damage is done."
"What about the culprits?" Lexia pushed into the conversation. Her voice was cold, completely at odds with her usual cheery demeanor making Havard look at her. She looked cold. Havard hated that look. He had only known Lexia for a short time, yet he knew that she should be smiling. She was most herself, when she was smiling. Or perhaps he just liked her smile.
"Dead."
"Did any get away?"
"No."
"Any collaborators? Clues?" Lexia spoke in a hurried but calm voice and Lord Sheo turned his gaze on her. They stared at each other and the Ancient seemed faintly displeased for the first time. Lexia looked away first, glancing down. Lord Sheo considered Lexia and Havard silently for a time. Observing, judging.
<<nobr>><div class="choices">
<div class="choice-item">[["Do you remeber your oaths? Custodian Havard? Protector Lexia?" |Interlude Orphanage 9]]</div>
</div><</nobr>>
Havard and Lexia looked at each other in surprise. The coldness faded from her face, replaced by confusion. Then Havard saw understanding bloom on her face. She understood the reprimand for what it was.
He and she shared a common purpose. A common goal. The oaths they had sworn before the Ancients bound them to the orphanage, and to the children but not to the Ancients themselves.
As one, they nodded. And turned to face the Ancient.
"To guide, love, and cherish the children that are our future. To provide them a home and family in this orphanage, so that they always feel loved and wanted." Havard said.
"To guide and protect the children that are our future. To find and safeguard the lost souls who need it. To protect their home in this orphanage, so that they may always feel welcome and safe." Lexia said.
The oaths were something only the Ancients, Silver Protectors and custodians knew. The Ancients were their leaders, the rulers of Firgrat. The custodians and protectors alike obeyed them, but they had not sworn loyalty to them. Their first duty was to the future in the form of the young lives sheltered here.
Lord Sheo observed them carefully. And smiled for the first time. A small but genuine smile that brought with it peace and safety to all who witnessed it. Havard felt his worries and anxieties fade away in the face of that small smile. Lexia’s tenseness seemed to deflate.
"I see you understand. Do not let dark thoughts consume you. Worry not of vengeance. You have a duty that takes precedence over all others." The Ancient looked at the small form in his arms. “This is what you should focus on.”
Lexia blushed faintly but nodded. Havard smiled.
"Now then, I believe we are done with this conversation. Why don't we get this one." The Ancient nodded towards the $child in his arms. "To a bed and discuss what the future holds for $himher." As he talked he rearranged the cloak covering the $child so that no injuries were visible, hiding the scars and blackened twisted flesh from view.
At the clear dismissal of the conversation, Havard was suddenly quite aware of how //casually// he and Lexia had addressed the Ancient. How they had asked questions and received answers as if among equals. He nearly fainted at the thought. While he had his issues with Lord Sheo, the man was an Ancient. A being so old and powerful he defied understanding. And they had just had a conversation.... He glanced at Lexia and noted that she had frozen in place, face pale. So, she had realized the same thing. Havard was not sure how to proceed. Should he address this breach of decorum or continue with the casual atmosphere? Luckily, he did not have to decide.
Suddenly the $child moved. $capitalheshe <<nuzzles>> into Lord Sheo and <<lets>> out a small, contented sigh. It was adorable. Havard did not remember when he had seen a sight or heard a sound that filled him with so much joy. It also broke his daze, pulling him back to reality.
He glanced at Lexia again. She was staring at the child, all her worries forgotten, but she still noticed his gaze. She turned to him and grinned brightly. Havard grinned back, just for a moment he let the joy show on his face.
In a moment, he regained himself. Turning to the Ancient seemingly caught up in observing the child. Making this awkward would serve no point. Lord Sheo had already shown, he did not mind them not standing on ceremony.
"Of course, Lord Sheo. Let us find a room and a bed. Please follow me."
<<nobr>><div class="choices">
<div class="choice-item">[[Havard lead them out of the room.|Interlude Orphanage 10]]</div>
</div><</nobr>>
The custodians and protectors gathered around the entrance to the healing baths immediately opened a path as Havard, Lexia, and Lord Sheo who was still carrying the sleeping $child. All eyes focused on the Ancient, awestruck at his presence. Some started bowing, but then gazes fell on precious burden Lord Sheo carried. The awe faded; the bowing ceased. The worried murmurs started soon after.
"Well? Don’t keep us in suspense! Spit it out!" Custodian Ethel was a blunt and stout older woman. "Will the $child live?" Havard could see the worry etched in her worn face. He always could read her better than most.
"$capitalheshe will be fine." Havard assured her. "All of you, please return to your duties. We shall discuss the happenings after the $child has been settled."
It was enough. The crowd began to disperse, and the somber mood started vanishing at the good news.
Havard led Lord Sheo and Lexia away from the baths, walking briskly on the marble hallways of the orphanage. Most rooms of the orphanage were still free, and all were good rooms, furnished, spacious and adaptable. However, some were located better than others.
He had a good room in mind. One close to the one of the smaller inner courtyards of the orphanage, and just a bit of a walk away from a gorgeous view towards the sea. He felt this child should have a balance of peace and companionship, if $heshe should wish for it.
The room was not too close to the twins, nor too far away. The twins had freely picked their room, choosing to share instead of each having their own. As an experience, the twins were likely a bit overwhelming as the first people to meet, but he would not place the new child too far away from them either. The three children were going to be growing up together after all. And the rooms could always be changed anyway.
Soon they strode into the room. Havard marched to the perfectly made bed and pulled the covers back. Lord Sheo gently laid the child, still wrapped in a cloak, down on the bed and Havard covered $himher.
"What about clothes? And the cloak?" Lexia asked.
"I will find something suitable for $himher when $heshe <<wakes>> up, but now let us let the $child simply rest." Havard glanced at Lord Sheo for confirmation.
The Ancient nodded and added.
"Everyone needs a cloak, the $child can keep mine."
Havard and Lexia looked at the Ancient. It was his own cloak? That would be expensive and definitely enchanted. But they had no time to question as the Ancient continued.
"I will order some enchanted bandages to be made for $hisher arms. It will take some time to get, but should arrive within a day. They should help with any lingering pain. I will also commission for special gloves to be made. $capitalheshe will need to wear them to avoid aggravating the injuries, at least for now."
"Thank you, Lord Sheo. Is there anything else we can do?"
"I shall leave instructions on $hisher care in regard to the injuries. Otherwise, do what you would do with any child entrusted to you."
The Ancient looked at Havard and Lexia.
"I know the orphanage is well funded, but should anything be needed, contact the Spire, and ask for me. I shall leave instructions to use my personal funds even if I am not present."
Havard's brows shot up in surprise. Saying that the orphanage was well funded was an understatement. The Ancients had allocated a massive budget. But Lord Sheo seemed adamant in making sure this $child would be alright. Havard had thought him detached and cold after their first meeting. Detachment was appropriate for an Ancient, one of the most powerful being in Wocdes, but it did not endear the Ancient to Havard. Now he had to consider that perhaps the man was not as cold or detached as he seemed. In Havard's mind that was good. It was excellent in fact, to know that the Ancient cared.
Lord Sheo's voice called Havard away from his thoughts.
"I will take my leave now."
"Thank you, Lord Sheo."
"May I escort you out?" Lexia asked.
"No need. I know the way. Goodbye for now. Custodian Havard. Protector Lexia." He nodded to each of them and marched out with no further delays.
Havard and Lexia stared at door, a sudden relief washing over them their shoulders slumping. They had not realized how tense everything was with the Ancient present. Havard doubted that it was anything purposeful on Lord Sheo's part, simply that a being like him mingling with relatively normal people was tiring on a subconscious level. Soon however, Havard and Lexia turned towards each other.
"Would you please stay by the door, in case the $child needs anything. I shall go prepare for a meeting between all custodians and protectors. Call me should $heshe awaken. I will be back to look over $himher as soon as I can."
"Yes, head custodian." Lexia saluted and winked at him. Havard smiled at her.
"Thank you, Protector Lexia."
Soon he was walking down the hallway to make summons of his people, and only then realized how little the Ancient had actually said of what had happened. He did not even know the name of their new charge. But it was all right for now.
There was so much to do, and it seemed much to make right as best he could against the cruelty of the world. But the child would live, and Havard would make sure they had as good a life as he could give. He had plenty of time to ask about everything once things were settled.
<<nobr>><div class="choices">
<div class="choice-item">[[End of the Interlude|Act 1]]</div>
</div><</nobr>>
<h1>Chapter 1 - First Impressions</h1>\
<<set $chapter = 'Chapter 1'>>\
<h2> Your POV</h2>\
<<set $LexiaProfile to true>><<set $HavardProfile to true>><<notify 3s>>New character profiles: Havard and Lexia<</notify>>\
The void surrounds you. An infinite emptiness you know so well. It feels different than before. This new void is not oppressive and suffocating. You float in the void and how very odd it all is. This new void, it feels... safe. Comforting.
You refuse to be fooled. There is no safety, only the void followed by agony. You wait for the pain, tense and ready. You wait for the cycle to start again, and swallow you whole. For the agony and emptiness, the two things that define your existence. You wait and wait.
And wait....
Wait...
Any moment now...
But it does not come. There is no debilitating pain.
Instead, you feel... nice. A soft cool feeling covers your body, soothing aches that you never knew you had. A soft and gentle tugging at your hands brings relief you did not know you needed. Like a pain you have gotten used to slowly fading away with each gentle tug. Slowly, bit by bit, you relax.
Out of nowhere, a softness envelops you. It is warm. Comfortable. Safe. The void that surrounds you is something you have never known. Or perhaps you have, but you do not remember. It is not a place full of loneliness and pain but one of safety and comfort. You finally let go of the fight, and just let yourself be. A small contented sigh leaves your lips, and you shift to be even more comfortable.
Everything fades away, and you know nothing but rest. A blissful sleep devoid of any distractions. You don't remember the last time you slept properly. Have you ever slept properly? It does not matter. You are comfy and sleepy.
You have no idea how much time passes. It does not matter. You are safe. There is no pain here.
Slowly you come to. You are surrounded by warmth. You feel safe here, lying in bed. You turn side and wrap the quilt around yourself more tightly with a contented sigh. You snuggle into soft pillow. You wish to sleep some more. It feels so nice...
You realize something... you are in a bed? It's nice and soft and warm? But the void? The pain? The cycle? Panic floods you for a moment.
The memory of asking for help in your most desperate moment hits you. Of //something// appearing in the void. "Do you wish to live?" That voice rings in your head. So clear, so soothing. Hope. //Something// shattering your chains... The safety of the arms that held you. Sleep for the first time in eternity. It seems //something// left an impression even your damaged mind can remember. It makes sense to you.
//Something// had come for you. //Something// had listened when nothing else would, and saved you from the void. Ended the cycle... Or was that all a dream? A delusion of a broken mind? Is this warmth and softness surrounding you just a trick, an illusion? A new torment your kidnappers bestowed upon you?
You have no way of knowing. Maybe it is, maybe it isn't. Unless //something// is here to confirm the truth... Still what is real and what is false? Does it matter? This place is much better than the void. Even if it is a delusion, so what? Does it matter if there was only the cycle and now there is a fluffy bed? One seems infinitely better than the other.
You have no idea what is going on. But you need to do something... probably. You think you should do something... Isn't that what people do? Something? Living outside the void, or in a delusion inside the void, is so hard. You are not used to such luxury.
<<set $chapter1_1 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You bolt upright!|Chapter 1_2][$chapter1_1 to $chapter1_1+1]]</div>
<div class="choice-item">[[Slowly you open your eyes, and calmly get up.|Chapter 1_2][$chapter1_1 to $chapter1_1+2]]</div>
<div class="choice-item">[[You firmly keep your eyes closed, enjoying the warmth.|Chapter 1_2][$chapter1_1 to $chapter1_1+3]]</div>
</div><</nobr>>
<<if $chapter1_1 is 1>>\
<<addstoic -1>><<addcareful -1>>\
Or tried to. Your movements were sluggish and uncontrolled. You tied to sit up but your body would not move properly. So, you pushed and pushed and nearly fell out of the bed.
Nearly but not quite. You managed to stay in bed. Even managed to sit up. Somewhat.
After this minor victory, you looked about the space you had woken up in.
<<elseif $chapter1_1 is 2>>\
<<addstoic 1>><<addcareful 1>>\
Or tried to. Your eyes opened just fine, but your movements were sluggish and uncontrolled. You did not manage to sit up at first. But you persisted and slowly managed to get to a position where you could observe the place you suddenly found yourself.
<<elseif $chapter1_1 is 3>> \
<<addinnocence 1>><<addescape 1>>\
You did not wish to wake up. Even if this was a lie, you wanted it to be real. Wanted to feel warm and safe again.
So you snuggled back into the bed, keeping your eyes tightly shut.
<<nobr>><div class="choices">
<div class="choice-item">[[You fall asleed after a while.|Chapter 1_2_sleep]]</div>
</div><</nobr>>
<</if>>\
<<if $chapter1_1 is 1 or $chapter1_1 is 2>>\
As you had observed you were in a bed. In a room you did not know. The floors and walls were some sort of white stone, and sunlight streamed in through an open window. There was not a whole lot in the room. A desk, a bookcase and a trunk, all made from some dark wood. A large rug covered the floor, softening the impression the room gave. A divider hid some of the room from your view. One door was visible to you on the opposite side of the space.
A gentle breeze drifts in from the open window, making you shiver as it hits your exposed skin.
You look down and realize that you are in fact naked. Probably naked. The quilt is still covering your lower body and arms. Well, you were naked in the void, you think, so it made sense you would be naked now. Of course, that whole experience was not really not your choice with the pain, the void and the cycle.
Now you are in a clean room, in a fluffy and comfortable bed. Naked. Probably.
<<set $chapter1_2 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[Not that it makes a difference to you. You don't really mind.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+1]]</div>
<div class="choice-item">[[You don't really mind, but you are feeling a bit cold.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+2]]</div>
<div class="choice-item">[[You glance about suspiciosly for people.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+3]]</div>
<div class="choice-item">[[You dive under the covers embarrassed.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+4]]</div>
<div class="choice-item">[[You don't really get why being naked matters. Everybody is naked sometimes.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+5]]</div>
</div><</nobr>>
<</if>>\
You come to again. You lay there eyes closed, enjoying the peace you are unfamiliar with.
You might doze off again. But nothing bad happens. There is still no pain. The warmth has not disappeared.
Something disturbs your peace. Light invades your eyes, even if they are closed.
You open your eyes slowly. Sunlight is streaming in through an open window.
You attemp to sit up but your movements are sluggish and uncontrolled. Slowly you managed to get to a position where you could observe the place you suddenly found yourself.
As you had observed you were in a bed. In a room you did not know. The floors and walls were some sort of white stone. There was not a whole lot in the room. A desk, a bookcase and a trunk, all made from some dark wood. A large rug covered the floor, softening the impression the room gave. A divider hid some of the room from your view. One door was visible to you on the opposite side of the space.
A gentle breeze drifts in from the open window, making you shiver as it hits your exposed skin.
You look down and realize that you are in fact naked. Well, you were naked in the void, so it made sense you be naked now. Of course, with the pain, the void and the cycle, you hardly cared.
Now you are in a clean room, in a fluffy and comfortable bed. Naked. Probably.
<<set $chapter1_2 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[Not that it makes a difference to you. You don't really mind.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+1]]</div>
<div class="choice-item">[[You don't really mind, but you are feeling a bit cold.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+2]]</div>
<div class="choice-item">[[You glance about suspiciously for people.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+3]]</div>
<div class="choice-item">[[You dive under the covers embarrassed.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+4]]</div>
<div class="choice-item">[[You don't really get why being naked matters. Everybody is naked sometimes.|Chapter 1_2_1][$chapter1_2 to $chapter1_2+5]]</div>
</div><</nobr>>
<<set $naked to true>>
<<if $chapter1_2 is 1>>\
<<addshy -3>><<addcareful -3>>\
You don't really mind. You are not shy about yourself.
You pull a hand out from beneath the quilt and reach out to grab the quilt covering your lower body to throw it off, and go off exploring. Suddenly come to a halt, staring at your hands.
<<elseif $chapter1_2 is 2>>\
<<addinnocence 3>><<addoblivious 3>><<addstoic 3>>\
You don't really mind being naked, but you are a bit cold. It was important to be comfortable, naked or not. You glance about and see that with you in the bed, there is a cloth twisted into a clumpy mess.
You pull a hand out from beneath the quilt and reach out. It is then you notice something odd. You stare at your hand.
<<elseif $chapter1_2 is 3>>\
<<addcareful 3>><<addshy 3>>\
You suppose it is fine, if there are no other people. Of course, considering you have no idea where you are, there could have been other people before. That seems suspicious. Maybe it would be a good idea to look for clothes.
You notice that there is a cloth twisted into a clumpy mess with you in bed. You pull a hand out from beneath the quilt and reach out towards it, and freeze in place.
<<elseif $chapter1_2 is 4>>\
<<addinnocence 3>><<addshy 3>>\
How terriffying. You are not comfortable just being naked in unknown places. Alone or in front of others.
You feel a lump in the bed with you. You look and notice a it is some sort cloth, twisted into a mess. You pull a hand out from beneath the quilt and reach towards it. You freeze as you see your hand.
<<elseif $chapter1_2 is 5>>\
<<addinnocence 3>><<addoblivious 3>><<addstoic -3>>\
As far as you can figure, being naked is fine. You don't really understand why it would be a bad thing. Somewhere in your memory, you think your parents scolding you about wearing clothes when going outside to play. But soon the memory fades and you cannot remember what you were thinking.
Anyway, you want to explore! You pull a hand out from beneath the quilt and reach out to grab the quilt covering your lower body to throw it off. You freeze in place as you see your hand.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[There is something wrong with your hand.|Skin color chapter 1]]</div>
</div><</nobr>>
<<set $charactercreatoroptions to $charactercreatoroptions + 1>>\
From above the elbow to the very tips of your figers, bandages have been carefully wrapped around your arms. Each individual finger has been wrapped so that no skin in visible.
Just above the elbow, the bandages end but a trace of dark twisted flesh mix with your...
//Please select a skin color for your character://
<<nobr>><div class="choices">
<div class="choice-item">[[Ivory|Chapter 1_2_2][$SkinColor to "ivory"]]</div>
<div class="choice-item">[[Porcelain|Chapter 1_2_2][$SkinColor to "porcelain"]]</div>
<div class="choice-item">[[Tan|Chapter 1_2_2][$SkinColor to "tan"]]</div>
<div class="choice-item">[[Beige|Chapter 1_2_2][$SkinColor to "beige"]]</div>
<div class="choice-item">[[Light brown|Chapter 1_2_2][$SkinColor to "light brown"]]</div>
<div class="choice-item">[[Brown|Chapter 1_2_2][$SkinColor to "brown"]]</div>
<div class="choice-item">[[Dark brown|Chapter 1_2_2][$SkinColor to "dark brown"]]</div>
<div class="choice-item">[[Olive|Chapter 1_2_2][$SkinColor to "olive"]]</div>
<div class="choice-item">[[Light blue|Chapter 1_2_2][$SkinColor to "light blue"]]</div>
<div class="choice-item">[[Blue|Chapter 1_2_2][$SkinColor to "blue"]]</div>
<div class="choice-item">[[Dark blue|Chapter 1_2_2][$SkinColor to "dark blue"]]</div>
<div class="choice-item">[[Light golden|Chapter 1_2_2][$SkinColor to "light golden"]]</div>
<div class="choice-item">[[Golden|Chapter 1_2_2][$SkinColor to "golden"]]</div>
<div class="choice-item">[[Dark gold|Chapter 1_2_2][$SkinColor to "dark gold"]]</div>
<div class="choice-item">[[Almond|Chapter 1_2_2][$SkinColor to "almond"]]</div>
<div class="choice-item">[[Honey|Chapter 1_2_2][$SkinColor to "honey"]]</div>
<div class="choice-item">[[Bronze|Chapter 1_2_2][$SkinColor to "bronze"]]</div>
<div class="choice-item">[[Light red|Chapter 1_2_2][$SkinColor to "light red"]]</div>
<div class="choice-item">[[Red|Chapter 1_2_2][$SkinColor to "red"]]</div>
<div class="choice-item">[[Dark red|Chapter 1_2_2][$SkinColor to "dark red"]]</div>
<div class="choice-item">[[Umber|Chapter 1_2_2][$SkinColor to "umber"]]</div>
<div class="choice-item">[[Black|Chapter 1_2_2][$SkinColor to "black"]]</div>
<div class="choice-item">[[Input your own|Choose skincolor]]</div>
</div><</nobr>>
Just above the elbow, the bandages end but a trace of dark twisted flesh mix with your $SkinColor skin. You quickly bring your other hand in front of you, and see that the bandages cover both your arms.
You move your fingers. They feel sluggish as if swollen. You can only close your hands very slowly. You can't bring any strength to the motion. You doubt you can grip anything properly.
At least there is no pain.
And then there are the traces of the dark blackened flesh you can see disapearing under the bandages.
<<set $chapter1_2_2 to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You try to tear off the bandages.|Chpater 1_2_3][$chapter1_2_2 to $chapter1_2_2+1]]</div>
<div class="choice-item">[[You decide to leave the bandages be.|Chpater 1_2_3][$chapter1_2_2 to $chapter1_2_2+2]]</div>
</div><</nobr>>
<<if $chapter1_2_2 is 1>>\
<<addcareful -10>>\
You try to tear off the bandages from your hands. Your fingers can't grasp at the tightly woven cloth. Nor can you scrape off the bandages against the edge of the bed.
There is nothing to be done, the bandages are here to stay.
<<nobr>><div class="choices">
<div class="choice-item">[[You are still naked so you should do something about that.|Chapter 1_2_3b]]</div>
<div class="choice-item">[[Look for something to cut the bandages!|Chapter 1_2_3a]]</div>
<div class="choice-item">[[The door opens and someone walks in.|Chapter 1_3]]</div>
</div><</nobr>>
<<elseif $chapter1_2_2 is 2>>\
<<addcareful 10>>\
You decide to leave the bandages be. They are probably there for a reason.
<<nobr>><div class="choices">
<div class="choice-item">[[You are still naked so you should do something about that.|Chapter 1_2_3b]]</div>
<div class="choice-item">[[The door opens and someone walks in.|Chapter 1_3]]</div>
</div><</nobr>>
<</if>>\
<<set $naked to false>>
First things first. The bandages are there to stay and you are naked.
<<if $chapter1_2 is 1>>\
Even if you are not shy, you should probably do something about this.
You look around and see that with you in the bed, there is a cloth, possibly a cloak of some sort, twisted into a clumpy mess.
<<elseif $chapter1_2 is 2>>\
You are a bit cold. You remember the cloth you noticed in you bed before the bandages.
<<elseif $chapter1_2 is 3>>\
There could be other people about, so you should find something to dress yourself. You remember the cloth you noticed in you bed before the bandages.
<<elseif $chapter1_2 is 4>>\
You do not want to be naked. You remember the cloth you noticed in you bed before the bandages.
<<elseif $chapter1_2 is 5>>\
Being naked is fine with you, but you suppose sooner or later somebody will be along and make you wear something. Adults are so fussy about clothes, or so your mind tells you though you cannot remember why you think that.
You look around and see that with you in the bed, there is a cloth twisted into a clumpy mess.
<</if>>\
Grabbing the cloth turns out to be suprisingly hard. Your fingers and weak and clumsy. Eventually you manage to wrangle the cloth and unfurl it. It turns out to be a cloak.
That seems good enough for now, so you wrap it around your shoulders. It is much too large for your small frame but it provides warmth.
<<nobr>><div class="choices">
<div class="choice-item">[[The door opens and someone walks in.|Chapter 1_3]]</div>
</div><</nobr>>
<<set $flowers to true>>\
<<set $drawer to false>>\
You look around the room. Still the same white floors and walls. There is a desk, a bookcase and a trunk, all made from dark wood. A divider hid some of the room from your view.
Nothing immediately stands out to you as useful to help with your bandage problem. So, you try to stand.
And almost fall down. Luckily you fall down to the bed. What was that?
You try again. And a third time. Then you manage it. Standing up on legs that barely manage not to collapse under you. There is an odd numbness enveloping your legs.
Your legs are wobbly and weak as you take your first step.. Standing alone is chore, and walking even more so but you manange with a lot of effort. There is some pain of course, every time you take a step it shoots out from your feet. But what is a bit more at this point? You are not bothered in the least. The void and the cycle were far more painful, so this is hardly anything.
You decide the nearby desk is a good place to start. Maybe there is a knife or something. You have the vague indication that you are not allowed to handle a knife. You wonder why that is?
Slowly and painfully, you get to the desk, and grab it for support. Was walking always so hard? Maybe it was and you have just forgotten. You think you have forgotten a lot of things. Still, standing up is hard, your legs are collapsing from out under you. So you sit down on the chair by the table to rest. And take a look at the table and it's drawers.
It's quite barren. The only thing on the desk is a flower vase with fresh delicate flowers. Red, blue and yellow. That strikes you as odd. Why are there flowers? What are flowers? How do you know all these words? Are flowers edible? People need to eat right? You don't think you had to eat for a long time.
The flowers don't really fit the void and the pain... Could this be real? At least they smell nice! All... flowery? Even if they might be imaginary flowers. Can you touch imaginary flowers? Can you taste them? You think you used to have an imaginary friend. Why can't there be imaginary flowers if one can have imaginary friends? Whatever friends are...
You decide to put all these important questions into the back of your head for now, and check the drawers. Opening one turns out to be surprisingly hard. Your fingers are weak and clumsy. You don't have the grip strength to actually open it...
<<nobr>><div class="choices">
<div class="choice-item">[[You refuse to be beaten by a drawer!|Chapter 1_2_3a_1][$drawer to true]]</div>
<div class="choice-item">[[Best stop before you hurt yourself.|Chapter 1_2_3a_1]]</div>
</div><</nobr>>
<<set $MCmetHavard to true>>
A man walked into the room, and you froze. His footsteps had been silent. You had not heard him!
He was tall and lean, at least from your point of view. The man was wearing a set of simple gray robes and shoes. His face was shaved clean, and his face showed no signs of age. His black hair was long and straight, pulled back from his eyes.
His eyes scanned the room briefly before landing directly on you. His eyes widened. They are hazel, blend of colors, a combination of green, brown, and gold tones in a captivating mix. For a moment you are lost staring at this man.
How do you know what hazel is? The thought passes quickly, as you realize that ''there is a strange man in the room with you!''
<<if $injured > 0>>\
You scramble off the floor as quickly as you can, the panic giving you strength you lacked before.
<</if>>\
Maybe you could talk to him? The people who kidnapped you never said a word to you though? Can you risk it? Then again, can you even talk? The only proper talking you ever remember doing was the "help" in the void that brought //something// to you, and even that might have been more in your head. So does it count?
You have to do something! What should you do?
<<nobr>><div class="choices">
<div class="choice-item">[[Hide!|Chapter 1_3_hide]]</div>
<div class="choice-item">[[Grab a weapon!|Chapter 1_3_weapon]]</div>
<div class="choice-item">[[Stand there frozen.|Chapter 1_3_frozen]]</div>
<div class="choice-item">[[Run away, escape time!|Chapter 1_3_escape]]</div>
<<if $naked is true>>
<div class="choice-item">[[Cover yourself!|Chapter 1_3_naked]] </div>
<</if>>
<<if $injured > 0>>
<div class="choice-item">[[Hide your injured hand!|Chapter 1_3_injured]]</div>
<</if>>
</div><</nobr>>
<div align="center"><h1> Codex</h1></div>
Information about the world of Wocdes will be provided here. Click the books or words. Please note that these are quite barebones at the moment.
<<if $codex is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Ancients"></i>'>>
<<script>>
Dialog.setup("Ancients");
Dialog.wiki(Story.get("Ancients").processText());
Dialog.open();
<</script>><</link>>
<<link "Ancients">><<script>>
Dialog.setup("Ancients");
Dialog.wiki(Story.get("Ancients").processText());
Dialog.open();
<</script>><</link>>
</div>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Magic"></i>'>>
<<script>>
Dialog.setup("Magic");
Dialog.wiki(Story.get("Magic").processText());
Dialog.open();
<</script>><</link>>
<<link "Magic">><<script>>
Dialog.setup("Magic");
Dialog.wiki(Story.get("Magic").processText());
Dialog.open();
<</script>><</link>>
</div>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Firgrat"></i>'>>
<<script>>
Dialog.setup("Firgrat");
Dialog.wiki(Story.get("Firgrat").processText());
Dialog.open();
<</script>><</link>>
<<link "Firgrat">><<script>>
Dialog.setup("Firgrat");
Dialog.wiki(Story.get("Firgrat").processText());
Dialog.open();
<</script>><</link>>
</div>
<<if $q6 is true>>\
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Oprhanage"></i>'>>
<<script>>
Dialog.setup("Oprhanage");
Dialog.wiki(Story.get("Oprhanage").processText());
Dialog.open();
<</script>><</link>>
<<link "The Oprhanage">><<script>>
Dialog.setup("Oprhanage");
Dialog.wiki(Story.get("Oprhanage").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $HeritageCodex is true>>\
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Heritage"></i>'>>
<<script>>
Dialog.setup("Heritage");
Dialog.wiki(Story.get("Heritage").processText());
Dialog.open();
<</script>><</link>>
<<link "Heritage">><<script>>
Dialog.setup("Heritage");
Dialog.wiki(Story.get("Heritage").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $RaceCodex is true>>\
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Races"></i>'>>
<<script>>
Dialog.setup("Races");
Dialog.wiki(Story.get("Races").processText());
Dialog.open();
<</script>><</link>>
<<link "Races">><<script>>
Dialog.setup("Races");
Dialog.wiki(Story.get("Races").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $OathsCodex is true>>\
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Oaths"></i>'>>
<<script>>
Dialog.setup("Oaths");
Dialog.wiki(Story.get("Oaths").processText());
Dialog.open();
<</script>><</link>>
<<link "Oaths">><<script>>
Dialog.setup("Oaths");
Dialog.wiki(Story.get("Oaths").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $CurrencyCodex is true>>\
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Currency"></i>'>>
<<script>>
Dialog.setup("Currency");
Dialog.wiki(Story.get("Currency").processText());
Dialog.open();
<</script>><</link>>
<<link "Oaths">><<script>>
Dialog.setup("Currency");
Dialog.wiki(Story.get("Currency").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $AdventurersCodex is true>>\
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-book" alt="Adventurers"></i>'>>
<<script>>
Dialog.setup("Adventurers");
Dialog.wiki(Story.get("Adventurers").processText());
Dialog.open();
<</script>><</link>>
<<link "Adventurers">><<script>>
Dialog.setup("Adventurers");
Dialog.wiki(Story.get("Adventurers").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<else>>
The codex has not been unlocked yet.
<</if>>
<div align="center"><h1>The Ancients</h1></div>
The Ancients are the true rulers of Wocdes, whatever the rest of Wocdes know it or not. Masters of magic. The immortal rulers. Godlike in power, unbeatable in battle. Incredibly wise and compassionate. Incredibly terrible and cruel.
Only the Ancients themselves know what or who they are, but they are considered the most powerful beings in all of Wocdes. Some of course dismiss this as rumors. Some claim they created Wocdes itself.
A council of the Ancients that gathers when there is a need. Sometimes when there is not. The Ancients decide on laws of the world, not things like tax rates though they may do sometimes do even that. /*The most important thing is the magical laws of the world.*/
The Ancients have their headquarters in the city of Firgrat, right in the center of the city. They are the rulers of the city, as well as the continent Firgrat is located on. Their grasp on the rest of the world is more indirect.
<<if $q2 is true>>
<h2> Lord Sheo </h2>
The Ancient that saved you from the void.
<</if>>
<div align="center"><h1>Magic</h1></div>
Magics the ability to control and shape the energy known as mana to do your will. Mana needs a conduit, something to pass through (some material or phenomena). The source of that mana can be the individual or the environment, the life-force of other living things, the mana of objects, the radiation from the sun etc. Magic can, in theory, do anything if enough mana is applied, but only in theory. Reality is often limited by the individual.
Controlling mana takes practice and the task is a mental one; a manifestation of imposing ones will on the world. Thus, a trained mind is needed for magic, skill and knowledge determine how efficiently one can use mana for magic.
<div align="center"><h2>The Eternal Flow</h2></div>
The source of magic is the eternal flow of mana in Wocdes. The great flow permeates everything, it is like the very fabric of reality. Even the individual ardor everyone possesses comes from the great flow, and will eventually return to it. To cast magic, one temporarily imposes their will upon mana to create effects through it; in effect a temporary method for manipulating reality. The effects of such an act can however be more permanent in nature. For example, creating a fire; the creation of fire is magic, the burning (if unaided) is not.
The flow can become visible if enough mana is called into one place such that anyone can see it.
<div align="center"><h2>The Blessed of the Eternal Flow</h2></div>
The Blessed of the Eternal Flow, Blessed of the flows, or simply the Blessed are technically those who practice magic. However, as with anything, some are simply born talented; the true blessed of the flows can wield magic instinctually from a very young age with very little practice.
<div align="center"><h1>Firgrat</h1></div>
The largest and oldest city in the world of Wocdes, and the residing place of the Ancients. Located on the continent of Anwol, and protected on three sides by mountains, this sprawling metropolis is the home to millions.
<<if $spire is true>>
<div align="center"><h2>The Spire</h2></div>
The heart of Firgrat, the heart of the continent Anwol and the heart of Wocdes itself. The convex point of all the flows mana in Wocdes. The home of the Ancients. The oldest structure in Wocdes. The Spire has hundreds of levels, and it towers over the city of Firgrat.
<</if>>
<<if $equinox is true>>
<div align="center"><h2>The Equinox</h2></div>
A famous magic shop in Firgrat. It encompasses several fields from artifacts, custom spells, dispels etc. One of the rather more peculiar things is the Equinox bakery, separate from the main store. There baked goods are made with just a hint of something special, happiness in the form of cake, relief from anxiety in chocolate, from stress in pie, baked bread that relieves fatigue etc.
<</if>>
<<if $brothel is true>>
<div align="center"><h2>The INPUT NAME/h2></div>
A brothel near the orphanage.
<</if>>
<div align="center"><h1>CHARACTER PROFILES</h1></div>
Please note that these are quite barebones at the moment.
<<if $HavardProfile is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-user" alt="Havard"></i>'>>
<<script>>
Dialog.setup("Havard");
Dialog.wiki(Story.get("Havard").processText());
Dialog.open();
<</script>><</link>>
<<link "Havard">><<script>>
Dialog.setup("Havard");
Dialog.wiki(Story.get("Havard").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $LexiaProfile is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-user" alt="Lexia"></i>'>>
<<script>>
Dialog.setup("Lexia");
Dialog.wiki(Story.get("Lexia").processText());
Dialog.open();
<</script>><</link>>
<<link "Lexia">><<script>>
Dialog.setup("Lexia");
Dialog.wiki(Story.get("Lexia").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $TwinsProfile is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-user" alt="The Twins"></i>'>>
<<script>>
Dialog.setup("The Twins");
Dialog.wiki(Story.get("The Twins").processText());
Dialog.open();
<</script>><</link>>
<<link "The Twins">><<script>>
Dialog.setup("The Twins");
Dialog.wiki(Story.get("The Twins").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $AlessaProfile is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-user" alt="Alessa"></i>'>>
<<script>>
Dialog.setup("Alessa");
Dialog.wiki(Story.get("Alessa").processText());
Dialog.open();
<</script>><</link>>
<<link "Alessa">><<script>>
Dialog.setup("Alessa");
Dialog.wiki(Story.get("Alessa").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $SandorProfile is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-user" alt="Sandor"></i>'>>
<<script>>
Dialog.setup("Sandor");
Dialog.wiki(Story.get("Sandor").processText());
Dialog.open();
<</script>><</link>>
<<link "Sandor">><<script>>
Dialog.setup("Sandor");
Dialog.wiki(Story.get("Sandor").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
<<if $EthelProfile is true>>
<div class="container">
<div class="card">
/*<img src="https://static.wixstatic.com/media/c44d51_1716e2748e7d41c7a6ecb6126b19ee57~mv2.jpeg" style="width:100%">*/
<<link '<i class="fa-solid fa-user" alt="Ethel"></i>'>>
<<script>>
Dialog.setup("Ethel");
Dialog.wiki(Story.get("Ethel").processText());
Dialog.open();
<</script>><</link>>
<<link "Ethel">><<script>>
Dialog.setup("Ethel");
Dialog.wiki(Story.get("Ethel").processText());
Dialog.open();
<</script>><</link>>
</div><</if>>
/*
<div class="card">
<img src="https://static.wixstatic.com/media/c44d51_9eba1162f8cb41cbbfdc3b63e644c8da~mv2.jpeg" style="width:100%">
<<link "Character Name 2">><<script>>
Dialog.setup("Character Name 2");
Dialog.wiki(Story.get("Character Name 2").processText());
Dialog.open();
<</script>><</link>>
</div>
<div class="card">
<img src="https://static.wixstatic.com/media/c44d51_3c6f2d014c464b1fa6d000e9d1d84a57~mv2.jpeg" style="width:100%">
<<link "Character Name 3">><<script>>
Dialog.setup("Character Name 3");
Dialog.wiki(Story.get("Character Name 3").processText());
Dialog.open();
<</script>><</link>>
</div>
<div class="card">
<img src="https://static.wixstatic.com/media/c44d51_233aeae6d02f431abe72d329612ee505~mv2.jpeg" style="width:100%">
<<link "Character Name 4">><<script>>
Dialog.setup("Character Name 4");
Dialog.wiki(Story.get("Character Name 4").processText());
Dialog.open();
<</script>><</link>>
</div>
<<if $haveMetChar5 == true>>
<div class="card">
<img src="https://static.wixstatic.com/media/c44d51_f8232af8bebf492089a9d3381e581dc4~mv2.jpeg" style="width:100%">
<<link "Character Name 5">><<script>>
Dialog.setup("Character Name 5");
Dialog.wiki(Story.get("Character Name 5").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
</div>
*/
A custom Sugarcube 2 template for desktop, tablet, and mobile by "becky".
Dowloaded from: https://losingface.itch.io/a-sugarcube-template
24.4.2024
<<nobr>><div class="choices">
<div class="choice-item">[[Back|previous()]]</div>
<div class="choice-item">[[Back to the starting screen|start-menu]]</div>
</div><</nobr>>
<<if $drawer is true>>\
<<set $injured to $injured+1>>\
<<if $injured > $deathinjured>>\
[[You pass out.|Death by a thousand cuts]]\
<<set $dead to true>>
<<elseif $serioslyinjured > $deathserioslyinjured>>\
[[You pass out.|Death by a thousand cuts]]\
<<set $dead to true>>
<</if>>\
<<if $dead is false>>\
<<addcareful -10>>\
You grasp harder using both your hands and pull as best you can. Your weak grip slips and you almost fall over.
But you are not done. You get up from the chair to get a better position.
You grasp and pull... and pull... and fall over on your ass as your grip fails and slips.
<<if $naked is true>>\
At least the rug softens your fall a bit which is appreciated as falling on the hard floor naked could hurt.
<<else>>\
At least the rug softens your fall a bit. Even if you are wearing the cloak you found, the floor is hard.
<</if>>\
Maybe this was not the best idea. You try to get up but your body protests and you fall right back down on the rug, jolts of pain running through your whole body. But this pain is nothing compared to the cycle, so you barely notice it.
Laying there you consider your choices. Something is clearly wrong with your hands.
Slowly you bring your hands in front your eyes. They feel heavy. How can your own hands feel heavy? As your eyes adjust, you take in your hands.
Your breath hitches. Your struggle with the drawer partially solved your bandage problem. The bandage on your right hand has come loose around the fingers, perhaps torn on the handle of the drawer. Underneath is black twisted mangled flesh now oozing dark muck that may be blood.
Flesh is not supposed to look like that... Blood is not supposed to be that dark?
Is blood supposed to be that dark?
Or has your mind simply broken? Are you actually in the void and have conjured up this delusion that is now shattered because of your actions? Does it matter?
You stare for a moment. Or maybe an eternity.
<<set $handsreaction to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You laugh!|Chapter 1_2_3a_2][$handsreaction to $handsreaction+1]]</div>
<div class="choice-item">[[You feel nothing. You do nothing.|Chapter 1_2_3a_2][$handsreaction to $handsreaction+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[Your hands are wrong. You should get rid of them. |Chapter 1_2_3a_2][$handsreaction to $handsreaction+3]]</div>
<</if>>
<div class="choice-item">[[You close your eyes. Nothing is wrong!|Chapter 1_2_3a_2][$handsreaction to $handsreaction+4]]</div>
<div class="choice-item">[[You see red, wrath fills you!|Chapter 1_2_3a_2][$handsreaction to $handsreaction+5]]</div>
</div><</nobr>>
<</if>>\
<<else>>\
<<addcareful 10>>\
You decide it is best to leave the drawer be, least you injure yourself.
Time to move on! Based on your experience with the drawer, no use in trying the chest. You also doubt the bookcase holds any tools for getting your bandages off.
So you slowly stand and wobble towards the diviner that is hiding some of the room from you.
You have to lean on the diviner for support but manage to see the other side. There is a larger dresser and a chair next to the door.
Maybe there are clothes in there! Though do you even want to dress?
The decision is taken out of your hands as
<<nobr>><div class="choices">
<div class="choice-item">[[the door opens and someone walks in.|Chapter 1_3]]</div>
</div><</nobr>>
<</if>>\
You have suffered too many injuries. Darkness takes you. You know nothing of the world, as you life slips away.
//You have reached the ending: Death by a thousand cuts.//<<if $handsreaction is 1>>\
<<addmadness 5>>\
Your laughter echoes in the empty room. A hollow terrible sound. The most hilarious sound in the world. Your throat feels as if it is on fire. Is there blood coming out from your mouth?
But what else is there to do but to laugh at the absurdity of your young life.
What else is your life but a joke? The least you can do is laugh until the end.
So you laugh, a broken child alone in an unfamiliar room. You laugh and laugh, despite how bad it feels in your throat. You fall to the floor laughing but you care not. It's all a part of the joke.
Eventually your laughter fades, and the room feels empty without it. Oppressive.
Luckily it does not stay that way for long.
<<elseif $handsreaction is 2>>\
<<addnumbness 5>>\
A numbness envelops you.
You embrace the void in your mind, and it welcomes you home. All color fades from the world. You no longer hear the sounds from the open window.
You feel nothing, you care about nothing and therefore nothing can hurt you. You are safe in the void. This is where you belong. This blessed nothingness.
Your hands are twisted and disgusting. Your flesh may be ruined forever. You cannot even open a drawer. So what? Why does that matter? Why does anything matter?
There is peace in the void.
Unfortunately, the world does not stop even when you do.
<<elseif $handsreaction is 3>>\
<<set $brokenhands to true>>\
<<addselfharm 5>>\
You stare at your twisted flesh for a moment. It feels wrong. Your hands should not be like this. You know it. These things should not exist.
You should get rid of them.
In a swift movement you bring your hand down on the floor as hard as you can. You can hear the crack and pain shoots up your arm.
Again and again. The dark bloody muck is oozing from the broken thing as you smash it on the hard floor again and again.
It hurts. Agony radiates from your hand, just like it did from the chains back in the void. But you are used to it. This pain is nothing.
Soon you are satisfied and are planning on doing your other hand but are interrupted before you can.
<<elseif $handsreaction is 4>>\
<<addescape 5>>\
You close your eyes to no longer see your hands. It is not real. Your hands are fine. It is just a bad dream.
You desperately focus on blocking out what you saw.
Nothing is wrong. Everything is just fine. Everything is always fine.
You just woke up and wanted to investigate this strange place. Nothing more.
Nothing is wrong.
<<elseif $handsreaction is 5>>\
<<addanger 5>>\
Your jaw clenches. Your mangled hands tighten in fists. Dark, murky blood soaks the bandages on your right hand. You do not care.
You stare down at your fists. They are shaking. You have never been this angry. How dare they? Those people who kidnapped you? How dare they!
Perhaps you should scream? Rage and break everything around you?
The choice is taken from you.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[The door opens and someone walks in.|Chapter 1_3]]</div>
</div><</nobr>>
<<set $HavardMeetingReaction to "hide">>\
<<addinnocence 5>><<addcareful 5>>\
<<addHavard -10>>\
You need to hide! You don't want any more pain or void! No more knives or tearing flesh!
<<if $drawer is true>>\
In a blur of panic and a surge of adrenaline you dash back to the bed and dive under the covers!
<<else>>\
In a blur of panic and a surge of adrenaline, you dive fully under the cover in the bed.
<</if>>\
You dig into the bed completely and hold your breath. This might not have been the best hiding place but it is too late for regrets.
<<if $injured > 0>>\
<<if $brokenhands is true>>\
Your broken hand hurts and is probably bleeding out black muck onto the pristine sheets.
For now, you just hide.
<<else>>\
Your injured fingers are probably leaking some droplets of dark murky blood onto the pristine sheets.
For now, you just hide.
<</if>>\
<</if>>\
Then you listen carefully.
<<nobr>><div class="choices">
<div class="choice-item">[[Havard POV|Chapter 1_3_hide2]]</div>
</div><</nobr>>
<<set $flowersbroken to true>>\
<<set $HavardMeetingReaction to "weapon">>\
<<addcareful -5>><<addinnocence -5>>\
<<addHavard -20>>\
As soon as you see the man enter, visions of groping hands, of slicing knives and flesh tearing invade your mind. You desperately look for a weapon.
<<if $flowers is true>>\
Your mind goes to the flower vase you saw earlier.
<<else>>\
You look around and notice a flower vase full of flowers on the desk.
<<set $flowers to true>>\
<</if>>\
You dash to the desk with a surge of adrenaline and grab the vase.
<<if $brokenhands is true>>\
Or try to. Your broken hands can't even grip it. All you manage to do is knock the vase off the table.
<<else>>\
And drop it, your weak hands unable to hold their grip on the vase.
<</if>>\
It shatters on the stone floor, water flooding out and soaking the rug and wetting your bare feet.
You panic looking up and see the man staring at you in what you think is shock. But you know that all too soon it will turn to indifference or hatred and the cycle will begin again. The pain will return. Hands prodding and tearing at you. Knives cutting into your flesh.
In your panic you retreat right into the shards of the broken flower vase. A sharp pain erupts as a shard sinks into your leg. It hurts but this pain is nothing compared to the pain you experienced before the void and in it.
<<set $injured to $injured+1>>\
<<if $injured > $deathinjured>>\
[[You pass out.|Death by a thousand cuts]]\
<<set $dead to true>>
<<elseif $serioslyinjured > $deathserioslyinjured>>\
[[You pass out.|Death by a thousand cuts]]\
<<set $dead to true>>
<</if>>\
<<if $dead is false>>\
Still your abused and weak body can't handle the suprise and you begin falling.
You close your eyes in expectation of the sharp pieces of the flower vase piercing your skin. But the pain never comes. Instead something warm has caught you. You open your eyes and see that the man has caught you. He kept you from falling but now he has you.
"You are hurt!" he says firmly startling you a bit. His voice is firm but not cruel, his hold on you is so gentle.
Your injuries are not really a worry for you. Your life is pain and suffering. Why should you care?
Your leg has a shard of the flower vase in in. So what?
<<if $brokenhands is true>>\
Your hand is broken, because you broke it. But is's all messed up anyway. All twisted and wrong, even if you had not broken it. It hardly matters.
<<elseif $injured > 1>>\
Your fingers are also bleeding but they are a mess anyway. It's just a bit of bleeding. It hardly matters.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[But the man is making such an odd expression.|Chapter 1_3_weapon2]]</div>
</div><</nobr>>
<</if>>\
<<set $HavardMeetingReaction to "frozen">>\
<<addstoic 1>><<addinnocence 3>>\
<<addHavard -10>>\
As soon as you see the man enter, visions of groping hands, of slicing knives and flesh tearing invade your mind. You want to do something. Anything.
But you freeze, unable to move. The memories are overwhelming. Why does your mind work like this? You cannot remember a happy time before the void yet you can remember every slice and tear.
You can only stare and wait for the pain to begin again drowning in despair.
<<nobr>><div class="choices">
<div class="choice-item">[[Havard POV|Chapter 1_3_frozen2]]</div>
</div><</nobr>>
<<set $HavardMeetingReaction to "wary">>\
<<addinnocence -5>><<addcareful 3>>\
You stare at the man suspiciosly. Your eyes narrow. You just stare intently.
The man eyes you with an odd look in his eyes. You don't know or perhaps remember what such a look means. It does not seem like indifference. Or hatred.
It almost seems like he is in pain. But why would he be in pain while looking at you? It is such an odd look. You wonder what it means.
<<if $naked is true>>\
Does it have something to do with the fact that you are naked?
<<else>>\
You are only wearing the cloak you found. Does it have to do anything with that?
<</if>>\
He looks you over from head to toe.
<<if $brokenhands is true>>\
Then his gaze snaps to your broken hands. His eyes widen.
"Your hands!" He rushes forward, startling you.
<<elseif $injured > 0>>\
Then his gaze snaps to the dark muck you think is blood on your hands. His eyes widen.
"You are hurt!"
<<elseif $serioslyinjured > 0>>\
Then his gaze snaps to your injuries. His eyes widen.
"You are hurt!"
<</if>>\<<set $HavardMeetingReaction to "escape">>\
<<addcareful -5>><<addstoic -3>>\
<<addHavard -20>>\
As soon as you see the man enter, visions of groping hands, of slicing knives and flesh tearing invade your mind.
You dash for the open window, not ever registering your sore wobbly legs. Panic gives you strength. You think the man's eyes widen in shock, but you are in too much of a hurry. In a blur of panic and adrenaline you manage to climb out and jump down. At no point did you stop you stop to think that there may be a significant drop. Death would be preferable to the pain and void but luckily the window is at ground level. You land on your feet, but your weak legs give out and you fall on your knees.
You expect pain but to your surprise, the ground is soft. And green! It's grass! You glance around and find yourself in a garden, or what you think is a garden. Have you ever seen a garden? All you remember is the pain and the void... For a moment you falter but manage to shake off the memories and look around.
You suck in a breath in shock. The garden is full of luscious green grass, towering trees full of fruit, bushes and rows of blooming flowers. You see colorful blossoms fill the space--pinks, purples, and whites. The canopy of the trees spreads out, the dense leaves a vibrant green and swaying in the breeze; filtering the sunlight into soft golden beams. This is not at all like a place full of pain and death and knives and tearing flesh.
Long forgotten scents assault your senses--the fresh scent of earth and greenery, the sweet fragrance of the flowers. Birds flit in and out of the branches of the trees and peck at fruit and berries.
But this is no time to gawk at flora! There was a man you ran away from! However, the garden is nice... more than nice… the best place you can remember.
//Do you still want to escape?//
<<nobr>><div class="choices">
<div class="choice-item">[[Yes, I won't be tricked by a pretty garden!|Chapter 1_3_escape_2][$gardenespace to true]] </div>
<div class="choice-item">[[No, I want to stay in the pretty garden.|Chapter 1_3_escape_2][$gardenespace to false]] </div>
</div><</nobr>>
<<set $HavardMeetingReaction to "naked">>\
<<addinnocence 5>><<addshy 5>>\
<<addHavard -10>>\
You become very aware of the fact that you are naked and alone in a room with a man you don't know.
<<if $drawer is true>>\
In a blur of panic and a surge of adrenaline you dash back to the bed and dive to cover yourself with the sheets.
<<else>>\
In a blur of panic, you cover your self with the sheets in a hurry.
<</if>>\
You dig into the bed to make sure you are completely covered. Then you slowly stick out your head to stare at the man who entered.
<<if $injured > 0>>\
<<if $brokenhands is true>>\
Your broken hand hurts and is probably bleeding out black muck onto the pristine sheets.
For now you just stare.
<<else>>\
Your injured fingers are probably leaking some droplets of dark murky blood onto the pristine sheets.
For now you just stare.
<</if>>\
<</if>>\
The man is making an odd expression. His lips twitch upwards and he seems to be trying to not make sounds. You have no idea what the man is thinking. What are his lips doing? Somehow you think it's called hiding a smile.
It is all very suspicious.
Those hazel eyes are glinting. His gaze finds yours, hiding under the covers. His gaze changes, the mirth going out in his eyes. His eyes turn sad and kind. You almost wish to ask him what is wrong.
Why does he look at you like that?
Then he smiles at you kindly. You think it's a kind smile anyway. It's hard to say... it could be a grimace? Maybe the man plans on biting you? Tearing at your flesh with his teeth? You imagine he would be showing more teeth in that case.
"Apologies for barging in on you like this." He bows slightly. "There should be a cloak somewhere in that bed that you could use to cover up."
You ponder this for a moment.
<<if $chapter1_2 is 1>>\
Earlier you were comfortable without the cloak. However, the situation changed once you were no longer alone.
<<elseif $chapter1_2 is 2>>\
Earlier you were a bit cold and wanted the cloak anyway.
<<elseif $chapter1_2 is 3>>\
You are embarrassed about someone seeing you naked.
<<elseif $chapter1_2 is 4>>\
You are really embarrassed about being naked and your face feels really hot.
<<elseif $chapter1_2 is 5>>\
Eearlier, you didn't mind being naked! It was sort of freeing, but you were alone earlier. It feels odd to be naked now.
<</if>>\
You retreat fully back under the covers, rummage about to find the cloak. It does not take long. It's all bunched up in bed with you. How to put it on and stay covered under the covers? Oh well you will just have to manage somehow.
<<set $naked to false>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Havard POV|Chapter 1_3_naked2]]</div>
</div><</nobr>>
<<set $HavardMeetingReaction to "injured">>\
<<set $TriedToHideHandFirst to true>>\
<<addcareful -2>><<addstoic -2>>\
<<addHavard -20>>\
<<if $brokenhands is true>>\
You try to hide your broken hand behind your back. It hurts but you are used to pain. There is however nothing you can do about the dark blood spilled out to the floor already, standing out clearly against the white tiles.
The man’s eyes immediately snap to the blood and then to you.
"Your hand!" He rushes forward, startling you.
<<else>>\
You try to hide your bleeding hand behind your back. A few droplets of murky blood fall at the sudden movement, standing out clearly against the white stone floor.
The man’s eyes immediately snap to the blood and then to you.
"You are hurt!" He rushes forward, startling you.
<</if>>\
You try to back up but the man is quick. Your mind conjured up images of grasping and probing hands. You begin to panic.
It must show on your face because the man immediately stops in his tracks.
"I will not hurt you." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man, now kneeling in the room.
"I will make any oath you wish, but please let me tend to your injuries."
Your injuries are not really a worry for you. Your life is pain and suffering. Why should you care? Still, that gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Parents… Soothing touches and warmth. The fragment of a memory fades. What was all that about?
Why are they so sad when he looks at you? Why do you know he is sad?
You stare at the man. Could it really be? Does he actually want to help you? Or just trick you?
You could let him help you... assuming he actually wants to help. You doubt you can run away or grab a weapon anymore. Definitely you cannot hide anymore. You are in the middle of a room, standing out in the open.
You let your hand fall to your side.
<<if $brokenhands is true>>\
The broken hand plops in a rather disgusting manner you vaguely register at the sudden movement.
<<else>>\
Your bleeding fingers are limp. Your whole twisted hand is limp. The loose bandages sway slightly.
<</if>>\
<<set $hide_coping to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You only nod. What else is there to do than let him come closer?|Chapter1_injury_treating][$hide_coping to $hide_coping+1]]</div>
<div class="choice-item">[[You close your eyes and pretend the man is not here.|Chapter1_injury_treating][$hide_coping to $hide_coping+2]]</div>
</div><</nobr>>
<h3>Havard POV</h3>\
Havard was shocked to see the $child awake. He had gone to check on the other children as he did every few hours. For the past two days, he had been sitting and watching over his new charge to ensure they would not be alone when they woke up. Everyone had been eagerly waiting to meet $himher officially, and Havard had decided that only one person should be present to not overwhelm $himher.
The poor $child must have been startled to awake alone in a strange place, though if $hisher reaction to seeing him was anything to go by, this would have gone horribly in any case.
His heart broke a little seeing the small $child panic and hide at the first sight of him. The hiding could have been cute, if not for the brief look of absolute terror Havard had glimpsed. Not that Havard had expected much different considering the circumstance Lord Sheo had saved the $child from.
There in the bed, a small lump lays completely still. No matter how much he wants to, Havard knows that marching over and hugging the hiding $child would not end well at the moment. But damn, he just wants to scoop the $child into his arms and tell $himher that everything is all right. That $heshe <<is>> now safe.
<<if $naked is true>>\
To make matters worse, he had wanted to get the $child some clothes ready but there had been an emergency with the twins. All the clothes were still in the dresser. So Havard doubted the $child had anything on.
<<else>>\
To make matters worse, he had wanted to get the $child some clothes ready but there had been an emergency with the twins and he had forgotten. All the clothes were still in the dreser. So Havard doubted the $child had anything other than perhaps the cloak left by Lord Sheo.
<</if>>\
He is not sure how to defuse the situation. How do you approach someone who has been so abused? How can he prove to the $child that he will not harm $himher in a way that would be believed?
Doubt makes him hesitate. But Havard decides, he must do something. He was chosen for this! He refuses to fail!
So he slowly walks closer to the bed and the lump contained on it. But he does not go too close.
"I won't harm you." Havard says in a soft and calm voice. "Could you please come out?"
<<nobr>><div class="choices">
<div class="choice-item">[[End of Havard POV|Chapter 1_3_hide3]]</div>
</div><</nobr>>
<h3>Your POV</h3>\
"I won't harm you. Could you please come out?" The man says. His voice is so gentle and soft. You could almost believe it.
You are almost tempted to take a look. You should probably take a look. Your hiding attempt has clearly failed. Unless it is a trick? Could he be trying to locate you by tricking you to come out? You need a visual to confirm. Slowly and carefully, you lift the cover ever so slightly and peek out from under it.
Nope, he is looking right at you. He knows where you are. So much for hiding. Not much choice now. You might as well come out before he comes to you. So slowly you emerge from the pile of blankets. Or really you just sit up in the bed. The covers fall to reveal your head and upper body.
The man looks you over, his gaze focused but not cruel or indifferent. Not looking as if he means to carve you up. What an odd feeling.
<<if $naked is true>>\
His gaze stops. He coughs politely. "You are a bit underdressed child. Where did your cloak go? I am sure you had one."
<<if $chapter1_2 is 1>>\
Earlier you were comfortable without the cloak. You still figure you should put on the cloak. It seems something the man would prefer and your plan to hide failed.
<<elseif $chapter1_2 is 2>>\
Earlier you were a bit cold and wanted the cloak anyway.
<<elseif $chapter1_2 is 3>>\
You are embarrassed about someone seeing you naked.
<<elseif $chapter1_2 is 4>>\
You are really embarrassed about being naked and your face feels really hot.
<<elseif $chapter1_2 is 5>>\
You didn't mind being naked earlier! It was sort of freeing! You figure you should still put on the cloak. It seems something the man would prefer and your plan to hide failed.
<</if>>\
So, you rummage about and find the cloak. As you do, the man can see your hands.
<<else>>\
You sit there, under his gaze. Your hands were uncovered as you rose to sit up.
<</if>>\
<<if $injured > 0>>\
<<if $brokenhands is true>>\
The man’s gaze snaps to your broken hand. His eyes widen.
"Your hand!"
<<else>>\
Then his gaze snaps to the dark muck you think is blood on your hands. His eyes widen.
"You are hurt!"
<</if>>\
He rushes forward, startling you.
You try to back up, but the man is quick and you are in a bed. Your mind conjured up images of grasping and probing hands. You begin to panic.
It must show on your face because the man immediately stops in his tracks.
"I will not hurt you." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man, now kneeling in the room.
"I will make any oath you wish, but please let me tend to your injuries."
Your injuries are not really a worry for you. Your life is pain and suffering. Why should you care? Still, that gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Of soothing touches and warmth. Parents... The fragment of a memory fades. What was all that about?
Why are those eyes so sad when he looks at you? Why do you know he is sad?
You stare at the man. Could it really be? Does he actually want to help you? Or just trick you?
You could let him help you... assuming he actually wants to help. You doubt you can run away or grab a weapon anymore. Definitely not hide. You already tried that.
<<set $hide_coping to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You only nod. What else is there to do?|Chapter1_injury_treating][$hide_coping to $hide_coping+1]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter1_injury_treating][$hide_coping to $hide_coping+2]]</div>
</div><</nobr>>
<<else>>\
The man smiles at you. “Could I come a bit closer. Perhaps sit down.” He gestures to a chair by the table. “I already promised not to hurt you. There is much to discuss. I am sure you have questions.”
You eye the man warily. True. You do have questions. You give a miniscule nod. You don’t see a way out.
The man drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
<</if>>
<h3>Havard POV</h3>\
Havard was shocked to see the $child awake. He had gone to check on the other children as he did every few hours. For the past two days, he had been sitting and watching over his new charge to ensure they would not be alone when they woke up. Everyone had been eagerly waiting to meet $himher officially, and Havard had decided that only one person should be present to not overwhelm $himher.
The poor $child must have been startled to awake alone in a strange place, though if $hisher reaction to seeing him was anything to go by, this would have gone horribly in any case.
His heart broke a little seeing the small $child frozen in terror upon seeing him. Not that Havard had expected much different considering the circumstance Lord Sheo had saved the $child from.
The $child stands there staring at Havard with those eyes are eerie eyes. No child should have eyes like that, so lifeless. No matter how much he wants to, Havard knows that hugging the $child would not end well at the moment. But damn, he just wants to scoop the $child into his arms and tell $himher that everything is all right. That $heshe <<is>> now safe.
<<if $naked is true>>\
To make matters worse, the $child is standing there in their birthday suit. He had wanted to get the $child some clothes but there had been an emergency with the twins. All the clothes were still in the dresser.
<<else>>\
To make matters worse, the $child is standing there in just the cloak left behind by Lord Sheo. Havard had wanted to get the $child some chlothes but there had been an emergency with the twins. All the clothes were still in the dresser.
<</if>>\
He is not sure how to defuse the situation. How do you approach someone who has been so abused? How can he prove to the $child that he will not harm $himher in a way that would be believed?
Doubt makes him hesitate, and the $child is the first one to act.
<<set $frozen to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[Laughter fills the room.|Chapter 1_3_frozen3][$frozen to $frozen+1]]</div>
<div class="choice-item">[[Their face turns completely blank.|Chapter 1_3_frozen3][$frozen to $frozen+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[Bandaged hands reach for their own face, towards the eyes, as if intending to gouge them out.|Chapter 1_3_frozen3][$frozen to $frozen+3]]</div>
<</if>>
<div class="choice-item">[[The child closes their eyes, and focuses.|Chapter 1_3_frozen3][$frozen to $frozen+4]]</div>
<div class="choice-item">[[The child's eyes blaze with fury.|Chapter 1_3_frozen3][$frozen to $frozen+5]]</div>
</div><</nobr>>
<<addHavard -10>>\
<<if $frozen is 1>>\
<<addmadness 5>>\
<<addHavard -10>>\
It is a horrible sound. Unhinged and mad. The laughter of a broken child.
It chills Havard to his very heart and breaks what is left of it into a million pieces.
The sound of that broken laughter and the tiny frame of the $child shaking with it will haunt Havard for the rest of his days.
<<elseif $frozen is 2>>\
<<addnumbness 5>>\
<<addHavard -10>>\
A blank face. A small hunch of the shoulders. Eyes like a corpse stare back at Havard in numb acceptance of whatever horrible fate is in store for them.
It chills Havard to his very heart and breaks what is left of it into a million pieces.
Those empty eyes on the face of a child will haunt Havard for the rest of his days.
<<elseif $frozen is 3>>\
<<addselfharm 5>><<addHavard -20>>\
Havard darts forward and despite his reservations grabs the small hands before they can reach the $child's eyes. As gently as he can, he holds those damaged hands in his own as he kneels down.
The reaction chills Havard to his very heart and breaks what is left of it into a million pieces. Why would that be the $child's first reaction. He stares into eyes that stare back at him, wide and uncomprehending.
Those empty eyes on the face of a child will haunt Havard for the rest of his days.
<<elseif $frozen is 4>>\
<<addescape 5>>\
<<addHavard -5>>\
Then the $child just stands there, eyes firmly closed. As if the world would go away if you just willed it hard enough. As if the things one cannot see, could not hurt you.
The sight of a child stubbornly ignoring everything around them should be innocent, perhaps even amusing. It is not. It can't be because of the hunched shoulders, locked jaw, and tiny hands curled into fists. As if awaiting pain that could come at any moment. The small rocking movement that seems like a repetead plea.
The reaction breaks what is left of Havard's heart into a million pieces.
<<elseif $frozen is 5>>\
<<addanger 5>>\
<<addHavard -10>>\
The $child just stands there, eyes blazing. Little fists clenched up into fists. Jaw locked and teeth grinding together.
The sight of a child glaring at him made Havard stop. This was a child full of anger. Someone who had been hurt so badly, only anger remained.
This $child needs help and needs someone to trust. But it will take time. A lot of time and effort.
The reaction breaks what is left of Havard's heart into a million pieces.
<</if>>\
He had no idea what to do. It hurt him to see such a young life in so much pain this was their reaction to seeing a stranger.
But he had to try. He had been chosen, and he would not fail. Not now, not ever. He had to do something to salvage this situation.
<<nobr>><div class="choices">
<div class="choice-item">[[End of Havard POV|Chapter 1_3_frozen4]]</div>
</div><</nobr>>
<h3>Your POV</h3>\
<<if $frozen is 1>>\
"I swear I will not hurt you." His voice is soft and sad. It makes the laughter stop, soothes the edges of madness creeping in. Suddenly, everything is not so funny anymore.
<<elseif $frozen is 2>>\
"I swear I will not hurt you." His voice is soft and sad. It intrudes upon the void you have built for yourself. Makes the numbness flee from you.
<<elseif $frozen is 3>>\
"I swear I will not hurt you. So please don't hurt yourself." His voice is soft and sad. You try to struggle, but there is no point. “Please” The man pleads, and you go limp. After he is sure you are not going to try again, he lets you go.
<<elseif $frozen is 4>>\
"I swear I will not hurt you. So please open your eyes." His voice is soft and sad. So hard to ignore in your head. Such a kind concerned voice. It somehow makes the lie better. It makes it seem like everything is actually alright.
<<elseif $frozen is 5>>\
"I swear I will not hurt you." His voice is soft and sad. "You are allowed to be angry but please let me help you." The sincerity in the mans voice makes it hard to be angry at everything.
<</if>>\
You could almost believe the man. You certainly relax a bit. No longer are you frozen in place or panicking so much. You still don’t know this man. Can you trust him? He sounds so sincere. You can tell he is sincere somehow. The man looks you over, his gaze focused but not cruel or indifferent. Not looking as if he means to carve you up. What an odd feeling.
<<if $naked is true>>\
His gaze stops. He coughs politely. "You are a bit underdressed child. Where did your cloak go? I am sure you had one."
<<if $chapter1_2 is 1>>\
Earlier you were comfortable without the cloak. You still figure you should put on the cloak. It seems something the man would prefer that.
<<elseif $chapter1_2 is 2>>\
Earlier you were a bit cold and wanted the cloak anyway.
<<elseif $chapter1_2 is 3>>\
You are embarrassed about someone seeing you naked.
<<elseif $chapter1_2 is 4>>\
You are really embarrassed about being naked and your face feels really hot.
<<elseif $chapter1_2 is 5>>\
You didn't mind being naked earlier! It was sort of freeing! You figure you should still put on the cloak. It seems the man would prefer that.
<</if>>\
So, you rummage about the bed and find the cloak. As you do, the man can see your hands.
<<else>>\
You have no choice but to let the man look you over. You wonder what he is looking for?
<</if>>\
<<if $injured > 0>>\
<<if $brokenhands is true>>\
<<addHavard -20>>\
The man’s gaze snaps to your broken hand. His eyes widen.
"Your hand!"
<<else>>\
<<addHavard -10>>\
Then his gaze snaps to the dark muck you think is blood on your hands. His eyes widen.
"You are hurt!"
<</if>>\
His loud voice startles you.
You try to back up, but the man is quick, and seemingly intent to grab you. Your mind conjured up images of grasping and probing hands. You begin to panic.
It must show on your face because the man immediately stops in his tracks.
"I will not hurt you. I will promise as many times as is needed." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man, who is now kneeling in the room.
"I will make any oath you wish, but please let me tend to your injuries."
Your injuries are not really a worry for you. Your life is pain and suffering. Why should you care? Still, that gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Of soothing touches and warmth. Parents... The fragment of a memory fades. What was all that about?
Why are those eyes so sad when he looks at you? Why do you know he is sad?
You stare at the man. Could it really be? Does he actually want to help you? Or just trick you?
You could let him help you... assuming he actually wants to help. You doubt you can run away or grab a weapon anymore. Definitely not hide. You already tried that.
<<set $hide_coping to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You only nod. What else is there to do?|Chapter1_injury_treating][$hide_coping to $hide_coping+1]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter1_injury_treating][$hide_coping to $hide_coping+2]]</div>
</div><</nobr>>
<<else>>\
The man smiles at you. “Could I come a bit closer. Perhaps sit down.” He gestures to a chair by the table. “I already promised not to hurt you. There is much to discuss. I am sure you have questions.”
You eye the man warily. True. You do have questions. You give a miniscule nod. You don’t see a way out.
The man drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
<</if>>
<<if $gardenespace is true>>\
Sure, it looks pretty, but you won't be fooled! The grass may be soft, the gentle wind may feel good and the place smell nice, but you were in the void. You were alone, only your pain for company. This is either a dream or a trap.
Running away is the only course of action.
So, you rise, and on wobbly weak legs you begin to run towards an opening between the buildings surrounding the garden before the man can catch up!
<<else>>\
It's a pretty garden. You don't feel like running away anymore. Maybe it's a trick. Maybe it's just to make the pain and the void even worse. Somehow you however feel that maybe people who have such a pretty garden can't be the same ones that you knew. The bed was nice too, so maybe this is just a dream, and you are really in void. Maybe the cycle broke your mind so badly your brain can't cope with reality anymore.
You don't know. All you know is that the grass beneath you is soft, the gentle wind feels good and it smells nice in this paradise. Even if it is just a delusion, even if reality will come crashing down any moment, you want to stay here and just be for as long as you can.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Havard POV|Chapter 1_3_escape_Havard_POV]]</div>
</div><</nobr>>
<h3>Havard POV</h3>\
Havard was shocked when the $child went out the window. He had gone to check on the other children as he did every few hours. For the past two days, he had been sitting and watching over his new charge to ensure they would not be alone when they woke up. Everyone had been eagerly waiting to meet $himher officially, and Havard had decided that only one person should be present to not overwhelm $himher.
The poor $child must have been startled to awake alone in a strange place, though if $hisher reaction to seeing him was anything to go by, this would have gone horribly in any case. Not that Havard had expected much different considering the circumstance Lord Sheo had saved the $child from.
Still, the dash for the window stumped him but the shock held him for only a moment before he was in motion, running for the window. It led to one of the inner gardens of the orphanage.
<<if $gardenespace is true>>\
He got to the window just in time to see a small shape running on unsteady legs towards the arch that lead to the hallways of the Orphanage between the inner gardens.
<<if $naked is true>>\
Unfortunately, that small form was completely naked.
<<else>>\
Unfortunately, that small form only clutched the cloak left by Lord Sheo around $hisher shoulders as $heshe ran.
<</if>>\
Havard sighed, he could already hear the gasps and rumors when someone saw the running figure. Hopefully no one outside the orphanage heard about it. Children running about indecent was not the sort of reputation that the orphanage needed before it was even officially open. He really should not have put all the clothes he had gotten for the child into the drawer and instead left some next to the bed.
His main worry however was for the $child. $capitalheshe <<was>> weak and wounded. Who knew when the last time they had some physical exercise was? Pushing $himselfherself to run would not be good. What if $heshe fell? Or got lost? He had to catch up quickly to minimize the risk of the $child getting hurt any more. Life had been unkind enough.
With determined steps, he took off after his newest charge.
<<if $injured > 0>>\
<<addHavard -10>>\
As soon as he climbed out the window and got onto the white marble Havard froze. He saw a trail of droplets on the white ground, a trail made from black mucky blood that reminded him of the stuff Lord Sheo had drawn out from those horribly mangled hands. The $child was hurt and bleeding!
Havard pursed his lips and took off at full speed. He cast a spell on his communication pin to inform every Silver Protector on duty to catch the $child as soon as possible! And as gently as possible! Still the orphanage was huge, and this area had been purposefully left sparsely populated in case the child woke up and panicked at seeing so many armed people.
<<if $brokenhands is true>>\
<<addHavard -10>>\
There was a lot of mucky blood, and Havard sprinted faster than he had in years.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[End of Havard POV|Chapter 1_3_escape_runnning_injured]]</div>
</div><</nobr>>
<<else>>\
<<nobr>><div class="choices">
<div class="choice-item">[[End of Havard POV|Chapter 1_3_escape_runnning]]</div>
</div><</nobr>>
<</if>>\
<<else>>\
Rushing to the window himself and looking out he found a small shape just outside, kneeling in the grass. The $child was slowly looking around with wide disbelieving eyes.
<<if $naked is true>>\
They were completely naked, the cloak given by Lord Sheo, having gotten lost somewhere.
It was not difficult to figure out that said cloak was still in the bed, so with quick steps Havard grabbed it.
<<else>>\
The small form clutched the cloak left by Lord Sheo around $hisher shoulders.
<</if>>\
Havard gently went outside into the garden. For a moment he watched the $child looking around the garden as if in a daze.
Then Havard approached the small form.
<<nobr>><div class="choices">
<div class="choice-item">[[End of Havard POV|Chapter 1_3_escape_garden]]</div>
</div><</nobr>>
<</if>>\
<h3>Your POV</h3>\
You run as fast as your wobbly legs can carry. It's not very fast at all. You stumble and almost fall every step but you waddle forwards with the power of panic.
You run and run, as fast as you can. Despite your wobbly burning legs you run. This place was huge! The floor was some kind of white stone and there were so many hallways and doors. So you just picked randomly. You had no idea where you were, or where you were going but you just ran.
<<if $brokenhands is true>>\
You felt pain from every step. Your legs were sore and weak but the far more painful was the broken hand that jostled and flapped as you ran. You noticed the very noticeable trail of dark muck you were leaving behind easily enough. Following you would be easy.
Still you did not stop. This pain was still nothing to you.
<<else>>\
It took you a while to notice you were leaving a trail dark muck after you. It wasn't a huge trail but clearly visible on the white floor. It would not be difficult to follow you.
Still you did not stop running.
<</if>>\
You just had to run away. You were out from the void and the cycle! Maybe this is all a delusion of your mind, but there is no void surrounding you, no chains digging into your flesh. No cycle to torment you. You were out! So all you need to do for now was run.
Except you could hear voices and footsteps all around you. This whole place was coming alive. Or maybe it was always alive. It was huge however, and you did not run into anyone though you think you saw some people but dared not stop to see properly. Unfortunatelly, you were not exactly hard to track, probably due to the dark mucky blood.
Almost immediately you heard hurried footsteps behind you. Of course, the man who made you run in the first place is following you! Your trail is very clear, and the man does not need to slow down to consider anything. He just runs, much faster than you are capable of.
Looking back you saw the man. He was catching up really quickly.
So, you run harder! You think you heard the man shout something, but you don't care. You need to get away! No more void! No more pain!
The man is right behind you so you have to run! Run! Run! RUN!
<<nobr>><div class="choices">
<div class="choice-item">[[Until your legs give out.|Chapter 1_3_escape_runnning_injured2]]</div>
</div><</nobr>>
<h3>Your POV</h3>\
<<set $SawTheSeaC1 to true>>\
You run as fast as your wobbly legs can carry. It's not very fast at all. You stumble and almost fall every step, but you waddle forwards with the power of panic. You must not be captured again!
You run and run, as fast as you could. This place was huge! The floor was white stone of some kind and there were so many hallways and doors. So, you just picked randomly. You had no idea where you were, or where you were going. You just had to run away. You were out from the void and the cycle! Maybe this is all a delusion of your mind, but there is no void surrounding you, no chains digging into your flesh. No excruciating agony. So, all you need to do for now was run.
Except you could hear voices and footsteps all around you. This whole place was coming alive. Maybe it had been alive all along. You think you see some people in passing but you don’t dare stop to see. Luckily this place is massive, and it seems that you
You dash and turn corridors, stumbling onwards as best you can. It is practically a miracle you can move; your legs are burning. But this pain is nothing compared to what you are used to.
You think you hear some surprised exclamations a few times. Did people see you? Are they chasing you? Were these the people who had put you into the void? Or was there some reason that you were a surprising sight?
<<if $naked is true>>\
Maybe because you are as bare as the day you were born.
<<else>>\
Maybe because you are only covered by a cloak as you run.
<</if>>\
Or maybe random children are not supposed to be running about. Barely running about, almost falling down every step but clinging stubbornly to movement. Who knows? You sure don't. You just need to keep ahead of the man who you are sure is following you. The man who had entered the room you woke up in.
However, it's not like you are leaving a trail on these white stone floors. It is not that easy to track you. You realize that you are actually pretty clean as you stumble forwards. You think you were dirty in the void? What happened? Did somebody clean you? You did wake up in that fluffy bed. Maybe cleaning you was necessary to not dirty the bed. The bed was nice.
If this is a delusion, then the bed was the best part by far. Maybe you can dream of the bed if you are captured again. Or if this turns out to be a delusion and you wake up in the void again. For now, you keep going.
You come across another garden! Would it be safe to stop here? You think your legs will give out if you do stop. So no, you can not stop out here in the open. There is a building nearby, made of the same white stone you have been seeing everywhere here. Right against a wall in fact. A big wall or stone that extends in both left and right to the edges of the garden and beyond. Could there be a way out? You head towards the building.
The door is hard. Your hands are so useless, all bandaged up. Your fingers are so clumsy. But somehow you manage to pull on the door handle and the door opens. You wobble inside, lean on the door to close it and take a look around.
It is a room, much like the room you woke up in. Similar décor with wooden furniture. A bed, a table, a dresser. A window on the far wall. It is the window you head towards on unsteady legs. You doubt you can keep running. Your legs are shaking violently.
Then you freeze in place.
<<nobr>><div class="choices">
<div class="choice-item">[[You gaze out in awe at the vast expanse before you|Chapter 1_3_escape_runnning2]]</div>
</div><</nobr>>
Your poor little legs just give out from under you.
You only notice because your view changes suddenly.
You are in the air. You are falling.
The ground will be hard. It will hurt. You were running so hard and fast.
But the pain of falling is nothing. It is the fact that you will be caught again that makes you despair. There was grass in the garden you had passed through. This place had light. The bed had been warm....
Now there would be only the cycle between void and pain.
You close your eyes and accept your fate. You wait for the pain....
and wait...
and wait...
Something warm and gentle wraps around you. Your eyes why open. You are held in the arms of the man who was chasing you.
"You are hurt!" he says firmly startling you a bit. His voice is firm but not cruel, his hold on you is so gentle.
Your injuries are not really a worry for you. Your life is pain and suffering. Why should you care?
<<if $brokenhands is true>>\
Your hand is broken, because you broke it. But is's all messed up anyway. All twisted and wrong, even if you had not broken it. It hardly matters.
<<else>>\
It's just a bit of bleeding. Your hands are a mess anyway. It hardly matters.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[But the man is making such an odd expression.|Chapter 1_3_escape_runnning_injured3]]</div>
</div><</nobr>>
That gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Back when there was light and soothing touches. Parents... The fragment of a memory fades. What was all that about?
Why is this man so sad when he looks at you? Why do you know he is sad?
You try to back up, and get out of his hold. Gentle it may be, but your mind conjured up images of grasping and probing hands. Of knives carving into you. You begin to panic.
It must show on your face and in your body because the man immediately reassures you.
"I will not hurt you." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man holding you gently.
"I will make any oath you wish, but please let me tend to your injuries."
You stare at the man. Could it really be? Does he actually want to help you? Or just trick you?
<<set $chapter1_runnning_injured3 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You try to strugle and make some sort of noise.|Chapter 1_3_escape_runnning_injured4][$chapter1_runnning_injured3 to $chapter1_runnning_injured3+1]]</div>
<div class="choice-item">[[You only nod. What else is there to do?|Chapter 1_3_escape_runnning_injured4][$chapter1_runnning_injured3 to $chapter1_runnning_injured3+2]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter 1_3_escape_runnning_injured4][$chapter1_runnning_injured3 to $chapter1_runnning_injured3+3]]</div>
</div><</nobr>>
<<if $chapter1_runnning_injured3 is 1>>\
<<addcareful -5>><<addstoic -3>><<addHavard -5>>\
Of course, the sounds you made were not very comprehensible. More like a terrified animal trying to run away.
<<if $brokenhands is true>>\
At your trashing clumsy movement, your broken hand spurted out some more black muck. It fell onto the pristine floor in an ugly mess.
<<else>>\
At your trashing clumsy movement, some droplets of dark murky blood fell to the ground from your injured fingers, staining the while floor.
<</if>>\
It made you freeze. The man would surely be angry at the mess.
"Please." The man pleaded. His grip on you was firm but so gentle still. You could not espcape. "Let me help you."
His voice was so soft and gentle. So sincere. What else could you do but just nod.
The man looked so relieved.
<<elseif $chapter1_runnning_injured3 is 2>>\
<<addinnocence -3>><<addstoic 5>><<addHavard 5>>\
At your nod, the man looked so relieved. You stare at the man silently.
His eyes were so kind. The grip on you was firm but so gentle. You could not espcape and you did not really want to.
You observed his face silently.
<<if $brokenhands is true>>\
Your broken hand hurts and is bleeding some more black muck onto the pristine white floor.
<<else>>\
Your injured fingers are leaking some droplets of dark murky blood onto the pristine white floor.
<</if>>\
The man looked so worried.
<<elseif $chapter1_runnning_injured3 is 3>>\
<<addescape 5>><<addinnocence 3>><<addHavard 5>>\
With your eyes closed, you feel pretty good.
<<if $brokenhands is true>>\
Sure your broken hand hurts and is probably bleeding out some more black muck onto the prisite floor.
<<else>>\
Sure your injured fingers are probably leaking some droplets of dark murky blood onto the prisite white floor.
<</if>>\
But the grip on you was firm but so gentle. You could not espcape and you did not really want to. With your eyes closed like this, you could pretend you were in that fluffy bed.
"Please." The man pleaded. "Let me help you." His voice was so soft and gentle. So sincere. What else could you do but just nod.
Slowly you opened your eyes. He looked so relieved.
<</if>>\
"Thank you" the man said to you. Like you had given him some great gift. Gently, the man lifted your tiny form fully into his arms. As if you were some precious thing. It was so at odds with how you had been treated for so long, you had no idea how to feel.
<<set $coping to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[So you laugh.|Chapter 1_3_escape_runnning_injured5][$coping to $coping+1]]</div>
<div class="choice-item">[[So you just tune everything out. Go numb.|Chapter 1_3_escape_runnning_injured5][$coping to $coping+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[You don't like feeling unsure. Much like you don't like your hands. Maybe you should just... end it all.|Chapter 1_3_escape_runnning_injured5][$coping to $coping+3]]</div>
<</if>>
<div class="choice-item">[[You just close your eyes, and enjoy being carried.|Chapter 1_3_escape_runnning_injured5][$coping to $coping+4]]</div>
<div class="choice-item">[[You feel a spark of anger.|Chapter 1_3_escape_runnning_injured5][$coping to $coping+5]]</div>
</div><</nobr>>
<<if $coping is 1>>\
<<addmadness 5>>\
<<addHavard -10>>\
It is a horrible sound. Unhinged and mad.
The sound of your broken laughter makes the man carrying you stop. Your frame shakes with your laughter.
<<if $brokenhands is true>>\
Your broken hand spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
It's funny. How the blackness stains his robes. You laugh and laugh. Until you hear the man speak.
"Child, you are safe here. No one will hurt you. I swear it on my life." He whispers to you, his voice so kind and gentle.
Those hazel eyes bore into your soul. So sad and kind. It is unbearable. Why does he look at you like that?
The laughter freezes on your face.
<<elseif $coping is 2>>\
<<addnumbness 5>>\
<<addHavard -10>>\
You go practically limp. Your face goes blank. The void welcomes you home.
There is safety in the void. In here, nothing matters. The world disappears and you are alone again.
<<if $brokenhands is true>>\
Your broken hand spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
It doesn't matter. Nothing matters. There is only the void.
You stare at the man carrying you with empty eyes, lost in the void. He looks back at you and frowns just a bit. He stops walking.
"Child, you are safe here. No one will hurt you. I swear it on my life." He whispers to you, his voice so kind and gentle.
Those hazel eyes bore into your soul. So sad and kind. It is unbearable. Why does he look at you like that?
The void you have created shakes.
<<elseif $coping is 3>>\
<<addselfharm 5>>\
What could you do though?
<<if $brokenhands is true>>\
Your hand is already broken. It spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your fingers are bleeding already. As you ponder, they leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
You do have teeth... and a tongue. What if you just... bit down real hard... Would it all end? You don't know. Can people die from that? Are you really even a person?
Biting down on your tongue would hurt but you are no stranger to pain. Pain is your constant companion, from the knives cutting and pliers tearing to the void and the cycle. Pain if familiar. But would you go back to the void? That would be no good. The void is a major reason you want to do this...
Choices... choices... So tempting to just... try and bite down until your tongue snaps into two. No more pain. No more suffering.
<<nobr>><div class="choices">
<div class="choice-item">[[You decide to embrace the thoughs.|Chapter1_tongue_biting]]</div>
</div><</nobr>>\
<<elseif $coping is 4>>\
<<addescape 5>>\
<<addHavard -5>>\
You close your eyes and enjoy the warmth of being carried in someone’s arms. You remember how //something// carried you from the void. It feels a bit like that. Closing your eyes makes it feel like you are safe.
<<if $brokenhands is true>>\
Your broken hand hurts, and probably spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers slightly hurt and probably leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
But your eyes are closed, and you cannot see any of that. It feels safe, as if the things one cannot see, could not hurt you.
<<elseif $coping is 5>>\
<<addanger 5>>\
<<addHavard -10>>\
You are getting angrier and angrier. You are being carried again. Like back when //something// saved you from the void. But this also reminds you of back when you were first kidnapped. Sure, this man is gentle but the memory makes you angry.
So you attempt to lash out. To break his hold on you.
<<if $brokenhands is true>>\
Your broken hand stings, and spurts out some more black muck, staining the robes of the man holding you as you attempt to strike at him.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you as you attempt to strike at him.
<</if>>\
His demeanor never changes. He only glances down at you and stops as he sees your face.
"I am sorry for picking you up like this but you are hurt and tired." He says gently. "So please let me carry you. You are safe here. No one will hurt you, I swear it on my life." He whispers to you, his voice so kind and gentle.
Your anger wavers in the face of his gentle words and kind demeanor. At the hazel eyes looking straight into your soul. So sad and kind. It is unbearable. Why does he look at you like that?
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[He carries you back to the room you escaped from.|Chapter1_injury_treating]]</div>
</div><</nobr>>
<<set $got_injured_c1 to true>>\
<<if $HavardMeetingReaction is "hide" or $HavardMeetingReaction is "naked" or $HavardMeetingReaction is "injured" or $HavardMeetingReaction is "frozen">>\
The man comes closer to you.
<<if $hide_coping is 1>>\
<<addstoic 5>><<addnumbness 5>>\
You watch passively as he approaches. You cannot bring yourself to care. What does it matter if the man comes closer.
<<elseif $hide_coping is 2>>\
<<addinnocence 5>><<addescape 5>>\
Everything is fine. You hear his footsteps and know he is right in front of you. It is fine.
<</if>>\
<<else>>\
The man sits you down on the bed you woke up from. It was not that long ago, but it feels like an eternity has passed.
<</if>>\
<<if $naked is true>>\
The first thing he does is gently wrap a cloak around you. It was in the bed where you woke up from. Somehow this odd cloak feels safe and warm against your skin.
<<set $naked to false>>\
<<else>>\
The first thing he does is gently make sure you are properly covered by the cloak you found in the bed where you woke up. Somehow this odd cloak feels safe and warm against your skin.
<</if>>\
"My name is Havard." the man says. "I will tell you more after tending to your wounds." The man has a name? No one told you their name in the void?
Right. Injuries. You have some of those. In your life experience, your injuries are quite light, but Havard seems to disagree. Perhaps he has never been properly injured.
<<if $HavardMeetingReaction is "weapon">>\
There is the matter of your leg. A shard of the flower vase is embeded in your flesh.
"This will hurt a bit." Havard says as he gently grabs your leg. He looks over the wound at the piece of flower vase embedded deep within. With two fingers the man pinches the piece of the vase and you feel... something odd. A slight tingling.
Then Havard just pulls out the shard. Sure, you feel a bit of pain, but it is nothing compared to what you are used to. You are more astonished that he just pulled it out.
Havard produces a bottle of some clear liquid from his robes and pours is onto the wound on your leg. It really is a messy wound from the flower vase, ragged and gaping. The liquid could be water but glimmers in the light from the open window.
You can feel the liquid soothing your leg, even if the pain was basically nothing to you. You are simply used to it. And the wound starts closing until it is much better, much to your astonishment. You think you feel astonishment? Emotions are so hard.
Havard wraps your leg in bandages gently but tightly.
<<set $injured to $injured - 1>>\
<</if>>\
<<if $injured > 0>>\
<<if $brokenhands is true>>\
Then he very gently starts inspecting your broken hand.
<<else>>\
Then he very gently starts inspecting injured fingers where the bandages came loose.
<</if>>\
You simply sit there wary of this man, despite his seeming kindness.
<<if $brokenhands is true>>\
His face is very grim as he gently lifts your broken arm. It hurts but you don't make a sound. He looks at the broken bandages. At the odd angle you hand rests at. You really made a mess of it. You think there is some bone visible. You blankly stare at the broken hand with no emotion. You had wanted to get rid of it.
"What happened?" Havard asks gently. You lift your eyes to his. Those hazel eyes full of sadness and sorrow stare into your soul.
Why does he look so sad? Why does he stare at you like that? Not with hatred or indifference. Why does he not carve and tear at your flesh like the others did?
It feels so odd. You want to squirm under that gaze. You think he knows what you did to your arm. You are not sure, but it feels like he knows that you did this yourself. But why does that make you feel so odd? Like you did something wrong? Your hand is wrong, so you tried getting rid of it.
Still, you are not sure what to say to this strange man, whose eyes you suddenly can't meet. He does not press you for an answer.
<<nobr>><div class="choices">
<div class="choice-item">[[He gently starts treating your broken hand.|Chapter1_injury_treating_broken_hands]]</div>
</div><</nobr>>
<<else>>\
"What happened?" Havard asks gently. You lift your eyes to his. Those hazel eyes full of sadness and sorrow stare into your soul.
Why does he look so sad? Why does he stare at you like that? Not with hatred or indifference. Why does he not carve and tear at your flesh like the others did?
It feels so odd. You want to squirm under that gaze. Still your gaze flicks to the drawer that caused your bandages to come loose. The man follows your gaze and sees the drawer.
He asks no more questions.
<<nobr>><div class="choices">
<div class="choice-item">[[He starts treating your bleeding fingers.|Chapter1_injury_treating_fingers]]</div>
</div><</nobr>>
<</if>>\
<<else>>\
There are no more injuries for him to treat. Instead, Havard drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
<</if>>\
<h3>Your POV</h3>\
You noticed the man coming towards you with silent steps.
<<if $injured > 0>>\
As soon as he got remotely close to you, the man froze. His gaze was fixed on the ground you were kneeling on.
You felt something wet and look down.
<<if $brokenhands is true>>\
<<addHavard -20>>\
There was a lot of mucky blood dripping from your broken hand. The vibrant grass under you was stained with the dark murky blood.
<<else>>\
<<addHavard -10>>\
Your injured fingers were bleeding slightly but the dark murky droplets were visible against the vibrant short grass.
<</if>>\
The man observed you from head to toe and his gaze immediately snaped to your hands.
"Your hand!" He rushes forward, startling you.
You try to back up, but you are kneeling in the grass, and the man is quick. Your mind conjured up images of grasping and probing hands. Of knives carving into you. You begin to panic.
It must show on your face because the man immediately stops in his tracks. But the man is making such an odd expression. That gaze of his makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Back when there were light and soothing touches. Parents... The fragment of a memory fades. What was all that about?
"I will not hurt you. I swear it." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man.
Why is this man so sad when he looks at you? Why do you know he is sad?
"I will make any oath you wish, but please let me tend to your injuries."
You stare at the man. Could it be? Does he actually want to help you? Or just trick you?
<<set $chapter1_3_escape_garden_injured to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You try to run and make some sort of noise.|Chapter 1_3_escape_garden_injured][$chapter1_3_escape_garden_injured to $chapter1_3_escape_garden_injured+1]]</div>
<div class="choice-item">[[You only nod. What else is there to do?|Chapter 1_3_escape_garden_injured][$chapter1_3_escape_garden_injured to $chapter1_3_escape_garden_injured+2]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter 1_3_escape_garden_injured][$chapter1_3_escape_garden_injured to $chapter1_3_escape_garden_injured+3]]</div>
</div><</nobr>>
<<else>>\
Your head turned to the man. The garden was beautiful and sunny. It had been a perfect moment for you. Grass, sunlight, the wind. All things you barely remember but desperately need now that you have seen them all. You did not wish to go back to the void. Maybe this was a delusion, but could your damaged mind even dream up such a paradise?
The man stopped walking some way away from you. He seemed worried but unwilling to come closer. You somehow know this. Perhaps he was worried you might still run away.
"Hello there. Are you enjoying the garden?" His voice is so gentle. Somehow it soothes your wounded soul. You stare back at the man silently.
Is he not attacking you? Locking you up again?
<<if $naked is true>>\
"Could I offer you this? You are a bit underdressed child." The man asks and shows you a cloak. Looking down, you see you are still naked aside from the bandages covering your arms.
<<if $chapter1_2 is 1>>\
Earlier you were comfortable naked. You still figure you should put on the cloak and wrap it around you. It seems something the man would prefer.
<<elseif $chapter1_2 is 2>>\
Earlier you were a bit cold and wanted something to wear anyway.
<<elseif $chapter1_2 is 3>>\
You are embarrassed about someone seeing you naked. You accept the cloak and cover yourself.
<<elseif $chapter1_2 is 4>>\
You are really embarrassed about being naked and your face feels really hot. You quickly accept the cloak and cover yourself.
<<elseif $chapter1_2 is 5>>\
You didn't mind being naked earlier! It was sort of freeing! You figure you should still put on the cloak. It seems something the man would prefer.
<</if>>\
You wrap the cloak around yourself as best you can with your mangled bandaged hands.
<<else>>\
"I see you have the cloak. That is good. Your savior gave it to you. It is yours now."
//Something// gave you the cloak? Why would they do that? Did that mean that //something// brought you here?
You stare at the man expectantly, silently demanding answers.
<</if>>\
“Now then. Would you be willing to head back into the room you woke up in? There is much to talk about, and I am sure you have questions.”
You eye the man warily. True. You do have questions. You give a miniscule nod. You don’t see a way out.
“Can you walk back into the room, or perhaps I could carry you if needed?”
You don’t much care for the idea of the man coming closer to yoy, let alone carrying you. Do you have much choice? You try to stand and find that your legs refuse to co-operate anymore. It seems kneeling in the grass has not helped with your already far too wobbly legs.
“We could also stay out here for our talk?” the man says. “Just nod if you wish to stay out here. Otherwise, I will assume I may carry you.”
<<nobr>><div class="choices">
<div class="choice-item">[[ Let him carry you to the bed you awoke in.|Explanations]]</div>
<div class="choice-item">[[Nod and indicate that you want to stay out in the garden.|Explanations][$stay_in_gardenc1 to true]]</div>
</div><</nobr>>
<</if>>\
<<if $chapter1_3_escape_garden_injured is 1>>\
<<addcareful -5>><<addstoic -3>>\
Of course, the sounds you made were not very comprehensible. More like a terrified animal trying to scare away a predator.
You try to rise and run but something warm and gentle wraps around you. Turning back, your blood freezes in terror. You are held in the arms of the man who was chasing you. You attempt to break free without success.
<<if $brokenhands is true>>\
At your trashing clumsy movement, your broken hand spurted out some more black muck. It fell onto the grass below in an ugly mess.
<<else>>\
At your trashing clumsy movement, some droplets of dark murky blood fell to the grass from your injured fingers.
<</if>>\
"Please. I cannot let you run away. Don't hurt yourself." The man pleaded. His grip on you was firm but so gentle still. You could not escape. "Let me help you. Treat your wounds."
His voice was so soft and gentle. So sincere. What else could you do but just nod.
<<elseif $chapter1_3_escape_garden_injured is 2>>\
<<addinnocence -3>><<addstoic 5>>\
At your nod, the man looked so relieved. His eyes were so kind. He approached you carefully and you stare at the man silently, observing his face.
Why does he look at you like this? Like you matter to him. Like you were not just a piece of meat to carve up.
<<if $brokenhands is true>>\
Your broken hand hurts and spurted out some more black muck. It fell onto the grass below in an ugly mess.
<<else>>\
Your injured fingers are leaking some droplets of dark murky blood onto to the grass below.
<</if>>\
The man looked so worried as he hurries to you.
<<elseif $chapter1_3_escape_garden_injured is 3>>\
<<addescape 5>><<addinnocence 3>>\
With your eyes closed, you feel pretty good. The world dissapears.
<<if $brokenhands is true>>\
Sure, your broken hand hurts and is probably bleeding out some more black muck onto the grass below.
<<else>>\
Sure, your injured fingers are probably leaking some droplets of dark murky blood onto the grass below.
<</if>>\
The grass was soft, the sunlight warm. You could pretend With your eyes closed like this, you could pretend you were in that fluffy bed. Like everything was fine and nothing bad had ever happened.
Everything was fine.
"Please." The man pleaded. "Let me help you." His voice was so soft and gentle. So sincere. It invaded your tranquil world. What else could you do but just nod.
Slowly you opened your eyes. He looked so relieved.
<</if>>\
"Thank you" the man said to you. Like you had given him some great gift. Gently, the man lifted your tiny form fully into his arms. As if you were some previous thing. It was so at odds with how you had been treated for so long, you had no idea how to feel.
<<set $coping to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[So you laugh.|Chapter 1_3_escape_garden_injured2][$coping to $coping+1]]</div>
<div class="choice-item">[[So you just tune everything out. Go numb.|Chapter 1_3_escape_garden_injured2][$coping to $coping+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[You don't like feeling unsure. Much like you don't like your hands. Maybe you should just... end it all.|Chapter 1_3_escape_garden_injured2][$coping to $coping+3]]</div>
<</if>>
<div class="choice-item">[[You just close your eyes, and enjoy being carried.|Chapter 1_3_escape_garden_injured2][$coping to $coping+4, $escape to $escape+1]]</div>
<div class="choice-item">[[You feel a spark of anger.|Chapter 1_3_escape_garden_injured2][$coping to $coping+5]]</div>
</div><</nobr>>
<h1>Chapter 3 -- Friendship?</h1>\
<<set $chapter = 'Chapter 3'>>\
\\
Your flesh tears as a pair of pliers twists it away. You try to scream but the gag stops you. You are strapped to the table, the bindings keeping you still as you your body is torn and cut. A knife carves away a peace of your hand. It might have been a finger, maybe two. You are in too much agony to care.
Through the haze of pain, you faintly note the hooded figures putting pieces of you into jars. They always do this. These kidnappers collect your blood and flesh.
A hand grabs your face, and forces you to look at the figure holding you. You stare into an empty gaping void inside their hood. They hold your eye open. A spoon appears in your field of vision, coming towards your eye. You feel the spoon sliding between the gap between your eye and eye socket. The spoon snags on something, and a searing agony shoots through you as the spoon tears through whatever was in its way.
The pressure builds and your eye comes out with a plop.
\\
You wake with a jolt, your ruined hands grasping at your face in a panic. Your eye! Your fingers!
You stare at your fingers. Bandaged and ruined they may be, but all of them are there. You are fairly certain that you can see out of both eyes.
Was that dream true? It seemed so vivid. Was it a nightmare? How could it be true since you have all your extremities? It can't be true right? Just a nightmare. It must be.
Your mind is foggy, refusing to remember the past. You are breathing hard and feel lightheaded. Panic grips you. You are breathing but not really feeling it. You need air. You need to breathe!
"Are you alright?" A concerned voice asks.
You are not alone... Your head snaps up in a panic and you recoil slightly backwards. What breath was in your lungs escapes. Your eyes focus on the intruders. That did not sound like Havard.
There by your bedside two tiny people stare at you. At least, you think these are children. That is what your mind is telling you even amidst all the panic. You stare back frozen. This is new... you have no memory of something like this ever happening. Have you ever met another tiny person, a child, aside from yourself?
They look very similar to each other. The one closer to your bed is staring at you with concern.
Slightly further back stands another child. This one is also staring at you but with a blank face. Nothing like Havard and the other child, this face barely moves. Still something inside your tells you this child is just as worried as the other one.
Their faces are so similar. Both have short blond hair and green eyes.
Who are these small people? Why are they here?
You remember something Havard told you. That at this place, this orphanage, there were two otherchildren already. Twins. Twins means they look really similiar, or so you vaguelly think. Therefore...
<<nobr>><div class="choices">
<div class="choice-item">[[These two must be the twins.|Chapter 4_1]]</div>
</div><</nobr>>
<<set $chapter = 'Chapter 3'>>
//Whatever your character is a boy/girl/child is chosen in the Havard interlude. Skipping to chapter 1 means that the choice needs to be made now. This will set the pronouns used (he/she/they).
Skipping also mean no varibales have been set in Chapter 1. Therefore errors may occur or the text may significantly lack flavor text.
//
The child is a <<listbox '$gender'>>
<<option 'boy'>>
<<option 'girl'>>
<<option 'child'>>.
<</listbox>>
<<set $codex to true>>
//In addition, the codex has been unlocked.//
<<button 'OK' 'Chapter 4 dream fadein'>>
<<if $gender is 'girl'>>\
<<set $heshe to 'she'>>\
<<set $capitalheshe to 'She'>>\
<<set $hisher to 'her'>>\
<<set $capitalhisher to 'Her'>>\
<<set $himher to 'her'>>\
<<set $capitalhimher to 'Her'>>\
<<set $hishers to 'hers'>>\
<<set $capitalhishers to 'Hers'>>\
<<set $himselfherself to 'herself'>>\
<<set $capitalhimselfherself to 'Herself'>>\
<<set $child to 'girl'>>\
<<elseif $gender is 'boy'>>\
<<set $heshe to 'he'>>\
<<set $capitalheshe to 'He'>>\
<<set $hisher to 'his'>>\
<<set $capitalhisher to 'His'>>\
<<set $himher to 'him'>>\
<<set $capitalhimher to 'Him'>>\
<<set $hishers to 'his'>>\
<<set $capitalhishers to 'His'>>\
<<set $himselfherself to 'himself'>>\
<<set $capitalhimselfherself to 'Himself'>>\
<<set $child to 'boy'>>\
<<else>>\
<<set $heshe to 'they'>>\
<<set $capitalheshe to 'They'>>\
<<set $hisher to 'their'>>\
<<set $capitalhisher to 'Theirs'>>\
<<set $himher to 'them'>>\
<<set $capitalhimher to 'Them'>>\
<<set $hishers to 'theirs'>>\
<<set $capitalhishers to 'Theirs'>>\
<<set $himselfherself to 'themself'>>\
<<set $capitalhimselfherself to 'Themself'>>\
<<set $child to 'child'>>\
<</if>>\
<</button>>Meeting Sheo: awakening: your blood carries the legacy of RACE NAME; Your race created by Sheo in the void to fight it right after the . The origin of your race has long since been forgotten, and your blood diluted and mixed with the other races of Wocdes. You yourself has no idea of the secret you carry. One day, a stranger passes you by and you fall your your knees. Your blood awakens, your body shakes and tears fall from your eyes. The long lost blood in your veins is calling out to the stranger in a primal need, filling your mind with only one thing. You know you must talk to them! Must hear their voice for it will bring untold joy and elation! You must press every detail of their face to memory. If they leave you now, if they ignore you, your heart will break, your mind and body will shatter! Such is the calling of your blood. You desperately try to call out, but no sound escapes your lips as you realize that the stranger stands in front of you. He is the only thing in your vision. Everything else is unimportant. Everything else melts away and suddenly you stand in a void of darkness the stranger before you. Expectation smothers your lungs. You dare to glance into his eyes and for a moment see into eternity. All your breath escapes you. You mind cannot comprehend the endless depths of the strangers eyes. You reel back as pain erupts in your head, you scream and cover your eyes with your hands. You feel dizzy, nauseous and you sway on your feet. You begin to fall but something steadies you. The world explodes in pain and joy, and you grin and cry like never before just as the darkness takes you.
%You try to open your eyes but you see nothing. You realize that the stranger had cau out with a steadying hand. He lays his hand on your shoulder. EDIT THAT TO MATCH WHATEVER IS NEEDED
Explanations about why you were tortured (or best guess) legacy of blood. Sheo says the legacy means nothing if MC does not want it to. Freedom. If MC want's to learn more, Sheo will only reveal a little (reaction tot hat could be coping, or complete rejection/not caring could also be coping)
since the MC blood is tied to him, he may be used to try and get to Sheo
Sheo makes a promise. Always help when asked/needed (needs to have some limits but essentially MC should be able to call upon Sheo, this should maybe be limited to childhood/defensless, can't be a get out of jail free card).
The revelations about you worry you.
You in turn worry others.
The twins want to cheer you up.
The kids sneak out and get into trouble. New character (child of a whore, famous brothel)? Fun time until unsavory sort takes you (probs underworld stuff, maybe prostotution, see how far we can push that, potentially the villain who experiments on children and adults is paying for test subjects, will later find his lab as a Silver protector).
New character sneaks away and runs to the orphanage/brothel to get help, meets Lexia looking for the missing trio. Alerts the protectors.
Lexia does her duty. Does anyone get hurt? Should someone get hurt? What did you do or did not do to protect the twins? You have been trhough worse afterall but do you want no more pain or is it better to make yourself the target to help the twins. The twins should be adorable and nice and innocent, need to be established beforehand.
Someone is hurt? YOu? Twins? The COOL BROTHEL LADY, mother of new character arrives with guards, ready to put down the lowlives. Worried about "sweet little things". Orphanage far away, but brothel has a healing bath. Lexia agrees to get hurt persons there.
Brothel shenanigans (innocent children question things), Lexia very innocent? Naughty? Havard arrives, worried "scolding" to the four kids (yes four, the extra one does not phase him at all).
Brothel LADY to Lexia about Havard "Now that is a good man." after witnessing the scolding that includes her own child. Agreement for playdates and lessons are set between the adults for new character and trio.
The twins, one in each hand pull you out from the darkness (should have that smoewhere, whatever figurative or literal)
Admiration. Plans for the future. Need to have character time with twins (comfort etc. they are orphans but have not really encountered evil.) Need to thank new character, in whatever way our MC chooses to.
Engraving proof of your excistance somewhre in the orphanage/brothel/firgrat. Should have a scene to reflect ont hat as an adult.
TIMESKIP? Or coping, maybe coping first then timeskip. Then magic lesson -> more coping, should probably have some fluff after timeskip firstInjuri to MC: "Magicians syndrome" overexposure to ardor. Later in life, magic can cause spasaming and intense pain. Hands never fully recover, and must be covered. in special glowes to try and mitigate exposure to ardor. Also look horrible. Ocasional spasms and twitches to be expected. Grip strength an issue?
There needs to be a magic chapter where child MC learns about their disadvange. And ways are needed to make them feel better. Possibly they ask for help again, alone and scared. That could be the promise sheo makes due to the legacy carried in MC blood. To always answer the call for help. Twins/brothel kid comforting (maybe choose one who comes to comfort you first at the behest of the group and them group hug!) Options for Havard and Lexia as well.
//Shoud there be option to choose a room here?Or later?//
Posibbly Abalf giving the lesson: (or maybe first someone else, they ask for a volunteer and then choose MC, but MC hands start hurting despite bandages, which MC of course is used to pain and figuring this out takes someone good at reading MC: one of the twins or Havard.)
Abalf steps in and explains something.
"All the magic, all the mana, in the world flows right through there." He pointed at the tower. "This is the center of Wocdes, here all the beginng and end of the Eternal Flow. All the flows congrigate here, and are redistrubuted and sent back out into the world."
"It makes this city the most magical in the world, there is much more mana here, the air is filled with it, the colors are more vibrant, plants stronger, grass greener. Nearly all elsewhere the Flows are equal, but here they are strongest. Duty as Silver protector, go to save a child (should do this a couple of times during duties, each tragic stories, maybe each one shold be a whole "PArt" in the story, definetly in Firgrat, and at least one away. at least one street rat (fight against a gang), one with abusive parents (maybe noble, some political stuff), remote sacrificial village (against the village tradition). An done in Firgrat where the child is only survivor of mad wizard experimentation, tons of bodies and gore and terrible things, ancients should show up for this one. The child has also been maimed, a missing hand. The MC can emphatize with their messed up hands, even show them. Usually covered by gloves/magic and MC rarely shows them becuase they are shy/sad or beucase they make other people ask quostions/uncomfortable/ covering them just makes life easier.
Anyway the current one: This one goes fine at first. Tell victim some stories (or a companion does) about asking for help. They did not know the stories. Trap spring on you.
Fight.
Everybody is down. Hope is lost. The villain is too strong/ maybe too clever and trap went off since MC + posse should kick ass, the villain can be a bit stonger since Sheo will break some bones anyway.
On the edge of passing out, you hear VICTIM whisper.
"Please, help us."
The words give you strength. You laugh in delight. (maybe some more options)
Villain
"What are you laughing ahout?"
MC
"Because I know what happens next. Absent hope, VICTIM asked for help." You smile. (the victim is a possibility another child, a cycle or maybe both of you ask for help).
"And you believe something heard?"
"You don't know the stories?" OPTION 1
"I know he did. He always does." OPTION 2(shoud foreshadow beforehand more than just in prologue, perhaps with stories told to VICTIM by MC while saving them).
Villain laughs. A cruel sound. Nothing happens.
DESPAIR::::
The laughter stops. You look up. The villain is frozen.
A calm and soothing voice echoes is the hall.
"Do you wish to live?"
You whip around. There he is. Standing in front of victim.
"Yes." THE VICTIM whispers in a hoarse voice.
"Let us go then, and leave this place behind."
Lord Sheo gently picks up the victim who immediately falls asleep in his arms. Lord Sheo then turns to you.
"Hello $MCname." He gives you a small smile. "Good job." Pride swells in your chest (and other OPTIONS). "Would you like some assistance as well."
Before you can answer, the villain charges lord Sheo. And is blasted back, and crashes into a wall with a sickening crack.
Lord Sheo raises an eyebrow. "Or perhaps that is enough. I believe I broke some bones."
(If you have injuries, option to have them healed/I good, gonna kick villains ass/ you could just kill villain straight out? (He won't) etc.
POtential ending: Fail in the fight (do not heal or something) and MC dies -> Villain celebrates for a moment before Sheo kills them, and probably quite a bit collateral damange. <<set $injured to 0>>\
<<if $angry_at_being_carried_about is true>>\
<<addanger 5>>
Of course you are angry! At everything! Your life is worth being angry at! Your anger has no effect on reality. It rarely does. When you make noises and try to resist, Havard gently just adjusts you.
"Apologies child, I promise to get you way to get around without being carried as soon as possible." He does seem serious. Maybe he really does mean it? Not like you have a choice in the matter at the moment.
<</if>>
Havard carries you back to the room you woke up in earlier. This time you pay more attention on the way back, looking around. This place seems massive, all corridors made of some white stone. Lots of doors. The most interesting thing by far you see are the gardens. All lush greenery, flowers and trees. So different from the void. <<if $HavardMeetingReaction is "escape">> There seems to be more than just the garden you saw earlier while escaping the room you woke up in. <</if>>
Once back in your room, Havard sets you down on the bed. Your injuries been tended to now. <<if $brokenhands is true>>The black muck has stopped dripping from your broken hand. The bandages clean and neat around a brace holding your hand rightly in place, magic dulling the pain. <<set $brokenhands to false>><<else>>Your bleeding fingers have been wrapped neatly in more bandages. <</if>>
<<if $HavardMeetingReaction is "weapon">>\
As was your leg earlier, the shard removed, the flesh healed and bandages wrapped around it.
<</if>>\
Havard drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
<<if $nonverbal is true>>\
Havard starts listing lots of names. You must listen patiently to see if one comes up that sounds familiar.
<<else>>\
Havard waits patiently while you consider what your name could be.
<</if>>\
It has been a long time since you considered if you have a name.
<<nobr>><div class="choices">
<div class="choice-item">[[Male names|Male names]]</div>
<div class="choice-item">[[Female names|Female names]]</div>
<div class="choice-item">[[Neutral names|Neutral names]]</div>
<div class="choice-item">[[Input your own|Choose name]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["I don't know. I don't remember." you say.|No name]]</div>
<</if>>
<div class="choice-item">[[Shake your head, you don't know. You don't remember.|No name]]</div>
</div><</nobr>>
<<nobr>><div class="choices">
<div class="choice-item">[[Tristan|Chapter 1_4][$MCname to 'Tristan']]</div>
<div class="choice-item">[[Wilmot|Chapter 1_4][$MCname to 'Wilmot']]</div>
<div class="choice-item">[[Tomkin|Chapter 1_4][$MCname to 'Tomkin']]</div>
<div class="choice-item">[[Juhel|Chapter 1_4][$MCname to 'Juhel']]</div>
<div class="choice-item">[[Dane|Chapter 1_4][$MCname to 'Dane']]</div>
<div class="choice-item">[[Mauger|Chapter 1_4][$MCname to 'Mauger']]</div>
<div class="choice-item">[[Quinn|Chapter 1_4][$MCname to 'Quinn']]</div>
<div class="choice-item">[[Serill|Chapter 1_4][$MCname to 'Serill']]</div>
<div class="choice-item">[[Gabrien|Chapter 1_4][$MCname to 'Gabrien']]</div>
<div class="choice-item">[[Reese|Chapter 1_4][$MCname to 'Reese']]</div>
<div class="choice-item">[[Charlie|Chapter 1_4][$MCname to 'Charlie']]</div>
<div class="choice-item">[[Gervis|Chapter 1_4][$MCname to 'Gervis']]</div>
<div class="choice-item">[[Ysaac|Chapter 1_4][$MCname to 'Ysaac']]</div>
<div class="choice-item">[[Berenger|Chapter 1_4][$MCname to 'Berenger']]</div>
<div class="choice-item">[[Radolf|Chapter 1_4][$MCname to 'Radolf']]</div>
<div class="choice-item">[[Go back|Names]]</div>
</div><</nobr>>
<<nobr>><div class="choices">
<div class="choice-item">[[Ann|Chapter 1_4][$MCname to 'Ann']]</div>
<div class="choice-item">[[Alison|Chapter 1_4][$MCname to 'Alison']]</div>
<div class="choice-item">[[Catherine|Chapter 1_4][$MCname to 'Catherine']]</div>
<div class="choice-item">[[Melisant|Chapter 1_4][$MCname to 'Melisant']]</div>
<div class="choice-item">[[Emmelin|Chapter 1_4][$MCname to 'Emmelin']]</div>
<div class="choice-item">[[Lina|Chapter 1_4][$MCname to 'Lina']]</div>
<div class="choice-item">[[Janat|Chapter 1_4][$MCname to 'Janat']]</div>
<div class="choice-item">[[Gisella|Chapter 1_4][$MCname to 'Gisella']]</div>
<div class="choice-item">[[Emblin|Chapter 1_4][$MCname to 'Emblin']]</div>
<div class="choice-item">[[Miriella|Chapter 1_4][$MCname to 'Miriella']]</div>
<div class="choice-item">[[Amelia|Chapter 1_4][$MCname to 'Amelia']]</div>
<div class="choice-item">[[Yseult|Chapter 1_4][$MCname to 'Yseult']]</div>
<div class="choice-item">[[Simona|Chapter 1_4][$MCname to 'Simona']]</div>
<div class="choice-item">[[Imania|Chapter 1_4][$MCname to 'Imania']]</div>
<div class="choice-item">[[Elsie|Chapter 1_4][$MCname to 'Elsie']]</div>
<div class="choice-item">[[Go back|Names]]</div>
</div><</nobr>>
<<nobr>><div class="choices">
<div class="choice-item">[[River|Chapter 1_4][$MCname to 'River']]</div>
<div class="choice-item">[[Avery|Chapter 1_4][$MCname to 'Avery']]</div>
<div class="choice-item">[[Ezra|Chapter 1_4][$MCname to 'Ezra']]</div>
<div class="choice-item">[[Kai|Chapter 1_4][$MCname to 'Kai']]</div>
<div class="choice-item">[[Nova |Chapter 1_4][$MCname to 'Nova']]</div>
<div class="choice-item">[[Rowan|Chapter 1_4][$MCname to 'Rowan']]</div>
<div class="choice-item">[[Quinn|Chapter 1_4][$MCname to 'Quinn']]</div>
<div class="choice-item">[[Cameron|Chapter 1_4][$MCname to 'Cameron']]</div>
<div class="choice-item">[[Ash|Chapter 1_4][$MCname to 'Ash']]</div>
<div class="choice-item">[[Remy|Chapter 1_4][$MCname to 'Remy']]</div>
<div class="choice-item">[[Robin|Chapter 1_4][$MCname to 'Robin']]</div>
<div class="choice-item">[[Sage|Chapter 1_4][$MCname to 'Sage']]</div>
<div class="choice-item">[[Carey|Chapter 1_4][$MCname to 'Carey']]</div>
<div class="choice-item">[[Rene|Chapter 1_4][$MCname to 'Rene']]</div>
<div class="choice-item">[[Ariel|Chapter 1_4][$MCname to 'Ariel']]</div>
<div class="choice-item">[[Erin|Chapter 1_4][$MCname to 'Erin']]</div>
<div class="choice-item">[[Go back|Names]]</div>
</div><</nobr>>
What is your name? <<textbox "$MCname" $MCname>>
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Chapter 1_4]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Names]] </div>
</div><</nobr>>
"You don't remember?" The expression on Havard's face is odd as he studies you. Not angry. Not cruel. It seems somehow soft and ... sad? Is it sadness? Why do you know it is sadness? You don't remember what expressions are like, yet he has been showing you so many today and you know what they are. Why? Perhaps you should stand in front of the big mirror later and see your own face to study expressions? But what do you even look like? You have no idea. What sort of expressions do you make? Can you even make expressions? Or was the ability lost to the void and pain?
Maybe if you survive here, you can find out. Still, you are not quite sure what to make of the expression Havard is making. You seem to know what it is; you just don't know what you can do.
How are you supposed to respond? How do people know what to do? All you have is the void, the pain and cycle.
// What do you do?//
<<nobr>><div class="choices">
<div class="choice-item">[[Shake you head. You really don't remember.|No name 2]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["I really don't remember" you say.|No name 2]]</div>
<</if>>
<div class="choice-item">[[Wait, I remember now! (go back to choose)|Names]] </div>
</div><</nobr>>
"Your name is $MCname?"
<<if $name is 'Sheo'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Elri'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Abalf'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Havard'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Lexia'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Atru'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Azha'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Hassimir'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Istar'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Irosia'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Alessa'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Sandor'>>\
//''Please note that the name '$MCname' is the name of an important character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Sandra'>>\
//''Please note that the name '$MCname' is the name of a character in the story already. You may proceed but the story may become confusing.''//
<<elseif $name is 'Mavia'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Vismay'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Finia'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Malegon'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<<elseif $name is 'Nuaran'>>\
//''Please note that the name '$MCname' is the name of an important character in the mythos of the story already. ''//
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Yes!|Chapter 1_5]]</div>
<div class="choice-item">[[No wait, I got it wrong!|Names]]</div>
</div><</nobr>>
"Would you like me to give you a name?" Havard says gently. Such a nice soothing tone. "Or perhaps you would like to choose one yourself?" He looks at you expectantly.
A name? You? People are supposed to have names… But are you really a person anymore? You have a vague idea of being a person once before the void, even if it is a faint idea and nothing concrete. Now? The void, the cycle and all that came before it did not render your personhood invalid? Havard seems to think you are a person. Maybe it’s ok for things that may or may not be people to have names as well? You have a notion that having name would be useful.
<<nobr>><div class="choices">
<div class="choice-item">[[You nod. You would like a name from Havard.|Havard_names_you]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["Yes please. I would like a name." you say.|Havard_names_you]]</div>
<</if>>
<div class="choice-item">[[You are not sure, maybe your name will come back to you.|Need_time_for_name]]</div>
<div class="choice-item">[[Do you really need a name? You are fine without one.|Dont want a name]]</div>
<div class="choice-item">[[You shake your head. You want to choose your own name.|Choose name]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["No. I want to choose my own." you say.|Choose name]]</div>
<</if>>
<div class="choice-item">[[No wait, I remember now! (go back to the lists)|Names]]</div>
</div><</nobr>>
Havard smiles at you.
<<if $named_by_Havard is true>><<notify 3s>>You have been given your name by Havard.<</notify>>\
"Now that we have a first name, do you also want a last name?"
<<if $nonverbal is true>>\
Havard starts listing lots of very odd last names. You again listen patiently to see if one comes up that sounds agreeable.
<<else>>\
Havard waits patiently while you consider what your last name could be. For some reason the names you think up are very odd.
<</if>>\
<<else>>\
"Now that we have a first name, do you have a last name?"
<<if $nonverbal is true>>\
Havard starts listing lots of very odd last names. You again listen patiently to see if one comes up that sounds familiar.
<<else>>\
Havard waits patiently while you consider what your last name could be. For some reason the names you think up are very odd.
<</if>>\
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Strongmight|Chapter 1_6][$lastname to 'Strongmight']]</div>
<div class="choice-item">[[Dustbelly|Chapter 1_6][$lastname to 'Dustbelly']]</div>
<div class="choice-item">[[Phoenixstrike|Chapter 1_6][$lastname to 'Phoenixstrike']]</div>
<div class="choice-item">[[Hallowpunch|Chapter 1_6][$lastname to 'Hallowpunch']]</div>
<div class="choice-item">[[Whitleaf|Chapter 1_6][$lastname to 'Whitleaf']]</div>
<div class="choice-item">[[Graytrap|Chapter 1_6][$lastname to 'Graytrap']]</div>
<div class="choice-item">[[Skyscribe|Chapter 1_6][$lastname to 'Skyscribe']]</div>
<div class="choice-item">[[Glorybrand|Chapter 1_6][$lastname to 'Glorybrand']]</div>
<div class="choice-item">[[Crystalshadow|Chapter 1_6][$lastname to 'Crystalshadow']]</div>
<div class="choice-item">[[Slatespark|Chapter 1_6][$lastname to 'Slatespark']]</div>
<div class="choice-item">[[Twilighttide|Chapter 1_6][$lastname to 'Twilighttide']]</div>
<div class="choice-item">[[Emberhelm|Chapter 1_6][$lastname to 'Emberhelm']]</div>
<div class="choice-item">[[Wheatglade|Chapter 1_6][$lastname to 'Wheatglade']]</div>
<div class="choice-item">[[Meadowbrew|Chapter 1_6][$lastname to 'Meadowbrew']]</div>
<div class="choice-item">[[Hallowedbreaker|Chapter 1_6][$lastname to 'Hallowedbreaker']]</div>
<div class="choice-item">[[Regaldream|Chapter 1_6][$lastname to 'Regaldream']]</div>
<div class="choice-item">[[Marblepunch|Chapter 1_6][$lastname to 'Marblepunch']]</div>
<div class="choice-item">[[Nethermaw|Chapter 1_6][$lastname to 'Nethermaw']]</div>
<div class="choice-item">[[Stardust|Chapter 1_6][$lastname to 'Stardust']]</div>
<div class="choice-item">[[Stillwhisper|Chapter 1_6][$lastname to 'Stillwhisper']]</div>
</div><</nobr>>
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[["I have no last name" you say.|No lastname]] </div>
<div class="choice-item">[["I don't know" you say.|No lastname]] </div>
<</if>>
<div class="choice-item">[[You shake your head. You have no last name.|No lastname]] </div>
<div class="choice-item">[[You stare blankly while thinking that you have no idea.|No lastname]] </div>
<div class="choice-item">[[Input your own last name.|Choose lastname]]</div>
</div><</nobr>>
Your last name is $lastname?
<<nobr>><div class="choices">
<div class="choice-item">[[Yes!|Chapter 1_7]]</div>
<div class="choice-item">[[No wait, I got it wrong!|Chapter 1_5]]</div>
</div><</nobr>>
"You have no last name?" Havard asks tilting his head.
<<nobr>><div class="choices">
<div class="choice-item">[[Yes!|Chapter 1_7]]</div>
<div class="choice-item">[[No wait, I forgot!|Chapter 1_5]]</div>
</div><</nobr>>
What is your last name? <<textbox "$lastname" $lastname>>
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Chapter 1_6]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Chapter 1_5]]</div>
</div><</nobr>>
You realize that you have stopped breathing entierly and take a deep raspy breath.
//The twins, Atru and Azha, sneak into your room since you fanted and Havard thinks you need to rest and should be allowed to do so in peace. They were worried, and should sneak something nice to you. Perhaps in Chap 1 there should be a choice with Havard to set up something you like (can't eat solid food but Havard is a softie). Getting to know the twins, should figure out: who are they, why are they here, choice of gender?,
Also did you see the flowers (from the tough custodian Ethel, the tough older woman)
mischief, talking, getting caught: custodian Alessa and protector Sandor introduction. She is a firm but very kind woman while Sandor is stoic (but very kind, starting to see a theme, ancient reqruitment strategy is like 80 kindness).
adjustment (assume still weak and have to rest a bunch, getting bored. Bath? good time for characted edits. Life at the orphanage maybe, lessons. Actually should meet Sheo before significant timeskip, so now maybe a couple of months//. <<if $HavardMeetingReaction is "weapon">>\
Havard pours more of that liquid, this time into your mess of a hand. The effect is immediatelly soothing, , even you could tell the mess that is your broken hand was hurting quite a lot.
<<else>>\
Havard pours a bit of something onto your broken hand. It really is a mess. The liquid could be water but glimmers in the light from the open window.
You can feel the liquid sooting your hand, even you could tell the mess that is your broken hand was hurting quite a lot. You are simply used to it.
<</if>>\
Havard makes a tsk sound. "This is not enough for such a wound. Can you walk on your own or should I carry you again? We need to head to the healing baths."
Healing baths? What are those? You think you vaguelly remember baths, soaking in water, you think. But healing baths? Are baths healing? Are baths good for you? Questions for later... probably. If you can talk properly. You had all those issues in the void...
For now, you have no choice but to do as he asks. As much as you want to do something, Havard is helping you. Imagine that, someone is //helping you//. No one ever helped you in the void. Not before //something// came. The liquid the man applied feels nice too. Is that water from the healing baths?
All you can do is decide if you want to be carried again.
<<if $HavardMeetingReaction is "weapon">>\
Of course considering that your leg was recently wounded as well, there is not much option. Your leg has been mostly healed but you don't think it is all healed.
<<elseif $gardenespace is true>>\
Of course considering that you ran around earlier, trying to escape Havard. Your legs are shaking under you already even just sitting here. There is no way you can walk on your own, and Havard can see it with a glance. There is no option.
<</if>>\
<<set $brokne_hands_treating to 0>>\
<<nobr>><div class="choices">
<<if $HavardMeetingReaction is not "weapon" and $gardenespace is not true>>
<div class="choice-item">[[Get up on your own.|Chapter1_injury_treating_broken_hands2][$brokne_hands_treating to $brokne_hands_treating + 1]]</div>
<</if>>
<div class="choice-item">[[Let Havard carry you.|Chapter1_injury_treating_broken_hands2][$brokne_hands_treating to $brokne_hands_treating + 2]]</div>
</div><</nobr>>
<<if $HavardMeetingReaction is "weapon">>\
The man pours more of that liquid, this time onto your injured fingers. The effect is immediatelly soothing, even if you did not know they hurt in the first place.
<<else>>\
For your fingers, the man simply pours a bit of something that might be water but glimmers in the light from the open window.
You can feel the liquid sooting your fingers, even if you did not know they hurt in the first place.
<</if>>\
"There we are. The healing water has done what it can. Now I will just redo the bandages. They need to be tight. Then we can talk properly. Just be patient for a bit longer." Havard tells you.
You have no choice but to do as he asks. As much as you want to do something, Havard is helping you. Imagine that, someone is //helping you//. No one ever helped you in the void. Not before //something// came. The liquid the man applied feels nice too. Healing water? Is that different from normal water? You think it is.
Your injuries been tended to now. Your bleeding fingers have been wrapped neatly in more bandages. <<if $HavardMeetingReaction is "weapon">>
As was your leg earlier, the shard removed, the flesh healed and bandages wrapped around it. <</if>>
Havard drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
<<set $naked to false>>\
<<addstoic 1>>\
<<if $chapter1_2 is 1>>\
You are fine being naked. It doesn't really bother you. But you do want he cloak even so. It might be usefull later. So you nodded to accept.
<<elseif $chapter1_2 is 2>>\
It was a bit chilly out here so while you were not bothered about being naked you did want the cloak. The cloak would help with the cold. You are fine being naked. It doesn't really bother you. So you nodded to accept the cloak.
<<elseif $chapter1_2 is 3>>\
You are embarased about someone seeing you naked. Being alone is one thing, but some stanger seeing you. Not what you wanted so you nodded to accept the cloak.
<<elseif $chapter1_2 is 4>>\
You are really embarased about being naked and your face feels really hot. Being naked was not something you wanted so you quickly nodded to accept the cloak.
<<elseif $chapter1_2 is 5>>\
You don't mind being naked! It is sort of freeing! Still the cloak could be usefull. So you nod to accept it.
<</if>>\
"All right. I will approach then. Please remain calm."
Immediatelly panic floods you. You try to back up but you are kneeling and stumble. Your mind conjured up images of grasping and probing hands. You begin to panic.
The man immeditelly stops in his tracks. But the man is making such an odd expression.
That gaze makes you feel odd. His eyes are hazel, and terribley kind. They remind you of times before the void. Before the pain and the cycle. Back when there was light and soothing touches. Parents...
Why is this man so sad when he looks at you?
"I will not hurt you. Only put the cloak on you." His voice is gentle but firm. You stare back at the man.
"I will make any oath you wish, but please let me put the cloak on you. There are explanations and introductions to make as well."
You stare at the man. Could it be? Does he actually want to help you? Or just trick you?
<<set $chapter1_3_escape_garden_injured to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You try to run and make some sort of noise.|Chapter 1_3_escape_garden_injured][$chapter1_3_escape_garden_injured to $chapter1_3_escape_garden_injured+1]]</div>
<div class="choice-item">[[You only nod. What else is there to do?|Chapter 1_3_escape_garden_injured][$chapter1_3_escape_garden_injured to $chapter1_3_escape_garden_injured+2]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter 1_3_escape_garden_injured][$chapter1_3_escape_garden_injured to $chapter1_3_escape_garden_injured+3]]</div>
</div><</nobr>>
NEED TO EDITS!
<<if $chapter1_2 is 1>>\
<<addstoic 1>>\
You are comfortable without the cloak you don't need it so you shake your head.
<<elseif $chapter1_2 is 2>>\
You were a bit cold but you were also wary of the man. Also the sunlight was warm. So you shake your head.
<<elseif $chapter1_2 is 3>>\
You are embarased about someone seeing you naked, but you are also wary of the man. So you shake your head.
<<elseif $chapter1_2 is 4>>\
You are really embarased about being naked and your face feels really hot, but you are also wary of the man. So you shake your head even as you hope you could accept.
<<elseif $chapter1_2 is 5>>\
You don't mind being naked! It is sort of freeing! So you shake your head at the man.
<</if>>\
The man studies your face intently. "Well if you are sure. But the cloak is here." His voice is very gentle as he speaks. "May I sit out here as well?"
The question suprises you. Why is he being so... nice? It is confusing. You think about telling him to go away. About leaving you alone if he isn't going to hurt you. You aren't even sure you can speak after so long in the void but you could try.
But the man is making such an odd expression.
That gaze makes you feel odd. His eyes are hazel, and terribley kind. They remind you of times before the void. Before the pain and the cycle. Back when there was light and soothing touches. Parents...
Why is this man so sad when he looks at you?
"I will not hurt you." His voice is gentle and quiet but firm. You stare at the man.
"I will make any oath you wish, but I need to stay with you. Explain what is happening."
You stare at the man. Could it be? Does he actually want to help you? Or just trick you?<<if $coping is 1>>\
<<addmadness 5>>\
It is a horrible sound. Unhinged and mad.
The sound of your broken laughter makes the man carrying you stop. Your frame shakes with your laughter.
<<if $brokenhands is true>>\
Your broken hand spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
It's funny. How the blackness stains his robes. You laugh and laugh. Until you hear the man speak.
"Child, you are safe here. No one will hurt you. I swear it on my life." He whispers to you, his voice so kind and gentle.
The laughter freezes on your face.
<<elseif $coping is 2>>\
<<addnumbness 5>>\
You go practically limp. Your face goes blank. The void welcomes you home.
There is safety in the void. In here, nothing matters. The world dissapears and you are alone again.
<<if $brokenhands is true>>\
Your broken hand spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
It doesn't matter
You stare at the man carrying you with empty eyes, lost in the void. He looks back at you and frowns just a bit. He stops walking.
"Child, you are safe here. No one will hurt you. I swear it on my life." He whispers to you, his voice so kind and gentle.
The void you have created shakes. Why does his tone make you waver?
<<elseif $coping is 3>>\
<<addselfharm 5>>\
What could you do though?
<<if $brokenhands is true>>\
Your hand is already broken. It spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your fingers are bleeding already. As you ponder, they leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
You do have teeth... and a tongue. What if you just... bit down real hard... Would it all end? You don't know. Can people die from that? Are you really even a person?
Biting down on your tongue would hurt but you are no stranger to pain. Pain is your constant companion, from the knives cutting and pliers tearing to the void and the cycle. Pain if familiar. But would you go back to the void? That would be no good. The void is a major reason you want to do this...
Choices... choices... So tempting to just... try and bite down until your tongue snaps into two. No more pain. No more suffering.
<<nobr>><div class="choices">
<div class="choice-item">[[You decide to embace the thoughs.|Chapter1_tongue_biting]]</div>
</div><</nobr>>\
<<elseif $coping is 4>>\
<<addescape 5>>\
You close your eyes and enjoy the warmth of being carried in someones arms. You remember how //something// carried you from the void. It feels a bit like that. Closing your eyes makes it feel like you are safe.
<<if $brokenhands is true>>\
Your broken hand hurts, and probably spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers slightly hurt and probably leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
But your eyes are closed and you can not see any of that. It feels safe, as if the things one can not see, could not hurt you.
<<elseif $coping is 5>>\
<<addanger 5>>\
You are getting angrier and angrier. You are being carried again. Like back when //something// saved you from the void. But this also reminds you of back when you were first kidnapped. Sure this man is gentle but the memory makes you angry.
So you attempt to lash out. To break his hold on you.
<<if $brokenhands is true>>\
Your broken hand stings, and spurts out some more black muck, staining the robes of the man holding you as you attempt to strike at him.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you as you attempt to strike at him.
<</if>>\
His demeanor never changes. He only glances down at you and stops as he sees your face.
"I am sorry for picking you up like this but you are hurt and tired." He says gently. "So please let me carry you. You are safe here. No one will hurt you, I swear it on my life." He whispers to you, his voice so kind and gentle.
Your anger wavers in the face of his gentle words and kind demeanor.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[He carries you back to the room you escaped from.|Chapter1_injury_treating]]</div>
</div><</nobr>>
<<set _answer to "">>
Please input a Password to continue.
<<textbox "_answer" "">>
<<button "Check Password">>
<<if _answer is "">>
/% They have not supplied an answer. %/
<<script>>UI.alert("You did not supply a password!");<</script>>
<<else>>
/%
Remove extra white space from both ends of the answer then
convert it to lowercase. %/
<<set _answer to _answer.trim().toLowerCase()>>
/%
Check if one of the correct answers was supplied,
otherwise send them to the Start passage. %/
<<if _answer is "first correct answer">>
/% Send the Reader to the next relevant passage. %/
<<goto "First Correct Answer Passage">>
<<elseif _answer is "second correct answer">>
/% Send the Reader to the next relevant passage. %/
<<goto "Second Correct Answer Passage">>
<<elseif _answer is "third correct answer">>
/% Send the Reader to the next relevant passage. %/
<<goto "Third Correct Answer Passage">>
<<else>>
/% Send the Reader to back to the start. %/
<<goto "Start">>
<</if>>
<</if>>
<</button>><<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'> ''Prologue -- Shattered self''</font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Prologue 1'>><</cont>><<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'> ''Interlude -- Havard''</font>\
</div>
</span><</fadein>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 200%;'>\
<font face='fancy'>''The Head Custodian of Firgrat Orphanage'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Interlude Orphanage 1'>><</cont>><<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'> ''Chapter 1 -- First Impressions'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Chapter 1_1'>><</cont>><<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
''Chapter 4 -- Friendship?'' \
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Chapter 4_0'>><</cont>>That gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Back when there was light and soothing touches. Parents... The fragment of a memory fades. What was all that about?
Why is this man so sad when he looks at you? Why do you know he is sad?
You try to back up and get out of his hold. Gentle it may be, but your mind conjured up images of grasping and probing hands. You begin to panic.
It must show on your face and in your body because the man immediately reassures you.
"I will not hurt you." His voice is gentle but firm. Somehow it soothes your wounded soul. You stare back at the man holding you gently.
"I will make any oath you wish, but please let me tend to your injuries."
You stare at the man. Could it be? Does he actually want to help you? Or just trick you?
<<set $chapter1_runnning_injured3 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You try to strugle and make some sort of noise.|Chapter 1_3_weapon3][$chapter1_runnning_injured3 to $chapter1_runnning_injured3+1]]</div>
<div class="choice-item">[[You only nod. What else is there to do?|Chapter 1_3_weapon3][$chapter1_runnning_injured3 to $chapter1_runnning_injured3+2]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter 1_3_weapon3][$chapter1_runnning_injured3 to $chapter1_runnning_injured3+3]]</div>
</div><</nobr>>
<<if $chapter1_runnning_injured3 is 1>>\
<<addcareful -5>><<addstoic -3>><<addHavard -5>>\
Of course, the sounds you made were not very comprehensible. More like a terrified animal trying to run away.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
At your trashing clumsy movement, your broken hand spurted out some black muck. It fell onto the rug underneath in an ugly mess.
<<else>>\
At your trashing clumsy movement, some droplets of dark murky blood fell to the ground from your injured fingers, staining rug underneath.
<</if>>\
The dark muck mixed with crimson bleeding from your leg, and the water from the broken flower vase. The combination had made a massive mess.
<<else>>\
The crimson bleeding from your leg and the water from the broken flower vase mix together on the floor. The combination had made a massive mess.
<</if>>\
It made you freeze. The man would surely be angry at the mess.
"Please." The man pleaded. His grip on you was firm but so gentle still. You could not escape. "Let me help you."
His voice was so soft and gentle. So sincere. What else could you do but just nod.
The man looked so relieved.
<<elseif $chapter1_runnning_injured3 is 2>>\
<<addinnocence -3>><<addstoic 5>><<addHavard 5>>\
At your nod, the man looked so relieved. You stare at the man silently.
His eyes were so kind. The grip on you was firm but so gentle. You could not espcape and you did not really want to.
You observed his face silently.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Your broken hand hurts and is bleeding some more black muck onto the rug underneath.
<<else>>\
Your injured fingers are leaking some droplets of dark murky blood onto the rug underneath.
<</if>>\
The dark muck mixed with crimson bleeding from your leg, and the water from the broken flower vase. The combination had made a massive mess. You didn't really care. Neither did the man, he just looked so worried.
<<else>>\
The crimson bleeding from your leg and the water from the broken flower vase mix together on the floor. The combination had made a massive mess. You didn't really care. Neither did the man, he just looked so worried.
<</if>>\
<<elseif $chapter1_runnning_injured3 is 3>>\
<<addescape 5>><<addinnocence 3>><<addHavard 5>>\
With your eyes closed, you feel pretty good.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Sure your broken hand hurts and is probably bleeding out some more black muck onto the rug underneath.
<<else>>\
Sure your injured fingers are probably leaking some droplets of dark murky blood onto the rug underneath.
<</if>>\
The dark muck was probably mixing with crimson bleeding from your leg, and the water from the broken flower vase. Maybe there was a huge mess.
But the grip on you was firm but so gentle. You could not espcape and you did not really want to. With your eyes closed like this, you could pretend you were in that fluffy bed.
<<else>>\
The crimson bleeding from your leg and the water from the broken flower vase mix together on the floor. Maybe there was a huge mess. But the grip on you was firm but so gentle. You could not espcape and you did not really want to. With your eyes closed like this, you could pretend you were in that fluffy bed.
<</if>>\
"Please." The man pleaded. "Let me help you." His voice was so soft and gentle. So sincere. What else could you do but just nod.
Slowly you opened your eyes. He looked so relieved.
<</if>>\
"Thank you" the man said to you. Like you had given him some great gift. Gently, the man lifted your tiny form fully into his arms. As if you were some previous thing. It was so at odds with how you had been treated for so long, you had no idea how to feel.
<<set $coping to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[So you laugh.|Chapter 1_3_weapon4][$coping to $coping+1]]</div>
<div class="choice-item">[[So you just tune everything out. Go numb.|Chapter 1_3_weapon4][$coping to $coping+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[You don't like feeling unsure. Much like you don't like your hands. Maybe you should just... end it all.|Chapter 1_3_weapon4][$coping to $coping+3]]</div>
<</if>>
<div class="choice-item">[[You just close your eyes, and enjoy being carried.|Chapter 1_3_weapon4][$coping to $coping+4]]</div>
<div class="choice-item">[[You feel a spark of anger.|Chapter 1_3_weapon4][$coping to $coping+5]]</div>
</div><</nobr>>
<<if $coping is 1>>\
<<addmadness 5>>\
<<addHavard -10>>\
It is a horrible sound. Unhinged and mad.
The sound of your broken laughter makes the man carrying you stop. Your frame shakes with your laughter.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Your broken hand spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
<</if>>\
Your leg keeps bleeding crimson onto the rug, maybe onto the man.
It's funny. How the blackness stains his robes. The crimson on the rug and floor. What a grand joke it all is! You laugh and laugh. Until you hear the man speak.
"Child, you are safe here. No one will hurt you. I swear it on my life." He whispers to you, his voice so kind and gentle.
Those hazel eyes bore into your soul. So sad and kind. It is unbearable. Why does he look at you like that?
The laughter freezes on your face.
<<elseif $coping is 2>>\
<<addnumbness 5>>\
<<addHavard -10>>\
You go practically limp. Your face goes blank. The void welcomes you home.
There is safety in the void. In here, nothing matters. The world dissapears and you are alone again.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Your broken hand spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
<</if>>\
Your leg keeps bleeding crimson onto the rug, maybe onto the man.
It doesn't matter. Nothing matters. There is only the void.
You stare at the man carrying you with empty eyes, lost in the void. He looks back at you and frowns just a bit. He stops walking.
"Child, you are safe here. No one will hurt you. I swear it on my life." He whispers to you, his voice so kind and gentle.
Those hazel eyes bore into your soul. So sad and kind. It is unbearable. Why does he look at you like that?
The void you have created shakes.
<<elseif $coping is 3>>\
<<addselfharm 5>>\
What could you do though?
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Your hand is already broken. It spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your fingers are bleeding already. As you ponder, they leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
<</if>>\
Your leg is probably bleeding crimson onto the rug, maybe onto the man. How would you end it all right now? How hard it is to imagine.
You do have teeth... and a tongue. What if you just... bit down real hard... Would it all end? You don't know. Can people die from that? Are you really even a person?
Biting down on your tongue would hurt but you are no stranger to pain. Pain is your constant companion, from the knives cutting and pliers tearing to the void and the cycle. Pain if familiar. But would you go back to the void? That would be no good. The void is a major reason you want to do this...
Choices... choices... So tempting to just... try and bite down until your tongue snaps into two. No more pain. No more suffering.
<<nobr>><div class="choices">
<div class="choice-item">[[You decide to embace the thoughs.|Chapter1_tongue_biting]]</div>
</div><</nobr>>\
<<elseif $coping is 4>>\
<<addescape 5>>\
<<addHavard -5>>\
You close your eyes and enjoy the warmth of being in someones arms. You remember how //something// carried you from the void. It feels a bit like that. Closing your eyes makes it feel like you are safe.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Your broken hand hurts, and probably spurts out some more black muck, staining the robes of the man holding you.
<<else>>\
Your injured fingers slightly hurt and probably leak some droplets of dark murky blood, staining the robes of the man holding you.
<</if>>\
<</if>>\
Your leg is probably bleeding crimson onto the rug, maybe onto the man.
But your eyes are closed and you can not see any of that. It feels safe, as if the things one can not see, could not hurt you.
<<elseif $coping is 5>>\
<<addanger 5>>\
<<addHavard -10>>\
You are getting angrier and angrier. You are in his arms. Like back when //something// saved you from the void. But this also reminds you of back when you were first kidnapped. Sure this man is gentle but the memory makes you angry.
So you attempt to lash out. To break his hold on you.
<<if $injured > 1>>\
<<if $brokenhands is true>>\
Your broken hand stings, and spurts out some more black muck, staining the robes of the man holding you as you attempt to strike at him.
<<else>>\
Your injured fingers leak some droplets of dark murky blood, staining the robes of the man holding you as you attempt to strike at him.
<</if>>\
<<else>>\
You attempt to strike at him, your weak bandaged hands feeling useless.
<</if>>\
His demeanor never changes. He only glances down at you and smiles a sadly, and yet he stops as he sees your face.
"I am sorry for picking you up like this but you are hurt and tired." He says gently. "So please let me carry you. You are safe here. No one will hurt you, I swear it on my life." He whispers to you, his voice so kind and gentle.
Your anger wavers in the face of his gentle words and kind demeanor. At the hazel eyes looking straigth into your soul. So sad and kind. It is unbearable. Why does he look at you like that?
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[The man carries you back to the bed you woke up in.|Chapter1_injury_treating]]</div>
</div><</nobr>>
[[Fairy Rings|xx][$favoritesnack to "fairy rings"]]
[[Nuts|xx][$favoritesnack to "nuts"]]
[[Sweetrolls|xx][$favoritesnack to "sweetrols"]]
[[Cinnamonrolls|xx][$favoritesnack to "cinnamonrolls"]]
[[Pancakes|xx][$favoritesnack to "pancakes"]]
[[Heartstones|xx][$favoritesnack to "heartstones"]]
[[Honey cakes|xx][$favoritesnack to "honey cakes"]]You stare at the people bustling about the huge room. The kitchen, Lexia had called it.
The woman in front of you looks at Lexia with an raised eyebrow.
"Protextor Lexia, I believe you were banned from the kitchens today." She sounds a bit scary....
"Sorry, but I am showing our newest resident:" She indicated you. "Around and the kitchens are one of the most important stops." Lexia says.
The woman's gaze turns to you, and it softens considerably.
"Hello little one. Welcome to the orphanage." She says. "Don't let this one." She points at Lexia. "Teach you her bad manners."
Lexia has bad manners? What does that mean?
"Come on kid, just like we practiced." Lexia whispers to you. "Unleash the puppy dog eyes, and we might get some treats out of this."
Right. She promised you something tasty. You have no idea what "cookies" are, but tasty sounds appealing.
You tilt your head upwards, and try to make your eyes as wide as possible. Just like Lexia taught you. Innocent and pleading eyes, whatever all of that means.<h1>Interlude – A Day of mystery</h1>\
<h2> The Twins -- Atru</h2>\
<h3>Early morning</h3>\
<<set $chapter = 'Interlude - Atru'>>\
<<set $TwinsProfile to true>><<notify 3s>>New character profile: The Twins<</notify>>\
"Wake up, little ones." The gentle voice and a light touch on Atru's shoulder roused him, like the first rays of dawn coaxing the world from slumber. Atru stirred, his eyes opening slowly, while Azha stretched next to him with a contented sigh, her endless energy already bubbling beneath the surface. He sat up and was still busy rubbing his eyes, while Azha practically jumped up from their shared bed.
"Good morning!" Azha's enthusiastic voice was too loud for just having woken up.
Atru opened his eyes just in time to see custodian Alessa smile at Azha. Atru liked how Alessa smiled, always so gently. How her silky chestnut hair fell in soft waves around her shoulders, framing a heart-shaped face.
"Good morning, Azha. How did you sleep?"
"I dreamed about climbing the Spire!"
"Oh? So did you find out what is at the top?"
"No..." Azha pouted. "But there were so many cool rooms! Like one filled with books! And butterflies! And ghosts!"
Alessa smiled again. Her smile was so pretty. It made him feel warm on the inside.
"Sounds wonderful. Perhaps we can hear all about it during breakfast?"
Azha nodded her head vigorously at the question. Custodian Alessa turned to Atru, still sitting on the bed silently observing the conversation with a curious gaze, as if absorbing every detail of the morning scene.
"Good morning Atru. Did you sleep well?" She smiled at him as well. Atru really like that smile. He wanted to answer her, to be brave like his sister and tell her he had never slept better than in the month the twins had been at the orphanage. But... it was just that Atru was still afraid of talking to people that were not Azha. It was something he had always struggled with, and the bad place had made him not want to talk at all. Even now, surrounded by people as nice as the custodians and protectors. The people at this orphanage were the nicest Atru had even met! Here the twins did not get yelled at! Or told to stay out of sight! Nobody told them to clean up the disgusting white and red stuff! And they got proper beds and clothes! And food! Here, nobody told Azha to shut up when she chattered about whatever caught her interest. Or called Atru creepy because he would not talk.
Custodian Alessa was special even among the people of the orphanage. She was //their// custodian! She was kind and pretty and amazing! But Atru was still shy and afraid... so all he managed was a solemn nod in response to her question. Which was good! Atru did not manage to nod every morning, and the little gesture made Alessa smile wider!
"Excellent! Another day filled with possibilities awaits my dears, so let's get the two of you washed up and changed."
Soon Atru was washing his face next to Azha in front of the mirror and two basins of fresh water. As their eyes met Azha beamed at him, and he felt loved.
Soon they were dressed and ready for the day. As always, Azha grabbed his hand before they followed Alessa out of their room ready to face the new day together!
<<nobr>><div class="choices">
<div class="choice-item">[[Atru had a good feeling about today.|Interlude_twins_2]]</div>
</div><</nobr>>
<<set $AlessaProfile to true>><<set $SandorProfile to true>><<notify 3s>>New character profiles: Alessa and Sandor<</notify>>\
Upon walking out of their room with Alessa, a cheerful voice called out to the twins immediately.
"Good morning Atru and Azha! Did you sleep well?"
The second person they met every morning was Protector Sandor, dressed in gleaming silver armor. He was beaming at them. He was really cool! A Silver Protector—chosen by the Ancients to safeguard the orphanage. Like Alessa, Sandor held a special place in the twins' hearts Because he was //their// Protector. He was very comforting to Atru in a different way than Alessa. It was probably the cool shiny armor.
"Good morning! Yes, we did!" Azha answered, beaming back at the man while Atru again observed silently. "I dreamed about the spire, and there were ghost and puppies!" Atru wondered if she had mentioned the puppies before. He did not think so. She never got all the details of her dreams right… or consistent.
"Really? You will have to tell us all about it over breakfast!" Sandor said as he fell into step behind them. "And what about you, Atru?" Sandor asked, beaming at him. His heart beat faster, and his grip on Azha's hand tightened slightly. But then he relaxed as he remembered who was asking. They were no longer in that horrible place. Sandor would never shout at him or hit him. That's what their savior had said. That here the people would not be mean to them.
The woman who had taken Atru and Azha away from the bad place had been what Atru thought what a mother or maybe a hero must be like. Strong, firm, brave, and awesome! She had brought them here, assuring them that the Custodians and Protectors were chosen by the Ancients to care for and protect orphaned children. That they would be loved and save here. Atru trusted that woman, their savior, Irosia Elazor, one of the Ancients.
Alessa had been teaching them about the Ancients. How they protected and ruled Firgrat and even the continent, and how they had founded this orphanage to take care of children like them. Atru wanted to meet them; and one day, he wanted to be able to thank them in words. Sometimes he thought his dreams were too big. Azha said that there was no point in dreams if they were not big. She was wise sometimes. They both knew that sometimes dreams did come true—they were here after all.
So now he nodded at Sandor. It was a small nod, not quite as bold as the one he had managed to give Alessa. Still, the smile he received in return was as bright as the sun! Pride swelled in Atru. He had managed to nod at both Alessa and Sandor this morning! He turned to stare at Azha who had realized the same thing and was already beaming. That smile had always been what Atru loved most about his sister, a radiant beam that lit up even the gloomiest days. That and how she held his hand when he needed it.
"Atru! You managed to answer both today for the first time!" She was bouncing excitedly and Atru felt awkwardly shuffled in place as both Alessa and Sandor looked at him. But soon Azha was hugging him and everything else was forgotten. "Soon you will be charming everybody!" she whispered into his ear.
Still trapped in the affection of his sister, out of the corner of his eye, Atru saw both Alessa and Sandor looking at them, both smiling.
"Aah, those two are adorable!" Alessa whispered to Sandor who nodded enthusiastically while still watching the twins. He turned to Alessa, probably to answer her in words, and froze. Alessa was standing right next to Sandor, leaning close to his ear. Sandor turned beet red but stayed put. Alessa still observing the twins, turned to say something more, stared into Sandor's eyes for a moment, turned red, and made a hasty retreat.
"Apologies, Protector Sandor! For my intrusion into your personal space."
Atru and Azha separated to watch this odd interaction. Adults were so silly sometimes. How could space be personal? Like their rooms? Did adults hide things in their rooms that they did not want others to see? Atru had no experience like that. Of course, Atru was certainly not an adult, and all his space was shared with Azha! Head Custodian Havard had asked if they would like separate rooms, but neither of the twins wanted that! Azha was his favorite person, and he was Azha's favorite person! Why would they want to be apart?
"That is quite all right, Custodian Alessa!" Sandor exclaimed, still red-faced. Atru wondered if he was feeling hot? Maybe he had gotten too much sun? Did he stand outside in the morning sun for a long time? But Alessa was also red? It was all very mysterious, how adults acted. He shared a confused look with Azha. She had no idea what was happening either. Maybe one day Atru would act like that too, all odd and silly. He hoped not…
<<nobr>><div class="choices">
<div class="choice-item">[[Adults were really weird sometimes.|Interlude_twins_3]]</div>
</div><</nobr>>
As the group walked toward the dining hall to have breakfast, Atru realized that something was strange today in the orphanage. The Custodians and Protectors whispered to each other and kept glancing in the same direction. It was a mystery, and Atru and Azha were determined to solve it! Or Azha was. Atru was a bit nervous. Not because he was not curious, but solving this mystery would require talking to people. As much as Atru liked the Custodians and Protectors, he was still afraid of interacting with people that were not Azha. How could one just... talk with people? What if they got sick of him? Or mad at him? What if he said something wrong? Azha was so brave and good at talking.
"C'mon! Let's ask!" Azha whispered loudly to his ear. Of course, Azha would have to be the one to do the asking, but she liked to include him. Atru thought they would just ask Custodian Alessa or Protector Sandor, but instead Azha dragged him to a nearby person, who just happened to be Custodian Ethel. She was a strict and stout older woman, much older than Alessa at least. Or that is the description that other Custodians used. Atru was pretty sure it was some sort of complicated way to say that Custodian Ethel was scary.
"Good morning!" Azha cheerfully called out to the older woman, who seemed to be picking flowers. As Ethel turned to look at the approaching twins, Atru saw that Alessa and Sandor had stopped to observe the interaction. Custodian Ethel did not smile at them, but her keen eyes took their time in looking over the twins. Her gaze made Atru want to fidget but he managed to stay brave, and even meet her gaze! For a tiny moment, before finding the ground very interesting. Grass was nice. Custodian Ethel was also nice in her own way. She baked them cookies every once in a while! It was just... simply put... Custodian Ethel was intimidating. She was not prone to smiling, but to calm observation and action. While Atru himself was much the same, at least in outward appearance and action, but being observed so keenly made him a bit self-conscious. Was this what it was like to be stared at by him? But he only stared because he was too shy to say stuff.
"Good morning, Azha and Atru." Ethel said her voice was calm and steady. Like nothing could phase her. Maybe nothing ever had?
"Soo... Why are people acting so weird?" Azha blurted out.
Ethel looked at the twins. Atru and Azha stared back, one with innocent curiosity, the other with enthusiastic vigor. Atru could swear that Ethel glanced at Alessa and Sandor who stood behind the twins, but it was so fast that he may have imagined it.
"Weird?" Ethel raised an eyebrow. "How so?"
Now, the twins looked at each other uncertainly. Were they imagining it? Atru saw Azha's questioning gaze and gave a nod so imperceptible that it could barely be called a nod. Azha of course got it immediately. The twins were sure, and they were going to solve this mystery!
"All the whispering and glancing that way!" Azha pointed and almost slapped Sandor in her enthusiasm, but Sandor caught her hand before she could hurt herself by smacking his armor. Azha must not have noticed Alessa and Sandor coming to stand right behind them.
"Careful Azha." Sandor said, but his deep azure eyes twinkled with amusement instead of reproach.
"Sorry!"
Atru thought he saw the ghost of a smile on Ethel's face, but again he might be imagining it. Her face was now unreadable for him. He had no idea what she was thinking. She was like a statue… her back was so straight and her face was… regal?
"Well, that does seem suspicious now, doesn't it? Have you noticed anything Custodian Alessa? Protector Sandor?"
The twins spun around to stare at their Custodian and Protector.
"No, Custodian Ethel." Alessa and Sandor said together. But there still seemed to be something in their expressions, a small twinkle in their eyes. They knew something!
Atru gave Azha a meaningful look. They were hiding something! Adults always kept secrets; this was a fact of life that Atru had learned. Some secrets were disgusting, like what had gone on in the rooms the twins were not allowed to in the bad place. Some were nice, like when Alessa had refused to tell them why they were not allowed in the orphanage kitchens one day. It was because the custodians were baking cookies as a surprise for the twins! Atru and Azha had never had cookies before that. That had been the best day!
Now, this secret was probably of the nice variety. Atru based his assessment on two things. Firstly, and very importantly, this was the orphanage, and the orphanage was a good place. Secondly, the adults seemed amused and happy.
Azha narrowed her eyes at the adults. "We think you are all hiding something!" she declares with pride. "So, we are going to investigate!" She announces. "Come on Atru!"
Azha started pulling Atru along to dash off to investigate in the direction the adults kept glancing at. However, a gentle hand stopped her.
"Not so fast Azha" Custodian Alessa held Azha's shoulder. "You haven't had breakfast yet. Your investigation can start after that."
As if to demonstrate her point, two small bellies growled at once. Atru was embarrassed and his face felt hot, but Azha just giggled.
"Ok! We will have breakfast!" Azha announced. "Then we will find out what you are hiding!" She pointed defiantly at the amused adults.
Custodian Ethel took a step closer… and patted both twins on the head. Atru thought his ears would start to let out steam as the normally stern woman chuckled at them.
"So energetic. So lively." She must have meant Azha. Atru had not said anything during the entire conversation. He stared at custodian Ethel with wide eyes. "Yes, you too, Atru," she said ruffling his hair. It felt good, but he wanted to squirm a bit unused to so much affection from anyone but Azha. But it was so nice… "Just because you do not speak your mind, and gesture wildly does not mean that you are not as full of energy and life as Azha. I see it in those eyes." Ethel said. "So full of curiosity and wonder. Others will see it too in time, dear."
Azha enthusiastically agreed, and Atru stared at the ground. He was used to people being put off by him. In the bad place, the adults had called him creepy and weird. So now he nodded meekly to Custodian Ethel, overwhelmed but unable to put his feelings into words. It was a lot of social interaction for him in one morning. Three different adults.
"Atru says thanks!" Azha said with a beaming smile and held his hand. Yes. That was what Atru had wanted to say. Thank Ethel and Alessa and Sandor for being so kind. But he did not have the courage to speak... so Azha did it for him, like she always did. His twin and best friend. Her timing this time was particularly good, so Atru did something he rarely did. He hugged Azha as thanks. She of course beamed and hugged him back.
They heard a tiny sniff and turned to see Protector Sandor drying his eyes and nose.
"Why are they so adorable this morning..." he muttered to himself while looking for a tissue. Alessa handed him one, and Sandor took it. He dried his eyes and nose, before realizing who had handed it to him and blushed. "Sorry Alessa, I'll get it back to you washed." he mumbled to Alessa who was also blushing lightly.
"No, it's quite all right. You may keep it." Alessa said, her voice quieter than normal.
"Aah young love." Custodian Ethel said turning Sandor and Alessa beet red. They were both so red!
Azha's head snapped to the two. "Are you two in love?" Her eyes were wide with excitement and Atru knew there would be trouble, even if well-meaning trouble, in the future no matter what the answer was. The twins had heard of love! Love was a thing from stories and a very good thing! It made people silly and brave!
Instead of answering Alessa, still beet red, gently took both twins by the hand. "Come on now, it is time for breakfast. A good day to you Custodian Ethel." She nodded her head at the older Custodian and guided the twins along with her. Sandor followed them silently and still beet red.
“I remember when I started courting my wife. You should be bold young man! Assertive! Or you should be Alessa! One of you needs to be! Dancing around it will lead nowhere!” Custodian Ethel calls out after Sandor and Alessa. The twins watch their Custodian and Protector speed up, hurrying the twins along, running away from the older woman and refusing to look at each other. Atru can hear the older Custodian cackling behind them.
What was all that about? Atru could not ponder this second mystery for long.
<<nobr>><div class="choices">
<div class="choice-item">[[It was breakfast time!|Interlude_twins_4]]</div>
</div><</nobr>>
Alessa guided Atru and Azha to the breakfast hall. Soon the twins were sitting down by an empty wooden table. Alessa went to fetch them food and drink while Sandor watched over them. Atru and Azha stared intently as Alessa returned, sniffing the tasty breakfast the Custodian set down in front of them. Fresh bread, and butter melting on it. Cool milk, really the best thing for anything recently baked and warm in Atru's mind. Sausages and fried eggs alongside a bowl of assorted fruits, vibrant in color. Each bite was a delightful flavor, much better than what Atru and Azha had eaten before coming to the orphanage in the bad place.
The fluffy fresh bread, made each day by the Custodians, was the best part with the butter melting on it. Atru could have gone his whole life just eating that bread with the cool milk. Azha was of the same mind. The twins tore into the bread, breaking the golden and crisp crust with their hands, and attacking the soft fluffy inside and the butter glistening as it melted, by stuffing it in their mouths with a rapid pace. It was warm and soft, and Atru could enjoy it forever.
Alessa smiled at them softy as they kept eating the bread and drinking the milk in huge gulps while ignoring pretty much everything else. "How about some fruit as well?" the custodian asked.
"No, this is better." Azha said between bites of warm bread.
"If you two eat some fruit as well, I will give you each a honey cake as a snack for your investigation." Alessa said, amused. That made both twins stare at Alessa. Azha leaned in for a silent conference with Atru. He was of the mind that a honey cake was acceptable for eating a bit of fruit. Some fruits were nice and sweet… others were horrible. They would just have to choose the right fruit.
With a solemn nod, the twins agreed. They each grabbed a few pieces of fruit. The twins shared another nod of solidarity before tentatively tasting the fruit, an apple Atru thought. It was not bad at all. In fact, it was quite good - crisp, crunchy and juicy. Not nearly as nice as the bread but he could eat this. Azha seemingly disagreed and made a face that indicated she was only doing this for the honey cake.
Soon Azha started chattering about her dream of climbing up the Spire, the massive tower at the heart of Firgrat. "There was this room with a pool, full of glowing water! Then it turned all black like midnight." Azha chattered. "In another room, there were all these butterflies, except they were like magical and glowing..."
Azha kept chattering away and Atru listened as he ate some more bread. It was a good breakfast. Like it had been every day for the past month.
It would be another good day. They did have a mystery to solve.
<<nobr>><div class="choices">
<div class="choice-item">[[End of Atru POV|Interlude_twins_5]]</div>
</div><</nobr>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'>''Interlude -- A Day of mystery'' </font>\
</div>
</span><</fadein>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 200%;'>\
<font face='fancy'>''The Twins - Atru'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Interlude_twins_1'>><</cont>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'>''Interlude -- A Day of mystery'' </font>\
</div>
</span><</fadein>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 200%;'>\
<font face='fancy'>''The Twins - Azha'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Interlude_twins_6'>><</cont>>
<h1>Interlude – A Day of mystery</h1>\
<h1> The Twins</h1>\
<h2>Azha</h2>\
<h3> Mid-morning</h3>\
<<set $chapter = 'Interlude - Azha'>>\
After breakfast it was time to investigate why the adults were behaving so oddly. Azha was excited! A mystery for her and Atru to solve! An investigation worthy of the twins! Maybe they would find something amazing! Like a treasure! Or a dragon! An unicorn! Cookies! All viable options for mysteries that could be making the adults behave oddly.
She grabbed Atru's hand. Her twin made no effort to resist her grasp. "Come on Atru, all the adults keep glancing this way!" She took off at a jog with Atru right behind her, his hand held in hers. An amused Alessa and Sandor kept pace with the twins.
At the first intersection Azha stopped and looked around. Were there any custodians around? Not within sight. They should just keep going in the same direction. Azha looked at Atru questioningly. Her brother nodded so imperceptibly no one else than Azha could probably tell. Azha was the only one Atru was comfortable talking to but not in front of other people. He did whisper to her at times, though that was limited to only around people he felt comfortable enough with. Like the Protectors and Custodians. Azha had learned how to read his subtle communications. She would talk for them both until Atru was ready to do so for himself.
Azha nodded back at her brother, and they took off again. The orphanage was huge, full of marble hallways, rooms and at least three big gardens and several smaller ones! It was easy to get lost but with Alessa and Sandor trailing after them, Azha figured it was fine to just run. Now they just had to keep their eyes peeled for anything unusual!
Azha loved the orphanage. It was the best place she had ever been in! Atru was clearly much happier here he had ever been in the bad place. That made Azha love the orphanage even more! Here they were safe, and the people were so nice! Here they had food and beds! And Alessa and Sandor took care of them and watched over them! Havard always stopped to ask how they were doing when they saw the busy First Custodian. Oh! Alessa had promised honey cakes for eating that disgusting fruit thing at breakfast.
Azha spun around and stopped. “We demand honey cakes! For the fruit!” She crossed her arms. “Don’t think we forgot!” Atru stood firmly by her side, supporting her.
Alessa chuckled. “Right. I did promise you honey cakes. I will go pick up some from the kitchens.” She turned to Sandor. “Please keep them out of trouble for now.” Sandor simply nodded, seeming faintly red as Alessa smiled. Azha narrowed her eyes… They were so odd. Then again Atru sometimes turned red when he had to talk back in the bad place. Hmm... this seemed different somehow. Ethel had called it young love. Love was a mythical thing from stories, or so Azha thought. Love was very important in stories Alessa told them. Why would Sandor and Alessa not want to do this love thing? Oh well, she could think more about this later. Azha grabbed Atru’s hand again.
“Come on!”
The twins started running again. At every intersection, they stopped to look around, before dashing off again. Finally, they arrived at one of the smaller inner courtyards containing a garden. Plush green grass and trees filled this place. Not many flowers though. This garden was familiar to Azha. Their own room was in a nearby small courtyard so of course the twins had seen this one before. It was a nice garden if a very basic one. Probably the lack of flowers; sure there were some, but they were not as plentiful as in one of the bigger gardens. This garden was not as colorful as some others and was therefore not among Azha’s favorites.
“See anything odd?” Azha asked Atru as they looked about. Atru shook his head. “Let’s keep looking. Maybe we can peek through the windows?” The dashed to the nearest window and stood on their tiptoes. An empty room. Nothing fun or interesting. No dragons or treasures in sight. The twins were not deterred, they dashed to another window and peeked in. Another empty room.
<<nobr>><div class="choices">
<div class="choice-item">[[And another window. And another...|Interlude_twins_7]]</div>
</div><</nobr>>
<<addselfharm 100>>\
<<addHavard -200>>\
You open your mouth and stick your tongue between your teeth. You ''bite'' down hard. You can taste the blood gushing out, feel the pain but you just keep ''biting''.
The man carrying you makes a startled sound and tries to make you stop. But you just ''bite and bite''. Until your teeth grind together and your tongue is no more.
There is so much blood. You are suffocating on it.
You can see the horrified panicked look on the man carrying you. He desperately tries to pry your jaws loose, but you are already beyond saving.
Do you regret your choices? It does not matter anymore. Darkness takes you. You know nothing of the world as your life slips away.
//Do you wish to go back, and try living?//
<<nobr>><div class="choices">
<div class="choice-item">[[Yes|previous()]] </div>
<div class="choice-item">[[No (this will take you to the starting screen)|start-menu]] </div>
</div><</nobr>>
<<set $named_by_Havard to true>>\
<<if visited() is 1>>\
<<addHavard 20>>\
<</if>>\
"All right." Havard grasps his chin and hums softly as he thinks. The sound is odd. So peaceful. The only sound you are used to is your own screams. There is nothing to do but to wait for Havard to finnish thinking. Is naming things hard?
Havard stops humming and looks at you over for a few moments. He nods to himself.
<<switch random(6)>>\
<<case 0>> "Ariel" <<set $MCname to 'Ariel'>>
<<case 1>> "Erin" <<set $MCname to 'Erin'>>
<<case 2>> "Kai" <<set $MCname to 'Kai'>>
<<case 3>> "Rowan" <<set $MCname to 'Rowan'>>
<<case 4>> "Ash" <<set $MCname to 'Ash'>>
<<case 5>> "Nova" <<set $MCname to 'Nova'>>
<</switch>>\
Havard turns to observe you. "Is $MCname good for you?" he asks gently. He seems both oddly happy and nervous. As if naming you was important. Maybe it is? Are names important? You think so but your memory of before the void is so limited. You suppose that knowing what to call something makes life much easier. Like knowing that a table is called a table must make things easier. It’s probably a similar thing.
Havard seems to expect some sort of an answer from you.
<<nobr>><div class="choices">
<div class="choice-item">[[You shake your head. You would like another name from Havard.|Havard_names_you]]</div>
<div class="choice-item">[[You are happy, you nod.|Chapter 1_5]]</div>
<div class="choice-item">[[You shake your head. You want to choose your own name.|Choose name]]</div>
<div class="choice-item">[[No wait, I remember now! (go back to the lists)|Names]]</div>
</div><</nobr>>
//Note: For some reason, the random name choice is sometimes just blank or even unknown. If this happens, the first choice reloads the page. There are six names he can say.//
<<set $MCname to 'the $child'>>\
<<set $lastname to 'Unknown'>>\
<<addHavard -5>>\
"It's all right child." Havard says gently. "If you do not remember and wish for more time, it can wait." His words are soothing. "Do not worry for such things. There is time yet to remember or to decide."
You stare at Havard for a moment. He is being so odd. Nice. You think the word is nice. It's hard to get used to someone being nice. You think there were people who were nice to you in the past, but your memories are too damaged to remember. You have a feeling you remembered in the void but everything is so blurry and fragmented.
<<nobr>><div class="choices">
<div class="choice-item">[[You decide you would like Havard to name you.|Havard_names_you]]</div>
<div class="choice-item">[[You are happy with letting it be, so you nod.|Chapter 1_7][$MC_name_random to true]]</div>
<div class="choice-item">[[Shake your head. No I want to choose my own name instead.|Choose name]]</div>
<div class="choice-item">[[No wait, I remember now! (go back to the lists)|Names]]</div>
</div><</nobr>>
<h1>Disclaimer</h1>\
<<set $chapter = 'Disclaimer'>>\
//This is a work of fiction! Any potential resemblance of appearances, names, or personalities of characters with people in real life is coincidental.
''This story is meant for adults.'' The game contains depictions of violence, blood, gore, sexually suggestive content, black humor, explicit language etc. //
<<nobr>><div class="choices">
<div class="choice-item">[[Here is a more detailed list of content warnings. Possible spoilers! |ContentWarnings]]</div>
</div><</nobr>>\
If you are uncomfortable with what you are reading, please refrain from continuing until you feel better. Or drop the story entirely. None of this is worth your health.
<<linkreplace "''I understand that this story is for adults and deals with dark themes. Click the text to agree.''">>\
<h2>Censor?</h2>\
Thank you for your understanding! Onto our second order of business before you can let loose on the game itself!
The game contains dealing with traumatic events. The author is not a qualified medical professional, and the in-game responses to trauma are not in any way encouraged. If you need help with your trauma, please always seek professional help.
As traumatic events are a part of the story, a level of cruel grim reality is needed. The author may also just be a sick fu**. Who knows? In any event, the story is meant for adults no matter what, but the current options to respond to trauma are
<li> Madness </li>
<li> Numbness</li>
<li> Selfharm/Suicidal behaviour</li>
<li> Escape from reality/Avoidance</li>
<li> Anger</li>
As you can see, none of these are ideal, but even so one of these options is not like the others. The selfharm/suicidal behavior option is more extreme than the others, at least in most circumstances. Therefore, for this one thing and it alone, I have decided to include the option to censor it. I also repeat, please seek help if you are struggling with these issues in real life.
''Do you wish to see the active selfharm/suicidal behavior choices while you play?
"Active choices" meaning that these are choices presented to you, not that these things cannot be mentioned in the story.
This option can be changed in the "profile" menu at any time (Censor title at the bottom).
<<nobr>><div class="choices">
<div class="choice-item">[[Yes, I wish to see the selfharm options. I understand that this may lead to some extreme moments.|Prologue fadein][$selfharmoptions to true]]</div>
<div class="choice-item">[[No, I wish to not see the selfharm options.|Prologue fadein][$selfharmoptions to false]]</div>
</div><</nobr>>
<</linkreplace>>
<<set $sawHealingBaths to true>>\
<<if $brokne_hands_treating is 1>>\
You get up. Your legs are unsteady. Walking is hard but you do it yourself out of sheer stubborness. You think you are not supposed to be able to walk. All that time in the void made you broken in more than one way.
Slowly and uncertainly you walk, focusing only on this staying up with your own two legs. They shake under you, and each step is unsteady. The man called Havard leads the way, walking slowly. He turns to glance at you often, his eyes sad and worried but kind.
You are not sure what getting looked at like this makes you feel. You are pretty sure you are feeling something at least but you are somewhat confused about what specifically.
<<elseif $brokne_hands_treating is 2>>\
Havard picks you up again. Gently you are lifted into the air again wrapped in his arms. As if you were something precious. A person, not a broken thing to carve up and abuse or ignore.
You think it is a good feeling. You are pretty sure you are feeling something at least at least but you are somewhat confused about exactly what it is.
<</if>>\
The journey is not long. Or maybe it is. You barely pay attention, too absorbed in your own thoughts. All you know is that the two of you arrive in a chamber where a pool of clear glittering water dominates the room. It is a pool of the liquid that made you feel better earlier!
You have never seen anything like this before? The pool glitters and seems to flash a bit as you observe. what did the man call it? The healing baths? Do all baths look like that? You have a feeling, they do not.
<<if $brokne_hands_treating is 1>>\
Your gawking and pondering comes to an end as you fall down. Your weak legs are not capable of supporting you anymore. You can see them shaking, though you cannot feel it.
<<elseif $brokne_hands_treating is 2>>\
Your gawking and pondering comes to an end as the man sets you down right by the pool. He kneels to set you down so gently and inspects you. Before finally letting go.
Your legs start to buckle immediately.
<</if>>\
Havard catches you. "Apologies. It seems walking or standing still is too straining, at least without panic giving you strength. We will find a way to let you get around. Do not worry." He says all these things and you have no idea what to make of it. How are you supposed to react?
Havard helps you sit down by the pool of glimmering water. It is really pretty, a pool of crystal-clear water set in white stone, odd streaks of light flashing through it. Probably the prettiest thing you have ever seen. Or at least that you remember seeing.
<<if $HavardMeetingReaction is "escape">>\
Maybe the garden you saw earlier, when deciding to run away. That was nice too. So green.
<</if>>\
"This is the healing pool. Soaking in it will help you heal all sorts of injuries. For your hand, I suggest you simply hold it underwater." Havard explains. "It is not an all powerful cure, but it is as close as they come unless Lord Abalf or Lady Irosiais standing right next to you. Lord Abalf made it himself for the orphanage."
Who are those people? They sound important. Still, you are not sure you can talk so you and it seems there is stuff to do. Maybe you can try talking later? You don't think you have much choice but to do as he suggests. So, you lean down slowly and stick your hand into the water.
"Careful, don't fall in." Havard says and hovers nearby. This man is really odd to you. He is worried for you. You can tell somehow. Sure, he has been worried for you before already, but it still surprises you.
The waters immediately soothe your broken hand. As you watch, some black muck drips into the pool from the wound. It seems that a vial of the healing water the man applied earlier was not enough to heal all that damage you caused earlier, and some mucky blood is still coming out. The lights in the water flash a bit and the black mucky blood is purified.
You almost gasp out involuntarily. Almost. What is this? Magic? You have heard of magic, maybe even experienced it. You don’t know how long you were in the void, but it seems odd you were not fed drink or food. Do people not need such things? Are you not a person? Or was it magic that sustained you? You do not know. You know so little, it is quite frustrating. Yet at times you think you know more than you should. How odd it is to be you, yet you have always been you. Even in the void, broken and abused you were still you. Now you may be fragments of you that survived. Or a delusion of the you that was broken in the void.
The waters gently soothe your arm. The lights in the water swirl around your arm, entrancing you with their movements. Is this real? Could this be real? Your eyes are starting to close. The water feels so nice.
“Child.” A voice says gently. “Your hand is healed.” The man called Havard says. You forgot he was here. How could you forget? What is wrong with you? Well, more wrong with you. You have no real point of reference but you have an impression that there is quite a lot wrong with you, even if you can’t quite say what specifically.
“The healing baths relax you child.” Havard says. “Their magic soothes the soul as well as the body. “ It goes without saying that your soul needs more soothing than most. Even you know that. Havard probably knows that.
You lift your hand from the water and inspect it. It is no longer a messy broken thing. It is not healed fully, but bone no longer is visible. Progress. Or maybe a shame. You had wanted to be rid of the things… Wait, this healing bath can cure wounds yet, the flesh of your hand remains as twisted and wrong as it was. Does that mean that your flesh is just like that now? Was it like that before? Are you simply a twisted broken thing?
Havard appears beside you as your mind races with these thoughts. “Apologies, but I must rewrap your hand now.” He says and gently takes your hand to wrap the bandages around it. He also applies a splint to support the part that was broken. It makes your hand stiff. “Your hand is much better, but not properly healed. So, a splint will support it. Please avoid using this hand.” His gaze flickers to your other hand, as if to say, “I doubt either of them works”. He does not actually say it, but you sort of agree in your head. Your hands do not seem to be good for much of anything. They certainly did not help in trying to open that drawer.
<<if $HavardMeetingReaction is "weapon">>\
Or holding that flower vase. That reminds you that your leg was also injured, even if it has already been treated. Still, not dipping it into the wonderful pool would be stupid. So you do, and feel the wound from the flower vase completely disappear.
Havard nods approvingly.
<</if>>\
”Let us head back then. There is much to discuss.” This time Havard does not give you the option of walking on your own. He just picks you up. Considering that you are not sure you can stand anymore, you can’t quite blame him, can you?
<<nobr>><div class="choices">
<div class="choice-item">[[Of course you can! Being carried makes you angry!|Chapter1_injury_treating2][$angry_at_being_carried_about to true]]</div>
<div class="choice-item">[[No, not really.|Chapter1_injury_treating2][$angry_at_being_carried_about to false]]</div>
</div><</nobr>>
<h1>Content warnings</h1>\
The Tales Of Wocdes may include:
<li> graphic depictions of violence and death,</li>
<li> gore, dismemberment, scars, blood loss etc.</li>
<li> self-mutilation, self-harm, suicidal behaviour</li>
<li> dark themes, child abuse</li>
<li> nudity </li>
<li> traumatic events, mentions of past trauma or abuse</li>
<li> mental instability </li>
<li> alcohol/substance abuse, mentions of past alchohol/subtance abuse</li>
<li> explicit/foul/degrading language</li>
<li> dark/black humor, inappropriate humor</li>
<li> sexually suggestive content/language, prostitution, mentions of rape, incest etc.</li>
<li> supernatural creatures/beings
<li> magic</li>
<li> generally fucked up shit</li>
//If you feel something is missing, do let the author know.//
<<nobr>><div class="choices">
<div class="choice-item">[[Return|previous()]] </div>
</div><</nobr>>
<h1>Sorry, the end for now.</h1>\
This is the end of the current demo. Thank you all who have arrived here! I hope you have enjoyed delving into Wocdes so far!
Your total playtime was (I assume since you opened this game/tab):
<<playtime>>
Please, check out the feedback section! Only if you want to of course!
Also, thanks to "becky", the person who created this gorgeous Twine template. Link in the template info page.
<<nobr>><div class="choices">
<div class="choice-item">[[Current demo version and about feedback|Version]]</div>
<div class="choice-item">[[Twine template info|template info]]</div>
<div class="choice-item">[[Return to the starting screen|start-menu]] </div>
</div><</nobr>>
/*As slim consolation as it may be, here are some words from the author:
In truth, I had wanted to make this progress a lot more... but then I started doing the options for to react to Havard's entrance and we entered a messy hell that has taken forever to write and edit. I hope it is at least somewhat coherent now.*/
<div align="center"><h1>Oaths</h1></div>
Oaths are things to not be taken lightly. At least oaths that have anything to do with the Ancients. Because they will keep you to your word. The most recent and notable examples of this are the oaths sworn by the Custodians and Silver Protectors of Firgrat Orphanage.
<li>//"To guide, love, and cherish the children that are our future. To provide them a home and family in this orphanage, so that they always feel loved and wanted."// -- The oath of a Custodian. </li>
<li>//"To guide and protect the children that are our future. To find and safeguard the lost souls who need it. To protect their home in this orphanage, so that they may always feel welcome and safe.."// -- The oath of a Silver Protector.</li>
These oaths, sworn before some of the Ancients triggered no reaction to indicate they are somehow special. Yet when officially swearing to their charge, the Custorian - Silver Protector pair will encounter the truth behind their oaths. The voices of the Ancients will be heard, witnessing the oaths sworn.
<li>//""I Havard, the First Custodian of Firgrat Orphanage, swear to guide, love, and cherish you from this moment onwards. To provide you a home and family in this orphanage, that you always feel loved and wanted."// -- Havard's oath to $MCname, in the year 147 of the Age of Hope. </li>
<li>//""I am Lexia, A Silver Protector of Firgrat. I swear to guide and protect you from this moment onwards. To protect this orphanage, that is to be your home that you may always feel welcome and safe."// -- Lexia's oath to $MCname, in the year 147 of the Age of Hope. </li>
It is currently not known what would happen if such an oath were to be broken.
/* Should the Custodian or Silver Protecter, prove unworthy of their oath, or not intend to keep it, the magic of the Ancients would remove them. During the swearing process, the voices of the Ancients would find them dishonest, their hearts wavering. What actually happens is not known, but the former Custodian or Silver Protector is not seen again. */
/*<div align="center"><h3>//"To protect the people of Firgrat. To always act fairly, to leave no voice unheard, and no stone unturned. To consider action and cause with care, balancing the scales of deed and consequence, free from bias and prejudice." -- The oath of a Grey Protector.</h3></div>*/
/* Not lesser, different from the Silver Protectors.*/
<<link 'Configure your gender and pronouns.'>>
<<pronouns>>
<</link>>
Exapmles in given in brackets
Subjective (he/she): <<textbox "$heshe" $heshe>>
Objective (him/her): <<textbox "$himher" $himher>>
Possessive (his/hers): <<textbox "$hishers" $hishers>>
Determiner (his/her): <textbox "$hisher" $hisher>>
Reflexive (himself/herself): <<textbox "$himselfherself" $himselfherself>>
Noun (boy/girl): <<textbox "$child" $child>>
<<silently>>
<<set $capitalheshe to $heshe.toLocaleUpperFirst()>>
<<set $capitalhisher to $hisher.toLocaleUpperFirst()>>
<<set $capitalhishers to $hishers.toLocaleUpperFirst()>>
<<set $capitalhimher to $himher.toLocaleUpperFirst()>>
<<set $capitalhimselfherself to $himselfherself.toLocaleUpperFirst()>>
<<endsilently>>The child is a <<listbox '$gender'>>
<<option 'boy'>>
<<option 'girl'>>
<<option 'child'>>.
<</listbox>>
<<button 'OK'>>
<<if $gender is 'girl'>>\
<<set $heshe to 'she'>>\
<<set $capitalheshe to 'She'>>\
<<set $hisher to 'her'>>\
<<set $capitalhisher to 'Her'>>\
<<set $himher to 'her'>>\
<<set $capitalhimher to 'Her'>>\
<<set $hishers to 'hers'>>\
<<set $capitalhishers to 'Hers'>>\
<<set $himselfherself to 'herself'>>\
<<set $capitalhimselfherself to 'Herself'>>\
<<set $child to 'girl'>>\
<<elseif $gender is 'boy'>>\
<<set $heshe to 'he'>>\
<<set $capitalheshe to 'He'>>\
<<set $hisher to 'his'>>\
<<set $capitalhisher to 'His'>>\
<<set $himher to 'him'>>\
<<set $capitalhimher to 'Him'>>\
<<set $hishers to 'his'>>\
<<set $capitalhishers to 'His'>>\
<<set $himselfherself to 'himself'>>\
<<set $capitalhimselfherself to 'Himself'>>\
<<set $child to 'boy'>>\
<<elseif $gender is 'child'>>\
<<set $heshe to 'they'>>\
<<set $capitalheshe to 'They'>>\
<<set $hisher to 'theirs'>>\
<<set $capitalhisher to 'Theirs'>>\
<<set $himher to 'them'>>\
<<set $capitalhimher to 'Them'>>\
<<set $hishers to 'theirs'>>\
<<set $capitalhishers to 'Theirs'>>\
<<set $himselfherself to 'themself'>>\
<<set $capitalhimselfherself to 'Themself'>>\
<<set $child to 'child'>>\
<</if>>\
<</button>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Alternativelly, click here to set your own custom choices|CustomPron]]</div>
</div><</nobr>>Examples in given in brackets.
Subjective (he/she): <<textbox "$heshe" $heshe>>
Objective (him/her): <<textbox "$himher" $himher>>
Possessive (his/hers): <<textbox "$hishers" $hishers>>
Determiner (his/her): <<textbox "$hisher" $hisher>>
Reflexive (himself/herself): <<textbox "$himselfherself" $himselfherself>>
Noun (boy/girl): <<textbox "$child" $child>>
<<silently>>
<<set $capitalheshe to $heshe.toLocaleUpperFirst()>>
<<set $capitalhisher to $hisher.toLocaleUpperFirst()>>
<<set $capitalhishers to $hishers.toLocaleUpperFirst()>>
<<set $capitalhimher to $himher.toLocaleUpperFirst()>>
<<set $capitalhimselfherself to $himselfherself.toLocaleUpperFirst()>>
<<endsilently>><h3>Havard POV</h3>\
Havard was shocked to see the $child awake. He had gone to check on the other children as he did every few hours. For the past two days, he had been sitting and watching over his new charge to ensure they would not be alone when they woke up. Everyone had been eagerly waiting to meet $himher officially, and Havard had decided that only one person should be present to not overwhelm $himher.
The poor $child must have been startled to awake alone in a strange place, though if $hisher reaction to seeing him was anything to go by, this was going surprisingly well.
Still, seeing the naked $child hide under the covers in a oddly shaped lump on top of the bed, and try to stay still was surprising. The cloak must have come off while $heshe slept.
Such an innocent reaction. A much better reaction than Havard could have hoped for. A normal reaction. Even more so as the pile of covers shifts very slightly and the $child peeks out in what Havard supposes $heshe must think is sneaky but also very obvious.
Havard can feel his lips twitch upwards, and he tries hard not to chuckle. Until their eyes meet directly, and Havard can see those haunted broken eyes. His mirth goes out like a light. A child. This is a child yet there is no childhood in those eyes. He can't even make out the color right now. Such harrowed eyes. Such a lifeless gaze.
Yet he is the head custodian. Havard must find a way to help this $child. Not because of any oath or duty, but because he wants to. So, he smiles like his life depends on it.
"Apologies for barging in on you like this." He bows slightly. "There should be a cloak somewhere in that bed that you could use to cover up."
The head retreats and the pile on the bed shuffled about. The $child was rummaging about for the cloak. A good sign in Havard's mind. Then the shuffling stopped for a moment and began anew much larger than before. Havard looked away and avoided chuckling as a tangle of small limbs, and other body parts, momentarily sticks out from the pile of bedding before the $child settled down again, apparently happy with the cloak.
The head appears again to stare at Havard warily. It seems the child is not going to make this easy.
"Could you come out please? We should talk." Havard says gently. He is not sure how to defuse the situation. How do you approach someone who has been so abused? How can he prove to the $child that he will not harm $himher in a way that would be believed?
So he slowly walks closer to the bed and the lump contained on it. But he does not go too close.
"I promise. I really won't harm you." Havard says in a soft and calm voice. "Could you please come out?"
<<set $comeout to false>>\
<<nobr>><div class="choices">
<div class="choice-item">[[The eyes keep peeking out at him, making no movements.|Chapter 1_3_naked3][$comeout to false]]</div>
<div class="choice-item">[[Slowly, pile of bedding moves and a form emerges.|Chapter 1_3_naked3][$comeout to true]]</div>
</div><</nobr>>
<<if $comeout is true>>\
<<addcareful -5>><<addtrust 1>>\
Slowly a form covered in a cloak far too big for it emerges. Havard smiles as soothingly as he can.
<<else>>\
<<addcareful 5>><<addtrust -1>>\
"I really promise that I won't hurt you. Please come out. I imagine you have questions. We have much to discuss.” Havard coaxes soothingly. “I will stay right here. I will not come any closer for now.”
The eyes peeking out at him search for any signs of deceit or danger. It seems the $child decides $heshe <<does>> not have much of a choice.
Slowly and carefully, a form covered in a cloak far too big for it emerges. Havard smiles as soothingly as he can.
<</if>>\
The child sits up in bed. $capitalheshe <<does>> not stand up. Maybe they can’t. Instead, the $child sits up and stares at Havard. Is it a curious stare? A frightened one? A wary one? Honestly, Havard has a hard time telling. Those eyes are eerie and unsettling. No child should have eyes like that, so lifeless and dull. Those were the sorts of eyes people surviving horrific monster attacks sometimes had. Those were the eyes Havard had once upon a time seen in the mirror.
Havard hates the world in that moment. A world where a child has such eyes is not right.
<<nobr>><div class="choices">
<div class="choice-item">[[End of Havard POV.|Chapter 1_3_naked4]]</div>
</div><</nobr>>
<<if $got_injured_c1 is true>>\
"As I said, my name is Havard." The man repeats his name. Maybe he thinks you already forgot? It's not like you have said a word. Havard looks at you with those hazel eyes that make you feel odd. If only you knew what it is you feel? Are you ill? After the void and the cycle, you are not sure you can get ill? Injured sure, but ill? Why do you know what illness is? Havard interrupts your thoughts.
<<else>>\
"I am Havard. I am sorry for not saying so earlier." The man says gently, all the while he looks at you with those hazel eyes that make you feel odd. If only you knew what it is you feel? Are you ill? After the void and the cycle, you are not sure you can get ill? Why do you know what illness is? Havard interrupts your thoughts.
<</if>>\
<<if $naked is true>>\
He gently wrap a cloak around you. It was in the bed where you woke up from. Somehow this odd cloak feels safe and warm against your skin.
<<set $naked to false>>\
<</if>>\
"I am the head custodian of Firgrat orphanage. Do you know what that means?"
Honestly, you are lucky you remember anything in general, or so you figure. Your life in the outside world was all lost in the void. What remains is fragments that come to you randomly. Yet you seem to know things at times. It is all very odd. These things however, you do not know.
So you shake your head slightly. You dare not try actually talking, you are not sure you can after all the time in the void and whatever came before. Luckily that is not needed yet. This you can deal with without trying to talk. You do not know what an "orphanage" is, never speaking of a "Head Custodian" or "Firgrat".
Havard nods. "Understandable. Well, let us start with the basics." He gestures around. "This is a room in the Firgrat orphanage. Your room to be specific." Your room? Why would you have a room? What does it mean to have a room? Is it good to have a room? Why do you have a room? So many questions.
"You see, an orphanage is a place for children who have no other place to go. An institution for the care and education of orphans, children who for one reason or another are alone." Havard seemed sad to you as he said this. He was smiling but it was a sad but firm smile somehow. You think the word is resolute. How do you know all of this? Why do you know how to read people even if you do not really understand yourself?
Wait! What had Havard said? An orphanage is a place for children who have no other place to go. You are a child, are you not? At least you are much smaller than Havard, much smaller than the people who kidnapped you too. And you have a room at this orphanage.
You think you are staring at Havard who smiles at you kindly. This must be a dream or a delusion. Surely you are just in the void, finally too broken to stay awake. What else could explain this? If you have this right, then you are now a child in the care of this Firgrat orphanage. Did //something// bring you here? Or is this really just in your mind?
Somehow Havard can read your thoughts. Maybe you are making an expression? “Yes child. You have been entrusted into our care. I am the Head Custodian, meaning that I oversee this orphanage and will help raise and guide you.” Havard says. “Custodians are the people who will guide and raise you here. I am not the only one here, but for now we thought it best not to overwhelm you.”
You have so many questions? You can not make out what you are feeling, but it sure feels like a lot. More things than you can ever remember feeling. You can't make out any individual thought. Is this what being overwhelmed means?
You are not quite sure what you should do. You need some time to process. And is Havard trustworthy to begin with? Every instinct you have tells you yes. Every life experience you have tells you a resounding no.
Should you trust him? He has not hurt you so far…
<<nobr>><div class="choices">
<div class="choice-item">[[You decide to trust him for now.|Explanations2][$trustHavardC1 to true]]</div>
<div class="choice-item">[[You decide you cannot trust him.|Explanations2][$trustHavardC1 to false]]</div>
</div><</nobr>>
<<if $trustHavardC1 is true>>\
<<addcareful -5>><<addinnocence 5>><<addtrust 5>>\
You decide to trust your instincts. Havard feels different from the people you remember. You don't think he is like the people who kidnapped you.
<<else>>\
<<addcareful 5>><<addinnocence -5>><<addtrust -5>>\
You decide to trust your life experience. Even if Havard feels different from the people you remember, that does not mean he is any better. All you remember are the people who kidnapped you. You remember the pain and torment. You cannot trust Havard.
<</if>>\
No matter your feelings on the man, it seems you will be staying at this orphanage for now. It is much nicer here than in the void at least. Assuming this is not just in your head of course. However, how would your head be able to explain things like "a custodian" to you, when you have no idea what that is? Though your mind seems to know odd things? Are people's minds usually like this? Is your face doing things? Expressions? You have no way of knowing. Havard only smiles at you and does not comment on your face.
"Now then. Did you have any questions?" Havard asks, as if it was such a simple thing.
You have so many questions! The first one being, can you actually ask questions? You are not exactly used to using your voice for more than screaming and other sounds that may not convey the nuance that questions require. It does tell you have a voice, but can you actually use it for stuff.
Should you try to speak?
<<nobr>><div class="choices">
<div class="choice-item">[[Yes. Talking seems important to people. It could be useful.|Explanations3][$speakingC1 to true]]</div>
<div class="choice-item">[[No your don't really see the point. But you do have questions. How to ask them without talking?|Explanations3][ $speakingC1 to false]]</div>
</div><</nobr>>
<<if $speakingC1 is true>>\
<<addstoic -5>>\
You draw in a breath. You open your mouth to talk. Havard patiently waits and watches. The sound that comes out is a dry wheezing sound. Then you start coughing. You cannot seem to stop. You cough and cough. You think there is blood in your mouth.
“Easy. Easy.” Havard says gently. He does not touch you but he is right there, by your side. “Let it pass. Do not try to talk again.”
Eventually, your coughing lessens and stops. You are left staring at Havard who seems so worried.
He rummages around inside his robes and pulls out a bottle of glittering liquid.
“Here, please drink this.” He offers you the bottle.
<<if $got_injured_c1 is true>>\
You know what that is! It is the stuff he used earlier to soothe your wounds. Healing water he called it. <<if $sawHealingBaths is true>> You even visited the healing baths earlier. <</if>>
“It will help your throat.” Havard says. <<if $sawHealingBaths is true>> “No worries. No one has bathed in that one.” He smiles slightly at you. Was that a joke? You know what jokes are? Talking would be good to ask about all these things you know but are not sure how you know. <</if>>
The healing water earlier did help soothe your injuries.
<<else>>\
You have never seen anything quite like it. Admittedly you have not seen much. The liquid is clear and see-through, but has an odd glimmer of lights that streak through it at times.
“It is healing water. It will help your throat.” Havard says. “We have an entire bath of the stuff, but don’t worry. No one has bathed in this one.” He smiles slightly at you. Was that a joke? You know what jokes are? Talking would be good to ask about all these things you know but are not sure how you know.
<</if>>\
<<if $trustHavardC1 is true>>\
You decided to trust Havard earlier. Is there any reason to stop now?
<<else>>\
You decided to not trust Havard earlier. Is there any reason to start now?
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You take the bottle.|Tried_talking][$trustHavardC1 to true]]</div>
<div class="choice-item">[[You do not take the bottle.|Tried_talking][$trustHavardC1 to false]]</div>
</div><</nobr>>
<<else>>\
<<addstoic 5>>\
"You cannot talk? Or don't want to?" Havard asks. Good, he gets it! You nod at him. It does not matter which one he thinks it is. You are not quite sure yourself.
"But you still have questions?"
Another nod.
“Hmm, then how to communicate. Can you write?”
You shake your head. Writing is when you make random scribbles onto paper right? You know they make words for some reason, but you don’t know how they possibly could make any kind of sense to anyone.
“Then..., hmm. This could be troublesome. If you can’t or won’t express yourself then I suppose I must give you choices or options for your questions.” Havard does not seem annoyed at this. More as if he was not sure that is an appropriate solution. “I suppose some kind of sign language is an option but…” He glances at your bandaged hands. Yeah, you have doubts too. Your fingers are not capable of much at the moment. “Though I am sure we can get you some way to communicate magically in time.” Havard says.
You perk up a bit! Magic sounds awesome. Yes, you want that magical way of communicating! Whatever it is. You nod much more enthusiastically than you have so far.
Havard seems happy. “All right. I will acquire what is needed. It might take a little while but I promise it will happen.” He seems resolute. “For now, I will try to think of some questions.”
<<nobr>><div class="choices">
<div class="choice-item">[[You nod.|Not_talking]]</div>
</div><</nobr>>
<</if>>\
<<if $trustHavardC1 is true>>\
<<addtrust 5>><<addHavard 10>>\
Your fingers are clumsy, and the bottle is hard to hold. Your twisted hands are really hard to use and you can’t grip things properly. You struggle and almost drop the bottle before Havard grabs it.
“Apologies. I wished to give you the opportunity to drink it yourself, but it seems your hands are still too recently damaged. I am sure you will get used to them.” He does not sound nearly as sure as you would like. He seems to know something about you. But you can’t ask. It has become clear that you cannot talk after all. Not yet anyway. But soon.
He holds the bottle to your lips, and you sip at the healing water.
You don’t really know what it tastes like. You have no memories of what anything tastes like. Maybe it tastes like water? Healing?
What you do know is that something in your throat eases. You did not ever realize there was something wrong in your throat, but it makes sense. All the screaming you did in the void probably did not do much good to your voice.
“Better?”
“Yes.” you whisper. A tiny sound. A reserved sound. All your suspicion and wariness manifests in that sound. All your relief that you actually made a coherent sound.
Havard beams like the sun. It catches you off guard. He has been smiling at you a lot. Yet now he seems genuinely pleased. As if talking was some sort of an important achievement. It’s too bright for your eyes. That smile. You look away.
You do not see if he makes a face at that.
“Before we get to your questions, I would ask you one first. What is your name child?” Havard asks.
<<nobr>><div class="choices">
<div class="choice-item">[[You ponder. Do you know your own name? |Names]]</div>
</div><</nobr>>
<<else>>\
<<addtrust -5>><<addHavard -5>>\
You make no move to take the bottle. Havard waits for a moment then smiles sadly. He tucks the bottle back into his robes.
“I see. I will not force you into anything, least of all into trusting me after all you have experienced.” He says gently. He seems to know something about you. But you can’t ask. It has become clear that you cannot talk after all. Not yet anyway.
“If you wish not to drink the healing water, then we shall communicate in some other manner. I assume you still have questions?”
You nod.
“Hmm, how to communicate. Can you write?”
You shake your head. Writing is when you scribble random scribbles onto paper right? You know they make words, but you don’t know how they possibly could.
“Then,… hmm. This could be troublesome. If you can’t or won’t express yourself then I suppose I must give you choices or options for your questions.” Havard does not seem annoyed at this. “Though I am sure, we can get you some way to communicate magically in time.”
You perk up a bit! Magic sounds awesome. Yes you want that magical way of communicating! Whatever it is. So you nod much more enthusiastically than so far.
Havard seems happy. “All right. I will acquire what is needed. It might take a little while but I promise it will happen.” He seems resolute. “For now, I will try to think of some questions.”
<<nobr>><div class="choices">
<div class="choice-item">[[You nod.|Not_talking]]</div>
</div><</nobr>>
<</if>>\
Havard likes wearing a set of simple gray robes and shoes. His face is shaved clean, and shows no signs of age. His black hair is long and straight, pulled back from his eyes.
--------------------------------------------------------
Alessa has a gentle smile according to Atru, always so gently. She has silky chestnut hair falling in soft waves around her shoulders, framing a heart-shaped face.
----------------------------------------
Protector Sandor: dressed in gleaming silver armor. Often beaming at the twins.
Deep azure eyes.
----------------------------------------------
Ethel - strict and stout older woman. Her back was so straight and her face was… regal?
---------------------------------------------------
Lexia
Her armor is really shiny, polished to perfection really. She is smiling, yet worried. About you? The woman has an air of almost palpable energy, short wild red hair, incredibly blue eyes - bright and clear - alive with boundless energy. Loose wild strands of hair frame her face, softening the intensity of her expression but unable to hide the spark of excitement dancing in her eyes.
Those eyes are intense. Different from Havard, who only gets intense at times, yet is normally gentle and soothing.
-----------------------------------------------------
The twins- Green eyes and blonde hair.
--------------------------
Lord Nuaran, one of the ancients has golden yes, though darker than yours.
Irosia-violet
Elri- red<<set $nonverbal to true>>\
<<addHavard -2>>\
Havard sits on his chair by your bed and thinks. You stare at him. Not much else you can do right now. He does not seem bothered. Maybe he is used to being stared at? Is he thinking about he questions you might have? Not talking or writing really is inconvenient. That magical communicator thing Havard mentioned would sure be useful. Or being able to write, but that seems difficult. All those scribbles… You have vague memories of things with lots and lots of scribbles. Books. You think they are called books. Another thing you are not sure how you know. You think you have enough trouble remembering things already, learning all those scribbles might be impossible.
Your pondering is interrupted by Havard. It seems the custodian is done thinking.
“Hmm, I have thought of some questions you might have. However, before we get to your questions, I have one of my own.” Havard turns his gaze on you.
“Do you know your own name? If I list some names for you, can you pick it out?”
<<nobr>><div class="choices">
<div class="choice-item">[[You ponder. Do you know your own name? |Names]]</div>
</div><</nobr>>
C1
// Havard introduction. Explanations. Resting. Adjuting to your arms 1. Probably should have some brooding and "first time normal interactions" Trust issues?
Being mostly stuck in bed. Lexia to the rescue! Offers to carry you, should be able to ask to ride on her shoulders/back, maybe the option for some sort of wheelchair if not confortable being carried. Remember: who knows how long you were imrisoned and several days minimum of sleep -> very weak.
Getting aquinted with the grounds with her guidance, getting caught by HAvard who relents (Lexia puppy dog yes, option for a combo with MC).
Walls, the spire. Firgrat. Amazement or something else. The twins, Atru and Azha, spot you but are dragged away before they can introduce themselves, or maybe you get tired and fall before they can, latter is better? //
IDEA MC does not remember their name, HAvard gives them more time to think about it. The MC can start telling people random names.... and of course gets caught but Azha and Lexia thought it was funny and starts calling the MC by random names
Idea for hair: MC hair during capture and void left to grow freely, Lexia and Havard are not trusted to cut it... so either Alessa (the twins custodian) or Sandra comes to cut it, with Havard of course in the room. Then can set color, hairtype, hair style, maybe heritage feature.
Childhood climax: The kids (mc, twins at least) try to set up two adults. Alessa and Sandor (who obviosly like each other, were friends before the ophanage, she was a worker (librarian, assistant, baker? in the spire while training), Lexia and Havard (who are becoming good friends, and who could work but Lexia is oblivious), Havard and Sandor (Havard is basically his boss and neither of them gets why they have been locked into a room), Alessa and Lexia (Lexia likes teasing her, and talking with her but is competelly dense about romance), Ethel and anyone: she orders people to open the door so firmly there is no choice but the obey.
-----------------------------------
-------------------------------------
<<switch $HavardMeetingReaction>>
<<case "weapon">>
<<set $todaysTasks = ["Go to work", "go to therapist"]>>
<<case "hide">>
<<set $todaysTasks = []>>
<<case "wary">>
<<case "escape">>
<<case "naked">>
<<case "injured">>
<<case "frozen">>
<<default>>
<<set $todaysTasks = ["Go to work"]>>
<</switch>>
<<set $maxVal to Math.max($madness, $numbness, $selfharm, $escape, $anger, $trust)>>
/* Print the value stored in `_maxVal` (will be `21` in this example). */
The max value is: <<= _maxVal>>
% IF NO NAME WAS GIVEN, IF THAT OPTION IS INCLUDED THE EVENTUAL NAME REVEAL SHOULD HAVE SOME MEANING? PERHAPS MYSTERY SURROUNDING WHO YOU WERE DURING ADULTHOOD MISSION
<div class="choice-item">[[Explanations]]</div>
<div class="choice-item">[[Chapter 1_3]]</div>
<div class="choice-item">[[Lexia interlude fadein]]</div>
<div class="choice-item">[[Chapter 1_8]]</div><<if $nonverbal is true>>\
"Now then, the questions you may wish answers to.” Havard says. Finally. You hope he came up with questions you actually want the answers to.
<<nobr>><div class="choices">
<<if $q2 is not true>>
<div class="choice-item">[[“Let me explain how you got here.” Havard says.|Questions2]]</div>
<</if>>
<<if $q3 is not true>>
<div class="choice-item">[["You might be wondering what is “Firgrat”."|Questions3]]</div>
<</if>>
<<if $q4 is not true>>
<div class="choice-item">[["I am sure you wish to know about your hands." Havard says gently.|Questions4]]</div>
<</if>>
<<if $q6 is not true>>
<div class="choice-item">[["Perhaps you would like to know a bit more about the Orphanage?" Havard says.|Questions6]]</div>
<</if>>
<div class="choice-item">[["That is all the questions I think are urgent." Havard says.|Chapter 1_9]]</div>
</div><</nobr>>
<<else>>\
You have many questions. But you wish to start with some basic ones.
<<nobr>><div class="choices">
<<if $q2 is not true>>
<div class="choice-item">[["How did I get here? Where is something, the thing that saved me?"|Questions2]]</div>
<</if>>
<<if $q3 is not true>>
<div class="choice-item">[["What is “Firgrat”?"|Questions3]]</div>
<</if>>
<<if $q4 is not true>>
<div class="choice-item">[["What happened to my hands?"|Questions4]]</div>
<</if>>
<<if $q6 is not true>>
<div class="choice-item">[["I want to know more about the orphanage."|Questions6]]</div>
<</if>>
<<if $trustHavardC1 is true>>
<<if $q1 is not true>>
<div class="choice-item">[["Is this real?"|Questions1]]</div>
<</if>>
<<if $q5 is not true>>
<div class="choice-item">[["Does everyone know things but have no idea how they know them?"|Questions5]]</div>
<</if>>
<</if>>
<div class="choice-item">[["I have no more questions for now."|Chapter 1_9]]</div>
</div><</nobr>>
<</if>>\
<<set $q1 to true>>\
<<addHavard -5>>\
"Is this real?"
“Real?” Havard titled his head. “Could you elaborate a bit?”
You wave about your bandaged hand. “Is this real? That table? The ceiling? The floor?” It all comes out in a rush of words. Now that you have started talking, it seems hard to stop. “Are you real? Is this place real? Or am I really still chained up in the void and just too broken to stay awake?”
Understanding shone in Havard’s eyes. Whatever he saw in your face, made him understand. He smiled at you so softly. So kindly. And so incredibly sadly. How did he do all that? Smile like that at you? At ''you''. No one smiled at you. No one cared about you. Well maybe //something// did, but //something// was not here. You were just some broken thing in the shape of a $child.
<<if $MC_name_random is true>>\
"I swear to you that this is real. Everything here is real. You are no longer in that place. You were saved." Havard says softly. <<if $q2 is true>> “I do not know the details, but Lord Sheo saved you.” <</if>>
<<else>>\
"$MCname, I swear to you that this is real. Everything here is real. You are no longer in that place. You were saved." Havard says softly. <<if $q2 is true>> “I do not know the details, but Lord Sheo saved you.” <</if>>
<</if>>\
You stare and stare, trying to figure out if Havard is telling you the truth. It seems he is.
“But… what if you are wrong?” You whisper.
“I am not wrong.” Havard says with such certainty you almost believe it.
<<if $trustHavardC1 is true>>\
You decided to trust Havard earlier. You should probably trust him now. He says this is real. You can’t trust yourself to know, but maybe you can trust him?
<<else>>\
You decided to not trust Havard earlier. Why would you trust him now? He says this is real but if he is just a delusion of yours, then how could he be right?
<</if>>\
“You do not have to take my word for it. You are here, you will experience things that will make you believe in time if you don’t believe yet.” Havard says softly. He seems so sincere to you. So certain. “It may take time, but all I ask is that you try to live with us as best you can.”
<<nobr>><div class="choices">
<div class="choice-item">[[Back to questions|Chapter 1_8]]</div>
</div><</nobr>>
<<set $q2 to true>>\
<<if $nonverbal is true>>\
“Lord Sheo, one of the Ancients, saved you. He brought you here.”
<<else>>\
"How did I get here? Where is //something//?"
“Something?” Havard seems confused. “What do you mean by something?”
“//Something// is the thing that saved me.” You whisper. “I asked for help, or I think I did. And //something// came.”
“Aah, I see. One of those stories. The mage Carbus.” He smiles softly. “Something certainly did come for you. Just like it did a century ago for Carbus. That was Lord Sheo, one of the Ancients that saved you.”
<</if>>\
You have no idea who that is. An Ancient? Like a grandpa? Havard must be able to see the confusion on your face. Once again, he smiles.
“The Ancients are the oldest and most powerful creatures in Wocdes. Some say they created Wocdes itself. I do not know the truth but know that this place, the orphanage of Firgrat was founded by the Ancients. We are not even open yet officially.”
That sounds impressive. Your eyes go widen slightly. The oldest creatures? Might have created the world? //Something// is that important! Why is something like that going about helping children? Then again, if the Ancients founded this orphanage place, then maybe they like helping children? Even broken abandoned ones? You shake your head slightly to drive away the unpleasant memories.
<<if $nonverbal is true>>\
"As I said, Lord Sheo brought you here, did what he could to heal you, and went on his way.” Havard says. “But he may back some day. If he is, then you may see him in person, and communicate whatever you wish to him as best you can.”
<<else>>\
“To answer your question, Lord Sheo brough you here. Where Lord Sheo currently is, I do not know. He brought you here, did what he could to heal you, and went on his way.” Havard says. “But he may back some day. If he is, then you may see him in person, and say whatever you wish to him.”
<</if>>\
You take a moment to absorb this information. It seems there is not much you can do at the moment. To be honest, this Ancient did not do a very good job with your hands. Shouldn’t the oldest grandpa in the world be able to do something like heal your arms. Or maybe you are simply twisted and wrong? Maybe you can make a complaint when you meet this super ancient grandpa creature?
<<nobr>><div class="choices">
<div class="choice-item">[[Back to questions|Chapter 1_8]]</div>
</div><</nobr>>
<<set $q3 to true>>\
<<if $nonverbal is not true>>\
"What is “Firgrat”?"
<</if>>\
“Firgrat is the largest and oldest city in Wocdes.” Havard says. “It is the headquarters of the Ancients, and naturally the city where this orphanage is located.”
Havard thinks for a moment. “I am sure you will eventually learn a lot more about the city in time.”
Well, for once that was a rather simple answer.
<<nobr>><div class="choices">
<div class="choice-item">[[Back to questions|Chapter 1_8]]</div>
</div><</nobr>>
<<set $q4 to true>>\
<<if $nonverbal is not true>>\
"What happened to my hands?"
<</if>>\
Havard’s gaze flickers to your bandaged hands. “I do not know the full details. However, Lord Sheo had to fight hard to even get them to this state.” Havard says apologetically. “He said that the chains that held you did this?” He frames it like a question. Maybe this Lord Sheo did not tell Havard everything.
Memories of the void and the cycle flood your mind. You think your fingers are twitching but it is impossible to know. You are lost in the void. The cycle starts anew. Pain floods you from the chains holding your arms, digging deep into your flesh. It comes. Again and again, a relentless agony.
Your flesh changing. Mutating. Dying. The pain, oh sweet pain. Like an old nightmare. Pain. Pain. PaIn, PaiN. PAiN….
<<if $MC_name_random is true>>\
"Whatever you are seeing, it is not true!" Havard’s voice pierces the void. <<if $q1 is true>> “Remember, this is real! Lord Sheo saved you!” <</if>>
<<else>>\
"$MCname! Whatever you are seeing, it is not true!" Havard’s voice pierces the void. <<if $q1 is true>> “Remember, this is real! Lord Sheo saved you!” <</if>>
<</if>>\
Havard is right in front of you. His face is worried, terrified. You are shaking. Twitching. Are those your screams? You are screaming your lungs out.
Slowly, the screams stop. For a moment, the world stands still.
<<set $coping to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[A deranged laughter erupts from you.|Questions4_2][$coping to $coping+1]]</div>
<div class="choice-item">[[You go numb.|Questions4_2][$coping to $coping+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[You pull your head back. There is a stone wall next to your bed. You aim to crack your skull.|Questions4_2][$coping to $coping+3]]</div>
<</if>>
<div class="choice-item">[[You close your eyes, hands wrapping around youself as you rock back and forth in place.|Questions4_2][$coping to $coping+4]]</div>
<div class="choice-item">[[A scream of anger erupts from your lips.|Questions4_2][$coping to $coping+5]]</div>
<<if $trustHavardC1 is true>>
<div class="choice-item">[[You decided to trust Havard. It is not really a consicous decision. Throwing yourself at him.|Questions4_2][$coping to $coping+6]]</div>
<</if>>
</div><</nobr>>
<<set $q5 to true>>\
“Does everyone know things but have no idea how they know them?”
Havard look at you tilting his head. “Could you be a bit more specific. What do you mean?”
You ponder. “The faces you make. Expressions. Somehow, I often know what they mean, but I don’t know how?” You try to remember back. “And I knew the color hazel.”
Havard considers this. “Well, most people can read expressions, but it depends on the person. Both people in the interaction. Some people are less expressive. Some people have a harder time understanding others.” Havard explained calmly. “I do not believe there is anything odd about understanding expressions. You learn it by interacting with people.” He looks at you and you think he is thinking hard about why you would find that odd. You don’t know how much he knows about the void. About how messy your mind is. He probably does not know much. That he is the first person you remember talking to. Ever. You are sure you may have talked before the void, but you don’t remember.
“As for knowing the color hazel, it is not odd either. I assume you mean my eyes. Lots of people have hazel eyes.” Havard says.
Is there nothing odd about knowing things? Are all these things you sometimes know just something you remember from before the void, even if your memories from that time are so fragmented and uncomprehensible? Did the void and pain eat just the memories from your mind? Or is there some other reason…
“But please do tell me if you feel something is wrong. “ Havard smiles. “And thank you for trusting me enough to ask. I promise I will listen if you think something is odd.”
<<nobr>><div class="choices">
<div class="choice-item">[[Back to questions.|Chapter 1_8]]</div>
</div><</nobr>>
<<if $coping is 1>>\
<<addmadness 5>><<addHavard -10>>\
The laughter echoes in the room. Havard looks surprised for a moment. Then worried and just sad. He does not attempt to make you stop. The laughter drives away the memory of the void. What a fun hilarious time it was! Alone in the void! Hilarious!
It's so funny. How you shake and shiver. You laugh and laugh. Until you hear Havard. No not hear.
The laughter freezes on your face as arms gently wrap around you. Your face is burried into Havard’s robes.
<<elseif $coping is 2>>\
<<addnumbness 5>><<addHavard -10>>\
There is peace in the void. A different kind of void from the one you know so well. A blankness that makes you so wonderfully numb. Nothing matters here.
You don't even notice Havard move. How his face is so sad and pained.
The void shakes as arms gently wrap around you. Your face is burried into Havard’s robes.
<<elseif $coping is 3>>\
<<addselfharm 5>><<addHavard -20>>\
You pull your head back and whip forwards as fast as you can. Soon, your head will crack open and this will all be over.
Your movement is stopped as arms gently wrap around you. Your face is buried into Havard’s robes.
<<elseif $coping is 4>>\
<<addescape 5>><<addHavard -5>>\
Your eyes close, hands wrap around yourself. You rock back and forth.
There is nothing wrong. Nothing at all. Everything is fine.
There is no void, no cycle. No pain. Your hands are normal. You rock back and forth, back and forth.
Life is good. Everything is fine. Always fine. Nothing is ever wrong.
Your movement is stopped as arms gently wrap around you. Your face is burried into Havard’s robes.
<<elseif $coping is 5>>\
<<addanger 5>><<addHavard -10>>\
Your scream seems to startle Havard for a moment. You grab your pillows and smash them to the wall. Not at all satisfying. You smack the pillow against the bed frame. You tear at the bedding.
None of it helps. Your weak mangled hands cannot do any damage. Your grip is weak. Far too weak to satisfy your rage. You are just about to punch the wall in rage, when you are stopped. Arms gently wrap around you. Your face is buried into Havard’s robes.
<<elseif $coping is 6>>\
<<addtrust 5>><<addHavard 20>>\
You are not sure why. It seems a thing to do. You hurl yourself at Havard with no warning. His face morphs in surprise. You almost drop off the edge of the bed, your leap far too short with your weak body, but Havard catches you.
You bury your head into his robes, breathing ragged. It just seemed like a natural thing to do.
<</if>>\
You are being held in Havard's arms. A hug. You are getting a hug. You know the concept. You have no experience in hugs. None that you remember clearly. Only a vague image of a distant past that cannot stay in your damaged mind. Getting a hug sort of like getting carried but comfier. You were carried out of the void and felt safe for the first time you can remember. A clarity of emotion that has escaped you since then.
Havard’s arms surround you. He holds you close to him, your head against his chest. His hold is gentle but firm. As if you were a precious thing that could be broken. You doubt he could do anything to break you more than you already are.
“Shh. It’s all right. No one will hurt you here. You are safe.” Havard whispers to you. His voice is gentle, and soft. Reassuring.
You have no idea what to do. How should you react to being hugged?
<<set $hug_reaction to 0>>\
<<nobr>><div class="choices">
<<if $trustHavardC1 is true>>
<div class="choice-item">[[Your own hands, damaged they may be, come up and mimic his gesture. You hug him back.|Questions4_3][$hug_reaction to $hug_reaction + 1]]</div>
<</if>>
<div class="choice-item">[[You limply let him hold you, not daring to move. He might stop if you do.|Questions4_3][ $hug_reaction to $hug_reaction + 2]]</div>
<div class="choice-item">[[You limply let him hold you, having no idea what to do.|Questions4_3][ $hug_reaction to $hug_reaction + 3]]</div>
<div class="choice-item">[[You struggle with what strength you have.|Questions4_3][$hug_reaction to $hug_reaction + 4]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[“Let go,” you say and push at him.|Questions4_3][$hug_reaction to $hug_reaction + 4]]</div>
<</if>>
</div><</nobr>>
<h1>Interlude – A Day of mystery</h1>\
<h2> Lexia -- A Silver Protector</h2>\
<h3> Late-morning</h3>\
<<set $chapter = 'Interlude - Lexia'>>\
Lexia was practicing with her blade. It was a part of her routine. At least for now. With only the twins here at the orphanage, and with Sandor being assigned to them, she did not have a whole lot to do yet. In time the orphanage would officially open, and her days would get a lot busier. For now, she spent most of her time training, patrolling. Occasionally she polished the silver armor given to her by the Ancients themselves as a sign of her status. Not that the enchanted metal needed much polish. It shone all on its own.
Lexia moved through her forms with practiced grace, fluidly, naturally. The blade was an extension of her body, a gleaming arc of silver that flashed in the light. Every strike was deliberate, disciplined and focused. Lexia breathed deeply as she moved, in sync with the blade, each exhale releasing tension, each inhale drawing in energy. A grounded and strong stance. The air was still refreshing during this mid-morning, the sun not too hot. Only the gentle breeze and the rhythmic sound of steel slicing through the air could be heard.
Lexia had seen Lady Elri, the Blade Mistress, train just once. Just once during over a decade she had spent in the Spire, training to become a Silver Protector. Lexia had seen perfection that day, and it had spurned her. Motivated her. Perfection with a blade in hand had been so beautiful. So, Lexia had trained and trained. She had not known what she was training for at the time. Just happy to be out of the streets. Happy to be fed and have a bed. A purpose. Happy to be chasing perfection.
What had Lady Elri done that day? A fluid never ending movement that Lexia still could not fully comprehend. She changed stances, going from practicing economical movements to a more continuous fluid style. Almost a blade dance. Not so practical in combat, at least not without magic, but oh so fun for her to practice. A semi-dance that made her feel alive as she swirled and stepped, never stopping, never resting. It would be even more fun and probably look better with flowing clothes, not armor. Lexia loved her silver armor, but she did like other less practical clothes too. That was fine. Not everything needs to be practical. She loved the blade and all it could do. Not the blood it could spill but that which it could protect. How beautiful it was, how she could move with it like she was doing now. Fluidly. Elegantly.
She was a Silver Protector. A Protector of the future, in the form of the children abandoned by others. A duty she had accepted with open arms. How could she not? She knew what life as an orphan was like. Firgrat was huge, thousands upon thousands of people. Lexia did not know how many, she did not even know the city in truth. In her life, she had never been to all parts of Firgrat, let alone outside of the city. She sometimes thought that she was far too small to be a grand thing like a Silver Protector. Yet, she had been chosen.
The Silver Protectors were newly founded. They were the first generation. She, Sandor and the others. They had been given training and power by the Ancients. They were an elite force among the elite. The Grey Protectors that oversaw the protection of Firgrat as a whole, were much more numerous and much less trained than the newly found Silver Protectors. Why had the Ancients decided that the most elite force should guard children? Lexia did not know, but she was glad for it. She had been trained for a decade, yet the orphanage was recently founded. Was it always the plan to do this? Or did the Ancients have some other purpose in mind when they started training the Silver Protectors? There was no way to know. As of now, the Silver Protectors were an ideal yet unproven, but the Ancients thought in centuries, perhaps millennia. What Lexia could say was that she would have liked to have someone look out for her when she was a child alone on the streets. Just for a few years before she had been found, but those had been few years had been harsh.
Lexia kept practicing with her blade. Not in hopes of ever needing to use it. That had been drilled into her by her instructors. No, it was for a day when her skills would be needed. Would be tested. For a day she would prove herself worthy of the trust placed in her by the Ancients. It would be best, if such a day never came but life was cruel, unpredictable and could be snuffed out in a moment. So, she kept training. For a day she was the one who walked into a horror like the one Lord Sheo had encountered just a couple of days ago. The poor $child Lord Sheo had brought in and was still asleep. That broken little form she had seen the Ancient cradle in the healing baths had kept Lexia from sleep for nearly two nights now. She had not told anyone. How could she? She was a Silver Protector! Yet she kept seeing the cuts, the bruises and the ruined flesh.
Her movements turned jerky, and she had to stop training. She sat down on a nearby bench under the shade of a tree, and let out a sigh. Would she be this useless when she was needed? No, Lexia would not waver when the time came. This she swore to herself. Her hand tightened around her blade, knuckles turning white. She did not wear her gauntlets inside the orphanage unless on guard duty. When the time came, she would be ready. Her blade would do what must be done to do her duty.
She was just about to keep training, when she saw a sight that made her smile. She waved and beamed as two little forms dashed towards her, followed by a figure in silver armor matching hers.
<<nobr>><div class="choices">
<div class="choice-item">[[The twins had arrived.|Lexia Interlude 2]]</div>
</div><</nobr>>
<h3>Your POV</h3>\
The odd man keeps staring at you. That gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Back when there was light and soothing touches. Parents... The fragment of a memory fades. What was all that about?
Why is this man so sad when he looks at you? Why do you know he is sad?
<<if $injured > 0>>\
<<if $brokenhands is true>>\
<<addHavard -20>>\
The man’s gaze snaps to your broken hand. His eyes widen.
"Your hand!"
<<else>>\
<<addHavard -10>>\
Then his gaze snaps to the dark muck you think is blood on your hands. His eyes widen.
"You are hurt!"
<</if>>\
He rushes forward, startling you.
You try to back up, but the man is quick, and you are in a bed. Your mind conjured up images of grasping and probing hands. You begin to panic.
It must show on your face because the man immediately stops in his tracks.
"I will not hurt you. I will promise as many times as is needed." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man, now kneeling in the room.
"I will make any oath you wish, but please let me tend to your injuries."
Your injuries are not really a worry for you. Your life is pain and suffering. Why should you care? Still, that gaze makes you feel odd. His eyes are hazel, and terribly kind.
You stare at the man. Could it really be? Does he actually want to help you? Or just trick you?
You could let him help you... assuming he actually wants to help. You doubt you can run away or grab a weapon anymore. Definitely not hide. You sort of tried that. You doubt it would work now. Can you even walk?
<<set $hide_coping to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You only nod. What else is there to do?|Chapter1_injury_treating][$hide_coping to $hide_coping+1]]</div>
<div class="choice-item">[[You close your eyes and pretend he is not here.|Chapter1_injury_treating][$hide_coping to $hide_coping+2]]</div>
</div><</nobr>>
<<else>>\
The man smiles at you. “Could I come a bit closer. Perhaps sit down.” He gestures to a chair by the table. “I already promised not to hurt you. We could talk about what has happened and why you are here.”
You eye the man warily. True. You do have questions. You give a miniscule nod. You don’t see a way out.
The man drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
<</if>>
“Lexia! Lexia!” Azha shouted as she stopped in front of Lexia, sliding a little on the grass. “Why is everyone acting weird?” The little girl asked, demanded really, staring up at her with wide excited eyes. Azha’s twin brother, Atru said nothing but stared at Lexia with equal intensity as his sister but a completely blank face. Lexia put away her blade, sheathing it at her hip. Atru was probably fine, the boy was curious but not prone to recklessness, at least as far as Lexia knew. Azha on the other hand was unpredictable at times. She might try to touch the blade and cut herself.
Lexia chuckled. “Hello to you too Azha. And to you too Atru.” Lexia looked at each twin in turn and beamed at the two adorable children. “And hello to you too Sandor.” she called out to the figure clad in silver armor. Sandor waved back before settling to stand nearby, not taking part in the conversation. Right, he was on duty. That did not mean that Sandor could not talk, it just seemed he was focusing on keeping an eye out, and it seemed the twins were up to something. An investigation? Well, it was not hard to figure out why “everyone was acting weird” as Azha had put it. It was because they had a new child in the orphanage who they could not tell the twins about yet. Mainly since the new $child was asleep, and no one knew what kind of mental and physical state $heshe would have once $heshe woke up.
“Hello!” Azha said happily and reiterated. “Why is everyone weird today? They all keep glancing that way!” She pointed while her twin just stared at Lexia intently. Lexia of course knew that was the direction of the room that the new child had been put in. People must be worried about the $child. Everyone had after all seen Lord Sheo carry the cloaked figure, even if only Lexia and Havard had entered the healing baths to see the full extent of the horror.
Lexia could of course, not tell the twins any of this yet. The two would sneak into the new room in a heartbeat. Azha would want a new friend and Atru would go with Azha as he always did. So, Lexia smiled.
“Weird Azha? All glancing that way?” Lexia tilted her head. “Are you sure they all did not sleep on bad pillows and have crooked necks? Maybe they all have neck pain.”
The way Azha’s lips scrunched up adorably as she considered this potential scenario almost made Lexia coo. Atru tilted his own head, as if testing if a neck could be crooked. They boy’s face kept blank, but he tilted his head multiple times, trying to figure out how one would need to keep glancing a certain way with a crooked neck. Lexia was very proud for not breaking down at the sheer adorableness of it.
“Nuh-uh. The pillows here are awesome!” Azha declared with the confidence of a child. “You are hiding something!” She was right of course.
A coy smile graced Lexia’s lip. “Am I? Azha, are you accusing me of lying? Are you sure the rest of us are not simply too old to stave off stiffness even with awesome pillows?”
Azha narrowed her eyes. “Alessa and Sandor aren’t that old. Not nearly as old as Ethel!” Azha seemed convinced now she was right. “You are hiding something!” The little girl declared with all the certainty of a child and folded her arms. “Tell us! We want to know the mystery!”
Lexia pressed a hand to her chest theatrically. “Oh, I think I can feel my heart break. How cruel the world is, so that children so young have such jaded minds!” She lamented. “Aah, I must lay down, before I faint. Such a shocking discovery!” She lay across the grass, spread out arms and legs wide, tongue lolling out.
Azha bust out giggling. Atru carefully came over to Azha and knelt next to her and stared at her intently. It was a sign of how comfortable the twins were here that Atru was not holding Azha’s hand. At the beginning of their stay at the orphanage, the twins had always been holding hands and never more apart than that would allow. Now? They were only together all the time but no longer clung to each other as if one of them might disappear at any time.
“Atru, she is being silly! Don’t worry.” Azha said to her twin. Ah, Atru was worried about Lexia? So adorable. Such a sweet boy. Most of the time, only Azha could actually tell what Atru was thinking at a given time, so it was a bit lost on people how sweet Atru actually was.
“Yes Atru, I am just being silly. I am sorry for worrying you.” Lexia said as she sat up and slowly reached out to ruffle Atru’s hair, giving the boy an opportunity to back away if the touch was not welcome. The boy did not seem to mind. His face may have been blank, but Lexia swore he leaned into the touch slightly as she ruffled Atru’s blond hair.
“No fair!” Azha dashes over, offering her own head for ruffling. Lexia obliges and ruffles her hair as well. Azha hums happily. How did Protector Sandor and Custodian Alessa not die of the sheer cuteness power of the two, being around them all the time? Lexia had been interacting with the two for just a bit today and was ready to lay down with a cool wrap around her forehead. She glanced at Sandor and raised an eyebrow, silently asking how he dealt with this. He shrugged very helpfully. Lexia rolled her eyes.
“Ah wait!” Azha took a step back to glare up at Lexia. “You didn’t answer our question!”
Lexia chuckles. “Realized that did you?” Lexia said and patted her head. “What a smart girl you are.”
Azha beamed at the praise. Then scowled again as Atru leaned in and seemed to whisper something to her ear that Lexia could not hear. Azha nodded to her twin and turned to Lexia again. “You are trying to distract us!” Azha accused.
“Damn, you are both too smart to fool.” Lexia said, smiling brightly.
Atru gave her a very unimpressed look. It was rather impressive how unimpressed he managed to look since he always had such a blank expression. Clearly trying the praise trick twice, did not work out well. Damn, was she this determined as a kid?
“Aah shucks. Atru don’t look at me like that. It will make me feel self-conscious.” Lexia said but smiled and winked to make sure Atru got that she was joking as she stood up. They boy slowly blinked at her. Well… Lexia had no idea what that means. Time to move on.
“All right. Wanna hear what is happening?” Lexia asked the twins with a wide smile. Sandor gave her a warning look, but she waved to him to indicate it’s all right. She had a plan!
“Yes!” Azha bounced up and down excitedly while Atru just stared at her. The twins really were adorable. Lexia almost felt bad for what she was about to do. Just one of those hard decisions that adults had to make in life.
“All right, gather around then.” Lexia said and kneels. The twins huddle closer. “Well, you see the thing is… Look is that the Head Custodian?” Lexia pointed behind them. The twins turned to look. Hah, so easy.
Lexia ran away laughing while the twins were looking the other way. Sandor facepalmed, and gave her a look of pure frustration.
Azha made an outraged sound at being tricked and chased after Lexia. Atru ran after his twin. Sandor sighed, and jogged after Atru. It was a good day.
<<nobr>><div class="choices">
<div class="choice-item">[[Lexia's laughter echoed through the hallways.|Lexia Interlude 3]]</div>
</div><</nobr>>
<h3> Afternoon</h3>\
Lexia had led the twins on a merry chase. Azha was far too stubborn to give up and Lexia had been having far too much fun to lose them. Of course she could have, but it had turned into a game of tag, the twins chasing her. It had been a good time; Sandor was laughing too even if he had not asked to run about after his charges. Of course, Azha had gotten tired and asked Sandor to carry her, and then asked the Protector to run in order to catch Lexia. If one twin was being carried, then both twins should be carried. So, Sandor had chased after Lexia, both twins clinging to him. It looked ridiculous, two tiny forms clinging to a figure in silver running after her. Lexia smiled at the memory already.
This had led to a bit of an incident. Nothing too serious. They all were however banned from the kitchen for the rest of the day. And had to help cleaning. Havard’s orders. It wasn’t too bad. Lots of flour everywhere.
Right now, Lexia was having her lunch. She had decided to eat outside as it was a nice day. She was sitting on a bench in one of the gardens inside the orphanage grounds. One of the more secluded ones.
<<if $HavardMeetingReaction is "escape">>\
<<if $gardenespace is true>>\
Lexia thought she could hear a commotion. But it might have just been in her imagination. It was over so soon and there was no alarm. She was not on duty so she would not get any communication spells at the moment unless they were specifically addressed to her. She did not go to investigate; the orphanage was full of Protectors and custodians that had no charges to look after yet. The twins were always with Sandor when they were running about and as good-natured Sandor was, he was a Silver Protector. Not quite as good with a blade as she was, but close enough that they had more draws in training than victories either way. More defensive than she was, less likely to go on the attack. He would not leave the twins defenseless even if something was going on.
<</if>>\
<</if>>\
Lexia was just finishing her lunch when her communicator pin indicated that Head Custodian Havard wished to talk with her. Well, she was his partner, together they would eventually oversee certain children. As the Head Custodian, Havard was of course involved with taking care of all the children to some degree, or will be, but he had wanted to also act as a normal Custodian. There was some worry about favoritism, or inequality, so it had been agreed that Custodian Ethel would step in if needed, in whatever capacity she deemed appropriate. If Havard was too occupied either with his duties as Head Custodian or normal duties as a Custodian, Ethel would decide what to do. Rumor said, the older woman was technically the most qualified to be Head Custodian in the first place but had soundly refused saying she was too old to run about taking care of things. No one had been brave enough to ask Custodian Ethel if she had actually said no to the Ancients faces.
Lexia grabbed her communication pin, clasped it in her hand and focused a bit. You could talk into the pin, and it was easier but if you had the focus to spare then just thinking into the thing was enough.
“Head Custodian! How goes it? Have the twins suffered greatly after our shared cleaning duty?”
“Protector Lexia.” Havard said inside her head. “The twins are fine. Custodian Alessa took them to the baths. They were covered in flour.” Oh yes, they had been. The twins got covered good. Two little ghosts. Adorable really. There had been no crying so Lexia figured it was all fine.
Lexia smiled. “You know, I was surprised to see the twins without Alessa earlier in the day to be honest.”
“She was taking some things inside. Apparently, there had been a picnic in the garden. She promised the twins honey cakes as a part of a deal to make them eat something other than fresh bread with butter at breakfast.” Havard sounded like he was not sure if custodian Alessa should be commended or scolded for such a tactic. “She had not caught back up to them when you lead them on a merry chase.” Lexia had a feeling Havard directs this at her just a tad scoldingly.
Lexia laughed at his reaction. “Well, from the sounds of it, Alessa succeeded in getting the twins try more variety of food. Let her be.” She tried to make her mental voice sound placating. “And don’t blame me, I was just trying to avoid giving away that we had a new resident.”
“By running away from them?” Havard sounded fondly annoyed. Lexia could almost see the raised eyebrow in her head. “You knew Azha would chase you, and you did not even run away properly.”
“They were too smart to trick! And too adorable to leave behind entirely! I am sure you can see my dilemma and playing tag with the kids is a great pastime.” Lexia pouted at the Head Custodian, both in reality and inside her head, who sighed on the other end of the communication.
There was a moment of silence, followed by a deep sigh. “I sometimes cannot tell if I should be more worried about the twins getting into trouble, or you getting into trouble.”
Lexia beamed. “I am a fully grown adult. A Silver Protector. An Elite warrior. I can deal with trouble. You are just a worrywart.” She realized what she had said immediately after saying it. To the Head Custodian, who was in many ways her boss despite also being her partner. Who Lexia did not really know. “Head custodian.” She hurriedly added for a bit of respect. The worrywart part was true, she was not taking that back, and the First Protector was technically her boss but she only dealt with security of the orphanage at the moment.
If Lexia had been within sight of Havard right now, he would have looked at her. Hard. Strictly. But right now, Lexia detected a hint of a smile in the voice. “Just Havard, Protector Lexia. Havard is fine.”
Lexia relaxed. “Then I am just Lexia.” She said beaming.
“Lexia then.” Havard said softly before sobering. “Our newest resident is awake.” He sounded… troubled for the lack of a better word.
Lexia could feel her heart beating faster. In an earlier meeting, Havard had indicated that he would like to be the Custodian in charge of their newest charge due to the… unique circumstances of their arrival. The Custodians would vote, and Custodian Ethel had to agree to make it official, since Havard was the Head Custodian. If Havard was the custodian in charge of the new resident, it would mean that Lexia would be their protector.
“And how did it go?” Lexia asks, now tense.
“The first meeting could have gone better. I was out to deal with the twins kitchen emergency and…” Havard’s voice petered out. "Lexia, we need to be careful. That $child needs help. I am not sure about everything that is wrong, but it is clear things are wrong."
Lexia’s heart sank, worry gnawing at her insides. “But we knew that already with what Lord Sheo said about how he found our newest resident.” Lexia said.
“Yes, but actually seeing the $child awake…” Havard seemed lost. Helpless. Lexia felt the need to reach out to him, but they are nowhere close each to other right now, communicating with the pins. And they did not know each other all that well.
Havard cleared his throat a bit.
<<if $MC_name_random is not true>>\
<<addLexia 2>>\
“Well, the name of our newest resident is $MCname.”
“$MCname, huh?” Lexia smiles widely to herself. “A nice name.”
“It is.” Havard sounded glad.
<<if $named_by_Havard is true>>\
<<addLexia -5>>\
“A name I gave $himher by the way.” The normally humble Head Custodian sounded just a bit smug at that. Lexia had the urge to tease him but that would be best to do in person. Maybe once they knew each other better.
Lexia raised an eyebrow. Havard of course could not see it, but she hoped her mental voice will convey the raised eyebrow.
“Our newest resident let you name $himher, Head Custodian. Just like that? Why? I mean, don’t get me wrong, it is a good name, but still.”
The hint of smugness disappeared. “Because $heshe could not remember $hisher own name.” How could a man sound so sad?
Oh. Well… fuck. Lexia closed her eyes just for a moment. The implications of that statement were not good. Havard sounded worried. Sad. A bit angry. Probably angry at the world. Lexia should focus. She should be calm and steadfast right now. There was nothing else she could do but try and help. Anger helped no one. Fuck… all her good mood from seeing the twins was going to disappear at this rate.
<</if>>\
“So, we have a name. Tell me how the first meeting itself went.” Lexia thought into her communication pin.
<<else>>\
<<addLexia -10>>\
“$capitalheshe could not remember $hisher own name Lexia. Neither did $heshe want a new name.” Havard’s voice whispered in her mind. How could a man sound so sad.
Oh. Well… fuck. Lexia closed her eyes just for a moment. The implications of that statement were not good. Havard sounded worried. Sad. A bit angry. Probably angry at the world. Lexia should focus. She should be calm and steadfast right now. There was nothing else she could do but try and help. Anger helped no one. Fuck… all her good mood from seeing the twins was going to disappear at this rate.
“The $child needs a name Havard. We cannot just keep referring to $himher as the “$child”.” Lexia said gently.
“I know, but it cannot be forced.” Havard’s voice was just as gentle as hers. “We will return to it in time. Or find some compromise. Respect $hisher agency but find some way to refer to $himher that is a bit more personal.”
Lexia sighed. “I suppose you are right, as usual. We have no name for now but tell me how the first meeting itself went.”
<</if>>\
<<switch $HavardMeetingReaction>>\
<<case "weapon">>\
<<addLexia -10>>\
"Well, $MCname tried to grab a flower vase, probably as a weapon for self-defense. Ended up with a shard in $hisher leg because those damaged hands cannot actually hold anything." Havard’s thoughts sounded troubled again. How badly were those hands damaged to not be able to hold a flower vase?
"Oh no! Is $MCname alright?"
“Yes. I took care of it. I managed to coax $himher into letting me help $himher. The wound has been taken care of.”
Lexia exhaled, relaxing. That was good.
<<case "hide">>\
<<addLexia -2>>\
"Well, $MCname tried to hide in the bed. I had to coax $himher to come out of hiding. It would have been rather adorable, if it was not so sad. That $MCname’s first instinct upon seeing a stranger was to hide.” Havard sounded rather sad inside Lexia’s head.
“True, but it could have been worse. Children hide, Atru used to hide every time someone walked by, yet now he is practically social. Almost social. But as far as reactions to strangers go, this one is not the worst. $capitalheshe could have jumped out the window.” Lexia smiled a bit at talking about Atru’s progress.
“I suppose.” Havard admitted. “But I still don’t like it.”
<<case "escape">>\
<<addLexia -10>>\
"Well, $MCname jumped out the window. Nearly had a heart attack. I had to go after $himher." Havard said. “A rather sad situation is it not? That $MCname’s first instinct upon seeing a stranger was to jump out a window.”
“Is $MCname fine?” It was the first floor, but still Lexia felt a tinge of worry. What a catastrophe that would have been had they used a room on one of the higher floors. Maybe Havard would have caught the $child? Though it sounds like he was too stunned to do anything in the moment. Something to consider in the future. Hopefully there would not be such cases in the future but the world was not fair, and this was an orphanage.
“Yes, it was not a long way to the ground and the grass is quite plush.”
<<if $gardenespace is true>>\
“I did have to chase after $himher…” Havard admits. “But I did catch up eventually. Can’t imagine the panic that $MCname must have felt to be able to run in that state, when $heshe should be resting.”
“If it was not sad that $MCname felt the need to run away, it would be pretty funny. The Head Custodian chasing after a runaway child.” Lexia said with only a hint of sadness.
"True" Havard was clearly lost in thought.
<<else>>\
“And $MCname stayed in the garden, just looking about in a sort of daze. I think, $heshe <<is>> not used to many colors or plants. At least $heshe seemed to like it there.”
“Good. At least we know a good place to let $MCname play in.”
<</if>>\
<<case "naked">>\
<<addLexia -2>>\
"Well, $MCname tried to hide in the bed because $heshe <<was>> naked, Lord Sheo’s cloak had come of while $heshe slept. I had to coax $himher to put on the cloak and come out of hiding. It was a surprisingly innocent interaction but…." Havard said with a frown. “$capitalhisher eyes are… eerie. Empty. Dull.” Lexia wished that they were face to face. She would have liked to have seen Havard’s face in this moment. “Like the eyes of an old Grey Protector who has seen far too much.”
Lexia frowns. “Not the eyes a child should have. But we knew it was bad….” Her mental voice peters out. She doesn’t really want to say anything more.
“I suppose.” Havard admits reluctantly.
<<case "injured">>\
<<addLexia -10>>\
" Well, $MCname tried to the fact that they had injured themselves, one of their hands. I had to coax $himher into letting me treat it." Havard said sadly.
“But it’s all right now?” Lexia asked, worried.
“Yes. I took care of it.” Havard does not sound happy at all. But kids get hurt all the time? Though how their newest resident had managed it so quickly was a bit worrying. Lexia would ask for details later.
<<case "frozen">>\
<<addLexia -10>>\
“Well, $MCname just froze in place.” Havard said gently. “I had no idea how to reassure $himher at first.”
“Oh…” Lexia closes her eyes. Havard had no idea what to do? What chance did the rest of them have then? “Is it OK now?” She asks gently.
“We got past it.” Not a terribly encouraging answer but it was all Havard said.
<</switch>>\
Ok, all that sounded… not great. It could have been worse. Could have been better. Time to move on. Lexia took a moment to take a few deep breaths. Focus. She was not like Havard; she could probably not provide comfort or reassurance the same way he did. She was meant to fight and protect. Havard was meant to guide. A difference in their roles; but with a case like $MCname would that be a problem? She could not worry about it right now. She should focus on what she can do right now.
“Anything else?” Lexia asks.
<<if not $HavardMeetingReaction.includes("injured") and not $HavardMeetingReaction.includes("weapon")>>\
<<if $got_injured_c1>>\
<<addLexia -10>>\
“There was an injury but not to worry. All injuries have been tended to.” Havard said. He did not sound happy at all. But kids get hurt all the time? Though how their newest resident had managed it so quickly was a bit worrying. Lexia would ask for details later.
“Thank you. For taking care of it.” Lexia said softly. Havard did not answer.
<<else>>\
“No. The rest we can go over later.” Havard’s voice was calm.
<</if>><</if>>\
“What about right now? I assume there is a reason you are contacting me?” Lexia asked, getting up. She hoped Havard had something for her to do.
“Yes, $MCname fell back asleep after our talk. However, I fear that $heshe will not be able to get around on $hisher own right now. Could you ask about for one of those wheeled chairs? I wish to at least offer the option when the time comes.”
<<if $HavardMeetingReaction is "escape">>\
“Didn’t you say $MCname ran away from you?”
<<if $gardenespace is true>>\
“True but panic can make us do things we are not normally able to do. I doubt without that visceral reaction, $MCname will be able to do much walking or running. And I would rather avoid it to be honest. That $child needs rest.”
<<else >>\
“True but panic can make us do things we are not normally able to do. It was however only to the garden, and I doubt without that visceral panic reaction, $MCname will be able to do much walking or running. And I would rather avoid it to be honest. That $child needs rest.”
<</if>>\
“All right. I will head out soon.” Lexia stretches her neck and did a little jump in place.
<<else>>\
“Of course. It is probably best to have one of those things around just in case anyway even if $MCname does not need or want it.” Lexia stretched her neck and did a little jump in place.
<</if>>\
<<if $angry_at_being_carried_about is true>>\
<<addLexia -1>>\
“Good. $MCname was somewhat angry at being carried by me so I did promise $himher an option in any case.” Havard adds.
<<else>>\
“Good. It is good to have one even if it is not needed depending on what $MCname wants.”
<</if>>\
“It is agreed then, I will see about getting us one of those chairs with wheels. We should not keep $MCname cooped up inside. There is plenty to see inside the orphanage, and atop the walls.” Lexia agreed. It had sounded like $MCname had been locked away from what Lord Sheo had said. “Bet I can build a ramp so we can slide down it with the wheeled chair. I wonder if those things can be enchanted…”
“Lexia.” Havard warned.
She smiled wide. “Oh, don’t be a spoilsport. Just imagine it. One of the walls, some plans and a few nails and we could have an epic event!” Lexia’s smile was full of mischief, she was just pushing Havard’s buttons but since the Head Custodian is not face to face with her, it could be hard to tell.
“Oh, come on. It will be fun. Imagine one of those wheeled chairs flying thought the air. I bet the twins would want to get in on this. How many kids can one of those chairs hold?” She went on, smiling all the while.
“Lexia enough. You have had your fun.” Havard said. Lexia got the feeling there is a fond exasperation in his tone. He might even be smiling a bit. Damn, these communication pins were nice but it was hard to tell when to push a joke further.
Lexia was very tempted to go on. She was pretty sure that Havard was enjoying this. It was hard to tell via the communication pin. Should she take the risk? Maybe she would quit while she is ahead…
The choice is not hers, it was too late.
<<if $nonverbal is true>>\
<<addLexia -2>>\
"Lexia, before you go. I have another task for you. $MCname cannot or will not speak. Communication is difficult at the moment. Could you visit the Spire. Talk to someone about a magical communicator?"
Lexia tilted her head. "Won't talk? Why? Injury? Trauma?"
"The why hardly matters. $capitalheshe won't talk."
"OK, I will visit the Spire! One chair with wheels and a magical communicator coming up!” Lexia said cheerfully. "I am sure someone has something to help." She was also excited to just visit the Spire! She could see one of the Ancients! Maybe even ask them directly about something to help $MCname.
“Oh… should we get a communicator for Atru too?” Lexia asked. Not quite the same thing though. Atru spoke to his sister. He just did not speak to other people. Would he use a communicator at all?
“You can though I am not sure if Atru would agree to use one. Still, it does not hurt to offer.”
“Got it!”
“Thank you. You should get going Lexia.” Havard said. “I will see you later. Do not go introduce yourself to $MCname alone. I want to be present when you do. I will be staying in $hisher room until $heshe <<wakes>> up again.”
<<else>>\
“You should get going Lexia.” Havard said. “I will see you later. Do not go introduce yourself to $MCname alone. I want to be present when you do. I will be staying in $hisher room until $heshe <<wakes>> up again.”
<</if>>\
“Ok. See you later Havard!”
Lexia dashed off to take care of everything. Today she would introduce herself to a new child! She hoped it would go well.
<<nobr>><div class="choices">
<div class="choice-item">[[End Of Lexia POV|Chapter 2 fadein]]</div>
</div><</nobr>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'>''Interlude -- A Day of mystery'' </font> \
</div>
</span><</fadein>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 200%;'>\
<font face='fancy'>''Lexia -- A Silver Protector'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Lexia Interlude 1'>><</cont>>
You are standing by a window at the edge of the world, staring at a vast expanse of shimmering crystal-clear bay of water. Water directly in front of you as far as the eye can see, merging with the sky at the horizon. Water so pure you can see the bottom, sand, corralled reefs with lots of colors. So many colors! Animals of some sort under the water. Fish? Turtles? Everywhere you look, you see something amazing. Gentle waves creating shadows on the rippled surface. Sunlight shining down on the water, creating a mosaic of blue and green, each shade more vibrant than the last. Colors and shades you have never seen before.
It is overwhelming. All you know is the void. This paradise is too much. Too vibrant. Too colorful. Too beautiful for you. This must be the ocean. Something inside you tells you this, even if you have never seen the ocean. A soft breeze carries the scent of the ocean to you. A fresh and invigorating scent filling your lungs with a sense of freedom and endless possibility. For one tiny moment, you forget the void and the cycle. Your hands. For one glorious moment, you feel free. Could this really be reality? Could your tortured mind even create something like the sight before you in the void?
“It is beautiful, is it not?” A voice says and reality comes crashing down around you. You spin around. Stumble more like.
The man who you saw earlier, the man who entered the room you woke up in, is standing in front of you, looking at you.
That gaze makes you feel odd. His eyes are hazel, and terribly kind. They remind you of times before the void. Before the pain and the cycle. Back when there was light and soothing touches. Parents... The fragment of a memory fades. What was all that about?
Why is this man so sad when he looks at you? Why do you know he is sad?
You try to back up, but you are right next to the window. Should you jump out? But there is nothing but the water below. Your mind is conjuring up images of grasping and probing hands. Of knives carving into you. You begin to panic.
It must show on your face and in your body because the man immediately reassures you.
"I will not hurt you. I swear it." His voice is quiet but firm. Somehow it soothes your wounded soul. You stare back at the man.
You stare at the man. Could it really be? Does he actually not want to hurt you? Or just trick you?
The man smiles at you. “Do you like the view of the ocean?” he asks. You glance out from the window at the incredible vista spreading out.
You nod. You don’t know why. No one in your memory ever asked you anything, they just did bad things to you. Of course you like this view. It is not the void after all. It is so full of color and life.
The man smiles at your answer. “Would you like to stay in this room? Perhaps sit down?” He gestures to the bed. “I already promised not to hurt you. There is much to discuss. I am sure you have questions.”
You eye the man warily. True. You do have questions. You give a miniscule nod. You don’t see a way out. This room is nice as well. Has a nice view, even better than the garden you saw earlier.
<<if $selfharmoptions is true>>
If needed, you can also throw yourself out of the window and hope for the best. Assuming your legs are capable of such a thing.
<</if>>\
<<if $naked is true>>\
“First, here.” The man holds out a cloak to you. “I grabbed this from the bed you woke up in. You are a bit underdressed child."
You look down and realize you are still naked.
<<if $chapter1_2 is 1>>\
Earlier you were comfortable naked. You still figure you should put on the cloak and wrap it around you. It seems something the man would prefer.
<<elseif $chapter1_2 is 2>>\
Earlier you were a bit cold and wanted something to wear anyway.
<<elseif $chapter1_2 is 3>>\
You are embarrassed about someone seeing you naked. You quickly grab the cloak and cover yourself.
<<elseif $chapter1_2 is 4>>\
You are really embarrassed about being naked and your face feels really hot. You quickly grab the cloak and cover yourself.
<<elseif $chapter1_2 is 5>>\
You didn't mind being naked earlier! It was sort of freeing! You figure you should still put on the cloak. It seems something the man would prefer.
<</if>>\
You wrap the cloak around yourself as best you can with your mangled bandaged hands. You then move to the bed and sit down. Really you fall down on the bed. Good thing it is so soft. Your legs are done. Shaking and numb.
<<else>>\
You check the cloak wrapped around your body as you move to the bed. Really you fall down on the bed. Good thing it is so soft. Your legs are done. Shaking and numb.
<</if>>\
The man makes no comment about your ungraceful landing, and instead drags a wooden chair from the nearby table next to your bed and sits down in it.
<<nobr>><div class="choices">
<div class="choice-item">[[He looks at you with those kind eyes.|Explanations]]</div>
</div><</nobr>>
Another day in Firgrat -- Part 1
A spindly giant coming out of the sea, in Firgrat bay. Lots of panic, lots of running about in a panic.
One of the Ancients floats down from the Spire to talk with the giant, whose voice is ridiculously loud. The giant want to shop, which the whole city can hear since their voice booms so much.
Does the giant have money? Does he have goods worth money? He does. He is a giant who can walk across the sea bottom. He has plenty of stuff from underwater. Shipwrecks, pearls etc. And can get tons and tons of fish.
Of course it all depends on what he wants to buy. Of course, his target is the Equanox.
-----------------------------------
"I am going fix this world" the scariest words a villain can say.<<set $MCname to 'the $child'>>\
<<set $lastname to 'Unknown'>>\
<<addHavard -5>>\
Names are for people, aren’t they? Are you really a person anymore? It seems dubious to you. You were certainly not treated like a person by the people who took you. They just carved into you, tore and broke your body before dumping you in the void.
"It's all right child." Havard says gently. "If you do not remember and wish for more time, it can wait." His words are soothing. "Do not worry for such things. There is time yet to remember or to decide."
It seems that Havard has mistaken your silent pondering for the fact that you are unsure of your name, and do not wish to commit yet. That is fine. It makes no real difference. Still you stare at Havard for a moment. He is being so odd. Nice. You think the word is nice. It's hard to get used to someone being nice to you. You think there were people who were nice to you in the past, but your memories are too damaged to remember. You have a feeling you remembered in the void but everything is so blurry and fragmented.
<<nobr>><div class="choices">
<div class="choice-item">[[You decide you would like Havard to name you.|Havard_names_you]]</div>
<div class="choice-item">[[You are happy with letting it be, so you nod.|Chapter 1_7][$MC_name_random to true]]</div>
<div class="choice-item">[[Shake your head. No I want to choose my own name instead.|Choose name]]</div>
<div class="choice-item">[[No wait, I remember now! (go back to the lists)|Names]]</div>
</div><</nobr>>
<<set $q6 to true>>\
“The Orphanage of Firgrat or Firgrat Orphanage is an institution founded by the Ancients fairly recently. We are not yet officially open, instead we are preparing for our official opening in some months. You see, this orphanage is meant to be able to house a lot of people. The city of Firgrat is huge, and I fear there are many children in need of care.” Havard explains. You follow along silently. “You see, this place is meant to be a safe place for a place for children who have no other place to go. A place of care and learning.”
Havard take a moment to consider what more to say.
“There are other orphanages in Firgrat but they are all run by kind souls who have had no official support. They are at the mercy of the city, and the city can be cruel. This place however.” Havard gestures around. “Is officially founded and backed by the Ancients. We have a massive budget, compound and plenty of people to look after children.” Havard smiles. “The custodians like me will each get assigned to specific children at least in the beginning. They will be the ones to take care of those children under their care, waking them up, taking them to meals and lessons, helping them settle in. Things like that. Of course, other custodians will help. And then we have a special privilege no one else in all of Wocdes has.”
This sounds important so you pay extra attention. If you are going to be staying here, it seems important to know all of this. If this is just a delusion of your mind though, it might be a wasted effort. Still, best to try and pay attention for now.
“The Ancients did not only create the orphanage, and the custodians. They also created the Silver Protectors. Elite warriors whose duty is to guard the children inside this Orphanage so that no harm will befall them no matter what.” Havard smiles softly. “There are a few varieties of Silver Protectors. Many get a partner from the Custodians upon their assignment and accompany the children they are assigned to during the day. Together the pair of Protector and Custodian will be responsible for the safety, education and wellbeing of their charge or charges with support from all other Custodians and Protectors.”
You try to wrap your head around the concept. A Protector to guard the children? Will you get one? It sounds nice… but can they be trusted? You know people like guards often carry weapons. Weapons are used to hurt people? To cut and stab. Just like the people who took you did… You are not sure you like the idea… but Havard has not spotted talking.
“The orphanage has walls, and only one gate to enter through. The Silver Protectors keep a rotation of people on guard around the orphanage on the walls and the gate. A sort of general assignment to keep everyone safe, though there may not be enough Silver Protectors for this in the long term. The third role a Silver Protector could have is going out into the world to find children who need our care and bringing them back. Much like Lord Sheo did to you.”
This is a lot to process, and you think you are getting tired. Your eyes feel heavy. Havard has been talking so much. You need time to process. Havard smiles at you softly.
“Apologies for the long explanation, but one more thing. You are the third child we have here in our care currently. In time you will meet the other two. They are twins about your age.”
Twins? As in they look the same? Another thing you know but have no idea how. Have you ever met anyone your age? How old are you? Are people your own age different from people like Havard? Havard is definitely different from the people who took you to be carved up and threw you into the void. Your eyes feel quite heavy.
“I see you are getting tired.” Havard says. “Perhaps it is time to put an end to this question session. Or did you have anything else in mind?”
<<nobr>><div class="choices">
<div class="choice-item">[[You are done.|Chapter 1_9]]</div>
<div class="choice-item">[[Back to questions.|Chapter 1_8]]</div>
</div><</nobr>>
<<set $codex to true>><<notify 3s>>The codex has been unlocked.<</notify>>\
That was a lot of questions. It has been a long day. You think you feel calmer after hearing all of that. This could still all be a delusion, but could your mind even invent all of this? All the things Havard has told you; it eases something inside you. A knot unwinds somewhere inside you and causes you to come undone. An odd feeling you cannot remember. Relaxation. Your eyes are heavy. They are closing all on their own. Are you sleepy? Tired? It seems so. Your whole body feels heavy. Such an odd feeling. So hard to control your body. Slowly you start nodding off.
“I think it is time for you to sleep some more.” Havard says gently. “I am sorry for talking for so long.”
<<if $stay_in_gardenc1 is true>>
You slump down into the grass below, curling up a bit. It is so hard to stay awake.
“Apologies but I cannot let you sleep out here.” Havard says and very gently pick you up from the grass. “To the bed you go. I promise it will all be fine. I will be here when you wake up again. With food and drink.”
Even if you wanted to resist, your body just refuses. Havard carries you back to the bed you woke up from. You can vaguely tell you are gently tucked into bed.
<<else>>\
You slump down into the bed. It is so soft and nice. So inviting. It is so hard to stay awake.
“Please sleep.” Havard says gently. “I promise it will all be fine. I will be here when you wake up again. With food and drink.”
Even if you wanted to resist, your body just refuses. You can vaguely tell you are gently tucked into bed.
<</if>>\
Warmth envelops you. The darkness presses in.
“Sleep well.” Havard says somewhere close by.
The darkness takes you. The last thing you know is the warmth and softness of the bed. The gentle sound of the wind and birds outside.
<<nobr>><div class="choices">
<div class="choice-item">[[The end of Chapter 1.|Interlude_twins_0]]</div>
</div><</nobr>>
<<if $hug_reaction is 1>>\
<<addinnocence 5>><<addtrust 5>><<addfriendly 3>><<addHavard 10>>\
Your hands can not reach around him, but you hold onto his as best you can in your current state. Your clumsy fingers wrinkle his robes, your face nuzzles against his chest. It feels natural. Good. You feel warm on the inside. What does it mean? You don’t know but you think you like this. A hug. It soothes something inside you even if you cannot understand why. Such a simple thing. A hug.
You thought that living without the void and the cycle would make life worth living. Now you don’t think you can go back to a time that hugs are not a part of your life. How tragic it is. The more you experience, the more you hope this is not a delusion of your mind. Going back to the void after knowing the warmth that comes from a hug. Those gentle rubbing motions Havard is doing against your back through the cloak. You thought that Havard could do nothing to break you more, you were already too broken, yet if you now must go back to the void, it would be… unbearable.
How could you ever go back after knowing this warmth and not break more?
Havard keeps holding you, and you keep holding him. He makes soothing noises that calm your mind. You do not know how much time passes.
Eventually the hug comes to an end. But the warmth lingers.
<<elseif $hug_reaction is 2>>\
<<addstoic 5>><<addnumbness 1>>\
<<addinnocence 3>><<addtrust 3>><<addHavard 5>>\
The hug feels natural. Good. You feel warm on the inside. What does it mean? You don’t know but you think you like this. A hug. It soothes something inside you even if you cannot understand why. Such a simple thing. A hug. You dare not move. If you keep very still, maybe this will keep going.
You thought that living without the void and the cycle would make life worth living. Now you don’t think you can go back to a time that hugs are not a part of your life. How tragic it is. The more you experience, the more you hope this is not a delusion of your mind. Going back to the void after knowing the warmth that comes from a hug. Those gentle rubbing motions Havard is doing against your back through the cloak. You thought that Havard could do nothing to break you more, you were already too broken, yet if you now must go back to the void, it would be… unbearable.
How could you ever go back after knowing this warmth and not break more?
Havard keeps holding you, and you keep still out of fear that he might stop if you move. Should you do something with your hands? You dare not move them. He makes soothing noises that calm your mind. You do not know how much time passes.
Eventually the hug comes to an end. But the warmth lingers.
<<elseif $hug_reaction is 3>>\
<<addstoic 5>><<addnumbness 5>>\
<<addinnocence 1>><<addoblivious 3>><<addHavard 5>>\
The hug is odd. If feels warm to be held. You think it feels good, or does it? It is hard to say. It is warm. That is all you can say for sure. What does it mean? You don’t know but it is not horrible. A hug. It feels soothing even if you cannot understand why. Such a simple thing. A hug. You do not move. You keep very still. You can do nothing else, as you have no idea what to do.
Another experience for you. Is it good or bad? You are not sure. It is better than the void for sure. Better than pain. You hope this is not a delusion of your mind. Going back to the void after knowing the warmth that comes from a hug seems bad. Havard is doing gentle rubbing motions against your back through the cloak.
Havard keeps holding you, and you stay still. He makes noises that you try to figure out the purpose for. Is he trying to soothe you? Comfort you? Your mind supplies these possibilities, but you can only blankly stare at his chest, covered by his robe.
Should you do something with your hands? You do not know so you do not move them.
Eventually the hug comes to an end. But the warmth lingers.
<<elseif $hug_reaction is 4>>\
<<addanger 3>><<addstoic -3>><<addfriendly -3>><<addtrust -2>><<addHavard -5>>\
You push with what feeble strength you have. You cannot trust this. It feels warm to be hugged. You cannot allow it. You don’t know Havard. You cannot trust a hug. It will only lead to more pain. Being touched like this feels odd. Havard is gentle and firm. He is not carving or tearing at your flesh.
The hug comes to an end. Havard lets go immediately at your resistance. But the warmth lingers.
“My apologies.” Havard says. “I felt I had to do something to ease your panic. A hug seems like a good option. Clearly, I was wrong. Again, I apologize.” He seems sincere and sorry. Also worried.
You stare at him. You do nothing for now. You need time to process. Was being hugged that bad? Do you not like being touched?
<<if $trustHavardC1 is true>>
You decided to trust Havard earlier. So why do you not want to be hugged by Havard?
<<else>>
You decided to not trust Havard earlier. Perhaps it is simply that Havard is hugging you.
<</if>>\
You will need to consider this more. Your mind is so blurry and muddled. You hardly understand yourself let alone others, even if you seem to be able to read other somehow at times. Or at least Havard. Why is understanding yourself harder than the faces Havard makes?
<</if>>\
“Perhaps we should return to your questions?”
<<nobr>><div class="choices">
<div class="choice-item">[[Back to questions|Chapter 1_8]]</div>
</div><</nobr>>
Choose your own skin color? <<textbox "$SkinColor" $SkinColor>>
//Write it as you wish it to appear in text.//
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Chapter 1_2_2]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Skin color chapter 1]] </div>
</div><</nobr>>
The orphanage was a frustrating place sometimes. It was so huge! There were so many rooms and courtyards. Which would be great when all those rooms were full, at least in Azha’s mind. Atru was not quite so enthusiastic about that future. He was worried about so many people. Atru thought it would be fine! More people, more fun! Azha would not let anyone bully Atru or call him weird anymore! Or Sandor would not, if Azha couldn’t! Still, right now the number of rooms was a problem. The twins had checked every window around the garden and found nothing! That was a lot of rooms! Like eight. Maybe. Alessa was teaching them how to count, Azha could have gotten that wrong. Math was hard, but it was a lot of window peeking!
Right now, the twins were sitting in the grass of the garden. Azha glanced at Sandor who was always nearby. He had done nothing to stop them. Maybe that meant they were in the wrong place to solve the mystery? Or would Sandor not interfere with the twins, no matter what? Well, he would if they were in danger of getting hurt, that much Azha knew. She had once tried to climb a tree to get a better view of the orphanage. Not for the icky fruit! Of course, she had fallen about half-way up there. Stupid weak branches. Sandor was there faster than she could process, catching her from the air. Azha had not even bumped into his armor when he caught her! She had been surprised that she did not get scolded or shouted at. Instead, she had just been asked to be careful and checked for injuries. Atru had been very happy at that. He did not like shouting. Azha did not like shouting either but Atru //really// did not like it. It reminded him of the past too much.
Sandor might be easier to trick into revealing something about the secret than Alessa would be. Besides, Alessa was still not back with their honey cakes! So it’s not like the twins had too many options to choose from right now.
“Sandor! Give us a clue! We checked like… a hundred rooms!” Azha called out, and Atru turned his gaze onto their Protector as well. Together the united front of the twins would make the Silver Protector break and spill all the secrets!
“Twelve Azha. You checked twelve windows.” Sandor says. “Not a hundred but still impressive.” He smiles at the twins, an innocent clueless smile. “But I fear I have no idea what you want a hint about.”
“Yes, you do!” Azha narrowed her eyes, which just made Sandor smile wider. Stupid Sandor… ok she really liked him. He was not at all stupid and among her favorite people. Right after Atru and Custodian Alessa. He was just doing his duty. Alessa had explained that duty was important and that everyone here had been chosen by the Ancients, the really old people who everyone was crazy about. Or afraid of? It was hard to tell. Irosia, the Ancient who saved her and Atru, had been cool! All stern and regal but kind! She had not looked that old though. How could you be old and not look old? Magic? Azha really wanted to see magic! The Ancients must be so good at magic! Maybe the mystery they were trying to solve was magical! That would be so cool!
Azha decided that a different approach was required and leaned into Atru to whisper. “We should find someone else to bully into telling us a hint!” Atru looked at her, then gave one of his miniscule nods. Azha wasn’t sure if they could get any hints from anyone.
“Come on!” Azha grabbed Atru’s hand. “Let’s see who we can find!”
The twins dash off. Protector Sandor takes off after them with a fond smile on his face.
<<nobr>><div class="choices">
<div class="choice-item">[[Soon the twins found a clue worth investigating.|Interlude_twins_8]]</div>
</div><</nobr>>
<h1>Chapter 2 -- Sense of Self</h1>\
<h2> Your POV</h2>\
<h3> Afternoon</h3>\
<<set $chapter = 'Chapter 2'>>\
<<if $codex is not true>>\
<<set $codex to true>><<notify 3s>>The codex has been unlocked.<</notify>>\
<</if>>\
When you wake up again, you are lying in the super comfy bed. You don’t think you remember your dreams. It takes you a moment to realize where you are. That you are not in the void but in the orphanage. Perhaps this is not a delusion? Can you wake up twice in the same delusion? Does it even matter at this point? <<if $q1 is true>> Havard did say that this is true when you asked him. Said that if you live as best you can here, you will realize that everything here is real. It is not like you have any other options. <</if>>
You look around. Yes. This is the same room you went to sleep in after your talk with Havard. You move a tiny fraction in the bed. Just a small shift. You feel your cloak in bed with you, right there by your side. It seems to to have come off again as you slept. Why does it keep doing that? Oh well, you are covered by the nice warm fluffy thing you slept under. A quilt? A duvet? Your mind offers a few options.
You reach for the cloak, and someone moves in the room you are in. You freeze for a moment, then look over. Havard is sitting by the desk, writing something. You think he is writing; he has a piece of paper on the table at least. You grab your cloak and put it on, doing so feels right somehow. Safe. Maybe it'se becuase it is a cloak //something//, the Ancient called Sheo, left for you. It's not hard to put it on, even with your bandaged hands. The cloak is very easy to maneuver for some reason.
“Welcome back.” Havard smiles at you. “It has not been terribly long. A few hours only. It is still the same day.” He gets up and grabs a tray with legs. Why does a tray have legs? “I promised you food and drink did I not.” He says softly as he comes closer to you. Your nose is the first thing that tells you that that tray is wonderful… It smells warm, comforting and earthy. A bowl of something. A glass filled with a white liquid. Milk, your mind supplies. Food. There even is something that looks fluffy and glistening with something melted on it. Bread and butter, a vague thought tells you.
Your stomach makes a sound, and you forget your cloak for now. A growling sound so loud it echoes a bit in the room, and feels like your insides are twisting into a knot. For a moment you fear the cycle of pain is back with a new flavor, and this is all a delusion before you realize what is happening. Somehow you know that this feeling is hunger. Your mind is telling you that this happens to everyone. You are not sure everyone gets this //hungry,// you are shaking. It is hard but you do your best to pull yourself up into a sitting position. For some reason it is oddly difficult to do so, but the smell from the tray is making your salivate and you don’t care about anything else right now.
Havard sets the tray down over you, so it stands on the bed with those legs, like a table over your legs. So that’s why it has legs… You immediately reach out for a metal thing, like a small bowl at the end of stick. A spoon you vaguely think, somehow knowing that this is what you can use to eat from the bowl. Your bandaged fingers wrap around the spoon, and you grip it and move your hand towards the bowl. <<if $sawHealingBaths is true>> The splint is not making things any easier either. There is very little pain, at least by your reckoning but that hand is even clumsier than the other one. <</if>> The spoon drops from your fingers without you even realizing it. You try again immediately. Then again. You keep failing miserably, getting frustrated. Your grip, your hands are so… useless.
“Here, let me help you.” Havard says softly and takes the spoon. He scoops up something from the bowl, a thick, warm type of food not familiar to you. “It’s called porridge. This one is made with rice and milk, with a bit of sugar and cinnamon on top.” Havard says and brings the food closer to your mouth. “It’s hot and tasty.” He smiles. “Have a taste. Please.”
<<nobr>><div class="choices">
<div class="choice-item">[[You eagerly go for the spoonful of porridge, trusting Havard.|Chapter 2_1][$trustHavardC2 to true]]</div>
<div class="choice-item">[[ You tentatively go for the spoonful of porridge, not trusting Havard but you need food.|Chapter 2_1][$trustHavardC2 to false]]</div>
</div><</nobr>>
<<if $trustHavardC1 is true and $trustHavardC2 is true>>\
<<addcareful -3>><<addinnocence 5>><<addtrust 5>><<addHavard 5>>\
You remember you decided to trust in Havard before, and you do so again. It is not a hard choice; he has done nothing to make you distrust him. He has been nice to you, answering your questions. <<if $nonverbal is true>> Even coming up with the questions first in fact. <</if>> The food smells so good and your stomach twists and rumbles in anticipation.
<<elseif $trustHavardC1 is false and $trustHavardC2 is true>>\
<<addcareful -3>><<addinnocence 3>><<addtrust 5>>\
Even if you didn’t trust Havard before, you find that he has won you over. He has been quite nice to you, answering your questions. <<if $nonverbal is true>> Even coming up with the questions first in fact. <</if>> Besides you must eat. The smell is just too much, too good and the twisting and rumbling of your stomach in anticipation forces you forward.
<<elseif $trustHavardC1 is true and $trustHavardC2 is false>>\
<<addcareful 3>><<addinnocence -3>><<addtrust -5>><<addHavard 5>>\
Even if you trusted Havard before, you find that you no longer do. He did answer your questions. <<if $nonverbal is true>> Even coming up with the questions first in fact. <</if>> Still, he could have been lying. Is the food actually good? Why would he go through the trouble of feeding you bad food? He could just lock you up and carve into you? You however must eat. The smell is just too much, too good and the twisting and rumbling of your stomach in anticipation forces you forward.
<<else>>\
<<addcareful 5>><<addinnocence -5>><<addtrust -5>><<addHavard 5>>\
Even if you don’t trust Havard, you must eat. But is the food actually good? Why would he go through the trouble of feeding you bad food? He could just lock you up and carve into you? Well there is only one way to find out. The smell is just too much, the twisting and rumbling of your stomach in anticipation forces you forward.
<</if>>\
The spoonful of porridge is warm, rich and creamy. It is the best thing you ever remember eating… If you remembered eating at all before the void, but no memories are strong enough to draw you out of this moment. You almost wish to hurry Havard as he spoons porridge into your mouth, and you eat with ravenous hunger. He helps you drink the milk, cool and refreshing. The bread and butter you can eat yourself, even if clumsily and messily using both hands. <<if $sawHealingBaths is true>> The splint is not enough to deter you. You are very determined to eat all the food Havard brought you. <</if>> Your bandages will need changing after, the butter making them all messy. Havard does not seem to mind; he lets you taste the bread and observes something on your face that makes him smile. You really need to observe if you make expressions eventually… You must do something since Havard seems to see things but for now, the bread is fluffy and tasty, and you can eat it yourself. A precious bit of self sufficiency that Havard seems exited that you take, even if you also make a bit of a mess of the bed as you do.
“You could dip the bread in the porridge.” Havard suggests.
It really doesn’t matter if you trust Havard or not in this moment. You are far too focused on food and try his suggestion. Your clumsy weak hands drop the bread into the bowl. Not quite what you were after, but your hands are not co-operative. Havard just smiles and uses the spoon to lift the bread up and bringing it to your lips. You nibble on it and discoverer a new bliss… Bread dipped into things is so good! The bread itself is already so good! So is the porridge!
It takes a long time, but you eat everything Havard brought, through a combination of Havard spooning stuff into your mouth, using your own bandaged hands for the bread, and Havard helping you drink milk. A long process but you are content. More content than in anywhere your shattered memory.
You got a meal! Real food! Warm and everything. Even if Havard needed to spoon it into your mouth. You consider if you could just have Havard place the meal near you and you could sink your face into the bowl…. Maybe next time. <<if $nonverbal is true>> You need to figure out some way to talk or communicate anyway. <</if>> Would sinking your face into the bowl be hot? Wouldn’t that burn you? Probably not a problem for you, you doubt it will hurt much even if it burns so it should be fine.
You sit in the bed, content and full for the first time in who knows how long. Are your eyes drooping? It feels so odd. Havard clears away the meal and sets the tray with legs back on the table in your room but you barely pay attention. You dazedly look around as you just... exist in this state of contentment. //Your room.// How odd it is, from the void to having your room. A nice room. It could still be a delusion but… your wonder if your mind could make all this up. It seems far too elaborate for your damaged mind to dream up all this. The bed, Havard and the food… Maybe it’s some trick by the people who kidnapped you. A new kind of torture. <<if $q1 is true>> Havard said it was real, but he didn't say it wasn't a trick? <<if $trustHavardC2 is true>> But you trust him so you assume he would tell you if he knew this was some trick. <</if>><</if>>
//"Do you wish to live?"// The voice rings in your head, just like it did in the void. //Something//, an Ancient Havard called Lord Sheo, had come for you. The voice cuts through the haze in your mind for a moment, the words that gave you hope. It feels impossible that your mind could make up your savior, the words feel too real and too clear in your mind right now. Yet… could it still be a delusion? Some cruel trick? You cannot know, but the longer you stay here, the more unlikely it seems. For now you draw in a deep breath and enjoy the aftermath of the first meal you can remember.
<<if $HavardMeetingReaction is "escape">>\
<<if $SawTheSeaC1 is true>>\
You think you can smell the sea. That was a real pretty sight! Such an interesting scent. You wonder could you see it again? The window is right there. You don't however have the time to investigate if you could get up and take a look outside again.
<<else>>\
You can smell the garden right outside through the open window. Such a vibrant fresh smell. You wonder if you could see it again? You don't however have the time to investigate if you could get up and take a look outside again.
<</if>>\
<<else>>\
You smell something odd through the window, a vibrant fresh smell. You wonder what exactly is outside of the window. You don't however have the time to investigate if you could get up and take a look outside.
<</if>>\
“All right, I will redo those bandages. They are a bit buttery.” Havard smiles as he walks back to your bedside. He is holding fresh bandages and sits down. You are pretty sure there is no getting out of this no matter what. You don’t really get it? Why does it matter? Still, it seems clear to you that Havard won’t let you just wear buttered bandages.
<<if $got_injured_c1 is true>>\
Well, you did get hurt earlier and he took care of it. That went fine. This should be fine too.
<</if>>\
“Now then, I suggest you look away. Your hands are quite a sight, and I fear they might distress you.” Havard says softly as he takes one hand. “But I won’t force you of course. You may do with my advice as you wish.”
<<set $sawhands_1 to false>>\
<<nobr>><div class="choices">
<<if $trustHavardC2 is true>>
<div class="choice-item">[[You trust Havard. You should probably do as he says and look away.|Chapter 2_3]]</div>
<</if>>
<div class="choice-item">[[ You decide to do as he says and look away. It has nothing to do with trusting him or not, you just don’t want to see.|Chapter 2_3]]</div>
<div class="choice-item">[[You want to see the damage.|Chapter 2_3][$sawhands_1 to true]]</div>
</div><</nobr>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'>''Chapter 2 -- Sense of Self'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Chapter 2_0'>><</cont>><<if $sawhands_1 is true>>\
Havard sighs but does not make you turn away. Instead, he gently undoes the bandages and for the first time you see the full damage. <<if $sawHealingBaths is true>> The splint drops to the floor but you have no time to think about that. Instead you focus on your arms. <</if>> Starting just below the elbow, your $SkinColor skin turns into a twisted dark mess of flesh. Grooves and odd lumps, possibly from mutated muscles and flesh, run through your forearms. Your wrists are barely bone with just a bit of ruined flesh covering them where the chains dug into flesh so deeply to leave indentations. Your palms are just as twisted and contorted as your forearms. Your fingers are odd, some seem withered, others seem swollen. All twisted and corrupted. No wonder your grip is horrible. No wonder Havard did not wish you to see.
It is hard to connect these ruined remnants to hands. Hard to realize that they are connected to you somehow. You move your fingers, and they move. Sluggishly, slowly, weakly. These are your hands. The twisted ruined mess before you is your hands.
A dull sensation fills you. You realize that there is pain. Your ruined arms and hands hurt. A slowly increasing sensation of pain. Why did you not feel it before? Were you just too panicked? Still this pain is nothing. Nothing compared to what was before during the cycle. Even if it increases and increases into agony, it is still nothing.
The pain is irrelevant anyway. Your arms and hands are ruined. Can they even be called hands again? Even you know hands are good to have. For picking stuff up. For holding things. Eating. Opening things. Hands are useful, even to someone as broken as you. Yet seeing yours, you are pretty sure they are never going to work properly.
<<set $handsreaction to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[What else can you do but laugh.|Chapter 2_4_1][$handsreaction to $handsreaction+1]]</div>
<div class="choice-item">[[You feel nothing. You stare blankly.|Chapter 2_4_1][$handsreaction to $handsreaction+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[Your hands are disgusting and wrong. You should try to get rid of them.|Chapter 2_4_1][ $handsreaction to $handsreaction+3]]</div>
<</if>>
<div class="choice-item">[[You close your eyes. You did not look. You saw nothing. Everything is fine. |Chapter 2_4_1][$handsreaction to $handsreaction+4]]</div>
<div class="choice-item">[[Your hands start shaking slightly in anger!|Chapter 2_4_1][$handsreaction to $handsreaction+5]]</div>
<<if $trustHavardC2 is true>>
<div class="choice-item">[[You need to focus on something else. Havard. You trust Havard. He is safe.|Chapter 2_4_1][$handsreaction to $handsreaction+6]]</div>
<</if>>
</div><</nobr>>
<<else>>\
<<addHavard 10>>\
You turn your head away from your hands. You stare at the window instead even if you cannot see what is outside from this angle. You don’t feel much as Havard works. <<if $sawHealingBaths is true>> You think her removed the splint as well. That makes sense, it would probably get in his way. <</if>> Though you think you start to feel a slow throbbing pain while Havard gently wipes your hands with something you think is slightly wet, then with something dry.
A dull sensation fills you. You realize that there is in fact pain. Your ruined arms and hands hurt. A slowly increasing sensation. Why did you not feel it before? Were you just too panicked? Still this pain is nothing. Nothing compared to what was during the cycle. Even if it increases and increases into agony, it is still nothing.
As Havard starts wrapping your hands into fresh bandages, the pain disappears. Just like that? Why? You are tempted to glance at your hands but already decided that would be a bad idea. Maybe it has to do with the bandages?
It takes a while wile each finger is wrapped. Havard says nothing about the state of your hands and arms. “There we are. All clean and wrapped up. You can look now.” Havard says.
You turn to see. Indeed, your hands have been re-bandaged just as neatly as the first time you woke up in the orphanage. You wonder about the pain, why did it appear and disappear with the bandages? You look intently at the bandages and even sniff then. There seems to be nothing odd about them, but what do you know about bandages? Nothing. It is a wonder you even know the word. Just once of those things you know but you are not sure how. Still, you don’t think that bandages should stop pain. Or maybe they do?
You turn to eyeing Havard who is putting more bandages into the drawers of the desk in your room.
“Now would be a good time to ask you. Do your hands hurt?” Havard says, startling you a bit. You were just thinking about this! Can he read your mind?
Havard turns to look at you expectantly. Maybe he can read your mind.
<<if $nonverbal is true>> \
Considering you decided to not try speaking, that would be handy. Still, this seems like a good time to ask about the pain and bandages, assuming you can somehow manage it.
<<else>>\
This seems like a good time to ask about the pain and the bandages.
<</if>>\
<<set $bandages_ask to false>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You just nod to indicate you have some pain.|Chapter 2_4][$bandages_ask to true]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[“When you undid the bandages, I had some pain.” you say.|Chapter 2_4][$bandages_ask to true]]</div>
<div class="choice-item">[[“No.” you say simply, deeming no need to elaborate.|Chapter 2_4]]</div>
<</if>>
<div class="choice-item">[[You don’t want to try and explain so you just shake your head.|Chapter 2_4]]</div>
</div><</nobr>>
<</if>>\
<<if $handsreaction is 1>>\
<<addmadness 5>><<addHavard -10>>\
Laughter bubbles up from your mouth, startling Havard who is wiping your ruined flesh with a damp cloth. Your hands and arms are ruined. How funny it is. Your grip is probably ruined forever. What a joke your life is.
The laughter billowing out from you, like a poison spreading through the room, is hollow and hilarious. A mockery of everything because it is all just so funny. Everything about this is so funny. The void wins even if this is not a delusion because it’s clear as day. The void is in // you//, seeped into your very flesh and blood. A grand joke. Even if this is not a delusion, then the void still thrives in your very flesh.
<<elseif $handsreaction is 2>>\
<<addnumbness 5>><<addHavard -10>>\
A familiar numbness envelops you, welcoming you home. You don’t even notice Havard whose brow furrows in concern as he notices how blank your face is when he glances up from wiping your hands with a damp cloth. You feel nothing like this. Your hands are a disgusting mockery of flesh, and it does not matter. In the blankness of your mind, nothing matters.
<<elseif $handsreaction is 3>>\
<<addselfharm 5>><<addHavard -10>>\
The twisted flesh of your arms and hands is //wrong//. Something so wrong should not exist. You should get rid of them. Tear them off and burn them until not a trace remains. You can almost feel the relief at the thought of it. The dark mucky blood leaking out and life leaving you. No worries. No void. No more pain.
Havard is wiping your ruined flesh with a damp cloth, but he glances up as if sensing something wrong. He says nothing, but his gaze is full of worry.
<<elseif $handsreaction is 4>>\
<<addescape 5>><<addHavard -5>>\
You close your eyes. You saw nothing. Havard is cleaning your hands because there is butter staining them. He is using a damp cloth to first wipe away stains. The food was so good. Your hands are fine. Perfectly normal hands.
Nothing is wrong. Everything is fine. Everything is always fine, and nothing is ever wrong.
The milk was so refreshing too. Dipping bread in porridge is so nice!
Nothing is wrong.
<<elseif $handsreaction is 5>>\
<<addanger 5>><<addHavard -10>>\
The twisted flesh of your arms and hands seems to be mocking you. Why you? What made you so special you must go through all of this? How dare those people who took you? Your hands twitch a bit, fingers clenching slowly, and Havard looks up from wiping your hands with a damp cloth.
Your jaw clenches. Your mangled hands are shaking a bit in anger at the people who did this to you. Anger at the void. Anger at the world.
<<elseif $handsreaction is 6>>\
<<addtrust 5>><<addHavard 5>>\
You focus on Havard. Yes. Focus on Havard instead of the disgusting mess that is your hands. How his hazel eyes are sad but so kind when he wipes at your hands. A person you trust… An impossible thing, or so it seemed. Yet here you are. You know nothing about him, aside from the fact that he is a custodian, or so he says. A person who guides orphaned children… He plans to guide you, that much you can understand.
Yet somehow you trust this man gently wiping your hands with a damp cloth. Is it his actions? His demeanor? Instinct? It hardly matters. You decided to trust him. You made a decision to trust him. That makes it important, or so your ruined mind whispers.
Havard looks up at you, and meets your eyes. He smiles at you. You are still uncertain why he smiles at you like that. Like you matter to the world. Like you matter to him.
<</if>>\
Havard’s grip on your ruined hands is gentle yet it becomes firmer. Not to hurt you, somehow you know it is a comforting gesture. A lifeline offered to you that could save you from your own thoughts. If you let it. Havard however does not seem content to leave this choice up to chance.
“It’s all right. Everything will be all right.” Havard says softly. There is something terrifying in his eyes. A certainty that you have never known. A resolve that forces you into the moment and makes everything else fade. <<if $trustHavardC2 is not true>> Even if you don’t trust him, his resolve seems genuine. <</if>> How can he be so sure? How does he know that?
Yet Havard’s gaze is unwavering. He holds yours until returning to caring for your hands once he seems satisfied with whatever he sees in you… It is very confusing. He wipes at your hands with a dry cloth and starts wrapping them back in fresh bandages. Each finger is wrapped carefully back into fresh bandages. Yet as Havard starts wrapping your hands into fresh bandages, the dull pain from your hands just disappears. Just like that? Why? Maybe it has to do with the bandages? It distracts you from everything else.
“There we are. All clean and wrapped up. You can look now.” Havard says.
Indeed, your hands have been re-bandaged just as neatly as the first time you woke up in the orphanage. You wonder about the pain, why did it appear and disappear with the bandages? You look intently at the bandages and even sniff then. There seems to be nothing odd about them, but what do you know about bandages? Nothing. It is a wonder you even know the word. Just once of those things you know but you are not sure how. Still, you don’t think that bandages should stop pain. Or maybe they do?
You turn to eyeing Havard who is putting more bandages into the drawers of the desk in your room.
“Now would be a good time to ask you. Do your hands hurt?” Havard says, startling you a bit. You were just thinking about this! Can he read your mind? Is there some way to shield your mind from being read?
Havard turns to look at you expectantly. Maybe he can read your mind.
<<if $nonverbal is true>> \
Considering you decided to not try speaking, that would be handy. Still, this seems like a good time to ask about the pain and bandages, assuming you can somehow manage it.
<<else>>\
Still, this seems like a good time to ask about the pain and the bandages.
<</if>>\
<<set $bandages_ask to false>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You just nod to indicate you have some pain.|Chapter 2_4][$bandages_ask to true]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[“When you undid the bandages, I had some pain.” you say.|Chapter 2_4][$bandages_ask to true]]</div>
<div class="choice-item">[[“No.” you say simply, deeming no need to elaborate.|Chapter 2_4]]</div>
<</if>>
<div class="choice-item">[[You don’t want to try and explain so you just shake your head.|Chapter 2_4]]</div>
</div><</nobr>>
<<if $bandages_ask is true>> \
Havard’s brow furrows. “Is the pain gone now?” You think he is concerned about you. He even comes closer to inspect the bandages. To see that he wrapped them correctly?
You nod.
“Good. That means the bandages are working. You see, the bandages should suppress any pain from your hands.” He says, forcing you to focus on him. “Lord Sheo had them made for you. Lots of them. He also mentioned special enchanted gloves he would have made. Though those have not arrived yet.”
<<else>>\
“Good. Still, the bandages should suppress any pain if you have it.” He says, forcing you to focus on him. “Lord Sheo had them made for you. Lots of them. He also mentioned special enchanted gloves he would have made. Though those have not arrived yet.”
<</if>>\
Enchanted bandages? You inspect the bandages again, but you really cannot tell anything special about them. They do not look odd you, though you don’t know what normal bandages look like either. No glimmer or odd smells. <<if $drawer is true>>Didn’t you tear some by trying to open a drawer? Seems to you that enchanted bandages should be able to take that, but you guess not. Maybe the enchantment only eases pain? <</if>>
What was that second part. Gloves? Would gloves help? But if the bandages get rid of pain, then who knows what special gloves could do? Could your grip work again… Your life, what little you can remember, does not encourage you to hope for much, but //something//, the weird ancient grandpa Havard calls Lord Sheo, saved you. If anyone could do something like making your hands better, it has to be some kind of ancient creature – who is possibly a grandpa? Because if not him, then who?
<<set $hope_for_hands to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[It might not be so bad to hope.|Chapter 2_5][$hope_for_hands to $hope_for_hands + 1]]</div>
<div class="choice-item">[[It is best to not hope for too much though.|Chapter 2_5][$hope_for_hands to $hope_for_hands + 2]]</div>
</div><</nobr>>
<<set $charactercreatoroptions to $charactercreatoroptions + 1>>
Set bodytype:
[[Skinny|character][$BodyType to "Skinny"]]
[[Lithe|character][$BodyType to "Lithe"]]
[[Athletic|character][$BodyType to "Athletic"]]
[[Average|character][$BodyType to "Average"]]
[[Curvy|character][$BodyType to "Cyrvy"]]
[[Chubby|character][$BodyType to "Chubby"]]
[[Heavyset|character][$BodyType to "Heavyset"]]
[[Muscular|character][$BodyType to "Muscular"]]
[[Mountain of muscle|character][$BodyType to "Mountain of muscle"]]<<set $charactercreatoroptions to $charactercreatoroptions + 1>>
Please select a height:
[[Very tall|character][$Height to "Very tall"]]
[[Tall|character][$Height to "Tall"]]
[[Average|character][$Height to "Average"]]
[[Short|character][$Height to "Short"]]
[[Very short|character][$Height to "Very short"]]Havard sits you into a chair in the middle of the room and starts working on your hair.
<<if $blades_trauma is true>>\
The careful and rhythmic snips of the scissors starts and you do everything not to focus on it. You close your eyes, and just wait. It's no good, you can hear each snip better this way. So instead you look at the floor.
There is a rug and white stone slabs. Floors are not all that interesting.
<<else>>\
The careful and rhythmic snips of the scissors are oddly calming.
<</if>>\
Havard gently sections your hair, and you feel a bit of tension on your scalp as he works. He goes around you, snipping here and there, occasionally stepping back to assess his work, and making slight adjustments as needed.
<<if $blades_trauma is true>>\
He is being very careful and there are no nicks, not even the feel of metal on your skin.
<</if>>\
On the floor you can spot your hair or what used to be your hair. Wild frayed bits of your mane start scattering the area around the chair as Havard works.
Huh, you guess your hair is...
<<set $charactercreatoroptions to $charactercreatoroptions + 1>>\
//Please select a hair color://
<<nobr>><div class="choices">
<div class="choice-item">[[Snow white|Hair_type_c2][$HairColor to "snow white"]]</div>
<div class="choice-item">[[Bone white|Hair_type_c2][$HairColor to "bone white"]]</div>
<div class="choice-item">[[White|Hair_type_c2][$HairColor to "white"]]</div>
<div class="choice-item">[[Light blond|Hair_type_c2][$HairColor to "light blond"]]</div>
<div class="choice-item">[[Dark blond|Hair_type_c2][$HairColor to "dark blond"]]</div>
<div class="choice-item">[[Blond|Hair_type_c2][$HairColor to "blond"]]</div>
<div class="choice-item">[[Platinum blond|Hair_type_c2][$HairColor to "platinum blond"]]</div>
<div class="choice-item">[[Ashen blond|Hair_type_c2][$HairColor to "ashen blond"]]</div>
<div class="choice-item">[[Grey|Hair_type_c2][$HairColor to "grey"]]</div>
<div class="choice-item">[[Light brown|Hair_type_c2][$HairColor to "light brown"]]</div>
<div class="choice-item">[[Brown|Hair_type_c2][$HairColor to "brown"]]</div>
<div class="choice-item">[[Dark brown|Hair_type_c2][$HairColor to "dark brown"]]</div>
<div class="choice-item">[[Auburn|Hair_type_c2][$HairColor to "auburn"]]</div>
<div class="choice-item">[[Light blue|Hair_type_c2][$HairColor to "light blue"]]</div>
<div class="choice-item">[[Blue|Hair_type_c2][$HairColor to "blue"]]</div>
<div class="choice-item">[[Dark blue|Hair_type_c2][$HairColor to "dark blue"]]</div>
<div class="choice-item">[[Light green|Hair_type_c2][$HairColor to "light green"]]</div>
<div class="choice-item">[[Green|Hair_type_c2][$HairColor to "green"]]</div>
<div class="choice-item">[[Dark green|Hair_type_c2][$HairColor to "dark green"]]</div>
<div class="choice-item">[[Light golden|Hair_type_c2][$HairColor to "light golden"]]</div>
<div class="choice-item">[[Golden|Hair_type_c2][$HairColor to "golden"]]</div>
<div class="choice-item">[[Dark gold|Hair_type_c2][$HairColor to "dark gold"]]</div>
<div class="choice-item">[[Light red|Hair_type_c2][$HairColor to "light red"]]</div>
<div class="choice-item">[[Red|Hair_type_c2][$HairColor to "red"]]</div>
<div class="choice-item">[[Dark red|Hair_type_c2][$HairColor to "dark red"]]</div>
<div class="choice-item">[[Black|Hair_type_c2][$HairColor to "black"]]</div>
<div class="choice-item">[[Raven black|Hair_type_c2][$HairColor to "raven black"]]</div>
<div class="choice-item">[[Something else (set the color yourself).|Choose_haircolor]]</div>
</div><</nobr>>
<<if $hope_for_hands is 1>>\
<<addinnocence 5>>\
You don't see why having hope would be so bad. In the end, it was hope that got you out of the void. Maybe. It might have been hope taken away but still hope anyway. It was hope that made you remember enough to ask for help.
<<elseif $hope_for_hands is 2>>\
<<addinnocence -5>>\
Having hope could be bad. In the end, it was despair that got you out of the void. Maybe. It was hope taken away lead to despair, that made you deem there was nothing to lose.
<</if>>\
<<if $sawHealingBaths is true>>You glance at your newly bandaged arms again. Havard seems to also have put the splint back on the arm you tried to get rid of... or maybe a new one? You can't tell. Still, it does not really bother you. Your hands are already pretty bad, so a little extra stiffness does nothing. <</if>>
Havard was rummaging through a dresser while you were in thought. “I have been meaning to give you these.” He carries a pile of cloth to you. What is that? You already have a very nice bed and your cloak? What do you need more random cloth for?
When Havard unfolds the pile of cloth, and presents three bundles of neatly folded clothes to you. You know they are clothes. Your internal vague sense of things, as you have decided to call your weird knowledge of things you don't remember anything about, tells you so. <<if $q5 is true>> Havard said he did not think it odd for you to know things. Still, this feels different. As if there is something else telling you information. You can't be sure, but it feels like there is a difference between your fragmented memory mostly gone, and this vague sense of things.<</if>>
“Your cloak is good, but having normal clothes would be beneficial.” He looks hopeful that you might agree to wear some additional clothes. why? Does what you wear matter? You already have your cloak, right there in the bed with you.
You glance at the cloak wrapped around you. Your cloak, the only possession that you have. The cloak the Ancient called Sheo left you. You don’t know anything about cloaks either, but you think this one is nice. More than nice now that you have had a better look at it. It is downright beautiful. It has intricate tree root-like patterns along the surface and edges. At the front around the chest, a large circular patch looking like a tree where brances or maybe roots from both sides seamlessly come together, weaving into a clasp made entierly of fabric that seems to come togehter and apart as if by magic. The design probably is magic, the cloack has a mystical and elegant look with the organic lines that flow through the <<listbox '$cloak_color'>>
<<option 'black'>>
<<option 'white'>>
<<option 'blue'>>
<<option 'red'>>
<<option 'green'>>
<<option 'grey'>>
<<option 'violet'>>
<<option 'gold'>>
<<option 'silver'>>
<<option 'light green'>>
<<option 'dark green'>>
<<option 'light blue'>>
<<option 'lavender'>>
<</listbox>> fabric.
However, it just not quite proper clothes, not like the robes Havard wears. The cloak wraps around you almost as if to cover you automatically, the large circular clasp ensuring that it closes nicelly, but somewhere in the back of your head you know that people usually wear more things than just a cloak. Even a nice probably magical cloak. Of course, how you know this and if you can really be considered a person is up for debate. Another odd thing. You know the concept of a debate. This internal sense thing is pretty handy!
Havard spreads out three sets of clothes, all a sort of <<listbox '$clothes_color'>>
<<option 'green tan'>>
<<option 'creamy white'>>
<<option 'grey'>>
<<option 'reddish brown'>>
<<option 'black'>>
<<option 'yellow'>>
<<option 'beige'>>
<<option 'light green'>>
<<option 'dark green'>>
<<option 'light blue'>>
<<option 'lavender'>>
<</listbox>> color. “A simple cotton shirt and pants. Nothing fancy but covers everything. Second, a simple cotton dress if that is more to your liking. It would cover you from head to slightly under the knees. And then a robe, a smaller version of the one I am wearing. It is basically very similar to a dress but cut a bit differently and will go all the way down to your ankles.” Havard indicates each set in turn. “These are just some basic clothes for you to choose from. All are comfortable and easy to move around in which is the criteria for now.” He smiles at you. “So, anything you like?”
You look at the clothes and consider.
<<set $clothes to ''>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You choose the shirt and pants.|Clothes][$clothes to 'shirt and pants']]</div>
<div class="choice-item">[[You choose the dress.|Clothes][$clothes to 'dress']]</div>
<div class="choice-item">[[You choose the robes.|Clothes][$clothes to 'robes']]</div>
<div class="choice-item">[[You don’t really get why you need clothes. You have your cloak.|Clothes][$clothes to 'cloak']]</div>
<div class="choice-item">[[It's too much. Too suspicious. The world does not just give you things.|Clothes][$clothes to 'cloak2']]</div>
</div><</nobr>>
<<if $clothes is 'cloak'>>\
<<set $likes_cloak to true>>\
<<addoblivious 2>><<addinnocence 5>>\
You decide that the cloak is fine! You don’t feel like you really need clothes, but the cloak will cover you if you do.
<<if $nonverbal is true>>\
You clutch your cloak in your ruined hands and lift a bit up for Havard to indicate it is good for you!
<<else>>\
"My cloak is enough!"
<</if>>\
Havard chuckles. “It is a very nice cloak. I have a feeling there is much more to it than meets the eye.”
For some reason you feel pretty good about that. You turn your gaze back to your cloak. The intricate symbols embroidered on the hem and on the back. Patterns like tree-roots twisting and advancing cover every surface and edge. On the back there is a symbol that you do not know. A circle with several more circles inside it, intersecting in a confusing manner. In the center, it forms almost a square, but with slightly bendy lines. Because everything is intersecting circles? You try to trace and make sense of it.
“That is the symbol of the Ancients.” Havard says. “I doubt anyone outside of their council has worn one before. So do keep the cloak safe, and always close to you. Who knows what it can do?” Havard closes one of his eyes at you. A wink, your mind supplies. You are not quite sure what it means….
"Did you notice the clasp at the front?" Havard asks. You did notice that! "Try pulling it apart."
You do so. The circular clasp where the roots or branches from both sides intertwine comes apart, the pattern unwinding as you pull, the cloak opening. Your eyes widen. Magic! It must be!
You put the edges of the clasp close by to each other and the tree roots intertwine again, keeping the cloak closed. You test this several more times, before looking up at Havard with wide eyes. He is smiling at down at you fondly.
“Yes, enchanted to open and close just like that. I have never seen a cloak do that either you know." He hasn't? Your cloak is really cool! "Still, even with that very nice cloak, you should choose some clothes. It is something people prefer in public even if you don’t quite understand it yet.”
People are so odd, but if Havard insists you may not really have an option. You don't really get it, but you suppose you must choose clothes.
<<nobr>><div class="choices">
<div class="choice-item">[[You choose the shirt and pants.|Clothes][$clothes to 'shirt and pants']]</div>
<div class="choice-item">[[You choose the dress.|Clothes][$clothes to 'dress']]</div>
<div class="choice-item">[[You choose the robes.|Clothes][$clothes to 'robes']]</div>
</div><</nobr>>
<<elseif $clothes is 'cloak2'>>\
<<addinnocence -5>>\
New clothes for you... it too much... just too much. The world is cruel. People are cruel, if such beings capable of such cruelty can be called people -- you know this. You have felt it in your flesh and soul.
Yet here is Havard, offering you clothes. You already have a cloak. A cloak far nicer than anything Havard is wearing, or so your sense of things tells you. Probably a magical cloak that some ancient being just left for you. Who does that? Why? What is wrong with this Sheo? With Havard?
The cloak you do not waste too much thought on. It is here, and it is yours until this Sheo shows up to demand it back. If he ever does. It is more than enough.
<<if $trustHavardC2 is true>>\
Havard is nice so these clothes are probably comfy and good. He means well... but it is too much. The world does not give you too many good things before taking something away.
<<else>>\
Are these clothes even safe? What if this is some trap? To trap you? Admitedly Havard has not done much to indicate he wants to do bad things to you, but you still don't trust him. The world does not give you too many good things before taking something away.
<</if>>\
<<if $nonverbal is true>>\
You clutch your cloak in your ruined hands and lift a bit up for Havard to indicate it is more than enough. You can't ask for more. Won't trust the world to not punish you for too much good fortune.
<<else>>\
"My cloak is more than enough." You can't ask for more. Won't trust the world to not punish you for too much good fortune.
<</if>>\
Havard smiles a sad smile that is all too familiar by now. “Even with that very nice cloak, you should choose some clothes. It is something people prefer in public even if you don’t think it is needed. I promise, these clothes are for you and nothing bad will happen for choosing to wear them.”
You are not so certain but if Havard insists you may not really have an option. You are wary of the consequences, but you suppose you must choose some clothes.
<<nobr>><div class="choices">
<div class="choice-item">[[You choose the shirt and pants.|Clothes][$clothes to 'shirt and pants']]</div>
<div class="choice-item">[[You choose the dress.|Clothes][$clothes to 'dress']]</div>
<div class="choice-item">[[You choose the robes.|Clothes][$clothes to 'robes']]</div>
</div><</nobr>>
<<else>>\
You choose the $clothes. Havard helps you with your clothing since hands have proven unreliable. The cotton $clothes_color $clothes <<if $clothes is 'shirt and pants' or $clothes is 'robes'>> are <<else>> is <</if>> very comfy. <<if $clothes is 'shirt and pants' or $clothes is 'robes'>> They feel<<else>> It feels <</if>> soft and unpretentious, like a second skin that offers comfort, light and breathable while gently grazing your skin. The loose fit allows for easy movement, not that you are are doing much movement right now but you imagine these clothes will not hinder you. Wearing your new $clothes brings a very snug feeling that you faintly remember from a distant past. You now have proper clothes! Your new clothes are nice! Novel. You think you used to wear things like this once upon a time, though the memory is far too fragmented.
“There we are.” Havard says as he looks me over. “Looks good on you. Later we can think about expanding your clothing options, but this is just a baseline.”
Havard’s gaze settles on your head. “Now, let’s deal with that head of yours.”
What does that mean? Is he planning on cutting off your head? Why did he wait so long? Feed you and let you have clothes? Wait… that does not make much sense. But then again, not much made sense about the void.
“Your hair.” Havard says softly. “I meant your hair.” Was your face doing things? He is smiling but it looks so sad again.
Wait… you have hair?
<<nobr>><div class="choices">
<div class="choice-item">[[It does make some sense.|Hair Length c2]]</div>
</div><</nobr>>
<</if>>\
<<set $charactercreatoroptions to $charactercreatoroptions + 1>>\
You reach out to atop your head. And indeed, there is lots of hair up there. How did you never notice? It feels... well like nothing since your fingers are covered in bandages and are ruined, but there is something off about your hair. You pull a bit of it in front of your eyes. It seems matted and messy. Not dirty for some reason. Just tangly and messy. There is also tons of it. Sort of odd how you missed it, but it was not really important in the grand scheme of things. Waking up in an odd place, meeting a stranger. Hair seems inconsequential after the void.
"I was planning on cleaning up your hair, since it is in quite a state, but don't worry. Being left alone to grow means there is enough hair to cut it to whatever length you want. Or at least tidy it up if you want it around waist-long still." Havard says. "Now I ask you to be calm. To clean up your hair, I need to cut it, I need to use these." He shows you some kind of cutting thing, like two knives strapped together.
<<if $nonverbal is true>>\
"Just indicate a length you are happy with using your hands." He smiles at you reassuringly.
<<else>>\
"Just tell me a length you are happy with." He smiles at you reassuringly.
<</if>>\
//Please select a hair length://
<<nobr>><div class="choices">
<div class="choice-item">[[You stopped listening a while back. He has some kind of cutting thing!|trauma_hair_cutting][$HairLength to "Waist-long"]]</div>
<div class="choice-item">[[Short|HairColor c2][$HairLength to "short"]]</div>
<div class="choice-item">[[Ear-long|HairColor c2][$HairLength to "ear-long"]]</div>
<div class="choice-item">[[Shoulder-long|HairColor c2][$HairLength to "shoulder-long"]]</div>
<div class="choice-item">[[Mid-back|HairColor c2][$HairLength to "mid-back"]]</div>
<div class="choice-item">[[Waist-long|HairColor c2][$HairLength to "waist-long"]]</div>
<div class="choice-item">[[Something else (set the length yourself).|Choose_hairlength]]</div>
</div><</nobr>>
Custodian Ethel had a bouquet of flowers that she was putting into a vase in one of the storage rooms where all sorts of things for the orphanage were kept. Azha was peeking from a window trying to figure out what the flowers were for. Atru was right next to her, also peeking.
“Hmm, it is very suspicious.” Atru whispered to her. They were so close that no one else would hear so he was fine whispering. Even if Sandor was just a short way away, he never mentioned how Atru whispered to Azha.
“It is. What are the flowers for…. Think she would tell us if we asked?”
Atru shook his head. Azha agreed. Ethel was a tough nut to crack. Just before breakfast, the old woman had made both Alessa and Sandor all red and run away with words! That was the sort of power Azha wished she would one day wield, for the good of everyone of course. She would be a responsible benevolent meddler in all interesting things! Like what was going on with Alessa and Sandor. That was very interesting. Why did people turn red like that? What had Ethel meant about being bold? Azha tried to remember the whole interaction, but breakfast was between them and her thoughts were mostly filled with fluffy delicious bread…
“And what are you two up to?” Alessa’s voice made Azha squeak a bit in surprise and she whirled around. Atru did the same but much calmer and no squeak. Alessa had snuck up on them! How? Why? No fair! The twins were supposed to do the sneaking! If Alessa started doing it, she would be too dangerous! She could just come in while they were hiding cookies in their room!
“Well?” Alessa tilted her head.
“Solving the mystery!” Azha declared. “Ethel is suspicious!”
Alessa raised an eyebrow. “I see. I suppose that you are so busy with the mystery and spying on Ethel that you don’t want your reward for eating fruit at breakfast.” She asks smiling with a glint in her eye.
Two pairs of eyes snap to a bundle Alessa is carrying.
“Honey cakes!” Azha dives for the bundle. Alessa deftly catches her between her hands and torso, the bundle ending up behind Azha’s back. The Custodian chuckles. “Not like that, Azha. We do not dive for tasty treats. We ask nicely. Because if we don’t ask nicely, the tickle monster might make us regret it.” The fingers of Alessa free hands tickled Ahza under her arms. The yard filled with loud laughter, and pleading as the young girl learned regret, laughing so much her stomach hurt a bit.
“No!” Azha’s shoulders shook as she tried to get free, gasping for breath. “Atru! The tickle monster has me!” She manages to gasp out. “Save me!”
Atru, her courageous twin, looked at the scene with his usual blank face and dashed forwards to bravely free Azha like a hero from a fairy tale.
Atru went for the bundle of honey cakes! A brilliant strategy in Azha’s tickle addled mind! Surely the tickle monster would have to release Azha to protect the precious bundle. Once the Azha was free, the twins could counterattack. Together they could claim the treasure and defeat the foul tickle monster.
Fate intervened. Their knight, their hero, the Silver Protector Sandor, sworn to guard the twins from all harm, betrayed them in a manner most foul and devious. Their traitorous Protector interfered by seizing the bundle of treasured treats from the monster before Atru could wrestle it from her grasp, allowing the tickle monster to use both of her hands freely.
The twins, horrified by this betrayal, had no chance against the monster. Atru ended up trapped too.
<<nobr>><div class="choices">
<div class="choice-item">[[The tickle monster feasted on them both that day.|Interlude_twins_9]]</div>
</div><</nobr>>
<<set $EthelProfile to true>><<notify 3s>>New character profile: Ethel<</notify>>\
Azha was laying in the grass trying to catch her breath. Atru was right next to her, doing the same. The monster and traitor were talking about something, before the traitor ran off. The twins just focused on breathing. Breathing was so hard sometimes. Azha’s stomach hurt a bit. What a monster they had faced! Bravely and fiercely! Too bad they had lost. Because of the traitor!
Yet Azha’s mind already whirled with plans on how to gain the treasure! That bundle the monster still had. She took another deep breath and turned to Atru and tugged on his arm.
“Atru, how do we get the treasure, and vengeance?” She whispered.
Atru gasped a few more times. He was not used to making so much sound, but the tickle monster got him bad. He had laughed as hard as Azha had. Yet Azha could tell, it did not bother him. Had he talked so much, he would have probably been shy about it, but it was not like laughing was voluntary when under attack!
“We need a distraction.” Atru whispered back to her. “Wait and watch.” His face remained as blank as ever but his eyes, the same green as hers, had an excited glint in them. He was enjoying this as well.
Azha nodded at her twin and together they discretely looked at the monster smiling faintly at them.
“Do you regret not asking nicely Azha?” Alessa was smiling her small smile, mocking them!
Azha stuck her tongue out at Alessa. The Custodian chuckled at her. The audacity!
“Young lady, your tongue will get you into trouble.” Custodian Ethel came out of the storage room holding a vase with flowers. Her gaze took in the twins, Alessa and the bundle with an inscrutable face.
“What was all that racket about?” She asked.
“Alessa is mean!” Azha declared. Ethel raised an eyebrow and turned to Alessa who smiled.
“At breakfast, we agreed they would get honey cakes as a reward for eating fruit.” Alessa lifted the bundle. “Azha tried to grab the bundle from my hands upon seeing it. I was simply demonstrating why not asking nicely can backfire.”
Ethel turned back to Azha and raised a single eyebrow that made her squirm a bit. Ok maybe she knew better but she had been excited. “But we were promised honey cakes.” She mumbled.
“You were. Does that mean you should just grab them out from someone’s hands?” Ethel asked and Alessa nodded though Azha did not think she was mad. Ethel was just being… well Ethel. It was one of those lessons about manners. Azha squirmed in place under the old woman’s gaze.
“No.” She mumbled. She would not like if people grabbed sweets out of her hands or if someone did that to Atru. That would suck. “Sorry.” She mumbled.
Alessa noded. Ethel seemed to want to say more but stayed quiet as Alessa spoke. “You are of course forgiven. Not that I was mad in the first place, but manners are good. Now up you two.”
Atru stood up and Ahza followed. His gaze indicated that the moment of vengeance may come soon! Even if she apologized, the tickle monster needs to be taken down! Their opportunity arrived as the traitor jogged back to them, holding a jug, glasses and a blanket. The time is now! Alessa turns to look at Sandor.
“I got what you asked for. Milk to drink with the honey cakes.” Sandor tells Alessa.
The twins already halfway ready to dash for the bundle froze. What was that? Milk with the honey cakes? But that would be so good! Milk with warm baked things was the best! The indignity of being tickled leaked out of them. Azha looked at Atru and noded. They would consider if retribution is needed later. This new revelation of milk and honey cakes needed further consideration. Ethel raised an eyebrow as the twins relaxed out their tense postures but did not comment on it.
“Come along now Azha and Atru. We are sitting down in the garden to enjoy the hone cakes.” Alessa said. The twins eyed the traitor Sandor for a bit, but he just smiled at them. The gall! Though he did arrive with milk. Azha huffed at him and stuck her tongue out, before taking Atru by the hand and dashing after Alessa who was laying out a blanket on the grass.
“Would you like to join us Custodian Ethel?” Sandor asked the older woman. Azha turned to glance back.
“No. Thank you for the offer, but I have somewhere to visit.” Ethel winks at Sandor, which is odd since her face is so impassive. “And I would not want to impose on such a lovely day.”
Sandor turns red again. Why? He didn’t even talk much. Ethel said she is going somewhere? Where? The mystery! Ethel cackled as she briskly walked away.
Azha was about to run after her, to solve the mystery but Alessa unwraped the bundle and revealed the honey cakes. The twins had priorities, and the first one was almost always snacks.
Alessa poured some milk into glasses and handed the twins both a honey cake. They are tasty and sweet, with honey glazing on top. Azha devoured hers in an instant, before Sandor even sat down. Luckily Alessa brought more than just one per person. Milk and fresh sweets were the best! All four of them had at least two honey cakes with milk.
Soon Azha and Atru were laying down on the blanket, satisfied and happy. Azha’s head was already filled with plans, even as she rolled to her side and let out a small burp. The twins would need to find someone else to trick into revealing something about the mystery! She had not forgotten!
In a secluded garden away from prying eyes and unknown to the twins, the perfect target waited. Protector Lexia, partner to the Head Custodian, was training.
<<nobr>><div class="choices">
<div class="choice-item">[[End of Azha POV|Lexia interlude fadein]]</div>
</div><</nobr>>
<<set $blades_trauma to true>><<notify 3s>>You are afraid of blades due to past trauma.<</notify>>\
<<addHavard -20>>\
You recoil away from the cutting thing! They are going to carve you up! Cut into your flesh, and rend it from your bones. Your mind fills with images of grasping hands holding you down, of blades cutting into your flesh, and slicing.
So much cutting and slicing. Flesh parting. Your blood gushing out, red. So red. Are you screaming again? So much screaming.
Too much.
The panic is overwhelming, you try to crawl away get away. They are going to hold you down again. Carve into you, again and again. The faceless people in the hoods, taking pieces of you with blades and tongs.
No. You don't want this. No. No. You can't breathe. You can't breathe! Are you screaming? You don't want to be carved up again. There is so little of you left… You can’t lose anymore! The room spins as you try to scramble back in your table you are strapped to. You don't want to be helpless anymore...
A firm voice. "Look at me." No groping hands are on you. You look around. The screaming stops. You are in a bed. Hazel eyes stare at you, no blades in sight.
But you can’t breathe! You need to breathe!
"Breathe. Just that. Breathe." You know those eyes, don't you. Havard. They are Havard's eyes. His voice is firm. Commanding. Not unkind. There is no smile, just intense focus. He isn't even touching you.
<<if $trustHavardC2 is true>>\
You decided to trust him; so you do so now and latch onto his words.
<<else>>\
You don't trust him, yet he is all you have.
<</if>>\
Breathe. You need to breathe... It so hard! You can't breathe! The panic floods back, yet Havard does not let you spiral back into it.
"Look at me."
Havard demonstrates, breaths in through his nose, and out through his mouth. Again and again, in a steady rhythm.
You copy him.
A breath in. A breath out. Slowly.
You twitch, your breath isn't coming back fast enough! You are suffocating!
"Focus. Breathe in and out." Calm and firm.
In... and out. Again and a again. Small tiny breaths, far too little to be normal, but at least they are something.
"It is just a memory. It can't hurt you now. You are safe." A much softer voice. Reassuring.
But is it? Just a memory?
A breath in.
You can always be hurt, can't you.
A breath out.
Is there such thing as safety?
<<if $trustHavardC2 is true>>\
Havard says there is... could it be true? You don't think he has lied to you so far.
<<else>>\
Havard says there is, and he seems so sure. So certain... it can't be true, can it?
<</if>>\
"One breath at a time. In and out."
More breathing. In and out. In and out. The words repeat inside your head.
In and out.
Slowly, your breathing becomes more controlled. More air enters your lungs. The world stops being so dark. You can think again and look at Havard.
<<nobr>><div class="choices">
<div class="choice-item">[[Havard POV|trauma_hair_cutting_HavardPOV][$HairLength to "Waist-long"]]</div>
</div><</nobr>>
Wow, you did not know your hair was $HairColor! Or maybe you did? At some point that you cannot remember. There are lots of things like that.
It takes a while for Havard to snip away the outer layer of matted messy hair. Once he does, much neater strands fall to the floor. You curiously peer at the $HairColor strands. These offer a much better insight into your hair, now you can see the texture not just the color.
Your hair seems to be...
<<set $charactercreatoroptions to $charactercreatoroptions + 1>>\
//Please select a hair type://
<<nobr>><div class="choices">
<div class="choice-item">[[Wavy|character_customization_hair_done_c2][$HairType to "wavy"]]</div>
<div class="choice-item">[[Silky|character_customization_hair_done_c2][$HairType to "silky"]]</div>
<div class="choice-item">[[Straight|character_customization_hair_done_c2][$HairType to "straight"]]</div>
<div class="choice-item">[[Curly|character_customization_hair_done_c2][$HairType to "curly"]]</div>
<div class="choice-item">[[Coiled|character_customization_hair_done_c2][$HairType to "coiled"]]</div>
<div class="choice-item">[[Something else (set the type yourself).|Choose_hairtype]]</div>
</div><</nobr>>
Since you are not tired, you think of something else you could do. This place you have found yourself in, this orphanage, is an odd place. An odd yet interesting place that you do not know very well. Or at all.
<<if $HavardMeetingReaction is "escape">>\
Well, you did see some of it running away from Havard earlier, but it is not like you spend a ton of time exploring. The garden was nice. It does not change the fact, that most of your time has been spent in this room. It is a nice room, much better than the void or getting tortured, yet.... what else is there? You saw a glimpse of the outside, and the outside was glorious.
<<else>>\
You have not really seen anything other than this room. It is a nice room, much better than the void or getting tortured, yet.... what else is there? There must be something outside of this room. Who knows what? All you have is… flashes of the time before the void and torture when you were allowed outside. Flashes of lights, and green things… But the fragments come and go.
<</if>>\
The past is a mystery to you. The time before the void lost, fragmented into so many pieces that it is impossible to tell what would emerge if everything was to be made whole somehow. But the present is a mystery as well. Havard says there is a city out there. Firgrat he called it. A big city. What does a city look like? Are there people? Are the people nice? Or are they like the people who tortured you, assuming those are considered people.
Even if this is all a delusion of a mind too broken to cope with your reality, though that seems more unlikely the more time goes on. Or at least you doubt your mind could keep up with such an elaborate delusion. Of course, the more comfortable you get here, the more it will hurt if the delusion shatters… Nope. Not thinking about that. Focus on something else. The present. The present is a good thing to focus on.
You look around.
Even inside this room, there is a divider that hides some of the room from you. <<if $drawer is true>> You made it to the drawer earlier, the first time you woke up, but you did not look what is behind there. <<else>> You have not really seen much of the room. Just what you can see from the bed. <</if>> You can't help but wonder what is behind the divider? Havard brought out the mirror from behind there… Could there be other stuff hidden behind the divider?
Then there is also the world outside of this room. You know very little about the outside world… Who knows all the things that could be out there.
<<if $HavardMeetingReaction is "escape">>\
<<if $SawTheSeaC1 is true>>\
You do remember the sea. That awe inspiring sight right outside the window after running away from Havard. The window that is right there, a bit away from you.
<<else>>\
You do remember the garden. Those vibrant colors, the soft grass right outside the window you jumped out of to escape Havard. The window that is right there, a bit away from you.
<</if>>\
<<else>>\
You remember the smell coming from the window. You smell it again now, as the wind ruffles the curtains. Something odd and vibrant. A smell you do not know, a place alien to you just outside of the window. The window that is right there, a bit away from you.
<</if>>\
You cannot seem to rest. It is time to get up. The room is nice and all, the bed is the best and most comfortable place you can remember, but you are curious. Havard is busy right now, sitting by the desk doing something with some papers… did he finish focusing on the pin thing? He told you to rest again, but you have slept well at least twice already! That is much more than you ever managed in the void. Or so you think, the cycle made everything hard to keep track of. The point stands!
Exploration time! Your look around, but your gaze settles on Havard. Havard will probably make you go back to bed if he sees what you are up to. It's best to take a peek around without him noticing. How good are people’s ears? This could be tricky… But still, time to explore! At least a little.
Slowly you push your feet out from underneath the covers in the bed. You learn to be very silent when making noise might bring torture back sooner than planned. You learn to hold in all the noises that might come out of your mouth when in agonizing pain. Within reason… the cycle was too much. While you doubt that Havard would do anything to you, well aside from putting you back to bed, it is best to be careful. You peek to make sure Havard is focused on whatever he is doing by the desk; reading or writing. You will need to be quiet. Your feet touch the white stone floor, and you start pushing yourself up from the bed.
<<set $curio_c2 to "">>\
<<nobr>><div class="choices">
<div class="choice-item">[[You want to see what is on the other side of that divider in the room. |Chapter 2 Lexia POV][$curio_c2 to "divider"]]</div>
<div class="choice-item">[[You want to look out the window.|Chapter 2 Lexia POV][$curio_c2 to "window"]]</div>
</div><</nobr>>
<h1> Your POV </h1>\
<<if $curio_c2 is "divider">>\
You don't remember seeing what is on the other side of that divider. It is made from wood, but you have no idea what it is for either. To hide behind when someone enters the room? The other way around? You only know that Havard got the mirror from the other side. There could be other stuff there. Something interesting. You should investigate.
<<elseif $curio_c2 is "window">>\
The window calls to you. It is sunny and nice outside; you can see the light outside through the window. It seems almost alien in the moment. The swaying of large shadows, the breeze that flutters the curtains and the sound of birds. You can smell the outside, all fresh and vibrant.
<</if>>\
Your target in mind, you start standing up and taking a step. Trying to get up feels very odd. Your legs are… not in pain, at least not in what you would call pain, but it is not a pleasant feeling. <<if $flowers is true>>They just feel stiff and sort of unwilling to shift like you want them to. <<else>>They just feel numb and weak. <</if>> Yet you persist, and slowly settle your legs onto the floor. You glance at Havard again, and then push up.
As soon as you put all your weight onto your legs, something goes wrong. You barely process that the floor is approaching your head at a very fast pace. You are not sure what happened, but you are falling fast. Face first. Oh well, best close your eyes and wait for the inevitable jostle of the impact and what little pain will come of it. You are not upset about the upcoming pain, you are far too used to pain. You are curious about what happened to your legs?
<<if $brokne_hands_treating is 1>>
Of course, you collapsed at the end of your last walk, to the healing baths. Your legs were unable to support you after just a bit of walking.
<<elseif $HavardMeetingReaction is "weapon">>\
Of course, considering that your leg was wounded by stepping on a flower vase shard and all that you have been through, perhaps this should not be such a surprise.
<<elseif $gardenespace is true>>\
Of course, considering that you ran around earlier, trying to escape Havard and ended up collapsing with legs that could not support you anyone, this should not be such a surprise.
<<elseif $drawer is true>>\
You made it to drawer previously… and had to sit down because you could not stand up properly. Perhaps your legs giving out should not be such a surprise.
<</if>>\
It is odd, you can hear the door opening around the same time as you fall. A bit of light filtering into the room. Havard was by the desk, right? So why is the door opening? Did he go to the door in the moment you were not looking? Is someone else entering the room? Someone you don’t know? Why? These are the thoughts that pass through your head as you fall. Thoughts really are incredibly fast when they want to be. There is time for so many thoughts before you hit the floor. Like wondering if your nose will break.
“Oh shit!” A voice that is distinctly not Havard calls out, something with a higher pitch than him. A sound like air whooshing which it has to be as a bit of air hits you, ruffling your $clothes a bit. Your fall stops as something wraps around you. Even through your clothes you can feel something cool and firm against your stomach, holding you up. You were going to fall on your face. Now you are not. How? Did the voice do that?
“You alright kid?” That same voice asks but it’s now much closer to you. In fact, it is right next you. A bit to the side.
You open your eyes. All you see is the floor, still quite a far away from your face still. You glance down, and see something very shiny wrapped around you, silver gauntlets holding you in place. How do you know what a gauntlet is? Another thing you have no context for, but you know that the silvery metal hand is a type of glove called a gauntlet. A piece of armor. Why you know this, and yet have trouble with things like knowing if your face is doing things or why Havard smiles at you a lot, is a mystery. Stupid void eating your mind and leaving you confused. Stupid internal sense knowing things like gauntlets.
A clattering sound draws your attention. “What happened?” Havard is rushing over, the chair he was on knocked over. The Custodian seems to not care about that. You look up and see what you expected. His eyes are focused on you, full of worry. “Lexia?” He says and kneels in front of you. What does that word mean? Lexia? Is that a name? It is a name!
“$capitalheshe was falling. I dashed for it.” That other voice says. The one you heard while falling. Right! Gauntlets are a piece of armor, and armor is worn by people. This you know. So, Lexia is probably a person, and this person you don’t know is holding you up. A person you don’t know is wearing armor and holding you up. A person who is right next to you… holding you up. It takes a moment for your mind to catch up. The whole falling down business distracted you, as did the shiny gauntlets.
You slowly turn your head to look at the gauntleted hand. The floor and the hand are all you see… slowly your turn your head to the side, tracing the silver hand to it’s source. A woman in gleaming silver armor is holding you up. She is smiling awkwardly at you, yet she seems worried. About you? The woman has an air of almost palpable energy, right now nervous and subdued. She has short red hair, incredibly blue eyes - bright and clear - alive with boundless energy. Loose wild strands of her hair frame her face, softening the intensity of her expression but unable to hide the spark of excitement dancing in her eyes.
She is excited? You know it, but you are not sure why? Will she start carving you up? Was Havard only waiting for her to arrive to start the torture? Did she just catch you because you were falling? Those of eyes of hers are intense. Different from Havard, who only gets intense at times, yet is normally gentle and soothing. Havard knows this woman that is holding you. He called her Lexia. Now that you think about it, didn’t he mention <<if $blades_trauma is true>> he would introduce me to a Lexia, who was a Silver Protector <<else>> something about Silver Protectors<</if>>. The woman holding you, Lexia, has silver gauntlets and armor. It is all very shiny too. It is not too far-fetched to think this is one of the Silver Protectors meant to protect the children of the orphanage.
Ultimately there is only one thing that matters. She is a stranger, holding you up. Time to panic?
<<set $Lexiareaction to 0>>\
<<nobr>><div class="choices">
<<if $trustHavardC2 is true>>
<div class="choice-item">[[Havard seems to know this person, and you trust Havard so no reason to panic.|Chapter 2_8][$Lexiareaction to $Lexiareaction +1]]</div>
<<else>>
<div class="choice-item">[[Havard seems to know this person, and you don’t trust Havard so time to panic.|Chapter 2_8][$Lexiareaction to $Lexiareaction +2]]</div>
<</if>>
<div class="choice-item">[[There is a stranger touching you! Time to escape! |Chapter 2_8][$Lexiareaction to $Lexiareaction +3]]</div>
<div class="choice-item">[[You would like to panic. Instead, you freeze. |Chapter 2_8][$Lexiareaction to $Lexiareaction +4]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[There is a simple solution. “Let go of me!”|Chapter 2_8][$Lexiareaction to $Lexiareaction +5]]</div>
<div class="choice-item">[[You could just ask. “Could you let go of me?” |Chapter 2_8][$Lexiareaction to $Lexiareaction +10]]</div>
<</if>>
<div class="choice-item">[[Make a distressed sound and flail about. |Chapter 2_8][$Lexiareaction to $Lexiareaction +6]]</div>
<div class="choice-item">[[Make a distressed sound. |Chapter 2_8][$Lexiareaction to $Lexiareaction +7]]</div>
<div class="choice-item">[[Flail about. |Chapter 2_8][$Lexiareaction to $Lexiareaction +8]]</div>
<div class="choice-item">[[Play dead? |Chapter 2_8][$Lexiareaction to $Lexiareaction +9]]</div>
</div><</nobr>>
<<if $Lexiareaction is 1 or $Lexiareaction is 2 >>\
<<if $trustHavardC2 is true>>\
<<addtrust 5>><<addHavard 5>><<addLexia 5>>\
You trust Havard, and therefore this Lexia person is probably fine since he is not freaking out. Havard is in fact fussing over you, telling Lexia to set you on the bed. She is nodding along and gently lifting you to the bed. Why is she being so careful? Right, that shiny metal is hard and you… well you are probably very fragile. Or you seem very fragile with your loose $clothes and legs unable to support your own pitiful weight.
<<else>>\
<<addtrust -5>><<addLexia -5>>\
You do not trust Havard, and therefore this Lexia person is also not worth your trust. Havard is fussing over you, telling Lexia to set you on the bed. You are panicking and trying to squirm free, but Lexia’s hold on you is far too firm, even if it is gentle. Your squirming naturally causes her to notice your distress and her face floods with panic too.
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” She sounds so panicked herself. It would be amusing, you panicking over her holding you, while she is panicking about holding you.
“Please. Let Lexia put you onto the bed.” Havard says softly.
<</if>>\
<<elseif $Lexiareaction is 3 >>\
<<addstoic -5>><<addinnocence -3>><<addLexia -5>>\
You squirm and try to grab onto something to escape. The bed? Too far behind you. The floor? Not much to grab on there. Havard? Havard is an option. He is right there… Not the most stable thing though… or is he? He is bigger than you are. Of course, it occurs to you that your grip is probably not strong enough to do this. <<if $drawer is true>> You couldn’t even open the drawer earlier. <</if>> You doubt you can latch onto to anything with your hands or break this woman’s grip with yours.
Are there any other options to escape? You are now wearing clothes… which does exactly nothing to help you since it’s not like you are getting held up by your $clothes. Your cloak? Probably not going to help right now. Unless it can make you fly? It is clearly magical. You wait for a bit, but nothing happens. Disappointing.
<<if $HeritageType is []>>\
Nothing to do but squirm as much as you can. Your squirming naturally causes her to notice your distress and her face floods with panic too.
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” She sounds so panicked herself. It would be amusing, you panicking over her holding you, while she is panicking about holding you.
<<elseif $HeritageType.includesAny( "wings", "tail")>> \
<<if $HeritageType.includes("wings")>>Speaking of flying, you do have wings. That could work! You focus, and then flap your wings, spreading them out behind you.<<elseif $HeritageType.includes("tail")>> You do have a tail! Maybe that can help you somehow. You focus on your tail and swing it towards her! <</if>>
There is a surprised yelp, but her hold on you is still gentle and firm. Damn, it did not work.
“Hey! Kid, could you not do that. I might drop you if you smack me in the face with <<if $HeritageType.includes("wings")>> those <<elseif $HeritageType.includes("tail")>> that <</if>> <<if $HeritageType.includes("wings")>> wings <<elseif $HeritageType.includes("tail")>> tail <</if>> again. I am sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” She sounds so panicked herself. It would be amusing, you panicking over her holding you, while she is panicking about holding you.
<<else>>\
You don’t thing your <<HeritageFeatureList>> will be of much help here. Nothing to do but squirm as much as you can. Your squirming naturally causes her to notice your distress and her face floods with panic too.
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” She sounds so panicked herself. It would be amusing, you panicking over her holding you, while she is panicking about holding you.
<</if>>\
“Please. Let Lexia put you onto the bed.” Havard says softly.
<<elseif $Lexiareaction is 4 >>\
<<addstoic 1>><<addinnocence 3>><<addLexia -5>><<addHavard -5>>\
You can’t help it. Your mind flashes with images of the past, hands grasping and holding you, knives carving and cutting, flesh tearing. Every slice, every bit of pain and suffering paralyze you in place.
<<if $HavardMeetingReaction is "frozen">>\
Havard saw this before, when you first woke up, and understanding blooms on his face. The man reacts before you can shake off the frozen state.
"I swear no one will not hurt you." Hazel eyes stare into your soul and pierce through the memories. That soft and sad tone again. A soothing sound to calm a frightened animal.
<<else>>\
Havard takes note of your silent distress, somehow understanding your paralyzing terror.
"I swear no one will not hurt you." Hazel eyes stare into your soul and pierce through the memories. A soft and sad tone. A soothing sound to calm a frightened animal.
<</if>>\
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” The person holding you sounds so panicked.
“Set $himher on the bed Lexia.” Havard says softly.
<<elseif $Lexiareaction is 5 >>\
<<addfriendly -5>><<addLexia -5>>\
You have a voice, don’t you. You even drank that healing water to be able to use it, so using it seems wise in situations like this.
“Let go of me!” you blurt out. The sound of your voice making your displeasure known causes an immediate reaction.
“Sorry, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” She sounds quite panicked.
“Please. Let Lexia put you onto the bed.” Havard says softly.
“Fine.” Huh, using your voice seems to have worked. Assuming this Lexia actually sets you down. That was easy.
<<elseif $Lexiareaction is 10 >>\
<<addfriendly 5>><<addLexia -2>>\
Isn’t that what people do? Just ask for stuff. Even if you are not sure if you are really a person, asking seems reasonable. . You even drank that healing water to be able to use your voice, so using it seems wise in situations like this.
“Could you let go of me?” you ask, voice as close to normal as you can make it. You think you hide your any panic pretty well, and the sound of your voice causes an immediate reaction.
“Sorry, sorry. Didn’t mean anything bad by it. You were falling and I acted without thought.” You can sort of get that. You have reflexes too… even if they mostly cause you to screech like you did in the void.
“Please. Let Lexia put you onto the bed.” Havard says softly.
“Ok.” Huh, using your voice seems to have worked. Assuming this Lexia actually sets you down. That was easy.
<<elseif $Lexiareaction is 6 >>\
<<addcareful -5>><<addshy -2>><<addLexia -5>><<addHavard -5>><<addstoic -3>>\
A whining sound leaves your throat, and your weak protesting limbs flail about in the air as you squirm in her grasp, making your distress and displeasure at the situation known.
The effect is immediate. Havard’s gaze snaps to you faster than you thought possible, and you think you feel the person holding you wince.
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” The person holding you sounds so panicked and guilty at your clear display of distress.
“Set $himher on the bed Lexia.” Havard says softly. “Please. Be calm. You are safe.” He says to you.
<<if $trustHavardC2 is true>>\
You do trust him… Best comply for now. You stop making the whining sound and settle down.
<<else>>\
You don’t trust him, and keep squirming and making the whining sound.
<</if>>\
<<elseif $Lexiareaction is 7 >>\
<<addcareful 2>><<addshy 2>><<addLexia -5>><<addHavard -5>>\
A whining sound leaves your throat, making your distress know to the people present. The effect is immediate. Havard’s gaze snaps to you faster than you thought possible, and you think you feel the person holding you wince.
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” The person holding you sounds so panicked and guilty at your clear display of distress.
“Set $himher on the bed Lexia.” Havard says softly. “Please. Be calm. You are safe.” He says to you.
<<if $trustHavardC2 is true>>\
You do trust him… Best comply for now. You stop making the whining sound
<<else>>\
You don’t trust him and keep making the whining sound.
<</if>>\
<<elseif $Lexiareaction is 8 >>\
<<addcareful -5>><<addshy -2>><<addLexia -5>><<addHavard -5>><<addstoic -3>>\
Your weak protesting limbs flail about in the air as you squirm as much as you can. Despite being silent, this makes your distress known to the people present.
The effect is immediate. Havard’s gaze snaps to you faster than you thought possible, and you think you feel the person holding you wince.
“Ah, sorry! You were falling and I acted without thought. I didn’t mean anything bad or mean to cause you distress kid.” The person holding you sounds so panicked and guilty at your clear display of distress.
“Set $himher on the bed Lexia.” Havard says softly. “Please. Be calm. You are safe.” He says to you.
<<elseif $Lexiareaction is 9>>\
<<addinnocence 2>><<addoblivious 2>><<addLexia -10>><<addHavard -10>>\
Playing dead seems as good an option as any. Maybe the person will let go if you do. You go limp, dangling in air. Your limp legs and bandaged hands sway slightly.
The effect is immediate.
“Bed, now!” Havard says, sounding very loud and worried all of a sudden.
You have no time to process why, as you are laid on the bed and Havard feels your forehead and then neck. For a pulse? But you are fine, you just wanted the woman to let go.
“What happened?” A worried voice asks. Full of panic and guilt. This Lexia person is panicking? Why? “Should I carry $himher to the healing baths? Alert everyone? Ask for someone from the Spire?”
What does that mean? You just wanted to be free. You don’t want even more people in here! Yet, as you crack one eye slightly open and see Havard hovering over you, deadly serious and worried.
“I don’t know. I can’t tell that anything new is wrong.” He looks to be focused now, hands hovering slightly over you.
<<nobr>><div class="choices">
<div class="choice-item">[["Well something is wrong." Lexia sounds so worried.|Chapter 2_8_playing_dead]]</div>
</div><</nobr>>
<</if>>\
<<if $Lexiareaction != 9>>\
There is not much choice to be had right now. You are deposited onto the bed, gently sat down facing a worried Havard and the woman in gleaming silver armor. Lexia, a Silver Protector.
Her armor really is shiny. Too shiny, it’s hurting your eyes a bit as the light from the window hits it. She is smiling at you, but clearly worried. Why? Why does she care? And why do the people you have met here at the orphanage always smile at you. All two of them. It is perplexing, your internal sense indicates smiles are supposed to be a good thing. Yet, why does Havard smile at you? Why does this Lexia? They just met you! Though Havard has been dealing with you for a while, but this woman has never seen you before! As far as you know at least.
She seems worried as she looks at you. There is a clear excitement you can somehow read in her. Her eyes, posture and body language all tell you so. This is the sort of things that your internal sense does know for some reason, though it feels detached about the reason people feel these things. Her clear enthusiasm is being dampened by the circumstances of meeting you.
<<nobr>><div class="choices">
<div class="choice-item">[["Are you all right?" she asks. |Chapter 2_8_2]]</div>
</div><</nobr>>
<</if>>\
It is miserable being you. Well sort of. This is much better than the void was. But how can it be so boring? You are lying in bed. Just that. There are no chains, no blades cutting at you, no void or cycle tearing at your sanity. Your legs have simply decided that you are not going anywhere. It’s not really pain, or maybe it is, and your point of view is just a bit skewed, as your legs will just collapse soon after you try to stand.
<<if $HavardMeetingReaction is "escape">>\
<<if $gardenespace is true>>\
You consider this to be complete and utter nonsense. You ran about lots yesterday while escaping from Havard. Which apparently might have made things worse. Panic is apparently a really strong motivator at making your body do things that it normally can’t do. Or so Havard said.
<<if $trustHavardC2 is true>>\
Since you decided earlier to trust Havard for now, you decided that that he is probably telling you the truth, and he has not somehow incapacitated you to stop you from running away again.
<<else>>\
Since you decided earlier to trust not Havard for now, you can’t quite decide if he is telling you the truth or if he somehow incapacitated you to stop you from running away again.
<</if>>\
<</if>>\
<<elseif $drawer is true>>\
You consider this to be complete and utter nonsense. You were up earlier! Even if getting to that drawer was hard.
<</if>>\
It’s not all bad. The bed is soft and the nicest place you know. You got food which was tasty. You think. Hard to estimate since that was the only food you remember. You also have your $clothes, and your cloak! You also have hair, and you know the color of your eyes. This is a lot of things that you ever dreamed of having or knowing. Even Havard is also still in the room, and he counts as something. Pretty sure he does. He is your “Custodian”, whatever that means in practice. You suppose you just have to wait and see.
There is one last thing you have. There she is, sitting by your bedside, and staring at your with wide blue eyes. Something tells you she is excited and curious about you. Yet she does not ask. She is vibrating slightly in place. Really, you have no idea what to think of this woman right now. Clad in resplendent silver armor and sworn as your new protector. A Silver Protector. An elite warrior. Warriors fought things, right? You know that warriors fight things. She even has a sword on her hip, and all that shining armor.
Yet, she is dangling her legs and titling her head from side to side as she stares at you with a wide smile. Are warriors supposed to be like this? You suppose warriors are people as well so there are probably differences. Assuming people are different form each other. Your vague sense of things seems a bit confused about that. Differences between people seem to both be very vast and non-existent at the same time. Maybe your odd internal sense of things is broken? You would not be surprised. The rest of you is broken, so it seems plausible.
You know that this Protector, Lexia she is called, is a different person from Havard. One is a Custodian and one is a Protector. You are pretty sure Havard is a man, and Lexia is a woman. You could be wrong; you are not sure about the difference. Your vague sense about worldly things indicates it has something to do with how people pee but that seems inconclusive to you. You are pretty sure both can stand up and sit down when they do it, and there must be other ways to pee too. Not that you know much about peeing either. In the void it was not up to you, it just happened, and you have only the vaguest impressions of the whole affair, but you did spend your stay there kneeling. The pee categorization is probably incomplete. Life outside the void really was complicated.
Your thoughts are getting sidetracked, you were thinking about people, not peeing. Though you did drink a big glass of milk earlier, and drinking things makes you pee…. No, focus on people. Why was it suddenly so hard to focus? You were bored just lying in bed. Does boredom cause thoughts to wander? Thoughts should be yours to control, right? You should focus on people! People are now important to your existence, and these people are not even carving you up yet, something rather novel to you considering the past.
So Lexia is still staring at you, smiling, and might be similar to Havard in a bunch of ways that make very little sense, and different in a bunch of other ways. That seems a good summary so far. Still should you do something about her staring at you.
<<set $Lexiareaction2 to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[The whole thing made you quite grumpy. First you were held, and now you are being stared at.|Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+1]]</div>
<div class="choice-item">[[You blankly stare back, unblinking. |Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+2]]</div>
<div class="choice-item">[[Maybe you can mimic the smile thing. |Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+3]]</div>
<div class="choice-item">[[You have a vague sense that you could wave at her. |Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+4]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[You could say something. Like “Hello!” |Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+5]]</div>
<div class="choice-item">[[You could say something. Like “Stop staring!”|Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+6]]</div>
<</if>>
<div class="choice-item">[[The staring is making you feel odd. You decide to hide under the covers.|Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+7]]</div>
</div><</nobr>>
<<if $Lexiareaction2 is 1>>\
The whole thing made you quite grumpy. First you were held, and now you are being stared at.|Chapter 2_10][$Lexiareaction2 to $Lexiareaction2+1]]</div>
<<elseif $Lexiareaction2 is 2>>\
<<addstoic 5>>\
You stare, unblinking.
She stares back.
You keep staring.
She keeps staring.
You stare back.
She makes a face, sticking her tongue out but still staring at you.
What is she doing? Why is she doing that?
She makes a sound with her tongue, a soft "pfffft".
You have no idea what is hapening. Still you keep staring.
Lexia is not detered. She smiles wide and starts making faces at you while staring at you.
She puffs up her cheeks as if they were full.
You stare.
She keeps puffing up her cheeks and then sucks in her lips.
You keep staring at her, wondering what is happening.
She touches her nose with her tongue.
You keep staring.
She presses her face between her hands so it all squishes together.
It looks ridiculous, but you are not detered. It feels like you lose something if you give up now.
She widens her eyes and raises her eyebrows, as if shocked you are still staring at her.
Then her red hair flashes like a bright light. Your gaze snaps to it.
"I win!" She explaims and beams.
Wait... what. Whad did she win? . It feels like she won... Why does it feel like she won?
Your stare turns a bit indignant.
"Sorry. Sorry." She says but laughs. "You are just so adorable."
<<if $MC_headpats is 'like'>>
She pats your head, ruffling your $HairType hair.
You lean into the touch... Headpats are still nice.
<</if>>
<<elseif $Lexiareaction2 is 3>>\
<<addfriendly 3>><<addinnocence 2>>\
<<if $skipped_haircut is true>>\
You are sure you can pull it off.
<<else>>\
You practiced this in front of the mirror did you not. Sure it looked... off but it's probably fine.
<</if>>\
You lift your lips, letting your teeth show. It felt very wide, your face hurts a bit.
Lexia's face goes very blank.... You start to worry a bit. Did you not do it right?
"Kid... We need to work on your smile." She says and laughs. "But good effort." She smiles.
<<if $MC_headpats is 'like'>>
She pats your head, ruffling your $HairType hair.
You lean into the touch... Headpats are still nice. Enough to let the smile drop anyway.
<</if>>
<<elseif $Lexiareaction2 is 4>>\
<<addfriendly 2>><<addinnocence 3>>\
You slowly lift a hand and.... wave at her. Just a little wave. One even your bandaged hands can do. Your fingers don't need to more properly for this.
Her smile is very wide and she raises her own hand. She waves back at you.
Hesitantly, you wave again.
She waves again, beaming.
She's so happy. Why? Because you waved at her? Why does that make her happy? Waving is pretty nice. Maybe because she waved back?
<<elseif $Lexiareaction2 is 5>>\
<<addfriend 5>>\
“Hello.”you say.
She smiles birghtly. "Hello."
<<elseif $Lexiareaction2 is 6>>\
<<addfriend -5>>\
You could say something. Like “Stop staring!”
<<elseif $Lexiareaction2 is 7>>\
<<addshy 5>>\
The staring is making you feel odd. You decide to hide under the covers
<</if>>\
"Hello $MCname!" She says, full of happines.
$MCname. Your name. You have a name now. She gave you a name.
It odd. $MCname... A word that means you. How odd is that? There is a word for you.
Lexia is staring at you, smiling. Is she expecting someting?
Right... She said hello. Aren't you supposed to say hello back.
<<nobr>><div class="choices">
<div class="choice-item">[[NEXT |Chapter 2_11]]</div>
</div><</nobr>>“Oh! I brought something for you! Havard asked me to.” Lexia said and got up. She was bouncing a bit in place. This had to be the most energetic person you remembered. Not that you remembered many. More importantly, what did Havard ask her to bring to you? Something nice like the food? Something bad like a branding iron to mark you as a member of the orphanage? Maybe that would not be so bad. Do orphans get branded? Maybe then no one would take you without permission again? Why do you know what being branded means—or why does your vague sense of things know what it means? Something to do with cattle. Your mind is a mess. You think it is good to know this.
Lexia dashes off through the door to the wide world outside while you are confined to the bed. Staring at the door, it does not take long for Lexia to come back in, pushing a chair in front of her. A chair with wheels, four of them, reinforced by metal rims or bands. Two smaller ones at the front, probably to provide balance and some degree of maneuverability, and two larger ones at the back. Handles that Lexia is using to push it. The chair made entirely from wood - carved beams, with visible joints reinforced by iron or steel brackets at times. The seat is broad and slightly curved, looking like it has been shaped from a single piece of wood. Simple armrests extend along the sides, their surface smooth and polished. Beneath the seat there is a footrest of carved wood extending outward. Meant to support the occupant's legs? The chair somehow manages to seem like a handcrafted marvel and a danger to everyone around it.
You blink. What was all that! Why does your internal sense seem to know more about armor and wood than useful things—like $HeritageRace s.
“Oh! A pillow!” Lexia dashes to your dresser and grabs an extra pillow and throws it onto the wheeled chair. Then she gestures wildly to it. “Tada! A way to get out of bed even with your legs not currently working! Isn’t it cool?” She beams happily. “A wheeled chair I can push you in! So how about it? Wanna go have a little tour of the orphanage? I promise that the view atop the walls is really good!” She tilts her head. “Though the wheels and stairs might not work that well together… ” She eyes the chair and tests how heavy it is, then eyes you… “I can probably carry you both…” She mutters.
This chair is for you to get around with Lexia pushing you, at least currently. Lexia is bouncing slightly in place behind the chair, waiting for your reaction. You are bored just lying in bed and your legs being uncooperative. Getting a tour of this place would be good, wouldn’t it?
The real question is, do you want to go to a tour? Doing that requires you to trust Lexia enough to give you this tour. Then you need to consider if getting around with the wheeled chair that might be a danger to everyone, or is there some other way?
<<set $orphanage_tour to ''>>\
<<set $TrustLexiaC2 to false>>\
<<nobr>><div class="choices">
<div class="choice-item">[[The chair seems like the way to go.|Chapter 2_12_tour][$orphanage_tour to 'wheelchair', $TrustLexiaC2 to true]]</div>
<div class="choice-item">[[You don’t trust that contraption. You would rather be carried by Lexia.|Chapter 2_12_tour][$orphanage_tour to 'carried', $TrustLexiaC2 to true]]</div>
<div class="choice-item">[[You don’t trust Lexia. Therefore, there will be no tour. |Chapter 2_12_no_tour][$orphanage_tour to 'no', $TrustLexiaC2 to false]]</div>
<div class="choice-item">[[You don't want to go on tour! You trust Lexia, but who knows what is out there?|Chapter 2_12_no_tour][$orphanage_tour to 'no', $TrustLexiaC2 to true]]</div>
</div><</nobr>>
It seems worth it to trust her enough to let her give you a tour. Knowing the orphanage would be useful. <<if $trustHavardC2 is true>> Havard clearly trusts her, why would he have left you alone with her otherwise. It helps you to trust her as well. <</if>>
<<if $orphanage_tour is 'wheelchair'>>\
<<if $angry_at_being_carried_about is true>>\
You were angry earlier with Havard carrying you about. This chair contraption is probably the alternative he promised for you to get around. Even if it needs someone to push you.
<<else>>\
This chair contraption is probably a good way for your to get around while your legs are useless. Even if it needs someone to push you.
<</if>>\
<<if $nonverbal is true>>
You nod, indicating she can come over with the chair on wheels.
<<else>>
“Ok” you say, indicating she can come over with the chair on wheels.
<</if>>\
Lexia comes over with the chair and helps you into it. Lifts you into it really. It’s not like your ruined hands can support you enough to breach the small gap between the bed and without the free use of your legs, your chances of not falling to the floor seem nonexistent without help seem. Lexia even gets your cloak to you; she knows you have it for some reason.
“There we are. It is a nice cloak.” She says as she wraps it around your shoulders. She is right, it is a nice cloak. A great cloak. <<if $likes_cloak is true>> You even tried to let Havard let you only wear the cloak, instead of the $clothes, but he would have none of that. <</if>>
“Ready to go?”
There is no point in delaying. You nod, and Lexia starts pushing the chair. The wheels make practically no sound as you slide forwards. It is an odd feeling to you, moving while sitting. Then you are out of the room, and the world explodes with color.
<<else>>\
<<if $angry_at_being_carried_about is true>>\
You were angry earlier with Havard carrying you about, but being carried is better than that chair contraption.
<<else>>\
You do not trust that chair contraption.
<</if>>\
What if there is a hill? Do you have any way of stopping the thing? Anyone could push you about in that. At least if someone must carry you, it would be harder for anyone to kidnap you again. That chair is basically offering you up to be taken to the void again. Assuming of course that Lexia can be trusted, but you asked her to carry her, so you have to trust her to that degree.
<<if $nonverbal is true>>
You look at the wheelchair and shake your head, then make some vague motions with your hands, trying to indicate that she should carry you.
“You want me to carry you?”
You nod.
<<else>>
“Could you carry me?”
<</if>>\
Lexia smiles. “Of course, I can carry you easily enough.” She walks closer to you, smiling. “Now let’s get your cloak!” She knows about your cloak! It is in the bed with you, even still. For some reason it is nice to have it close by, even if you now also have the $clothes.
Lexia wraps the cloak around your shoulders “There we are. It is a nice cloak.” She is right, it is a nice cloak. A great cloak in fact. <<if $likes_cloak is true>> You even tried to let Havard let you only wear the cloak, instead of the $clothes, but he would have none of that. <</if>>
“Ready to go?”
There is no point in delaying. You nod, and Lexia gently pick you up. She is wearing her shiny armor that is cool and hard, but it seems she knows what she is doing. There are no sharp angles poking at you, and she is somehow strong enough to carry you with one arm. You are basically sitting on her hand, one ruined arm over her shoulder. Not that your poor fingers can really hold on.
“Comfy? It’s not too cold or uncomfortable?”
<<if $nonverbal is true>>
You indicate your approval with a nod and then a shake.
<<else>>
“It’s fine.”
<</if>>\
“Good! Then let’s go!” Lexia starts walking towards the door. It is an odd feeling to you, moving while basically sitting. Then you are out of the room, and the world explodes with color.
<</if>>\
<<if $HavardMeetingReaction is "escape">>\
<<if $SawTheSeaC1 is true>>\
You can hear the sea, smell the breeze. Yet here you cannot see the wonderful sight of the sea. This is another garden though, one you passed through briefly earlier. This one is similar to the one you landed in when escaping from Havard. So green and luscious with towering trees full of fruit, bushes and rows of blooming flowers with colorful blossoms. The gentle breeze feels nice, your $clothes ruffling softly and the sunlight through the canopy warm on your lap.
The sweet fragrance of flowers and greenery, the song of birds fliting in and out of the branches of the trees. It is all just as wonderful as earlier. Overwhelming to your poor senses but still but worth every moment.
<<else>>\
The garden is still so green and luscious as before, with towering trees full of fruit, bushes and rows of blooming flowers with colorful blossoms. The gentle breeze feels nice, your $clothes ruffling softly and the sunlight through the canopy warm on your lap.
The sweet fragrance of flowers and greenery, the song of birds fliting in and out of the branches of the trees. It is all just as wonderful as earlier. Overwhelming to your poor senses but still but worth every moment.
<</if>>\
<<else>>\
Everything is so green! It's grass! You glance around and find yourself in a garden, or what you think is a garden. Have you ever seen a garden? All you remember is the pain and the void... For a moment you falter but manage to shake off the memories and look around.
You suck in a breath in shock. The garden is full of luscious green grass, towering trees full of fruit, bushes and rows of blooming flowers. You see colorful blossoms fill the space--pinks, purples, and whites. The canopy of the trees spreads out, the dense leaves a vibrant green and swaying in the breeze; filtering the sunlight into soft golden beams. This is not at all like a place full of pain and death and knives and tearing flesh.
Long forgotten scents assault your senses--the fresh scent of earth and greenery, the sweet fragrance of the flowers. Birds flit in and out of the branches of the trees and peck at fruit and berries.
<</if>>\
Lexia appears from behind the chair you are in and beams at you.
“The gardens are nice, aren’t they! The orphanage has like two dozen of them.”
Your gaze snaps to Lexia. Two dozen! That is a lot!
<<if $nonverbal is true>>
You stare at Lexia and tilt your head. Your silent way of asking why so many gardens.
<<else>>
“Why so many?”
<</if>>\
“Well, Firgrat is huge! You will see once we get to the walls. And this place.” She spins her finger around. “Is supposed to become the place where all orphans go eventually. Hopefully. We are far away from even opening yet, but the compound is massive in preparation for the future. Of course, the city is far too big that this place alone will work eventually, especially since the Custodians and Protectors both are also housed inside the compound, but it is a start. Hence so many gardens, since kids and adults of all ages can enjoy them!” She considers something. “The Ancients also paid for it so why not.”
That makes sense, you suppose. As much as anything makes sense to you. Preparing for the future is not something you have ever considered but if anyone would, you imagine it would be really old people like these Ancients.
“But anyway, why don’t we start the tour! You know there are gardens with water fountains…” Lexia was smiling so widely at you.
<<nobr>><div class="choices">
<div class="choice-item">[[She chatters as you set off.|Chapter 2_12_tour2]]</div>
</div><</nobr>>Double-click this passage to edit it.Lexia was not wrong about the gardens. There are so many. You pass half a dozen. In the heart of one, just as lush and green as the one you saw earlier, stands a beautiful fountain made of the same white stone as the hallways and walls. Lexia tells you it is called marble. The fountain is in the form of an intricate statue of a tree, smooth marble branches stretching upward towards the sky. From the tips of the branches, clear water springs forth, and cascades down in delicate arcs. A gentle splashing sound as the water hits the wide basin below, filled with that same clear water.
“It is really pretty.” Lexia says smiling wide. “We have a few of these.”
You nod idly, gaze drawn to the marble fountain gleaming in the sunlight. You watch as water trickles continuously, the branches of the marble tree seemingly alive as they spill the crystal-clear liquid. It feels odd to you, a scene like a hidden oasis not meant for your eyes. A place of tranquility and reflection so unlike the void that you are used to. The contrast is jarring. This place is pure and beautiful.
You are a filthy crippled creature, staining it with your presence. Your gaze falls to the bandages covering your hands. Lexia is chattering something about the fountain, something about how the water is from Firgrat bay. You are not really listening. Your thoughts have turned dark.
<<if $orphanage_tour is 'wheelchair'>>\
Your grip on the chair tightens, as much as it can with your ruined fingers.
<<else>>\
Your grip on the Lexia’s armor tightens, as much as it can with your ruined fingers.
<</if>>\
Your world focuses on a single point that is the jarring difference between this haven and the void that consumed you. Which is real? You can’t tell. Are you still in the void? Is all of this, this paradise, these people, just a delusion of your mind.
<<set $fountainreaction to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[You can’t stop the wicked smile, nor the deranged laughter.|Chapter 2_12_tour3][$fountainreaction to $fountainreaction+1]]</div>
<div class="choice-item">[[You go still and numb. The vibrant colors of the garden fade as the void welcomes you home.|Chapter 2_12_tour3][$fountainreaction to $fountainreaction+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[The dark thought fester. You are impure. Unworthy. You should not be. |Chapter 2_12_tour3][$fountainreaction to $fountainreaction+3]]</div>
<</if>>
<div class="choice-item">[[You focus on the fountain. The fountain is so pretty. Eveything is fine. That is everything that is important here.|Chapter 2_12_tour3][$fountainreaction to $fountainreaction+4]]</div>
<div class="choice-item">[[Your ruined fingers curl and your teeth clench.|Chapter 2_12_tour3][$fountainreaction to $fountainreaction+5]]
<div class="choice-item">[[No! Your refuse! Focus on Lexia. Listen to her. |Chapter 2_12_tour3_Lexia][$fountainreaction to $fountainreaction+6]]
</div>
</div><</nobr>>
Lexia turns her gaze to you just in time to see you succumb to your mind.
<<if $fountainreaction is 1>>\
<<addmadness 5>>\
Your smile, a hollow terrible thing startles Lexia when she looks at you, the terrible laughter escaping your lips makes the garden feel cold.
It would be hilarious if this was a delusion. If you were still in the void. If the haven around you was just something your broken mind conjured up.
<<elseif $fountainreaction is 2>>\
<<addnumbness 5>>\
The color fades away from the world. You no longer see the green or hear the gentle splashing sound. The void is around you again. Here nothing hurts, nothing matters. Maybe this haven is a delusion, but what does it matter enveloped in this numbness.
Lexia’s brow furrows as she sees your blank face.
<<elseif $fountainreaction is 3>>\
<<set $brokenhands to true>>\
<<addselfharm 5>>\
The dark thoughts drown your mind. Your life is worthless and pointless. This haven is not for you. You are wrong. This maybe a delusion and even that is too good for you. A pleasant dream is more than a wretch like you deserves.
Life is nothing but pain and lies. There is only one solution, all you need is an end.
<<if $orphanage_tour is 'wheelchair'>>\
Perhaps this wheeled chair would be useful to find a suitable method to end the miserable thing that is your existence. You can almost imagine the broken mess your body could leave behind, if only there was a large enough crash. At the very least you could stick your ruined hands between the wheels. Would that break them?
<<else>>
Lexia is wearing armor is she not? Could you find a sharp angle to slice your wrist? To pierce an eye? To crack your skull? Could you do it fast enough for the Protector to not notice.
<</if>>\
Lexia’s brow furrows as she sees your face, lost in fantasies of what you could do to yourself.
<<elseif $fountainreaction is 4>>\
<<addescape 5>>\
You focus on the marble fountain. The sound of the water. The smell of flowers. In this haven, everything is fine. Just like always.
Nothing is wrong. Nothing is ever wrong. The garden is really pretty. The fountain is so interesting.
Lexia’s brow furrows as she sees your face, as you force yourself to focus on your surroundings with desperate need.
<<elseif $fountainreaction is 5>>\
<<addanger 5>>\
Why? Why does such a good place exist when you were locked in the void? Alone and abandoned. Your teeth grind together. Your ruined hands shake. It’s not fair. Life is not fair.
This place is so beautiful. So peaceful! No pain, no void, no cycle. Why were you locked away in the void? It’s not fair! Not fair!
The world is turning red, your wrath blinds you. Lexia’s brow furrows as she sees your face.
<</if>>\
Lexia stares at you for a moment. “Hey, you ok?” Her voice is soft and gentle. She seems so calm right now.
You don’t really answer, but you do look at her. Whatever she sees in your face, your eyes, your expression, is answer enough. You do know what kind of a face you are making.
Her calmness shatters.
“Oh crap, I need Havard for this. I am not qualified to provide comfort to you or calm you down!” Lexia is clearly panicking. “Am I allowed to touch you? You are my first child; I was trained to fight things and follow you about… I don’t know what to do!” She fumbles with a pin in her hair. “Havard! I need you!” She speaks to the pin in a panicked rush.
Oddly, seeing her reaction, her panicked face and wide eyes. The worry in her expression. It all calms you down. The darkness fades seeing her distress over your mental state. How odd? The distress of someone else is easing your own.
This panicked worry Lexia exhibits feels different from Havard worrying about you. Regardless of if you trust him or not, Havard worries about you. The vague sense inside you is certain of that, even if you do not know if that sense itself can be trusted. Yet, Havard in your limited experience has never seemed lost to you, never doubted that he could help you. Or if he has been lost, then even the sense inside you cannot tell because his determination shines true.
The woman in front of you, dressed in gleaming silver armor. A sword at her hip, and enough speed to move faster than you can comprehend. A Silver Protector. An elite warrior. This woman who smiles at you widely, and who stares at you as if you are something interesting, something worth something. This woman who chatters at you about the orphanage, seems lost right now. She does not know how to ease your suffering, but she clearly wants to. She is so worried right now, talking to a pin. Is she all right? Maybe you are not the delusional one? Or is she some manifestation of your own delusions? Is talking to pins normal?
“We are in the fountain garden nearest to $hisher room. I think seeing the fountain triggered something…” Lexia is talking into the pin in a hurry, restlessly glancing at you.
The sense inside you is screaming at your right now. Telling you that this woman wants to help you but has no idea how. You trusted her enough to let her take you on this tour, and she has been nothing but nice. Something in your chest feels warm for some reason. Are you getting sick? Some more damage from the void, cycle and captivity? You have no idea, but the dark thoughts have fled you and the warm feeling is… nice.
<<set $fountainreaction to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You reach out to touch her shoulder.|Chapter 2_12_tour4][$fountainreaction to $fountainreaction+1]]</div>
<div class="choice-item">[[Just tug on her hair.|Chapter 2_12_tour4][$fountainreaction to $fountainreaction+2]]</div>
<<if $nonverbal is not true>>\
<div class="choice-item">[[“I am ok”. Your voice is pretty calm.|Chapter 2_12_tour4][$fountainreaction to $fountainreaction+3]]</div>
<div class="choice-item">[[“I am fine!”. You snap.|Chapter 2_12_tour4][$fountainreaction to $fountainreaction+4]]</div>
<</if>>
<div class="choice-item">[[Make a vague annoyed sound to indicate everything is well. For now.|Chapter 2_12_tour4][$fountainreaction to $fountainreaction+5]]</div>
</div><</nobr>>
<<elseif $fountainreaction is 6>>\
<<addtrust 5>>\
You force back the dark thoughts with the only thing you can. You stare at Lexia. She swore to Protect you. Maybe this was not hwat she hand in mind but you hope it works.
"They bay has water as clear as air! So the fountains are all filled water from the bay! Those tree fountains are enchanted you see to keep the water clear. So if you were to spill something into the fountain, the water would become clear soon again." She turns to you, beaming. "Isn't that cool!"
<</if>>\Choose your own hair length? <<textbox "$HairLength" $HairLength>>
//Write it as you wish it to appear in text.//
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|HairColor c2]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Hair Length c2]] </div>
</div><</nobr>>
Choose your own hair color? <<textbox "$HairColor" $HairColor>>
//Write it as you wish it to appear in text.//
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Hair_type_c2]] </div>
<div class="choice-item">[[Go back to choose from the provided options|HairColor c2]] </div>
</div><</nobr>>
Choose your own hair type? <<textbox "$HairType" $HairType>>
//Write it as you wish it to appear in text.//
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|character_customization_hair_done_c2]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Hair_type_c2]] </div>
</div><</nobr>>
Hmm, was your hair always $HairType? Your memory really is damaged. You can't remember. The void must have eaten that bit of you. Nothing to do about it now though. Assuming this is all real at least.
It takes what feels like forever, but sitting like this with Havard paying so much attention to your hair is a novel experience.
He is so focused and gentle as he works. <<if $blades_trauma>> The terrifying cutting thing, the scissors, never nicks you.<</if>> Havard is precise and careful as he cuts your hair.
<<if $HairLength is "waist-long">>\
"Since you wanted it waist-long, I have only cut away the matted messy bits and trimmed the ends." Havard says as he steps back. "So it is just a much neater version of what was there already."
<<else>>\
"Since you wanted it $HairLength, I have cut away the matted messy bits, cut it to the desired length, and trimmed it just a tad." Havard says as he steps back.
<</if>>\
He observes you intently. Honestly, this is a lot of attention for you. Well a different kind of attention than the one you received before the void. He seems to be inspecting his work on your hair, not where to start carving you up, or where to pinch with pliers. You prefer this kind of attention to be honest.
Still, being so intently studied, even if it is just your hair, is new for you.
<<set $Havard_hair_inspection to 0>>
<<nobr>><div class="choices">
<div class="choice-item">[[Not that it makes a difference to you. You are not shy.|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+1]]</div>
<div class="choice-item">[[You would prefer not to be observed like this, you don't really trust it, but you endure it with a calm facade.|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+2]]</div>
<div class="choice-item">[[You really do not care, and just wait.|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+3]]</div>
<div class="choice-item">[[You squirm a bit in place. Is your face hot?|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+4]]</div>
<div class="choice-item">[[You don’t really pay attention while you happily dangle your legs off the chair, and watch them. They feel very heavy for some reason.|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+5]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[You stare back at him. "How does it look?" Your voice is what you assume passes for friendly.|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+6]]</div>
<div class="choice-item">[[You stare back at him. "Are you done?" You ask bluntly. All this sitting is making your butt sore.|character_customization_c2][$Havard_hair_inspection to $Havard_hair_inspection+7]]</div>
<</if>>
</div><</nobr>>
You would like to see. Even if you could see the void staring back at you. What if seeing yourself causes the void to take you again? What if this is a delusion of your broken mind and it shatters when you see yourself. You don't want to go back to the void, but it is worth the risk.
You know you have $SkinColor. Now you also know your hair is $HairLength, $HairColor and $HairType. You might have only limited memory. Who knows what you could see in the mirror.
But you want to see. Know what you look like. So you nod at Havard.
He smiles at you and turns the mirror around. It is so big you can see yourself sitting on a chair.
You look.... like a person? Sure your $clothes hang somewhat awkwardly and loosely on an emancipated frame. Even these clothes Havard picked out for you are too large for a frame that has been so starved for so long. Bones are prominent beneath your $SkinColor skin, and the fabric sways with each breath, slipping slightly off the shoulders and unable to hide the reality of your time in the void beneath. Your cheeks are hollow, and your arms bandaged. However, you were in the void who knows for long.
This you can deal with. In this moment, you do not consider whatever you like the way you look. Why? Because you look like a person. Sure, there are thin scars covering most of the visible skin but those too are much less than you expected. You did not really pay attention the first time you woke up, too occupied with your strange surroundings. You know that your body, even just the bits visible under your $clothes, should be scarred, bruised and abused.
Yet, you look like a //person//. It is a relief. It does not mean you are a person, but at least you look like one, not a slab of meat meant for carving or some monster from the void. You know better than most that a thing looking like a person can be a monster still. That's what the people who took you were, or so you think. People who were monsters. Yet, you are relieved, because at least you look like a person, even if you do not necessarily feel like one.
<<set $checked_face to false>>\
<<set $checked_scars to false>>\
<<set $checked_heritage to false>>\
<<set $HeritageFeature to []>>\
<<set $HeritageType to []>>\
<<set $HeritageRace to []>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You should investigate this lack of scars and bruises more. |Chapter 2_mirror2_scars]]</div>
<div class="choice-item">[[You should focus on your face. |Chapter 2_mirror2_face]]</div>
<div class="choice-item">[[What the hell is that?|Chapter 2_mirror2_heritage]]</div>
</div><</nobr>>
<<set $EyeColor to "grey">>\
<<set $HeritageFeature to "none">>\
It is best to not know such things. Who knows what you look like, you could see the void staring back at you. What if seeing yourself causes the void to take you again? What if this is a delusion of your broken mind and it shatters when you see yourself. You don't want to go back to the void. You are afraid that seeing yourself will cause this new reality to shatter.
You know you have $SkinColor. Now you also know your hair is $HairLength, $HairColor and $HairType. Isn't that enough? You have only limited memory. Who knows what you could see in the mirror.
You shake your head at Havard. His smile is very soft.
"You sure?" His voice is gentle. Soothing. "You don't have to, if you do not wish to."
<<nobr>><div class="choices">
<div class="choice-item">[[You changed your mind, you want to see. |Chapter 2_mirror]]</div>
<div class="choice-item">[[You are sure. You don't want to see in the mirror.|Chapter 2_no_Mirror2]]</div>
</div><</nobr>>
//Note: Skipping looking into the mirror means missing out on some character customization. No special features and grey eyes will be assumed.//
<<if $Havard_hair_inspection is 1>>\
<<addshy -5>>\
You puff out a bit and let Havard look you over. You have nothing to hide and you are not shy about what you look like! No matter what that may be. The void and the cycle may have been horrible but you don't need to actually look good to be confident.
"Hmm, I think it looks good." Havard says and smiles.
Good, not you expected much else.
<<elseif $Havard_hair_inspection is 2>>\
<<addinnocence -5>><<addstoic 3>>\
You calmly sit and endure. You do not like this inspection; it feels too much like the past. Just before the first cut of the day after they strapped you to the table.
Still Havard already had the chance to cut you enough while cutting your hair. <<if $blades_trauma is true>> He promised you would not be hurt, and did comfort you earlier. <</if>>You allow him to inspect his work in peace.
"Hmm, I think it looks good." Havard says and smiles.
Good. That means this inspection is ending.
<<elseif $Havard_hair_inspection is 3>>\
<<addstoic 5>>\
You have no strong opinions on his inspection, so you just wait for it to end, sitting still in place.
"Hmm, I think it looks good." Havard says and smiles.
It makes no real difference to you.
<<elseif $Havard_hair_inspection is 4>>\
<<addshy 5>>\
It feels odd to be inspected like this. You face feels a bit hot? Why does your face feel hot? Your ruined hands fidget a bit. You shift on the chair.
Havard smiles softly, but you have to look at the floor.
"Apologies, I am simply inspecting my work."
You know that, but it is still hard for some reason.
"Hmm, I think it looks good." Havard says and smiles.
You fidget a bit more, feeling odd. Like you want to hide so he can't see you right now. Not out of fear, it just feels like you should.
<<elseif $Havard_hair_inspection is 5>>\
<<addinnocence 5>><<addstoic -3>><<addoblivious 1>>\
You watch your legs dangle off the chair. Right leg forward, left leg forward, right leg forward... Oh, you can wiggle your toes! Look at them move! You can see them since you only got a $clothes on, not something like socks to cover your feet. Oh, you know what socks are! Maybe there are socks in that dresser thing.
You don't notice how Havard smiles as he observes you. "Hmm, I think it looks good." he says.
Hmm, what looks good? You look up from your feet. Right, hair.
<<elseif $Havard_hair_inspection is 6>>\
<<addfriendly 5>>\
"How is it looking?" You tilt your head a bit.
"Hmm, I think it looks good." Havard says and smiles.
"That's... nice?" This talking and being what the vague sense tells you is "friendly" is new to you.
Havard's smile gets wider. "It is nice. Perhaps even good."
Is good better than nice? You don't really know. Your internal sense of things does not indicate anything.
<<elseif $Havard_hair_inspection is 7>>\
<<addfriendly -5>>\
"Are you done?" You are getting tired of siting here.
"Hmm, I think it looks good." Havard says and smiles. "So yes, I would say I am done."
"Good. My butt is getting sore." You declare.
Havard chuckles. "I imagine it is. Sitting will do that, especially on a chair without padding. Sorry about that. We should get you a better chair for your room."
A padded chair sounds nice. Even if sitting is boring.
<</if>>\
Havard walks to the table and puts away the scissors.
“All right.” Havard says. “That is your hair sorted out.” He turns back to you, and smiles. “Would you like a mirror?”
A mirror? That thing you can see yourself in. It could be good to get a look at yourself, wouldn’t it? Maybe you could finally see your face doing stuff, expressions you think they are. See if you look like a person and not a slab of meat to carve up as the people before the void seemed to think. Are there visible signs of the void on you? What about all the cutting and tearing and burning before the void? You did not notice anything overt before Havard helped you dress? That seems odd now that you think about it. You should be a mess of scars, torn flesh and burns, should you not? Or was that all a dream? A delusion? The void could have made you see all those things.
Havard disappears behind the divider in the room, and you can hear something being moved. He soon appears carrying a large frame with glass? No, it’s the mirror thing! He does not point it at you. Instead, he stops and sets the frame down pointing away from you.
“How about it? I promise, you look quite nice now with your clothes and hair sorted out.” He smiles in a reassuring manner. Or what you think is a reassuring manner.
It could be good to see yourself at this point. Unless… do you really want to know what you look like? What if you are a thing from the void? Or a thing to carve and cut?
<<nobr>><div class="choices">
<div class="choice-item">[[Yes|Chapter 2_mirror]]</div>
<div class="choice-item">[[No|Chapter 2_no_Mirror]]</div>
</div><</nobr>>
//Note: Skipping looking into the mirror means missing out on some character customization. No special features and grey eyes will be assumed.//
"That's fine. You don't have to see if you don't want to."
You let out a sigh.
"Your eyes are $EyeColor by the way. Like a stormy sky." He says, as he carries the mirror back behind the divider. For a moment, you prepare for the void to swallow you whole.... but nothing happens. Maybe knowing your eye color is not too much information. Maybe you already knew it and have just forgotten.
Your eyes are $EyeColor? That's... good? Is it? No idea. Have you ever seen a stormy sky? If you have, you don't remember.
Havard appears back into your field of vision.
"Don't worry about it." Your face must have been doing things. "They are very pretty eyes."
Your $EyeColor eyes are pretty? You are not sure what to do with that information.
Havard helps you back into the bed. Your legs feel very heavy for some reason, so you suppose it's fine. He just cut your hair. No point making a fuss now, or so you figure. <<if $trustHavardC2 is true>> Besides, you trust him. <<else>> Even if you don't trust him, you are not exactly in a position to complain. Or you could, but you doubt it would do anything.<</if>> It's not like he is going to stop helping you even if you tell him to. The vague sense you have is certain of this.
Soon you are back in bed. Havard tucks you in and smiles.
"There we are. Try to get some more rest."
Havard retreats to the table in your room and sits down to work on some papers. Writing, that mystical art of making squiggly lines that people somehow understand.
<<nobr>><div class="choices">
<div class="choice-item">[[The thing is, you are not tired right now.|Chapter 2_6]]</div>
</div><</nobr>>
<<set $HairCustomization to true>>\
<<set $HeritageCustomization to true>>\
<<set $EyeCustomization to true>>\
<<notify 3s>>Your profile has been updated.<</notify>>\
"All done? Let’s get you back to bed then." Havard walks over to the chair he sat you down in for the haircut and mirror inspections. He helps you back into the bed. Well carries you back into bed really.<<if $angry_at_being_carried_about is true>> You are not exactly happy about getting carried about so much. However, your legs feel very heavy and.. odd for some reason, so you suppose it's not like you have an option. <<else>>Your legs feel very heavy for some reason, so you suppose it's fine. It’s not so bad to have someone help you to places. <</if>> He just cut your hair. No point making a fuss now, or so you figure. <<if $trustHavardC2 is true>> Besides, you trust him so him helping you is fine. <<else>> Even if you don't trust him, you are not exactly in a position to complain. Or you could make your displeasure known, but you doubt it would do anything. <</if>> It's not like he is going to stop helping you even if you tell him to. The vague sense you have is certain of this. You are not sure if you can trust it, it seems to be a mixed bag
Soon you are back in bed. Havard lifts the duvet and tucks you in with a smile. He smiles at you so much. Why? Is there something about you that makes him smile? Doesn’t his face get stuck like that? Maybe his face is already stuck like that! That would explain it.
<<if $checked_face is true>>\
Your own smiles were so unnerving, yet his smiles are odd. They feel…warm. How is your face doing stuff warm? Can it be cold? Neutral? You tried so many expressions and yet, you don’t think they were anything like warm… You were quite gifted at looking confused.
<</if>>\
"There we are. Try to get some more rest. You are still recovering." More rest? Well, you suppose that might be nice. Resting is certainly much better than what you are used to.
Havard retreats to the table in your room and sits down to work on some papers. Writing, that mystical art of making squiggly lines that people somehow understand. It is incomprehensible to you. How can anyone make any sense of those squiggles?
You try to find a good position, shifting under the soft duvet thing. As you do, you vaguely note Havard spends a moment holding a little metal thing, it might be called a pin, in his hand with a focused look. Even your internal sense of things is confused about why he is doing that let alone what about holding a thing like that requires concentration, but you suppose people sometimes just do things.
You try to relax and fall asleep again. What a novel thing it is! Lying in bed and trying to sleep. To rest. Who would have imagined something so nice and fluffy as this bed could exist. You shift into a comfy position. So soft and nice… You nuzzle into a pillow and wait for sleep to come. And wait…. some more waiting… Huh, that’s odd.
It does not take you long to come to a conclusion. The bed is still soft and comfy. You have been fed, and you have clothes, a $clothes. You have $HairType $HairColor hair. <<if $HeritageFeature.length > 0>> You have <<HeritageFeatureList>>. You have also learned a lot about people in this city called Firgrat.<</if>> Life right now, or possibly a delusion of your mind but still, is better than anywhere in your memory. Yet...
<<nobr>><div class="choices">
<div class="choice-item">[[You are not tired right now.|Chapter 2_6]]</div>
</div><</nobr>>
<<set $checked_scars to true>>\
You look over at your shoulders, what you can see from the loose clothing and your feet dangling off the chair. You peer inside your $clothes, though you don't see much this way. There is not enough light. Still what bare skin you can see in the mirror, is confusing.
You lean closer to the mirror, studying the areas that were once marked by jagged lines and uneven textures. You expect to find the rough patches, and the messy scars that have been part of you for so long. Yet all you find is smooth, much neater scars than what you expected. The burns, once angry and twisted, are healed near completely, leaving no trace of their former constant pain. You did not pay attention to that before; the cycle was much more painful than your injuries but still.
This all leads you to a conclusion. An odd conclusion. The scars that should cover your body, the cuts, bruises and burns, they’re much more faded than should be, but still there. What happened? How long have you been at the orphanage?
You turn to Havard. He would know, wouldn't he. He saw when //something//, you mean this Lord Sheo, brought you here.
<<if $nonverbal is true>>\
You gesture vaguely to your exposed skin and faded scars.
<<else>>\
"What happened to all the scars?" You ask.
<</if>>\
Havard's look is hard to read in that moment. Sad and worried? Concerned? Afraid? So many emotions briefly flicker across his face, before a gentle smile creases his lips. A smile you are already used to seeing since you see it so often. That is the smile he gives you most of the time.
"When you arrived, Lord Sheo held you in the healing baths for a good while. The healing waters did wonders for your injuries, even as old as some of them were. Aside from..." He glances at your hands. The bandages covering them.
<<if $got_injured_c1 is true>>\
<<if $HavardMeetingReaction is "weapon" and $sawHealingBaths is not true>>>\
Healing baths? Healing water? That stuff Havard used to heal you when you got injured? He used it on your leg. <<if $drawer is true>>
And your fingers when they got injured because of the drawer.<</if>>
<<elseif $sawHealingBaths is true and $HavardMeetingReaction is not "weapon">>\
Oh right. You had been there briefly with Havard to fix the hand your tried getting rid of. That it had healed you right up though that would was fresh.
<<elseif $sawHealingBaths is true and $HavardMeetingReaction is "weapon">>\
Oh right. You had been there briefly with Havard to fix the hand your tried getting rid of. That it had healed you right up though that would was fresh. Havard had also used that stuff on your leg.
<<elseif $trustHavardC1 is true and $nonverbal is not true>>\
The stuff Havard asked you to drink that helped you speak. He said back then there was an entire bath of the stuff.
<<else>>\
Healing baths? Healing water? The stuff Havard used on your fingers when they were injured.
<</if>>\
<<else>>\
Healing water? Is that different from normal water? You think it is. They have an entire bath of the stuff?
<</if>>\
Your bandaged fingers touch where the bruises used to bloom in dark purples and blues, feeling nothing but healthy skin, a tiny bit sore but basically nothing. Even the countless nicks and cuts, things you had long ago stopped thinking about, have been healed to thin lines. Neat and clean.
You run your bandaged hands over your torso atop your $clothes, then slide your hands to feel inside, searching for remnants of what was. But all you find is a body that feels almost new, as if the torture, void and cycle had not happened. Well, it's not all gone, and your bandaged hands are a glaring reminder that the past does exist.
It this a good thing? Is this not too convenient? To have your injuries healed like so? Yet, your mind remains damaged and scattered. You know this, even when you are not actively having your... episodes. Yet aside from your ruined hands, your body barely reflects the past. Only vague scars remain, but someone would have to be very close to you to see. Unless they like... glow in the dark? Can scars do that? They never did that before, but who knows what those healing waters could do...
You twist and turn in the chair, examining every angle, expecting to find something, anything, left behind as it was. But no matter how closely you look, the horrors of past are almost so diminished you could consider them mostly gone.
You stare at your reflection. It’s you, but the person looking back at you is healed in a way you never thought possible, and it leaves you feeling both lighter and lost all at once.
But how did this happen? Why did this happen? And if the rest of you could be healed, then what about your ruined arms? Havard said that Sheo tried but could not heal them. He told you earlier about special gloves. There is not much you can do before that. Nothing to do but move on.
<<nobr>><div class="choices">
<<if $checked_heritage is false>>
<div class="choice-item">[[What the hell is that?|Chapter 2_mirror2_heritage]]</div>
<</if>>
<<if $checked_face is false>>
<div class="choice-item">[[You should focus on your face.|Chapter 2_mirror2_face]]</div>
<</if>>
<<if $checked_face is true and $checked_scars is true and $checked_heritage is true>>
<div class="choice-item">[[You are done with the mirror for now.|Chapter 2_mirror2]]</div>
<</if>>
</div><</nobr>>
Your face is blank, frozen in an expressionless mask. There is no emotion, no joy or sorrow. It simply is, existing without feeling. The mirror shows a stranger you cannot remember—an echo of someone who used to be there but is now faded. You look like a person still. You have a mouth, a nose and ears. Your hair is $HairType and $HairColor. Havard did good work, cutting it to $HairLength.
<<if $HeritageType.length > 0>>\
<<if $HeritageType.includesAny("pointy ears", "animal ears")>>\
<<if $HeritageType.includesAny("pointy ears")>><<set $FeatureIndex to $HeritageType.indexOf("pointy ears")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("animal ears")>><</if>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
Your $Feature do stand out as far as ears go. <<if $HeritageType.includesAny("animal ears")>> So soft and fluffy. <<else>> They are very pointy, aren't they. <</if>>
<</if>>\
<<if $HeritageType.includes("horns")>>\
<<set $FeatureIndex to $HeritageType.indexOf("horns")>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
You do have your $Feature sticking out from your head, amongst your $HairType and $HairColor hair.
<</if>>\
<<if $HeritageType.includes("elemental")>>\
<<set $FeatureIndex to $HeritageType.indexOf("elemental")>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
Your $Feature certainly makes you look quite... glowy? Good? Shiny? It is hard to say.
<</if>>\
<<if $HeritageType.includesAny("feathers", "nature features")>>\
<<if $HeritageType.includesAny("feathers")>><<set $FeatureIndex to $HeritageType.indexOf("feathers")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("nature features")>><</if>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
Your $Feature certainly is nothing like you ever remember seeing. Your $HairType and $HairColor hair is quite a thing to look at like this. Is it good or bad? You don't know. It is just you.
<</if>>\
<<if $HeritageType.includes("scales")>>\
<<set $FeatureIndex to $HeritageType.indexOf("scales")>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
The $Feature on your face are nothing like you ever remember seeing. They are right under your eyes. Right there, fully visible, yet you never knew. You can't see there. Is it good or bad? You don't know.
<</if>>\
<<if $HeritageType.includes("sea")>>\
<<set $FeatureIndex to $HeritageType.indexOf("sea")>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
The $Feature on your face are very eye-catching. Translucent and... wavy? They spread out on both sides of your face. Very noticeable, yet you never knew they were there. You can in fact see them on the edges of your vision, but they have always been there. You never paid enough attention.
<</if>>\
You are not used to seeing yourself, let alone <<if $HeritageFeature.length == 1>> this new feature<<else>> these new features<</if>>. Yet, you do not think it is such a bad thing. It is a look that is distinctly you. It is all just you.
<</if>>\
Your gaze goes to your eyes. They are...
<<set $charactercreatoroptions to $charactercreatoroptions + 1>>\
//Please select an eye color://
<<nobr>><div class="choices">
<div class="choice-item">[[White|Chapter 2_mirror2_face2][$EyeColor to "white"]]</div>
<div class="choice-item">[[Grey|Chapter 2_mirror2_face2][$EyeColor to "grey"]]</div>
<div class="choice-item">[[Light brown|Chapter 2_mirror2_face2][$EyeColor to "light brown"]]</div>
<div class="choice-item">[[Brown|Chapter 2_mirror2_face2][$EyeColor to "brown"]]</div>
<div class="choice-item">[[Dark brown|Chapter 2_mirror2_face2][$EyeColor to "dark brown"]]</div>
<div class="choice-item">[[Light blue|Chapter 2_mirror2_face2][$EyeColor to "light blue"]]</div>
<div class="choice-item">[[Blue|Chapter 2_mirror2_face2][$EyeColor to "blue"]]</div>
<div class="choice-item">[[Dark blue|Chapter 2_mirror2_face2][$EyeColor to "dark blue"]]</div>
<div class="choice-item">[[Light green|Chapter 2_mirror2_face2][$EyeColor to "light green"]]</div>
<div class="choice-item">[[Green|Chapter 2_mirror2_face2][$EyeColor to "green"]]</div>
<div class="choice-item">[[Dark green|Chapter 2_mirror2_face2][$EyeColor to "dark green"]]</div>
<div class="choice-item">[[Light golden|Chapter 2_mirror2_face2][$EyeColor to "light golden"]]</div>
<div class="choice-item">[[Golden|Chapter 2_mirror2_face2][$EyeColor to "golden"]]</div>
<div class="choice-item">[[Dark gold|Chapter 2_mirror2_face2][$EyeColor to "dark gold"]]</div>
<div class="choice-item">[[Light red|Chapter 2_mirror2_face2][$EyeColor to "light red"]]</div>
<div class="choice-item">[[Red|Chapter 2_mirror2_face2][$EyeColor to "red"]]</div>
<div class="choice-item">[[Dark red|Chapter 2_mirror2_face2][$EyeColor to "dark red"]]</div>
<div class="choice-item">[[Black|Chapter 2_mirror2_face2][$EyeColor to "black"]]</div>
<div class="choice-item">[[Violet|Chapter 2_mirror2_face2][$EyeColor to "violet"]]</div>
<div class="choice-item">[[Silver|Chapter 2_mirror2_face2][$EyeColor to "silver"]]</div>
<div class="choice-item">[[Hazel|Chapter 2_mirror2_face2][$EyeColor to "hazel"]]</div>
<div class="choice-item">[[Amber|Chapter 2_mirror2_face2][$EyeColor to "amber"]]</div>
<div class="choice-item">[[Something else (set the color yourself).|Choose eyecolor]]</div>
</div><</nobr>>
Choose your own eye color? <<textbox "$EyeColor" $EyeColor>>
//Write it as you wish it to appear in text.//
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Chapter 2_mirror2_face2]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Chapter 2_mirror2_face]] </div>
</div><</nobr>>
<<set $checked_face to true>>\
Your eyes are $EyeColor. Perhaps they were were once brilliant and vibrant. Now they are now dull and lifeless, hollow and sunken—devoid of spark or emotion.
Tired and distant they may be but staring into your own eyes you find that you are not lost in a void too deep to escape. Reality does not shatter, and the void does not return to take you back. As dead and dull as your eyes are, they are still eyes. Just eyes. People have eyes. They are eyes a person could have, even if that person is broken.
A broken person is still a person, not a slab of meat to carve up. Not a thing to chain up in the void and abandon.
"Those $EyeColor eyes are rather beautiful." Havard says softly and smiles at you. "It <<if $EyeColor is "white">> is a rare and mystical color for eyes to have, or so I would say. Lord Sheo himself has eyes like that."
Wait.. //something//, the Ancient that saved you from the void, has the same eye color as you do? You watch the mirror with interest. Your $EyeColor eyes are basically all one color, aside from the pupil, and the thin line around the iris. Otherwise it is all white. A rather unsettling look now that you see it and give it some thought. But if //something//, Sheo the super old grandpa, has the same color, you suppose that counts for something. Not sure what, it is certainly not a validation of your personhood. You feel quite sure about that, but it is something.
<<elseif $EyeColor is "grey">> is like a stormy sky. They say grey eyes reflect wisdom and calm."
Really? You don't think you are very wise or calm. Just confused and doubtful about things.
<<elseif $EyeColor is "light brown">> is a warm and approachable color for eyes to have, or so I would say." He thinks for a bit. "I have heard it said that Lord Vismay, one of the Ancients has the most warm brown eyes. Yet I have never met him."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "brown">> is a deep and expressive color for eyes to have, or so I would say." He thinks for a bit. "I have heard it said that Lord Vismay, one of the Ancients has the most warm brown eyes. Yet I have never met him."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "dark brown">> is a rich and intense color for eyes to have, or so I would say." He thinks for a bit. "I have heard it said that Lord Vismay, one of the Ancients has the most warm brown eyes. Yet I have never met him."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "light blue">> is a bright and clear color for eyes to have, or so I would say. Like the sky on a clear day. Or Firgrat bay."
The sky? Your eyes are like the sky? That is pretty cool. <<if $SawTheSeaC1>> You did see the sea, and that was a really pretty color. You stare at your eyes. You are Having a hard time seeing it, but Havard insists.<</if>>
<<elseif $EyeColor is "blue">> is a vivid and striking color for eyes to have, or so I would say. Like the sea."
<<if $SawTheSeaC1>> You did see the sea, and that was a really pretty color. You stare at your eyes. You are Having a hard time seeing it, but Havard insists. Though your eyes seems a bit darker than the bit of sea you saw. <<else>> The sea? You know that is a really big body of water, but you can't imagine it.<</if>>
<<elseif $EyeColor is "dark blue">> is a mysterious and captivating color for eyes to have, or so I would say. Like the deep sea."
<<if $SawTheSeaC1>> You did see the sea, and that was a really pretty color. You stare at your eyes. You are Having a hard time seeing it, but Havard insists. Though your eyes seems a lot darker than the bit of sea you saw. <<else>> The sea? You know that is a really big body of water, but you can't imagine it.<</if>>
<<elseif $EyeColor is "light green">> is a fresh and vibrant color, like grass. The twins have green eyes too you know, though darker in color than yours." He smiles. "Still, I am sure you will bond over it."
The twins have green eyes? You suppose you will see eventually. Havard seems sure you will meet them eventually. It makes you seem like more of a persont that your eyes match other peoples in some way. Assuming the twins are people.
<<elseif $EyeColor is "green">> is a rare and alluring color for eyes to have, or so I would say. Like a forest, or the garden outside. The twins have green eyes too you know." He smiles. "I am sure you will bond over it."
The twins have green eyes? You suppose you will see eventually. Havard seems sure you will meet them eventually. It makes you seem like more of a persont that your eyes match other peoples in some way. Assuming the twins are people.
<<elseif $EyeColor is "dark green">> is a deep and enchanting color. Some forests are like that you know. Enchanted. The twins have green eyes too you know, though lighter in color than yours." He smiles. "Still, I am sure you will bond over it."
The twins have green eyes? You suppose you will see eventually. Havard seems sure you will meet them eventually. It makes you seem like more of a persont that your eyes match other peoples in some way. Assuming the twins are people.
<<elseif $EyeColor is "light golden">> is a rare color yet glowing with warmth. Lord Nuaran, one of the ancients has golden eyes, though darker than yours."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "golden">> is a bright and mesmerizing color for eyes to have, or so I would say. Lord Nuaran, one of the ancients has golden eyes too."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one.
<<elseif $EyeColor is "dark gold">> is a luxurious and rare color for eyes to have, or so I would say." Lord Nuaran, one of the ancients has golden eyes, though lighter than yours."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "light red">> is an unusual and fiery color for eyes to have, or so I would say." He smiles. "I have heard that Lady Elri, one of the Ancients, has the most striking red eyes, though I have never had the pleasure to see them myself."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "red">> is an intense and striking color." He smiles. "I have heard that Lady Elri, one of the Ancients, has the most striking red eyes, though I have never had the pleasure to see them myself."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "dark red">> is a bold and powerful color, I would say." He smiles. "I have heard that Lady Elri, one of the Ancients, has the most striking red eyes, though I have never had the pleasure to see them myself."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "black">> is a mysterious and deep color for eyes to have, or so I would say."
Is it? You eye your own eyes a bit warily. Black is the color of the void... yet you look like a person still. At least Havard likes them. You will have to be careful that your own eyes do not swallow you up. <<if $HeritageFeature.includes("fully black eyes")>> Of course, you also have your fully black eyes, that seem much more likely to swallow you whole.<</if>>
<<elseif $EyeColor is "violet">> is a magical and unique color, I would say." He smiles. "I know that Lady Irosia, the Ancient that brought the twins here, has the most striking violet eyes."
Who's that? You know //something//, Sheo the potential super old grandpa who saved you. You don't know this one. Still, you don't have time to dwell in it.
<<elseif $EyeColor is "silver">> is a bright and shining color for eyes to have, or so I would say."
<<elseif $EyeColor is "hazel">> is a a rich mix of green and brown." He smiles. "I think we match." He says softly.
You do? Actually, you do! Yours are a lot duller but maybe that will change in time. It feels sort of... nice?... Warm? It makes you seem like more of a person that your eyes match Havard's, who is clearly a person. Even if he smiles a lot.
<<elseif $EyeColor is "amber">> is a color glowing with warmth and mystery, I would say."
<<else>> is a distinct color that suits you very well."
<</if>>\
You are a bit lost in thought, thinking about what Havard said.
"Don't worry about the details." Havard says and looks at your eyes again. "The point is that your eyes are pretty."
Are they? You are not sure. They are eyes, that is all you can say. Your eyes being beautiful, that's... good? Is it? You have no idea. You would like to say that he is lying to you, yet your internal sense seems to think he is telling you the truth. Isn't beautiful a positive thing? Can ruined broken things be beautiful? Still, they are eyes for a person, even a broken one, so you are content. Perhaps later you may feel something more towards your eyes, but after so long in the void, you are pretty content with the fact that you have eyes in the first place.
"One day, I hope they will be filled with life once again." Havard might not have meant for you to hear that. It is said in a soft whisper. He looks sad again. Does he not realize how much better dull eyes are than the void? He probably doesn't does he? It's not like you told him about it...
You don't acknowledge that you heard him, you are not sure what to think about that so it is best not to think about it.
Instead, you focus back on your image in the mirror. Time to see about something that has been on your mind. An important question. Based on Havard's reaction to your face at times, it must happen, but you have to see yourself.
<<nobr>><div class="choices">
<div class="choice-item">[[You are going to test if your face does stuff! |Chapter 2_mirror2_face3]]</div>
</div><</nobr>>
<<set $checked_heritage to true>>\
There is something off with your reflection. You peer closer.
<<if ndef $HeritageFeature>>\
<<set $HeritageFeature to []>>\
<</if>>\
<<if ndef $HeritageType >>\
<<set $HeritageType to []>>\
<</if>>\
<<if ndef $HeritageRace>>\
<<set $HeritageRace to []>>\
<</if>>\
<<if ndef $HeritageFeatureCounter>>\
<<set $HeritageFeatureCounter to 1>>\
<</if>>\
<<if ndef $beastkin_tribe>>\
<<set $beastkin_tribe to []>>\
<</if>>\
<<if ndef $HeritageRace2>>\
<<set $HeritageRace2 to []>>\
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Your ears seem to be pointed?|Chapter 2_mirror2_heritage2_ears][$HeritageType.push("pointy ears")]]</div>
<div class="choice-item">[[There, extending from your head are horns.|Chapter 2_mirror2_heritage2_horn][$HeritageType.push("horns")]]</div>
<div class="choice-item">[[There on top of your head are animal ears.|Chapter 2_mirror2_heritage2_animal_ears][$HeritageType.push("animal ears")]]</div>
<div class="choice-item">[[There is a tail swishing back and forth behind you.|Chapter 2_mirror2_heritage2_tail][$HeritageType.push("tail")]]</div>
<div class="choice-item">[[Your face has an odd texture in places... Are those scales?|Chapter 2_mirror2_heritage2_scales][$HeritageType.push("scales")]]</div>
<div class="choice-item">[[What is up with your hair, it has nature-like features mixed between normal hair?|Chapter 2_mirror2_heritage2_nature][$HeritageType.push("nature features")]]</div>
<div class="choice-item">[[Why are there feathers?|Chapter 2_mirror2_heritage2_feathers][$HeritageType.push("feathers")]]</div>
<div class="choice-item">[[Your clothes are straining to contain something on your back?|Chapter 2_mirror2_heritage2_wings][$HeritageType.push("wings")]]</div>
<div class="choice-item">[[Glowy bits. Why do you have glowy bits?|Chapter 2_mirror2_heritage2_elemental][$HeritageType.push("elemental")]]</div>
<div class="choice-item">[[What is up with your eyes?|Chapter 2_mirror2_heritage2_eyes][$HeritageType.push("eyes")]]</div>
<div class="choice-item">[[What is up with your face? It looks so odd with...fins?|Chapter 2_mirror2_heritage2_sea][$HeritageType.push("sea")]]</div>
<div class="choice-item">[[Oh, it's just you (no special features).|Chapter 2_mirror2_heritage2_none][$HeritageType.push("none")]]</div>
</div><</nobr>>
/*https://twinery.org/forum/discussion/2433/checkboxes-sugarcube*/
/*https://twinery.org/questions/4346/checking-a-variable-against-multiple-values*/
/*
<div class="choice-item">[[Your ears seem to be pointed?|Chapter 2_mirror2_heritage2_ears][$HeritageType to "pointy ears"]]</div>
<div class="choice-item">[[There, extending from your head are horns.|Chapter 2_mirror2_heritage2_horn][$HeritageType to "horns"]]</div>
<div class="choice-item">[[There on top of your head are animal ears.|Chapter 2_mirror2_heritage2_animal_ears][$HeritageType to "animal ears"]]</div>
<div class="choice-item">[[There is a tail swishing back and forth behind you.|Chapter 2_mirror2_heritage2_tail][$HeritageType to "tail"]]</div>
<div class="choice-item">[[Your face has an odd texture in places... Are those scales?|Chapter 2_mirror2_heritage2_scales][$HeritageType to "scales"]]</div>
<div class="choice-item">[[What is up with your hair, it has nature-like features mixed between normal hair?|Chapter 2_mirror2_heritage2_nature][$HeritageType to "nature features"]]</div>
<div class="choice-item">[[Why are there feathers?|Chapter 2_mirror2_heritage2_feathers][$HeritageType to "feathers"]]</div>
<div class="choice-item">[[Your clothes are straining to contain something on your back?|Chapter 2_mirror2_heritage2_wings][$HeritageType to "wings"]]</div>
<div class="choice-item">[[Glowy bits. Why do you have glowy bits?|Chapter 2_mirror2_heritage2_elemental][$HeritageType to "elemental"]]</div>
<div class="choice-item">[[What is up with your eyes?|Chapter 2_mirror2_heritage2_eyes][$HeritageType to "eyes"]]</div>
<div class="choice-item">[[What is up with your face? It looks so odd with...fins?|Chapter 2_mirror2_heritage2_sea][$HeritageType to "sea"]]</div>
<div class="choice-item">[[Oh, it's just you (no special features).|Chapter 2_mirror2_heritage2_none][$HeritageType to "none"]]</div>
*/
<<if $fountainreaction is 1>>\
You reach out to touch her shoulder.
<<elseif $fountainreaction is 2>>\
Just tug on her hair.
<<elseif $fountainreaction is 3>>\
“I am ok”. Your voice is pretty calm.
<<elseif $fountainreaction is 4>>\
“I am fine!”. You snap.
<<elseif $fountainreaction is 5>>\
Make a vague annoyed sound to indicate everything is well. For now.
<</if>>\
<<nobr>>
You shift in the chair to take a comfortable position. You focus on the reflection of your face. There you are, reflected in the mirror with your $SkinColor skin and $EyeColor eyes.
<<if $HeritageType.includes("wings")>>
<<set $FeatureIndex to $HeritageType.indexOf("wings")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature spread out slightly behind you.
<</if>>
<<if $HeritageType.includes("tail")>>
<<set $FeatureIndex to $HeritageType.indexOf("tail")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature sways slightly behind your head, as if it wants you to know it is up there.
<</if>>
<<if $HeritageType.includes("horns")>>
<<set $FeatureIndex to $HeritageType.indexOf("horns")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature are there, atop your face.
<</if>>
<<if $HeritageType.includes("eyes")>>
<<set $FeatureIndex to $HeritageType.indexOf("eyes")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Sure, you can change into your $Feature, but you are content to see your normal eyes for now.
<</if>>
<<if $HeritageType is 'pointed ears' or $HeritageType.includes("animal ears")>>
<<if $HeritageType.includesAny("pointy ears")>><<set $FeatureIndex to $HeritageType.indexOf("pointy ears")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("animal ears")>><</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature twich a bit hearing the faint birdsong from the window.
<</if>>
<<if $HeritageType.includes("scales")>>
<<set $FeatureIndex to $HeritageType.indexOf("scales")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The $Feature are also there, on your face.
<</if>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<<if $HeritageType.includesAny("feathers")>>
<<set $FeatureIndex to $HeritageType.indexOf("feathers")>>
<<elseif $HeritageType.includesAny("elemental")>>
<<set $FeatureIndex to $HeritageType.indexOf("elemental")>>
<<else>>
<<set $FeatureIndex to $HeritageType.indexOf("nature features")>>
<</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature sways a bit in the soft breeze from the window.
<</if>>
<<if $HeritageType.includes("sea")>>
<<set $FeatureIndex to $HeritageType.indexOf("sea")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The $Feature on your face are almost glowing under the light from the window. They make you look so otherworldly. Ethereal might be the word.
<</if>>\
<</nobr>>
You let out a breath and shake your head a bit. Havard looks curiously at you but does not comment.
Now time to practice! You close your eyes and open them. The you in the mirror does the same. You try closing only one eye. The you in the mirror does that as well. It takes a few tries but nothing too hard.
You open your mouth and peek inside. You have a tongue! You use that weird appendix to map out that you have teeth. Yes, you can see the teeth in the mirror as well. So odd. You have many teeth... teeth are so weird. They are sort of creeping you out, so you close your mouth. Maybe you will take another look later.
The real question is if you can move anything else. An eyebrow rises, well both of them. Well, that is good! But you only meant to lift one, so you try again. And again. And a few times more. It takes a moment before you can only move one. But you did it!
Next you relax your facial muscles completely and watch your face go blank. A pretty usual look for you. You try to lift the corners of your lips, resulting in a rather unsettling small smile with your dead dull eyes. That does not look right at all. Best try again.
<<nobr>>
You bare your teeth and lift your cheeks more. Is that a smile? It looks odd on you and is still very unsettling with how your eyes are. Nothing like the nice smiles Havard has. Or the sad ones. How does he do so many smiles? All your smile is doing is making you vaguely uncomfortable.
<<if $HeritageType.includes("wings")>>
<<set $FeatureIndex to $HeritageType.indexOf("wings")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your face is framed by your wings, but that is not helping.
<</if>>
<<if $HeritageType.includes("tail")>>
<<set $FeatureIndex to $HeritageType.indexOf("tail")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature is swaying slightly behind your face, yet it is not enough to make your smile appealing.
<</if>>
<<if $HeritageType.includes("horns")>>
<<set $FeatureIndex to $HeritageType.indexOf("horns")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature are not really helping either, sort of making you look more off while you smile.
<</if>>
<<if $HeritageType.includes("eyes")>>
<<set $FeatureIndex to $HeritageType.indexOf("eyes")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
You change your eyes into your $Feature... Nope. That made it much worse.
<</if>>
<<if $HeritageType is 'pointed ears' or $HeritageType.includes("animal ears")>>
<<if $HeritageType.includesAny("pointy ears")>><<set $FeatureIndex to $HeritageType.indexOf("pointy ears")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("animal ears")>><</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature at least take away some of the effect.
<<if $HeritageType.includes("animal ears")>> Fluffiness is a great deterrent for creepy, at least in your fresh opinion.<</if>>
<</if>>
<<if $HeritageType.includes("scales")>>
<<set $FeatureIndex to $HeritageType.indexOf("scales")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The $Feature on your face are not really helping either. They sort of highlight how unnerving your smile is.
<</if>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<<if $HeritageType.includesAny("feathers")>>
<<set $FeatureIndex to $HeritageType.indexOf("feathers")>>
<<elseif $HeritageType.includesAny("elemental")>>
<<set $FeatureIndex to $HeritageType.indexOf("elemental")>>
<<else>>
<<set $FeatureIndex to $HeritageType.indexOf("nature features")>>
<</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
At least your $Feature makes the effect a bit softer somehow.
<</if>><</nobr>>
It's best to stop trying to do the full smile. At least should put away your teeth, hide them behind your lips. They are clearly making it worse.
You let your lips drop. Maybe another kind of smile? You try raising one corner of your mouth for a small, sly smile. You think this is a smirk. It looks cruel and terrifying with how dull your eyes are, and you drop it immediately. Quickly you focus on trying to do other things. This is not going very well so far.
Instead, you furrow your brows and bring the corners of your mouth downward -- a frown. There! That looks like a frown a person could have! Except for your eyes that still make it creepy.
Fine, let's see... you open your eyes wide, raise your eyebrows, and slightly open your mouth -- a surprised expression? Your eyes don't convey surprise at all, you are basically opening your mouth at the mirror. Half success?
What if you go the other way. You narrow your eyes, furrow your brows, and tighten your lips. Pretty sure that is anger! Lots of clenching. You dull eyes could be angry! Not an explosive hot anger but a cold seething rage! You will count this one as a success.
Dipping the corners of your mouth and slightly lowering your eyelids, you think you looks sad. Ooh, your eyes work rather well for this! Well, they aren't sad so much as dead, but that can look sad! Another success.
Slightly tilting your head, furrowing one brow, and pursing your lips. Confusion. This one comes very naturally to you. Even your eyes can't detract at how natural this looks on your face. The best success so far!
Widening your eyes, raising your eyebrows, and tensing your mouth, you go for another look that should be natural for you. Fear, a very familiar feeling. Is that what your face looks like most of the time? True, your eyes make you look more resigned, but it still works.
Wrinkling your nose, pulling back your upper lip, and squinting your eyes. Disgust – is this how the people who had you looked at you? Honestly not a look you enjoy. Even if the squinted eyes minimize your eyes so you can actually pull this off.
Lifting the corners of your lips with a slight raise of your eyebrows. Amusement! Not really. This one seems like a pipe dream but maybe one day. There is nothing amusing in looking into your dull eyes, and your smile just looks creepy like before.
You go for contemplation. You rest your chin in your hand, raise one eyebrow, and purse your lips slightly. It looks all sorts of wrong. Forced and... just weird. Confusion suited you much better.
You set your jaw, narrow your eyes, and press your lips together. Determination. It seems quite odd on your face, but Havard does do a good face like this. You wonder how to make it look natural, and less like you were squinting at the mirror because you cannot see.
A quick raise of one eyebrow with maybe a small lift of the lips. Playfulness or a mischievousness? It is not a very natural expression, your dull eyes really undermine it, or so your internal sense tells you. Anything that involves smiling in any way also looks really wrong on your face.
You widen your eyes slightly and raise one eyebrow. Curiosity. This looks pretty good... maybe. Ok not really, it looks like one eye is cramping and bugging out. And they are so dull that there is no curiosity, just acceptance of whatever horrible thing fate has in store.
Maybe this whole mirror thing was a bad idea. You look much less like a person trying to make expression. You decide to give it one more try.
Slightly furrowing your brow, squinting, and pursing your lips results in a thoughtful expression. Or a constipated one -- sometimes your internal sense is not all that fun.
Havard does not comment on your experimentation. It is undeniable that your face can in fact do things! This is great! Even if this is all a conscious effort on your part right now, and most of the expressions you can do make you uncomfortable. And come out all wrong. But based on how Havard occasionally reacts to your face, it must do stuff on it's own at times! No idea what though. If they look anything like the expressions you made here, Havard must be really good at reading faces... Or just weird.
Well, you are done testing if your face does things. Time to focus on something else.
<<nobr>><div class="choices">
<<if $HairLength is "waist-long" or $HairLength is "mid-back" or $HairLength is "shoulder-long" >>
<div class="choice-item">[[Your hair is quite long... Could you maybe have Havard tie it up somehow?|Chapter 2_mirror2_longhair]]</div>
<</if>>
<<if $checked_heritage is false>>
<div class="choice-item">[[What the hell is that?|Chapter 2_mirror2_heritage]]</div>
<</if>>
<<if $checked_scars is false>>
<div class="choice-item">[[You should investigate this lack of scars and bruises more.|Chapter 2_mirror2_scars]]</div>
<</if>>
<<if $checked_face is true and $checked_scars is true and $checked_heritage is true>>
<div class="choice-item">[[You are done with the mirror for now.|Chapter 2_mirror2]]</div>
<</if>>
</div><</nobr>>
''Important! Skipping to some point in the story means you skip the disclaimer and content warnings at the start of the story! If this is your first time playing, choose new game! Otherwise, you agree to the content warnings by skipping ahead!''
The censor option can be changed in the "profile" menu at any time (Censor title at the bottom). By default, skipping means the option is false, and censored options are not shown.
<<linkreplace "''I understand and have read the disclaimer. Click the text to agree.''">>
<<nobr>><div class="choices">
<div class="choice-item">[[Skip to the Havard interlude.|Interlude 1 fadein]]</div>
<div class="choice-item">[[Skip to the Chapter 1.|Chapter 1_1 note]]</div>
</div><</nobr>>
<</linkreplace>>
<<if ndef $asked_why_heritage_now>>\
<<set $asked_why_heritage_now to false>>\
<</if>>\
<<set $RaceCodex to true>><<notify 3s>>New codex entry.<</notify>>\
<<set $HeritageCodex to true>><<notify 3s>>New codex entry.<</notify>>\
A lesson? What is a lesson? Something tells you to take a comfortable position and get ready to listen. Which you do. You adjust yourself of the chair, so you are leaning more on the backrest instead of leaning forwards and turn your gaze from the mirror to Havard.
Havard clears his throat. "You see, this world, the one called Wocdes and this city and continent in particular contain countless races. Or it used to. Long years of hmm.... very friendly relations between races due to close proximity of living together has led to the fact that most people in the region have mixed blood in their lineage." He glances at your blank expression. "Which means that people of different races had babies together." He adds.
Havard takes a moment to look at you, probably to see if you are listening. You stare at him and wonder how people living close by results in babies. How do babies come about? Babies are tiny people right? New people that grow into bigger people?
<<if $HeritageRace.concatUnique($HeritageRace2).length == 1>>
<<if $HeritageRace.includes("dragon")>> Wait, you have <<HeritageFeatureList>>… Draconic heritage... Your internal sense earlier doubted it. What does it mean?<<elseif $HeritageRace.includesAny("beastkin", "garuda", "elemental", "dryad", "kitsune")>> Wait, you have <<HeritageFeatureList>>…. <<HeritageRaceList>> heritage. What does that mean? How does that happen? Why does that happen? <<elseif $HeritageRace.includes("demon")>> Wait, you have <<HeritageFeatureList>>…. What does that mean? You have a vague idea that demons are bad, but you don’t think it is your internal sense telling you this? <<else>> You have <<HeritageFeatureList>> meaning <<HeritageRaceList>> heritage. How did that come to be?<</if>> Maybe you could ask Havard about babies? <<if $nonverbal is true>> Of course, you are pretty sure you cannot talk, since you chose not to try earlier, and you have no idea how to ask this with gestures. <</if>>
<<else>>\
Wait, you have <<HeritageFeatureList>>…. <<HeritageRaceList>> heritage. What does that mean? How does that happen? Why does that happen? Maybe you could ask Havard about babies? <<if $nonverbal is true>> Of course, you are pretty sure you cannot talk, since you chose not to try earlier, and you have no idea how to ask this with gestures. <</if>>
<</if>> \
“Of course, there are exceptions, the rare old individuals can be members of a specific race, usually a very long lived one. Like dragons, elves or kitsune, they all live very long lives. The traits of some races seem to be more common than others and some races do technically strongly persist but only due to the nature of their species. Usually due to any child born to a member of such a race is of the said race as regardless of the other parent. Even so some the traits of all parents do exhibit themselves in some ways, even if subtle.” Havard smiles at you encouragingly.
This all makes sense… maybe. It is a bit too much for your young broken mind to be honest. But you now know more about the world than you ever thought you would! Or this city called Firgrat at least, that you are supposedly in right now. You haven’t actually seen the city, but you assume it is somewhere out there. And you have <<HeritageFeatureList>>, which apparently means that you are part <<HeritageRaceList>>.
"While all races engaged in… close relations resulting in all sorts of combined heritages, humans were among the most prolific. Numerous to begin with, humans have proven to be perhaps the most enthusiastic about the mixed blood that results from unions with more... permanent races. After all, we humans live short lives compared to many elder races. Some would call humans the race of change - always evolving, and always seeking to move forward. No matter the means..." That last bit sounded a bit bitter. "Still, humans with heritage features, like you, are among the most common. Though whatever humans are still considered human since so many of us have clear heritage features is somewhat of an ongoing debate in some parts of the world. Not so much in Firgrat since there are more of us here than anywhere else."
That is a lot to take in... Are you human? He said you were a human with <<if $HeritageFeature.length==1>>a heritage feature<<else>> heritage features<</if>>, your <<HeritageFeatureList>>. But it sounds complicated, and what was that bit about humans not being considered human? Your thoughts are interrupted by Havard.
“There, lesson over for now” Havard says. “Any questions or do you want to go back to the mirror?”
You are not sure if you like this or not. You seemed like a person upon seeing yourself in the mirror. You are not used to your <<HeritageFeatureList>> yet. Havard seems convinced people have plenty of varried features, so you must seem like a person even with this. However, if you are not used to such features, does that mean that wherever you came from before the void, had very little in the way of such features? Or just that you have forgotten? The people who took you always wore masks and hoods, so it was hard to tell... and they were constantly torturing you so it's not like you paid attention. Best to not focus on that.
You turn your attention back to the business at hand.
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[[You should ask him about babies.|Chapter 2_mirror2_babies]]</div>
<div class="choice-item">[[“What about you?” you ask. Now you are curious about Havard himself.|Chapter 2_mirror2_Havard_race]]</div>
<</if>>
<div class="choice-item">[[ Now you are curious about Havard himself, so you point at him and tilt your head.|Chapter 2_mirror2_Havard_race]]</div>
<<if $investigateHeritageC2 < $HeritageFeatureCounter >>
<<if $HeritageType.includes("wings")>>
<div class="choice-item">[[You have wings, you want to fly!|Chapter 2_mirror2_fly]]</div>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_tail_test")>>
<<if $HeritageType.includes("tail")>>
<div class="choice-item">[[You have a tail, you should test it out.|Chapter 2_mirror2_tail_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_horns_test")>>
<<if $HeritageType.includes("horns")>>
<div class="choice-item">[[You have horns, you want to feel them.|Chapter 2_mirror2_horns_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_animal_ears_test")>>
<<if $HeritageType.includes("animal ears")>>
<div class="choice-item">[[You have animal ears, you want to feel them.|Chapter 2_mirror2_animal_ears_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_nature_hair_test")>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<div class="choice-item">[[You have to take a closer look at your hair.|Chapter 2_mirror2_nature_hair_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_scales_test")>>
<<if $HeritageType.includes("scales")>>
<div class="choice-item">[[You have scales on your face. Better investigate a bit more.|Chapter 2_mirror2_scales_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_pointy_ears_test")>>
<<if $HeritageType.includes("pointy ears")>>
<div class="choice-item">[[You have pointy ears. Better investigate a bit more.|Chapter 2_mirror2_pointy_ears_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_eyes_test")>>
<<if $HeritageType.includes("eyes")>>
<div class="choice-item">[[You should check your eyes in more detail.|Chapter 2_mirror2_eyes_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_sea_test")>>
<<if $HeritageType.includes("sea")>>
<div class="choice-item">[[You should check your face fins in detail.|Chapter 2_mirror2_sea_test]]</div>
<</if>>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_why_now")>>
<<if $HeritageType.includesAny("wings","nature features","elemental", "eyes", "feathers") >>/*and $asked_why_heritage_now is false*/
<div class="choice-item">[[You should ask about your heritage only manifesting now.|Chapter 2_mirror2_why_now]]</div>
<</if>>
<</if>>
<<if $checked_face is false>>
<div class="choice-item">[[You should focus on your face.|Chapter 2_mirror2_face]]</div>
<</if>>
<<if $checked_scars is false>>
<div class="choice-item">[[You should investigate this lack of scars and bruises more.|Chapter 2_mirror2_scars]]</div>
<</if>>
<<if $checked_face is true and $checked_scars is true>>
<div class="choice-item">[[You are done with the mirror for now.|Chapter 2_mirror2]]</div>
<</if>>
</div><</nobr>>
<<set $HeritageRace.push("elf")>>\
<<set $HeritageFeature.push("pointy ears")>>\
<<if $HairLength is "short">>\
It is pretty easy to see your ears due to your $HairLength hair.
<<else>>\
You push your $HairLength hair to the side to peer at your ears.
<</if>>\
Your ears are pointed! Are ears normally pointed? Havard's ears are not pointed. You try to remember something about this, yet come up blank. You bring up a hand to touch your ears, but you have no time to properly investigate.
"Ah, noticed your ears did you. You must have some elvish heritage. Maybe some kind of fey, it is really hard to tell right now." Havard smiles at you and peers closer at your ears. "Hmm, I think elvish though I am not completely sure. I suppose we will see once you are older."
Elvish or maybe fey heritage? What are those? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The elves are renowned for their eternal youth, and grace. Usually considered close to nature and have an easier time with magic than most other races. The fey... are more complicated." He ponders. "Suffice to say, there are a great many types of fey, but a common characteristic is a penchant for mischief and leave it at that."
Eternal youth? Grace? Mischief? You stare at Havard. Do you have anything remotely like any of that? You have pointed ears, assuming this is not some delusion. They did not help you so far... You are rather confused about the whole thing. Are you something that is not a person?
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<<set $option to "">>\
On the top of your head, nestled amidst your $HairColor hair is a pair of <<listbox "$option">>.
<<option "fox ears">>
<<option "cat ears">>
<<option "wolf ears">>
<<option "rabbit ears">>
<<option "squirrel ears">>
<</listbox>>.
"Ah, noticed your ears did you. You must have some beastkin blood." Havard smiles at you.
<<linkreplace "Havard inspects your ears.">>\
<<set $HeritageFeature.push($option)>>\
<<if $HeritageFeature.includes("fox ears")>>\
<<set $HeritageRace.push("beastkin")>>\
<<set $beastkin_tribe.push("fox")>>\
"I would say it seems you have some fox-tribe or maybe kitsune, heritage. Hard to say right now, the ears are so similar. We will only know once you are older, I suppose." He tilts his head.
“You see, kitsune are… fox spirits. Shapeshifting, fox-fire, and several tails up to nine depending on age. They are much more… mystical than most other species. It is hard to know what is true and what is not.” He smiles wryly.
So you might be part magic fox? But what about the other stuff he said?
<<elseif $HeritageFeature.includes("cat ears")>>\
<<set $HeritageRace.push("beastkin")>>\
<<set $beastkin_tribe.push("cat")>>\
"I would say it seems you have some cat-tribe heritage."
<<elseif $HeritageFeature.includes("rabbit ears")>>\
<<set $HeritageRace.push("beastkin")>>\
<<set $beastkin_tribe.push("rabbit")>>\
"I would say it seems you have some rabbit-tribe heritage."
<<elseif $HeritageFeature.includes("squirrel ears")>>\
<<set $HeritageRace.push("beastkin")>>\
<<set $beastkin_tribe.push("squirrel")>>\
"I would say it seems you have some squirrel-tribe heritage."
<<elseif $HeritageFeature.includes("wolf ears")>>\
<<set $HeritageRace.push("beastkin")>>\
<<set $beastkin_tribe.push("wolf")>>\
"I would say it seems you have some wolf-tribe heritage."
<</if>>\
Beastkin heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Beastkin is a general term, it does not refer to one specific people but a set of varied tribes. Each tribe takes traits from a specific animal, much like you have just the ears."
Are you part animal? What... you are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $option to "">>\
<<set $option2 to "">>\
You need to shift on the chair and then rise to stand for a better look. You need to use the chair for support, your legs feel... odd. No point in focusing on that now, because there behind your back a <<listbox "$option">>
<<option "scaly tail">>
<<option "leathery tail">>
<<option "fluffy tail">>
<</listbox>> is swaying back and forth.
"Ah, noticed your tail did you. Must be a gift from one of your ancestors." Havard smiles at you. What? A gift? How does one gift a tail? Still… You have a tail and did not notice? It seems so, since clearly this is not news to Havard. Wait.. how can you even see it? You are wearing $clothes? Did the clothes have a tail hole in them? They must have since your tail is visible.
<<linkreplace "Havard inspects your tail.">>\
<<set $HeritageFeature.push($option)>>\
<<if $HeritageFeature.includes("scaly tail")>>\
<<set $HeritageRace.push("dragon")>>\
"I would say it seems you have some draconic heritage."
Draconic heritage? What's that? What does that mean? Oddly enough your internal sense is also confused. It thinks dragons have four legs, are huge and have wings, not children with tails. And more likely to eat anyone approaching them than make babies... How does one make babies? Your internal sense is foggy, almost as if saying it will tell you that it will tell you once you are older. Well, that's dumb. You could ask Havard... Your train of thought is interrupted by Havard.
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." Your sense disagrees, seeming to think they will try to eat you or at the very least squish you, unless you give them a good smack. That seems oddly specific.
Are you part dragon? What...
<<elseif $HeritageFeature.includes("leathery tail")>>\
<<set $HeritageRace.push("demon")>>\
"I would say it seems you have some devilish or demonic heritage." He tilts his head. "I am not sure but as far as I understand there is not an actual difference, but I do also admit I have never met a pure-blooded demon or devil."
Demonic heritage? What is that? What does it mean? You have the vaguest sense, a fragmented memory that demons are bad. Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Hmmm, how to put this. Demons have a horrible reputation. Are thought of as evil by majority of people." Havard scratches his head. "But I am not sure how true it is. You see, there is a demon Ancient, who is never here in Firgrat, but it is still well known. Therefore, I would guess they cannot be all bad."
Are you part demon? You still don't really get what demons are. What...
<<elseif $HeritageFeature.includes("fluffy tail")>>\
<<set $HeritageRace.push("beastkin")>>\
"I would say it seems you have some beastkin heritage."
Beastkin heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Beastkin is a general term, it does not refer to one specific people but a set of varried tribes. Each tribe takes traits from a specific animal, much like you have just the tail."
Aren't there many types of animals? You observe your tail. What kind of a tail is it? You stare at it for a while. No, you have no idea. You look at Havard. Then back at your fluffy tail. Havard seems to understand your thoughts.
"It seems that your tail a <<listbox "$option2">> \
<<option "fox">>
<<option "cat">>
<<option "wolf">>
<<option "squirrel">>
<</listbox>> tail." Havard says.
<<linkreplace "You think for a bit about this revelation".>>\
<<set $beastkin_tribe.push($option2)>>\
Oh... that’s cool right? You don't have the context to know. It is a tail... Why though? Are you really part animal? What...
<</linkreplace>>\
<</if>>\
You are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<<if $HeritageFeature.includes("fluffy tail")>> //Please remember to click the "You think for a bit about this revelation" after choosing your beastkin tribe. Apologies for the clumsy solution to register your choice.//<</if>>
<</linkreplace>>
<<set $option to "">>\
<<set $HeritageRace.push("dryad")>>\
On the top of your head, your $HairType $HairColor <<listbox "$option">>.
<<option "flowery hair">>
<<option "viny hair">>
<</listbox>>.
You stare at your hair. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"What happened there? Your hair was not like that earlier when I was cutting it." Havard asks and takes a worried step forward. He walks over and kneels in front of you.
<<linkreplace "Havard inspects your hair.">>\
<<set $HeritageFeature.push($option)>>\
"I would say it seems you have some dryad heritage. Sometimes things like this happen."
Dryad heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
<<if $HeritageFeature.includes("flowery hair")>>\
You pick at one flower in your hair. It just comes off, like a loose hair would. Naturally.
<<elseif $HeritageFeature.includes("viny hair")>>\
You pick at one green vine in your hair. It just comes off, like a loose hair would. Naturally.
<</if>>\
"Dryads are beings or perhaps spirits of nature. Their bodies, while humanoid often look as if made from wood. They might be made from wood. I admit to not knowing." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one. They like forests and nature, and therefore Firgrat is not an ideal place for them. I also cannot say why your heritage chose to show itself now, but it has."
Beings of nature? Made from wood? Then are you made of wood? At least partially? Is that why those people before the void carved you up? For wood? You didn’t catch on fire when they burned you though. It just hurt. Your mind is reeling, and you cannot understand.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $HeritageRace.push("garuda")>>\
<<set $HeritageFeature.push("feathered hair")>>\
There are feathers in your hair. You have feathered hair.
You stare at your hair. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"What happened there? Your hair was not like that earlier when I was cutting it." Havard asks and takes a worried step forward. He comes over and kneels in front of you.
<<linkreplace "Havard inspects your hair.">>\
"Feathers... you must have some garuda heritage."
Garuda heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The garuda are well, bird-people. They have colored feathers, wings in place of arms with dexterous talons to be used as fingers. Usually also a bird’s face with a usually curved beak. There are a few of them around still."
Bird-people? Are you part bird? Is that why the people before the void wanted you? To… you have no idea. Why? What... you are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $option to "">>\
There is a lump under your $clothes, on your back. Havard also seems surprised. It pushes uncomfortably against the chair, so you need to shift, and decide to rise to stand for a better look. You need to use the chair for support, your legs feel... odd. Still no time to dwell on that now.
"What happened there? That was not there earlier when we chose your clothes." Havard asks and takes a worried step forward.
You have no idea, but there is clearly something on your back, something distorting your clothes and making them fit badly.
You start wiggling to get a look at your back, but it proves too hard. The cloth refuses to yield to you, and your ruined hands are not much use. It’s getting annoying. Who would imagine that getting out of the void, and now you are annoyed at a little inconvenience. As has happened many times in the recent past, Havard comes over to help.
He fiddles with your clothes behind your back. "It's no use. As loose as these clothes are, I dare not force it, I don’t want to hurt you, so I'll just cut the cloth." <<if $blades_trauma is true>> He says it gently, looking for a reaction from you. You stiffen a bit, but he has already had every chance to carve away at you. Still, <</if>> Havard is afraid of hurting you? You doubt he could actually hurt you by just forcibly freeing whatever is back there, but he just grabs the pair of scissors from the table and snips at the cloth a bit.
<<if $blades_trauma is true>>\
You stiffen for a moment again, but Havard already cut your hair with those scissors. He won't harm you now, and cutting open the back of your $clothes is not so bad. And you are curious.
"Apologies for the discomfort." Havard says softly. The scissors never touch you.
<</if>>\
Your <<listbox "$option">>
<<option "scaly wings">>
<<option "leathery wings">>
<<option "feathered wings">>
<</listbox>> burst out from the hole Havard made, forcing him to dodge.
You stare in bewilderment. Havard stares with wide eyes. Wings. You have wings. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
<<linkreplace "Havard leans closer to inspect your wings.">>\
<<set $HeritageFeature.push($option)>>\
<<if $HeritageFeature.includes("scaly wings")>>\
<<set $HeritageRace.push("dragon")>>\
"You must have some draconic heritage, to get wings like this. I cannot say why your heritage chose to show itself now, but it has."
Draconic heritage? What's that? What does that mean? Oddly enough your internal sense is also confused. It thinks dragons have four legs, are huge and have wings, not children with wings that suddenly appear out of nowhere. And more likely to eat anyone approaching them than make babies... How does one make babies? Your internal sense is foggy, almost as if saying it will tell you that it will tell you once you are older. Well, that's dumb. You could ask Havard... Your train of thought is interrupted by Havard.
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." Your sense disagrees, seeming to think they will try to eat you or at the very least squish you, unless you give them a good smack. That seems oddly specific.
Are you part dragon? What...
<<elseif $HeritageFeature.includes("leathery wings")>>\
<<set $HeritageRace.push("demon")>>\
"You must have some demonic or devil heritage, to get wings like this. I cannot say why your heritage chose to show itself now, but it has." He tilts his head. "I am not sure but as far as I understand there is not an actual difference, but I do also admit I have never met a pure-blooded demon or devil."
Demonic heritage? What is that? What does it mean? You have the vaguest sense, a fragmented memory that demons are bad. Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Hmmm, how to put this. Demons have a horrible reputation. Are thought of as evil by majority of people." Havard scratches his head. "But I am not sure how true it is. You see, there is a demon Ancient, who is never here in Firgrat, but it is still well known. Therefore, I would guess they cannot be all bad."
Are you part demon? You still don't really get what demons are. What...
<<elseif $HeritageFeature.includes("feathered wings")>>\
<<set $HeritageRace.push("garuda")>>\
"You must have some garuda heritage, to get wings like this. I cannot say why your heritage chose to show itself now, but it has."
Garuda heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The garuda are well, bird-people. They have colored feathers, wings in place of arms with dexterous talons to be used as fingers. Usually also a bird’s face with a usually curved beak. There are a few of them around still."
Bird-people? Are you part bird? What...
<</if>>\
Why? How? You are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $HeritageRace.push("elemental")>>\
<<set $HeritageFeature.push("glowing hair")>>\
On the top of your head, your $HairType $HairColor is glowing.
You stare at your hair. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"What happened there? Your hair was not like that earlier when I was cutting it." Havard asks and takes a worried step forward. He comes over and kneels in front of your chair.
<<linkreplace "Havard inspects your hair.">>\
"I would say it seems you have some elemental heritage. Sometimes things like this happen."
Elemental heritage? What is that? What does it mean? Oddly enough your internal sense seems to think you are part rock... It's a bit confused.
You pick at a strand of $HeritageFeature. It just feels like hair... as far as your ruined hands can tell.
"Elementals are powerful beings made of an element. Generally, the natural elements like fire, water, earth, metal and so forth. I have head tales of more artificial ones as well." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one, though they are quite secular. I cannot say why your heritage chose to show itself now, but it has. It does not however seem strong enough to manifest any specific element."
Made from an element? Then are you made of form rock like your internal sense things? At least partially? Is that why those people before the void carved you up? To see what was inside? Your mind is reeling and you cannot understand.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $HeritageFeature to "none">>\
<<set $HeritageFeatureCounter to 0>>\
Wait! It was just a smudge on the mirror. There was nothing there.
<<nobr>><div class="choices">
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
<<if $checked_face is false>>
<div class="choice-item">[[You should focus on your face.|Chapter 2_mirror2_face]]</div>
<</if>>
<<if $checked_scars is false>>
<div class="choice-item">[[You should investigate this lack of scars and bruises more.|Chapter 2_mirror2_scars]]</div>
<</if>>
<<if $checked_face is true and $checked_scars is true and $checked_heritage is true>>
<div class="choice-item">[[You are done with the mirror for now.|Chapter 2_mirror2]]</div>
<</if>>
</div><</nobr>>
<<set $option to "">><<set $option2 to "">>\
On the top of your head, nestled amidst your $HairColor hair is a pair of <<listbox '$option'>>.
<<option "draconic horns">>
<<option "demonic horns">>
<<option "animal horns">>
<</listbox>>.
You stare in bewilderment. Horns. You have horns. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"Ah, noticed your horns did you." Havard smiles at you. <<linkreplace"He leans closer to inspect them.">>\
<<set $HeritageFeature.push($option)>>\
<<if $HeritageFeature.includes("draconic horns")>>\
<<set $HeritageRace.push("dragon")>>\
"You must have some draconic heritage, to get horns like this."
Draconic heritage? What's that? What does that mean? Oddly enough your internal sense is also confused. It thinks dragons have four legs, are huge and have wings, not children with tails. And more likely to eat anyone approaching them than make babies... How does one make babies? Your internal sense is foggy, almost as if saying it will tell you that it will tell you once you are older. Well, that's dumb. You could ask Havard... Your train of thought is interrupted by Havard.
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." Your sense disagrees, seeming to think they will try to eat you or at the very least squish you, unless you give them a good smack. That seems oddly specific.
Are you part dragon? What...
<<elseif $HeritageFeature.includes("demonic horns")>>\
<<set $HeritageRace.push("demon")>>\
"You must have some demonic or devil heritage, to get horns like this." "I would say it seems you have some devilish or demonic heritage." He tilts his head. "I am not sure if there is a difference between the two, as far as I understand there is not an actual difference between a demon and a devil, but I do admit I have never met a pure blooded demon or devil."
Demonic heritage? What is that? What does it mean? You have the vaguest sense, a fragmented memory that demons are bad. Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Hmmm, how to put this. Demons have a horrible reputation. Are thought of as evil by majority of people." Havard scratches his head. "But I am not sure how true it is. You see, there is a demon Ancient, who is never here in Firgrat, but it is still well known. Therefore, I would guess they cannot be all bad."
Are you part demon? You still don't really get what demons are. What...
<<elseif $HeritageFeature.includes("animal horns")>>\
<<set $HeritageRace.push("beastkin")>>\
"You must have some beastkin heritage, to get horns like this. Let's see, they seem to be <<listbox '$option2'>>
<<option "ram horns">>
<<option "deer horns">>
<<option "goat horns">>
<<option "elk horns">>
<</listbox>>".
<<set $HeritageFeature.deleteAll($option)>>\
<<linkreplace "You think for a bit about this revelation".>>\
<<set $HeritageFeature.push($option2)>>\
<<if $HeritageFeature.includes("ram horns")>>\
<<set $beastkin_tribe.push("sheep")>>\
<<elseif $HeritageFeature.includes("deer horns")>>\
<<set $beastkin_tribe.push("deer")>>\
<<elseif $HeritageFeature.includes("goat horns")>>\
<<set $beastkin_tribe.push("goat")>>\
<<elseif $HeritageFeature.includes("elk horns")>>\
<<set $beastkin_tribe.push("elk")>>\
<</if>>\
Beastkin heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Beastkin is a general term, it does not refer to one specific people but a set of varried tribes. Each tribe takes traits from a specific animal, much like you have just the ears."
Are you part animal? What...
<</linkreplace>>\
<</if>>\
You are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<<if $HeritageRace.includes("beastkin")>> //Please remember to click the "You think for a bit about this revelation" after choosing your beastkin tribe. Apologies for the clumsy solution to register your choice.//<</if>>
<</linkreplace>>
<<set $HeritageFeature.push("scales")>>\
<<set $HeritageRace.push("dragon")>>\
There are scales on your face... maybe somewhere else as well? Why are there scales on your face? What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"Ah, noticed the scales on your face did you. You must have some draconic heritage." Havard smiles at you and peer closer at your face. "Hmm, draconic or drake, I am not completely sure but it amounts to the same thing as dragons are ancestors to the drakes."
Draconic heritage? What's that? What does that mean? Oddly enough your internal sense is also confused. It thinks dragons have four legs, are huge and have wings, not children with tails. And more likely to eat anyone approaching them than make babies... How does one make babies? Your internal sense is foggy, almost as if saying it will tell you that it will tell you once you are older. Well, that's dumb. You could ask Havard... Your train of thought is interrupted by Havard.
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." Your sense disagrees, seeming to think they will try to eat you or at the very least squish you, unless you give them a good smack. That seems oddly specific.
Are you part dragon? What... You are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<h3>Havard POV</h3>\
The first scream made Havard feel like such a fool. He realized his mistake too late. How could he bring out scissors in front of $MCname! He had been there in the healing baths! Had seens the scars! He did not know the details, but it was not hard to guess that someone who had clearly been tortured would be sensitive to something like scissors. But that hair matted and below the waist, it was a mess. It needed to be cut but still. He made a mess.
Those scars were still there, now hidden under the $clothes, and much much more managble than when he first saw $MCname in the baths. The healing baths were not perfect, and there had been so many scars, old and new. Old wounds were hard to heal, so some scars remained. He doubted $MCname had noticed yet, $heshe had so many new things to contend with. Havard wished, he could make it easier on the $child, but it seemed he was doomed to make mistakes...
He wanted to rage at the world, but no. He was needed, $MCname needed him right now. The sciccors he had so foolishly brought out had triggered some kind of a flashback. <<if $q4 is true>> Similar to the one when he had told the $child about $hisher hands? So far there had been no similar reaction but these things were not consistent.<</if>>
He left the scissors in a drawer, moving as quickly as he could. He stands on the edge of the bed to observe for just an eyeblink. To assess how to do this. That terrified face, usually so blank. Wide eyes full of fear, and horrible screams that threatened to tear his heart to pieces all over again. The scrambling back on the bed... Tiny form pressed as far from the scissors as possible.
Havard should have known better! He was too new to this, too eager to get $MCname settled into life at the orphanage. Was he even qualified to take care of $MCname? If he was not, then who was? Lady Irosia maybe... but the Ancients were busy, as cruel as it sounded. They had a city, a continent to rule and who knew what else. That might have been the whole point of the orphanage; the Ancients did take the time to choose each Protector and Custodian themselves after all. He was first Custodian, chosen for this task, and he would not falter because he made a mistake!
"Look at me." Havard uses as firm a voice as he can muster. He hopes it is enough to break the flashback...
The $child looks around! $capitalheshe stopped screaming! Good, it seems to have worked! "Breathe. Just that. Breathe." Havard resists the urge to hug $MCname right now, no matter how much he wants to. He can see recognition in the $child's eyes. Good. Still he can't let up yet.
After a failed try, $MCname starts to panic again. He needs to demonstrate, to help somehow.
"Look at me." Havard takes a deep breath in through the nose, and let's it go through the mouth. Again and again, until $MCname was copying him.
It was a struggle at first, $MCname was still panicking, not getting enough breath.
"Focus. Breathe in and out." He had to be calm.
A small breath in, and out. A better attempt but far from perfect.
"It is just a memory. It can't hurt you now. You are safe." He assured softly, hoping that $MCname would be able to relax a bit to breathe easier. If only he knew how to make it better! Havard could not let himself be distracted. He could deal with his defeciencies later. This was about $MCname.
Havard hoped he would never be proven a liar. Everything was good right now, the orphanage was safe and $MCname had been saved. Yet, life is unpredictable and cruel. To live a good live is to feel everything life has to offer--including pain. Was there such a thing as too much pain? He hoped with all his heart that $MCname would have a good peaceful childhood here at the orphanage at the very least. $capitalheshe deserved that much at least.
"One breath at a time. In and out." It was getting easier, $MCname was breathing easier. Still shuddering and a bit uneven but much better. $capitalheshe was calming down, bit by bit. Still, Havard kept up his firm calm voice as he soothingly told $himher to just breathe in and out.
"In and out."
Finally, $MCname was calm. Now came the crucial part. What would happen now. Those dull eyes turned to look at him. Havard held his breath.
<<set $coping to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[A mad grin and a deranged chuckle come from the child.|trauma_hair_cutting_HavardPOV2_madness][$coping to $coping+1]]</div>
<div class="choice-item">[[As Havard watches, all life goes out. Dead eyes, an expressionless face.|trauma_hair_cutting_HavardPOV2_numb][$coping to $coping+2]]</div>
<<if $selfharmoptions is true>>
<div class="choice-item">[[The child looks around, searching for something. Then tries to bash their face against marble wall.|trauma_hair_cutting_HavardPOV2_selfharm][$coping to $coping+3]]</div>
<</if>>
<div class="choice-item">[[The child indicates the length of hair they want as if nothing happened, avoiding facing the last couple of minutes.|trauma_hair_cutting_HavardPOV2_avoidance][$coping to $coping+4]]</div>
<div class="choice-item">[[A snarling sound erupts from the child, and Havard braces for anger.|trauma_hair_cutting_HavardPOV2_anger][$coping to $coping+5]]</div>
<<if $trustHavardC2 is true>>
<div class="choice-item">[[The small form hurdles forwards to bury their head into Havard's robes.|trauma_hair_cutting_HavardPOV2_trust][$coping to $coping+6]]</div>
<</if>>
</div><</nobr>>
<<addmadness 5>><<addHavard -10>>\
The grin on $MCname's face was chilling, the laughter escaping $hisher mouth deranged. Havard could not stop it. He could not help $MCname right now, not in a moment like this. It would not work. He can only helplessly let it happen, to let this madness run its course to save $MCname's mind from worse harm. Havard could only watch for now over the hunched over form of a child, whose body was shaking with erratic laughter that echoed unnervingly through the room. A mad grin and a broken puppet sat in the bed, laughing at the cruel world. A broken $child mocking everything, including $himselfherself. The laughter rises and falls, from a low, guttural chuckle, to a piercing cackle that scrapes at the walls like claws. The room feels colder with every bout of laughter.
Havard'ss heart breaks a bit more at every bout too. The world feels wrong watching this. Tainted.
<<if $nonverbal is true>>\
Laughter. Endless erratic and so painful to listen to. No words, just laughter. High and feverish laughter. Breath came to $MCname in ragged gasps between the maniacal laughter, each bout more disjointed, more chaotic and erratic.
<<else>>\
The sound goes high and feverish, before $MCname quiets for a moment, $hisher lips were twitching, and head tilting slightly as if listening to some distant whisper. The $child’s voice cracked into hysterics as $hehim <<staggers>> around, ruined bandaged arms flailing. The words were almost unintelligible now. A jumbled mess of "blades", “cutting”, “carving” and "void," punctuated by raw shrieks and unsettling bursts of mirth.
<</if>>\
Havard closed his eyes for a moment. How could he just stand here watching this? He had to help.
<<nobr>><div class="choices">
<div class="choice-item">[[Was there nothing Havard could do?|trauma_hair_cutting_HavardPOV3][$HairLength to "Waist-long"]]</div>
</div><</nobr>>
<<addnumbness 5>><<addHavard -10>>\
<<if $MCname is not 'the $child'>>$MCname's face was not usually expressive.<<else>> The $child's face was not usually expressive. <</if>> It was a blank face with dull lifeless eyes. How could it not be after what Lord Sheo saved $himher from? It made sense to Havard. Yet, emotions did peak through when they arose. Fear, curiosity, confusion. All are displayed at times, muted they may be. Well very muted, but they were there. Honest emotions.
This? This numbness was different. A blank emotionless face. Such dead and empty eyes, as if they no longer saw the world before them. The faint sunlight from the window did little to $MCname’s face, it remained utterly emotionless. Just a mask devoid of any trace of feeling. A sickening blankness on a child's face that was screaming in terror just moments before.
It was like some kind of a trance. A complete withdrawal from the cruel world. The room felt still, almost unnaturally so, as if even time hesitates to move forward. The small form on the bed is slumped, and completely motionless. Like a small corpse, or a broken doll awaiting for death.
Havard closed his eyes for a moment. How could he just stand here watching this? He had to help.
<<nobr>><div class="choices">
<div class="choice-item">[[Was there nothing Havard could do?|trauma_hair_cutting_HavardPOV3][$HairLength to "Waist-long"]]</div>
</div><</nobr>>
<<addselfharm 5>><<addHavard -20>>\
Havard saw the movement, for a moment he was confused. Why was $MCname looking around? What was $MCname doing? Until the $child's gaze settled on the wall, and the head started pulling back.
Realization struck, and Havard dashed forward. He had no choice but to catch $child with his hands, as $heshe <<pulls>> $hisher head back. How did he reconcile this, a child wishing to harm on $himselfherself to escape the cruelties the world has inflicted on $himher. It seemed almost a compulsion.
The tiny form struggled, and fought, trying to get free from his hold. Thrashing against his hands, $MCname’s movements were erratic and panicked but Havard was steadfast. Not out of cruelty, never out of cruelty, but necessity. The raw sound of the $child’s ragged breathing, the struggling little form and the small whimpers broke something in Havard, but he held on. He could not let $MCname do what $heshe wanted to.
An aching helplessness flooded Havard, he held $MCname tighter. Havard tried or perhaps hoped his arms could be a shield against the $child's pain. His voice cracked when he spoke, low and urgent.
“Stop… please, I’m here. Just... please stop.”
His words hung in the air, fragile until $MCname slumped in place like a puppet with cut strings. Havard slowly loosened his grip and observed for any sudden movements. After some time, Havard finally let fully go and looked the $child over.
In that moment, $MCname looked wretched. Lost and alone, and in so much pain.
<<nobr>><div class="choices">
<div class="choice-item">[[Was there nothing Havard could do?|trauma_hair_cutting_HavardPOV3][$HairLength to "Waist-long"]]</div>
</div><</nobr>>
<<addescape 5>><<addHavard -5>>\
The room felt oddly still to Havard, as if it was trying to recover from the screams that filled it only moments before. It felt so wrong, the echo of the earlier screams still seemed to linger in his ears.
There on the bed, $MCname was idly looking at $hisher hair as though nothing had happened. Bandaged hands felt at the matted mess of hair, as if the whole scene had not happened. As if none of it mattered. A perfectly normal even in a normal day.
With a forced nonchalance, $MCname pointed to a random length of hair. Havard was certain that the $child did not really know what length $heshe <<was>> pointing to. The bandaged finger trembled slightly, the $child's body betraying the shattered soul underneath the forced avoidance. Oh this was bad. Yet, Havard could only watch this charade taking place, a bit distubed by $MCname's ability to just pretend to avoid what had just happened.
An imaginary line was drawn across long messy hair with a small hand. <<if $nonverbal is true>> No words were spoken, as usual.<<else>> No words were spoken, probably to avoid shattering the illusion with a trembling voice.<</if>> The earlier hysteria; the desperate shrieks, and frantic gestures now already felt like a distant memory. The lingering tension in the room revealed the fascade.
Havard stared into $MCname’s dull eyes that betray nothing, a small finger pointing again to the imaginary line trying to draw all attention away from the desperate call for help they had just unleashed.
Havard closed his eyes for a moment. How could he just stand here watching this? He had to help.
<<nobr>><div class="choices">
<div class="choice-item">[[Was there nothing Havard could do?|trauma_hair_cutting_HavardPOV3][$HairLength to "Waist-long"]]</div>
</div><</nobr>>
<<addanger 5>><<addHavard -10>>\
Screams pierced the air of the room again, raw and filled with fury. Havard braced, as $MCname’s small body trembled with the force of their anger. Tiny, bandaged fists flew, pounding against Havard. Most hit his chest in a flurry of panicked blows. All wild and uncoordinated anger and fear.
They did not hurt, yet the desperation and fear for $MCname to lash out like this broke his heart all over again with every little thud. A tiny face flushed with pain and rage, yet no tears. The $child must have been all out of tears at this point. Those eyes may have been dull and unfocused, yet they were so full of rage at the world.
Havard felt so fucking helpless, but he didn’t flinch. He would not flinch, and not look away. He stayed right there, his large hands hovering just inches from $MCname's small frame, unsure whether to reach out or give $himher space. But $MCname’s hands… Havard knew what was under those bandages. He had changed them just a while ago. Would the pain not be unbearable? What if $MCname hurt himself worse doing this?
But... it hurt. Not being able to help a child in such clear pain. Such a desperate call for help. Yet right now, all Havard can do is watch $MCname as they rage. He understood this fury isn't truly aimed at him but at the ghosts haunting the child’s mind.
So much anger, $MCname did not stop until finally the blows slow. Not because $MCname was not still angry, but rather $hisher energy was spent. The bandageed hands fell against $hisher own chest, more a gesture of exhaustion than attack. Such a brokne sight. A child so angry, and now too tired to even rage, gasping for breath.
Havard closed his eyes for a moment. How could he just stand here watching this? He had to help.
<<nobr>><div class="choices">
<div class="choice-item">[[Was there nothing Havard could do?|trauma_hair_cutting_HavardPOV3][$HairLength to "Waist-long"]]</div>
</div><</nobr>>
<<addtrust 5>><<addHavard 20>>\
In a mess of shallow, panicked breaths and without warning, $MCname flung $himselfherself at the Havard. <<if $hug_reaction is 1>> It had happened before. This wordless plea for comfort. <<else>> A wordless plea for comfort. <</if>> Tiny bandaged hands clutched at Havard’s robes, grasping fistfuls of fabric as though holding on for dear life.
Havard needs no thought, instinctively he opens his arms to catch $MCname, who buries $hisher face into Havard’s robe. He wraped his arms around the trembling $child trying to hide from the terror still fresh in both their minds. As Havard wrapped his hands around $MCname, he rubbed $hisher back soothingly, hoping that would provide at least a little comfort.
If there was something good about this, Havard was glad at least that $MCname trusted him enough to seek comfort like this. Even if it seemed to be very instinctive. <<if $hug_reaction is 1>> It had happened twice, and he took it as a good sign. <</if>> Hugs and comfort seemed like a better way to cope with trauma than most.
Gently, Havard used his robes to wrap around the child, hoping to shield $MCname from the overwhelming world. He just remained still, patiently allowing the $child all the time $heshe <<needs>>, his presence hopefully a calm refuge against terrors of the past. Havard didn’t say a word at first, not daring to shatter this tentative peace, and hoping that right now silence and warmth are all the $MCname needed from him. But as
Only when $MCname ‘s grip on his robes loosened slightly, did he dare speak. Asking if $MCname was alright would be foolish. Instead, he offered comfort in words.
“I won't say it will be easy. You’ve been through hell, and this will probably keep happening." He could not lie to $MCname. "And you are going out the other side every time,” he continued, his voice unwavering with absolute certainty. “Remember, you are not alone. I’m here with you now. You don’t have to go through this alone. Later I will introduce you to Lexia, the Silver Protector who will keep you safe. Show you the walls surrounding the orphanage. That here you are safe."
The $child stared at him, eyes wide and uncertain. Such a lost soul. Dull those eyes may be right now, but Havard could see it. The soul and mind underneath a broken exterior, uncertain if he could be trusted. Uncertain if this place was what it seemed.
Even with all that trauma, the mind of a child was unbelievable. If the orphanage, the Custodians and Protectors both, could provide a safe place. A happy childhood. A place where $MCname could live in peace and happiness, who knew what would emerge in time.
So, Havard smiled.
"I promise. But first we do have something to attend to. You will come to no harm in my care. Do you want to have your hair attended to? You can focus on the floor while I work."
<<nobr>><div class="choices">
<div class="choice-item">[[The child nodded. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust3]]</div>
<div class="choice-item">[[The child shook their head. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust2]]</div>
</div><</nobr>>
Was there nothing he could do? Havard was shaking slightly. What could he do? He must help!
<<if $q4 is true>>\
<<if $hug_reaction is 1 or $hug_reaction is 2 or $hug_reaction is 3>>\
He had hugged $MCname before, when they were talking about $hisher hands!
<<if $hug_reaction is 1>>\
The $child had even hugged him back!
<<else>>\
The $child had not resisted it at least.
<</if>>\
Should he go for it?
<<elseif $hug_reaction is 4 >>\
He had hugged $MCname before, when they were talking about $hisher hands, but that had not gone well. The $child had not liked it.
What else could he do?!
<</if>>\
<<else>>\
He could try a hug? Talking?
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Havard went in for a hug. |trauma_hair_cutting_HavardPOV_hug2]]</div>
<div class="choice-item">[[Havard knelt and spoke as soothingly as he could. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust_no_hug]]</div>
</div><</nobr>>
<h2> Your POV </h2>\
"Are you sure?" Havard asked gently.
<<nobr>><div class="choices">
<div class="choice-item">[[You changed your mind. You do want to get a hair cut. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust3]]</div>
<div class="choice-item">[[You are sure. You do not want to get a hair cut. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust_no_haircut]]</div>
</div><</nobr>>
//Note: Not wanting a haircut skips all character customization and a significant portion of this chapter. Your hair is assumed as waist-long, silky and black. Additionally, no special features and grey eyes will be assumed.//
<<if $nonverbal is true>>\
"Then please just indicate a length you are happy with using your hands." Havard smiles you reassuringly.
<<else>>\
"Then please just tell me a length you are happy with." Havard smiles you reassuringly.
<</if>>\
//Please select a hair length://
<<nobr>><div class="choices">
<div class="choice-item">[[Short|HairColor c2][$HairLength to "short"]]</div>
<div class="choice-item">[[Ear-long|HairColor c2][$HairLength to "ear-long"]]</div>
<div class="choice-item">[[Shoulder-long|HairColor c2][$HairLength to "shoulder-long"]]</div>
<div class="choice-item">[[Mid-back|HairColor c2][$HairLength to "mid-back"]]</div>
<div class="choice-item">[[Waist-long|HairColor c2][$HairLength to "waist-long"]]</div>
<div class="choice-item">[[Something else (set the length yourself).|Choose_hairlength]]</div>
</div><</nobr>>
<<set $EyeColor to "grey">>\
<<set $HairColor to "black">>\
<<set $HairType to "silky">>\
<<set $HeritageFeature to []>>\
<<set $HeritageType to []>>\
<<set $HeritageFeatureCounter to 0>>\
<<set $skipped_haircut to true>>\
"That's fine. You don't have to see if you don't want to."
You let out a sigh.
"In case you want to know, your eyes are $EyeColor by the way. Like a stormy sky." He says.
Your eyes are $EyeColor? That's... good? Is it? No idea. Have you ever seen a stormy sky? If you have, you don't remember. <<if $HavardMeetingReaction is not "escape">> Have you ever seen a storm or the sky? </if>
"Don't worry about it." Your face must have been doing things. "They are very pretty eyes."
Your $EyeColor eyes are pretty? You are not sure what to do with that information.
Havard helps you back into the bed. Your legs feel very heavy for some reason, so you suppose it's fine. He just cut your hair. No point making a fuss now, or so you figure. <<if $trustHavardC2 is true>> Besides, you trust him. <<else>> Even if you don't trust him, you are not exactly in a position to complain. Or you could, but you doubt it would do anything.<</if>> It's not like he is going to stop helping you even if you tell him to. The vague sense you have is certain of this.
Soon you are back in bed. Havard tucks you in and smiles.
"There we are. Try to get some more rest."
Havard retreats to the table in your room, and sits down to work on some papers. Writing, that mystical art of making squiggly lines that people somehow understand.
<<nobr>><div class="choices">
<div class="choice-item">[[The thing is, you are not tired right now.|Chapter 2_6]]</div>
</div><</nobr>>
<<set $HavardHugC2 to true>>\
Havard wrapped his arms around the $child who was trying to hide from the terror still fresh in both their minds. The hug is firm but tender, his arms encircling the small figure of $MCname. <<if $hug_reaction is 1 or $hug_reaction is 2>> Havard hoped this hug would go as well as the first one. <<else>> Havard hoped this would go better than the first time.<</if>>
<<if $coping is 1>>\
The laughter ended abruptly. Havard took it as a good sign.
<<elseif $coping is 2>>\
In his arms, $MCname moved, no longer a statue. Havard took it as a good sign.
<<elseif $coping is 3>>\
He hoped the hug would help.
<<elseif $coping is 4>>\
The facade of nonchalance ends. Havard took it as a good sign.
<<elseif $coping is 5>>\
The anger went out of $MCname. Havard took it as a good sign.
<</if>>\
As Havard wrapped his hands around $MCname, he rubbed $hisher back soothingly, hoping that would provide at least a little comfort. Gently, Havard used his robes to shield $MCname from the overwhelming world.
Havard didn’t say a word, not daring to shatter this tentative peace, and hoping that right now silence and warmth are all the $MCname needed from him.
<<nobr>><div class="choices">
<div class="choice-item">[[The child allowed the hug. |trauma_hair_cutting_HavardPOV_hug_yes]]</div>
<div class="choice-item">[[The child did not allow the hug.|trauma_hair_cutting_HavardPOV_hug_no]]</div>
</div><</nobr>>
Havard knelt in front of $MCname and gathered all his certainty and confidence.
"It's all right. You are safe here. Whatever you saw, it is only a memory, it can't hurt you anymore no matter how real it feels."
<<if $coping is 1>>\
At his words, the laughter ended abruptly. Havard took it as a good sign.
<<elseif $coping is 2>>\
At his words, $MCname moves slightly, no longer a statue. Havard took it as a good sign.
<<elseif $coping is 3>>\
He hoped the words would reach, that they would help.
<<elseif $coping is 4>>\
At his words, the facade of nonchalance ends. Havard took it as a good sign.
<<elseif $coping is 5>>\
At his words, the anger goes out of $MCname. Havard took it as a good sign.
<</if>>\
A small moment of hesitation, then $MCname’s gaze flicked toward him, eyes full of dull terror and despair. Uncertain, questioning. Doubt clung to the $child, but at least $heshe remained silent and watched Havard.
“I won't say it will be easy. You’ve been through hell, and this will probably keep happening." He could not lie to $MCname. "And you are going out the other side every time,” he continued, his voice unwavering with absolute certainty. “Remember, you are not alone. I’m here with you now. You don’t have to go through this alone. Later I will introduce you to Lexia, the Silver Protector who will keep you safe. Show you the walls surrounding the orphanage. Show you that here you are safe."
Havard hoped with all his heart that his words were enough. The $child stared at him, eyes wide and uncertain. The $child stared at him, eyes wide and uncertain. Such a lost soul. Dull those eyes may be right now, but Havard could see it. The soul and mind underneath a broken exterior, uncertain if he could be trusted. Uncertain if this place was what it seemed.
Even with all that trauma, the mind of a child was unbelievable. If the orphanage, the Custodians and Protectors both, could provide a safe place. A happy childhood. A place where $MCname could live in peace and happiness, who knew what would emerge in time.
So Havard smiled.
"I promise. But first we do have something to attend to. You will come to no harm in my care. So, do you want to have your hair attended to? You can focus on the floor while I work."
<<nobr>><div class="choices">
<div class="choice-item">[[The child nodded. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust3]]</div>
<div class="choice-item">[[The child shook their head. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust2]]</div>
</div><</nobr>>
<<addHavard 10>>\
Havard breathes in a sigh of relief when $MCname allowed the hug. When tiny bandaged hands clutched at Havard’s robes, grasping fistfuls of fabric as though holding on for dear life. If any child deserved all the hugs in the world, this one was near the top in Havard's mind. He just remained still, patiently allowing the $child all the time $heshe <<needs>>, his presence hopefully a calm refuge against the terror of the cruel world.
Only when $MCname ‘s grip on his robes loosened slightly, did he dare speak. Asking if $MCname was alright would be foolish. Instead, perhaps a little comfort in words would help too.
“I won't say it will be easy. You’ve been through hell, and this will probably keep happening." He could not lie to $MCname. "And you are going out the other side every time,” he continued, his voice unwavering with absolute certainty. “Remember, you are not alone. I’m here with you now. You don’t have to go through this alone. Later I will introduce you to Lexia, the Silver Protector who will keep you safe. Show you the walls surrounding the orphanage. That here you are safe."
The $child stared at him, eyes wide and uncertain. Such a lost soul. Dull those eyes may be right now, but Havard could see it. The soul and mind underneath a broken exterior, uncertain if he could be trusted. Uncertain if this place was what it seemed.
Even with all that trauma, the mind of a child was unbelievable. If the orphanage, the Custodians and Protectors both, could provide a safe place. A happy childhood. A place where $MCname could live in peace and happiness, who knew what would emerge in time.
So Havard smiled.
"I promise. But first we do have something to attend to. You will come to no harm in my care. So, do you want to have your hair attended to? You can focus on the floor while I work."
<<nobr>><div class="choices">
<div class="choice-item">[[The child nodded. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust3]]</div>
<div class="choice-item">[[The child shook their head. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust2]]</div>
</div><</nobr>>
<<addHavard -5>>\
The $child struggled and made a distressed sound. Havard let go immediately. No good. He would have to do something else.
<<nobr>><div class="choices">
<div class="choice-item">[[Instead, Havard knelt and spoke as soothingly as he could. |trauma_hair_cutting_HavardPOVtrauma_hair_cutting_HavardPOV2_trust_no_hug]]</div>
</div><</nobr>>
<h1> Lexia POV </h1>\
<h2> Around the same time </h2>\
Lexia was feeling great! She had a chair with wheels that she was currently pushing along the marble hallways of the orphanage. One of the quartermasters at the Spire had acquired it at her request, just like that! There were not many of these yet in the city, but the Spire had a small storage. Needing one was an unfortunate hazard of living, monster or animal attacks, thugs, falling down things were all too common. Well monster or animal attacks rarely happened inside Firgrat. Yet, magical healing was beyond most, and the wheeled chair things were expensive. Yet, the Ancients, or the really the staff at the Spire, stored pretty much everything that is useful to some measure.
Not having their own quartermaster was one of the reasons the orphanage could not be opened yet. Everything went through Havard and at the moment, which made things slow. Still, it was an insane amount of money, so control was needed. He was looking for someone to hire into the position, but his priority had been securing food and clothes for the orphanage. The orphans and staff that would life here did need the basic necessities of life. Specialty goods could come once the essentials were taken care off. Once hired, the new quartermaster would start taking care of all such things.
There was the also matter of security. Anyone not approved by the Council of Ancients would not be allowed inside the Orphanage without extensive security measures, such as a Silver Protector always guarding them. It made things slow on that front as well, but Lexia did understand. The Ancients had gone through the trouble to meet and approve every Protector and Custodian. Letting random people inside now would undermine the whole process. Why they felt that an orphanage needed to be so secure was anyone's guess. It was not like the Ancients explained themselves to anyone. Or maybe it was that no one asked, at least to their faces.
She was skipping along, lost in thought while pushing the chair along when her communication pin told her that Havard was trying to contact her. She wrapped a hand around the pin and focused. She had her gauntlets on, since she had left the premises of the orphanage, but the pin still worked. She had no idea how, but it did.
"Lexia, $MCname has had a meal and proper clothes. I set $himher down in bed to rest some more, but I think you could head over to this room. Bring the chair with you, and I'll introduce you to $himher."
“Ah, is $heshe all tuckered out?” Lexia could imagine how adorable that would be. Sleepy children were always cute in her mind. Like puppies or kittens, it had a similar effect. She was on her way over there, but if $MCname was napping again, she could wait. Just leave the chair nearby and train a bit was fine too. Meeting $MCname when they were not sleepy would probably be for the best anyway, even if it would be more adorable if the $child was sleepy.
“I don’t think so, but I would rather $MCname rests as much as possible right now.”
Lexia hummed in her mind to indicate she got it. “So… how was the second impression.”
“I helped $MCname eat some porridge. $capitalheshe managed to eat bread using $hisher own hand… though it was messy.”
“Messy? How is bread messy? Crumbles?”
“No. Melted butter on bandages.”
“Oh… that makes sense. But good that $MCname managed to eat something without help!” Lexia chose to focus on the positive. “Did $heshe seem to enjoy the food?”
“Yes, very much so. Ate everything and had a mini food coma on the bed for a good ten minutes before I had to change the bandages.” Havard ponders about something. “If you want to score some easy points with $MCname, perhaps bring something tasty for $himher.”
Now there was a thought! But she was not allowed in the kitchens today after the twins’ flour incident! That was totally not her fault... Ok it totally was. Was Havard telling this to her because she was not allowed in the kitchens? Was he secretly teasing her? Thoughts for later. Where could she get something tasty. Oh! A genius thought struck her!
She could take $MCname on a tour! They could not deny her from the kitchens then, and she could offer $MCname options! The perfect plan!
<<if $blades_trauma is true>>\
Havard’s voice cut off her thoughts. Oh, had he kept talking? Thinking?
"There was an episode with cutting $MCname’s hair. The scissors triggered some kind of a flashback in $MCname. Please, leave your sword outside the room. I trust this is not an issue?"
A flashback due to scissors? What could scissors... she remembered all the scars on the small form the Ancient cradled in the baths. Her steps faltered for a moment. Oh no... a fear of blades. It made sense. It made so much sense, yet it was so bad. Lexia loved the sword. She was good with the sword. Carrying her blade made her feel proud and ready for her duty. Yet, this was not about her. She could use other weapons. Hell, she would use her bare hands to do her duty if needed. It was just… she loved the sword, and the fact that her probable first charge was deathly afraid of blades took away one bonding opportunity. Lexia wanted for $MCname to like her. Still, it could not be helped for now.
"I'll leave my blade with one of the other Protectors." she thought into the communication pin. “Did you manage to cut $hisher hair though?”
<<if $skipped_haircut is true>>\
“No, $MCname did not want to get a haircut after the… episode.”
“Oh…” Fuck. Lexia hated everything about this. Why did a child have to go through so much, $heshe <<was>> afraid of a haircut. The world was fucked up, Lexia knew that but… It was just not easy to understand, to reconcile what was and what should be. Maybe this was why the Ancients wanted the orphanage so secure – to make sure no children suffered like this. Though Lexia really did hope this was not a regular occurrence.
“We will work it out. $capitalhisher hair is a bit wild right now, but I’ll get some way of tidying it up that does not cause distress. I promised to introduce you to $himher. To make $himher feel safer.”
Lexia stopped pushing the chair. “Really? It’s not official yet though. That you are $hisher Custodian and I am $hisher Protector. It needs to be approved, no?” She was very hard trying to hold onto her excitement. She wanted this. That scene in the healing baths had haunted her, she wanted to help $MCname, whatever way she could.
“It’s not official, but I’ll push for it hard if need be. I… I don’t think it would feel right to leave $MCname to someone else after… well seeing what I’ve seen.”
He sounded so serious… which was good since she wanted to be $MCname’s protector as well.
<<else>>\
"It was fine in the end. Clearly, $MCname was uncomfortable but agreed to it."
Lexia lets out a breath. "That is a relief."
It feels better to be properly cleaned up. Clean and neat hair helps one adjust, in her experience at least.
<</if>>\
<</if>>\
Lexia was approaching the room that $MCname and Havard were in! She was getting hyped up! First impressions were important after all. She needed to make a good one.
"I'll be there in just a moment."
"Good. I will be here, don't knock in case $MCname is actually asleep."
That was fine with Lexia! She would just enter the room and if $MCname was asleep, would chat with Havard. She could get to know him a bit better. It would be fun, either way.
<<if $nonverbal is true>>\
”Oh, before I get there, one more thing. About the communication device for $MCname and Atru. You know, since $heshe won’t speak, and Atru only speaks to Azha.” Lexia says. “It will take a little time. The quartermaster at the Spire did not have any devices that could speak for $MCname. They need to have some made, and figure out who can make them, so I don’t have any yet.”
“All right. There is no helping it if such a thing does not exist yet.” Havard says. “I suppose a communicator pin like ours is no good since they make no sound.”
That was the problem really. The communicator pins the Custodians and Protectors had just made you hear the other person’s voice inside your head. And they needed a bit of magical training to use. So not exactly good for children.
“They will contact us when they have something.”
<</if>>\
<<if $blades_trauma is true>>\
She left her sword with a Silver Protector on the way in.
<</if>>\
Lexia soon arrived right outside the room where Havard and $MCname were in.
Lexia settled the chair with wheels next to the door, and slowly entered, careful not to make too much noise.
There was Havard, by the table doing some paperwork. He was turning to look at her. Then in the bed, there must be…
Lexia saw $MCname, who was just standing up. At least $heshe was wearing $clothes. Why was $heshe up? Havard had not noticed! Immediately those little legs collapsed upon hitting the floor, and the $child began falling.
“Oh shit!” Lexia let out and dashed forward with all her speed.
<<nobr>>
<<if $HeritageType.includesAny("wings","nature features","elemental", "eyes", "feathers")>>
<<if $HeritageType.includes("wings")>>
<<set $FeatureIndex to $HeritageType.indexOf("wings")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Her thoughts idly stray to if $MCname always had $Feature? No... $heshe did not have wings earlier. Still, it suits $himher.
<</if>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<<if $HeritageType.includesAny("feathers")>>
<<set $FeatureIndex to $HeritageType.indexOf("feathers")>>
<<elseif $HeritageType.includesAny("elemental")>>
<<set $FeatureIndex to $HeritageType.indexOf("elemental")>>
<<else>>
<<set $FeatureIndex to $HeritageType.indexOf("nature features")>>
<</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
That $Feature looks good on $MCname. Did $heshe always have that?
<</if>>
<<if $HeritageType.includesAny("eyes")>>
<<set $FeatureIndex to $HeritageType.indexOf("eyes")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
While she dashes, she sees $MCname's pupils change into $Feature while $heshe falls. That is new right? Probably a panic reaction. As $heshe falls, $heshe <<closes>> $hisher eyes.
<</if>><</if>><</nobr>>
<<nobr>><div class="choices">
<div class="choice-item">[[End of Lexia POV|Chapter 2_7]]</div>
</div><</nobr>>
/*<<if $HairLength is "waist-long" or $HairLength is "mid-back" or $HairLength is "shoulder-long" >>*/
Your $HairLength $HairType hair is long... You eye Havard. Your hands can't do much right now, but maybe you could ask him for some kind of a style. Hair this long gets in the way doesn't it.
<<if $nonverbal is true>>\
You attract his attention with a hand and point and your hair. You gather it up together to indicate you would like it tied somehow.
"You want me to tie your hair?" Havard tilts his head.
You nod.
<<else>>\
"Can you tie my hair?" You ask Havard.
<</if>>\
"Of course, let's see."
He walks behind you.
"I'll use my hands to show you a few different styles so you can choose one." He says and gently starts handling your hair.
It takes some time, but he shows you several options for how your hair could be tied.
<<nobr>><div class="choices">
<div class="choice-item">[[High ponytail – He pulls your hair back and secures it at the back of the head with a bit of leather string.|Chapter 2_mirror2_longhair2][$HairStyle to 'high ponytail']]</div>
<div class="choice-item">[[Low ponytail – He pulls your hair back and secures it at the nape of the neck with a bit of leather string.|Chapter 2_mirror2_longhair2][$HairStyle to 'low ponytail']]</div>
<div class="choice-item">[[Bun – He twists your hair into a rounded shape and secures at the back of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'bun']]</div>
<div class="choice-item">[[Messy bun – He loosely gathers your hair into a rounded shape and secures at the back of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'messy bun']]</div>
<div class="choice-item">[[Double Buns – He sections your hair into two, and makes two buns, one on each side of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'double bun']]</div>
<div class="choice-item">[[Half-Up, Half-Down – He ties the top section of your hair back, while the rest is left loose.|Chapter 2_mirror2_longhair2][$HairStyle to 'half-up, half-down']]</div>
<div class="choice-item">[[Twist – He twists sections of your hair together, and secures it at the back of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'twist']]</div>
<<if $HairLength is "waist-long" or $HairLength is "mid-back">>
<div class="choice-item">[[Braid – He sections your hair into two, and crosses the two sections over in small pieces to create a delicate, intricate braid.|Chapter 2_mirror2_longhair2][$HairStyle to 'braid']]</div>
<</if>>
<div class="choice-item">[[None of these seem right to you (choose your own).|Choose hairstyle][$HairStyle to 'loose']]</div>
<div class="choice-item">[[After some thought, you are fine with how it was, untied and loose.|Chapter 2_mirror2_longhair2][$HairStyle to 'loose']]</div>
</div><</nobr>>
<<set $chapter = '???'>>\
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='splater'>''ChaPTeR ??: ThE You tHat usEd TO bE -- Or maYBe NeVER Was''</font> \
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Chapter 4 dream 1'>><</cont>><<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
''//"No one chooses to be born, and no one chooses their parents. Simply existing is never a crime, no matter how that life came to be. A child is innocent in every sense of the word."//''
</div>
</span><</fadein>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
Attributed to the Ancient known as "Sheo". Specific time of the quote is unknown, though some record of the horrifying massacre that followed does remain.
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Chapter 1 fadein'>><</cont>> <h1><font face='splater'>''ChaPTeR ??: ThE You tHat usEd TO bE -- Or maYBe NeVER Was''</font> </h1>\
//
Your flesh tears as a pair of pliers twists it away. You try to scream but the gag stops you. Your twist and trash but you are strapped to the table, the bindings keeping you still as you your body is torn and cut. A knife carves away a piece of your hand. It might have been a finger, maybe two. You are in too much agony to care.
Why? Why are these people doing this? Why did they kill mom and dad? Why are they being so mean to you? They just took you, kicking and screaming. Your tried to run, tried to fight back but it was no use. You are just a child. A $child.
That was two days ago? Maybe more, maybe less. Who cares. They killed mom and dad. So much blo<font face='splater'>o</font>d, and g<font face='splater'>o</font>re. Mom’s neck was broken, dad’s head was torn off, entrails pulled out. So much bl<font face='splater'>Oo</font>d….
<font face='splater'>BloOd.</font>
Now you have been strapped to a table, held down as they groped at you, and started carving away at you. You scream and scream, every cut and prod agony. Searing and burning.
It hurts.
It hurts.
It hurts so much.
It hurts too much.
Another cut and twist and the world blacks out. Again, and again. Blo<font face='splater'>O</font>d pours from your ruined flesh. The table is covered in your blood and gore.
There is so much bl<font face='splater'>OO</font>d.
There is too much <font face='splater'>BLooD</font>.
You twitch and spasm, but the restraints keep you still. Drip, drip, drip. The bloo<font face='splater'>d</font> drips to the floor from the table. There is a figure mopping it up.
It is not enough.
There is too much <font face='splater'>BlOo</font>d gushing out from you.
The room is filling with <font face='splater'>bLoOd.</font> Everyone will drown in in.
A figure grabs your leg, and agony shoots up it as they tear and cut at your flesh. A sawing motion with a tiny knife, as they cut at tendons and flesh. Plucking out pieces with a pair a pincers.
The <font face='splater'>Blo</font>od starts reaching the edge of the table. The figures wallow waist deep in it. The <font face='splater'>bLoOD and Life</font> gushing out from you.
How? How are you still alive? Why are you still alive?
You don’t want to be here anymore.
Through the haze of agony, you faintly note the hooded figures putting pieces of <font face='splater'>you into</font> jars. They float in the sea of blood.
<font face='splater'>BlOod. BLoOd. bLooD. EnDlesS BlOOD</font>.
These kidnappers collect your <font face='splater'>BLOOD and fLEsh</font>, like it had some use outside of your being. Scooping up your fluids with jars and ladles.
Don’t they realize that it’s not <font face='splater'>blood or flesh</font> they seek? It’s in your <font face='splater'>head</font>. The <font face='splater'>legacy</font>. Your blo<font face='splater'>od</font> remains <font face='splater'>un-awakened, diluted</font>, useless without <font face='splater'>the trigger</font>, only fit for people to drown in. Like water, but red. Oh, so red. <font face='splater'>ReD.</font>
You <font face='splater'>know</font> this. You have <font face='splater'>always known</font> this, even if you don’t always remember. A wordl<font face='splater'>ess sense</font> of the w<font face='splater'>orld</font> that only you have. Yet, <font face='splater'>you know</font> no nothing of <font face='splater'>this sense</font> itself. No more now, than when you first opened your eyes as a baby.
You don’t understand your own thoughts. There is too much pain. Too much panic. You are all going to drown <font face='splater'>in your BlOod</font>!
A hand grabs your face and forces you to look at the figure holding you. You stare into an empty gaping abyss inside their hood – no face is visible. Not a person but faceless monster meant to torment you, to carve and tear at you. Or is it? Perhaps that is how these people wish to seem. Perhaps it soothes their minds, hiding their faces while doing this to a child. Perhaps doing it like this, allows them to pretend to still be people outside this <font face='splater'>room</font>.
The masked monster holds your eye open. A spoon appears in your field of vision, coming towards <font face='splater'>your eye</font>. You feel the spoon sliding between the gap between <font face='splater'>your eye</font> and <font face='splater'>eye</font> socket. The spoon snags on something, and a searing agony shoots through you as the spoon tears through whatever was in its way. A jerky movement digging deeper and deeper as they keep working the spoon under your <font face='splater'>eye</font> , uncaring of the damage done to you.
The pressure builds and your e<font face='splater'>yE</font> comes out with a plop. The hooded figure plucks it from the air.
You stare with your one remaining <font face='splater'>Ey</font>e, the blood flooding the room. You scream and drown in the <font face='splater'>blOOD, it fills your</font> lungs.
So much bl<font face='splater'>oO</font>d. There is only b<font face='splater'>LooD</font>.
Your last thought is the knowledge at least everyone will drown in your <font face='splater'>bLOOd.
\\
<<nobr>><div class="choices">
<div class="choice-item">[[Everything will drown in your blood.|Chapter 4 fadein]]</div>
</div><</nobr>>
</font>
<<addHavard 10>>\
<<if $HairStyle is "loose">>\
The flowing and natural state of your hair is fine for you. So, Havard returns your hair to its natural state after all the examples.
<<else>>\
Havard works on your $HairType $HairColor hair again, molding it into your chosen style. <<if $HairStyle is 'high ponytail'>> He pulls it back with gentle hands, into a high ponytail atop your head.
<<elseif $HairStyle is "low ponytail">> He pulls it back with gentle hands, in a low ponytail at the nape of your neck.
<<elseif $HairStyle is "bun">> He twists it into a tight coiled shape and secures the bun at the back of the head.
<<elseif $HairStyle is "messy bun">> He twists it into a loose coiled shape and secures the bun at the back of the head.
<<elseif $HairStyle is "double bun">> He sections it into two equal parts, and makes two coiled shapes. He secures the buns, one on each side of the head.
<<elseif $HairStyle is "half-up, half-down">> He ties the top section of your it back with gentle hands, while the rest is left loose. This is really the best of both worlds.
<<elseif $HairStyle is "twist">> He twists sections of your hair together with deft hands, and secures the result at the back of the head.
<<elseif $HairStyle is "braid">> He sections your hair into two with gentle hands. You watch in the mirror as he crosses the two sections over in small pieces to create a delicate, intricate braid.
<<else>> He styles your hair into the $HairStyle look as you wished.
<</if>><</if>>\
You watch Havard work in the mirror, wondering if your own ruined hands will ever be able to do things like that. Styling your hair. Such a novel experience. You must have had your hair cut before, probably styled as well. Yet another thing lost in the void. Still, it is odd, watching someone just work on your hair like this. With their hands no less, no instruments to inflict pain in sight. Well you assume the scissors are still somewhere, but Havard has already shown he has no plans to use them to harm you. <<if $trustHavardC2 is true>> Not that you expected him to in the first place, you trust him. <<else>> Even if you are still vary of him.<</if>><<if $blades_trauma is true>> Still, the thought of the scissors makes you shiver a bit. Havard glances down at you with worried eyes. You see his mouth open for the question, yet you move your head a bit, forcing him to focus on your hair. He does. You don't want to think about blades, so you focus on your hair.<</if>>
"There we are. Happy with this?"
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[["Yes, this is good." you say.|Chapter 2_mirror2_longhair3]]</div>
<div class="choice-item">[["No, I want to try another style." you say.|Chapter 2_mirror2_longhair_styles]]</div>
<</if>>
<div class="choice-item">[[You nod. You are happy with this.|Chapter 2_mirror2_longhair3]]</div>
<div class="choice-item">[[You shake your head. You want to try another style.|Chapter 2_mirror2_longhair_styles]]</div>
</div><</nobr>>
Choose your own hairstyle? <<textbox "$HairStyle" $HairStyle>>
//Write it as you wish it to appear in text.//
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Chapter 2_mirror2_longhair2]] </div>
<div class="choice-item">[[Go back to choose from the provided options|Chapter 2_mirror2_longhair]] </div>
</div><</nobr>>
“Sing us a lullaby!” Azha demands. What is a lullaby? You have no idea about this one. Neither does your internal sense of things. She did say sing…
Havard looks down at you all. FLAVOR IF DIFFERENT BEDS:ADD FLAVOR TEXT IF SHARING BED WITH TWINS AND IF SEPARATA:
“I assume Alessa sings to you most evenings?” He asks the twins.
“Yes!” Azha answers, and you think Atru nods as well though it is quite small. Yet, you know that he is just as excited as Azha is. So this
“Yeah, sign us a lullaby!” Lexia calls out behind Havard. Something flickers across Havard’s face. Your internal sense tells you it’s called exasperation.
You are getting quite curious about this lullaby thing. What is it? If all three of the people who know what it is, want it, them maybe you can enjoy it too.
Havard glances at you. Perhaps he sees something in your face because his next words are so softly spoken.
“All right. I can manage that.”
You are interested… what is he going to do.
Havard’s voice changes into a slow, and rhythmic melody, like the pull of waves you saw from the walls with Lexia. A gentle sound, a soothing sound. A sound that speaks to something long forgotten and broken inside you.
//
Hush now dear children, the night has grown still, as the moons drift far above, over valley and hill.
Far in the distance, where soft starlight glows, The Eternal Wanderer walks, steady he goes, a smile beneath his brow that always shows.
Grass still in his feet, he pulls with great might, a ship through the shadows, deep into the night.
A vessel that floats through the shimmering skies, against a backdrop of starlight, it shines and flies.
The ship gently sways, with sails made of dreams, it sails eternally trhough the endless skies.
Yet the Wanderer, with hands strong and true, guides his ship through the night’s deepest blue.
So sleep, sleep, dear children as the Wanderer roams, pulling his ship through the sky’s endless dome.
With each gentle step, he lights up the night, bringing you dreams, both soft and bright.
Through valleys of twilight and forests of mist, the Wanderer forever walks under starlight skies, by moonlight kissed.
He remembers a time from ages untold, when the stars were young and life did unfold.
His ship gently sways, as it glides through the air. A promise of safety, a guardian’s care.
The winds hum a song, whispering his name, the Wanderer on a journey eternal, always the same.
The Eternal Wanderer, he travels the stars, through the dark and the cold, never stopping, never far.
So sleep, sleep, dear children as the Wanderer roams, pulling his ship through the sky’s endless dome.
With each gentle step, he lights up the night, bringing you dreams, both soft and bright.
Now close your eyes, and drift on the breeze, feel the ship’s sails as they dance through the trees.
The Wanderer pulls with a rhythm so deep, guiding your dreams as you peacefully sleep.
So sleep, sleep, dear children, the Wanderer’s near, his ship in the heavens will always be here, with stars in the sails and hope in his heart,he’ll watch over your dreams, all throughout the night. /*so gentle and kind.*/
An endless journey, as time softly flows, the world around him changes, as the children grow. /*Bad flow*/
Yet the wanderer himself, as ever remains, but a ghost in the fog, forever the same.
//
<<nobr>><div class="choices">
<div class="choice-item">[[The end of Chapter 4.|EndOfDemo]]</div>
</div><</nobr>>A warm feeling floods you as Havard keeps doing something. This went all wrong didn't it. Your internal sense is telling you this went badly. Havard and this Lexia are actually worried about you. No has been worried about you before as far as you remember. Well Havard has been but it’s too new. You just wanted to not be held by a stranger! You didn't mean to worry anyone. You are not used to people worrying about you. What should you do?
You should probably open your eyes. Show them that you are fine. Yes, that seems like a good plan. Will they be mad at you? Is this where the torture starts because you made them worry?
You open one eye to peek out. Havard is focused, his eye closed and you think he is the source of the warm feeling running through you. Magic? Havard can do magic? <<if $HavardMeetingReaction is "weapon">> Wait, didn’t he somehow get that shard from the flower vase out of your leg? Was that magic? <</if>>
"$capitalheshe <<is>> awake! Havard!" The woman, Lexia says.
Havard's eyes fly open. His gaze falls on you, full of worry. His hands drop and he gently places his hands on your shoulders, leaning closer.
"Are you alright? What happened? Are you hurt anywhere?" He asks while Lexia worriedly hovers behind him, looking you over. As if searching for something obviously wrong.
What should you do?
<<set $silent to false>>\
<<set $play_dead to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Best just sit up and show that everything is fine.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+1, $silent to true]]</div>
<div class="choice-item">[[You are not sure if you should tell them.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+2, $silent to true]]</div>
<div class="choice-item">[[ You have no idea how to communicate that you are fine, so you just stare.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+3, $silent to true]]</div>
<div class="choice-item">[[You squirm a bit in place. You did not mean any harm.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+4, $silent to true]]</div>
<div class="choice-item">[[You did not want to worry them! You try nodding vigorously to show you are fine.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+5, $silent to true]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[You stare back at him. "I am fine." You try to make your voice as friendly as possible.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+6]]</div>
<div class="choice-item">[[You stare back at him. "Fine." You say bluntly.|Chapter 2_8_playing_dead2][$play_dead to $play_dead+7]]</div>
<</if>>
</div><</nobr>>
You blink. She did hold you... but you were falling. She did sort of save you from hitting the stone floor face first. Still, she did also hold you. Caught you before you hit the ground. Moved so fast, you could not really tell when she arrived but for the burst of air and her voice. Or maybe she is just really silent while moving... but she is wearing armor. Really shiny and fancy silver armor that catches the light as if it were crafted from pure starlight.
<<if $Lexiareaction != 1 >> You were not all that happy being held, which you communicated as well as you could. Now you are on the soft bed and can see her better. Seeing her fully helps when you don’t have to strain your neck. Feels less like someone grasping at you and trying to hold you down. She is no faceless monster. <<else>> You were fine being held by a stranger, though only because Havard knew her. Havard would have done something if this person was a danger to you. <</if>> There is something about her... it feels odd, something about her is off to you. You can tell mainly because she is fidgeting a bit as you observe her. She seems worried and guilty. Why?
Right... she asked you a question. Are you all right?
Well you are in the bed again. Your legs had failed you? How? Why? <<if $brokne_hands_treating is 1 or $HavardMeetingReaction is "weapon" or $gardenespace is true or $drawer is true >> Well they did sort of fail you before… It makes some sense. <</if>>\
Havard is fussing over you. Quite literally, he seems to be checking you over while Lexia fidgets in the background. Testing your forehead and looking over your legs.
The question remains: are you fine? You are not hurt, not bleeding, not in the void, not being strapped to a table and carved up... Yeah you are probably fine. At least by your standards. Really, this is some of the most pleasant times you can remember.
Except for what is wrong with your legs? Well, this Lexia is starting to look really worried as you don’t answer her in anyway.
" What happened? Are you hurt anywhere?" Havard asks when you don't say anything for a while while Lexia worriedly hovers behind him, looking you over. As if searching for something obviously wrong.
You should probably say or do something.
<<set $silent to false>>\
<<set $play_dead to 0>>\
<<nobr>><div class="choices">
<div class="choice-item">[[Best just sit up and show that everything is fine.|Chapter 2_8_3][$play_dead to $play_dead+1, $silent to true]]</div>
<div class="choice-item">[[You are not sure if you should tell them.|Chapter 2_8_3][$play_dead to $play_dead+2, $silent to true]]</div>
<div class="choice-item">[[ You have no idea how to communicate that you are fine, so you just stare.|Chapter 2_8_3][$play_dead to $play_dead+3, $silent to true]]</div>
<div class="choice-item">[[You squirm a bit in place. Two people staring at you is odd.|Chapter 2_8_3][$play_dead to $play_dead+4, $silent to true]]</div>
<div class="choice-item">[[You try nodding vigorously to show you are fine.|Chapter 2_8_3][$play_dead to $play_dead+5, $silent to true]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[You stare back at him. "I am fine." You try to make your voice as friendly as possible.|Chapter 2_8_3][$play_dead to $play_dead+6]]</div>
<div class="choice-item">[[You stare back at him. "Fine." You say bluntly.|Chapter 2_8_3][$play_dead to $play_dead+7]]</div>
<</if>>
</div><</nobr>>
/*
<<set $Lexia_are_you_fine to false>>\
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[[“Yes.” You are fine.|Chapter 2_8_3][$Lexia_are_you_fine to true
]]</div>
<div class="choice-item">[[“No. My legs stopped working.” You say.|Chapter 2_8_3]]</div>
<</if>>
<div class="choice-item">[[You nod. You are fine.|Chapter 2_8_3][$Lexia_are_you_fine to true]]</div>
<div class="choice-item"> [[You shake your head, your legs stopped working.|Chapter 2_8_3]]</div>
</div><</nobr>>
*/
<<set $asked_Havard_about_babiesC2 to true>>\
<<addHavard 2>>\
"How do people living together make tiny people? Babies?" You voice your confusion.
Havard freezes, eyes widening a bit. He was not expecting this question. Why? It is a good question, you think. How could you not ask it considering all he has told you.
Still Havard is clearly caught off guard by the unexpected question. He blinks once, then twice, before regaining his usual calm air of comfort. You think Havard shifts a bit awkwardly, but the movement is gone before you can be sure.
"Yes, they are called babies." He thinks for a bit. "Well, you see... Living together might cause people to fall in love. Especially so many people that would not interact under other circumstances. It offers... new experiences. When two people love each other very much, they… come together, and then a baby is made."
What does that mean? What is love? You have no idea. Even your internal sense seems a bit muddled on the matter, giving a hint that love is confusing, wonderful and stupid... That is a new reaction from your internal sense. You really think this internal sense is something other than just your fragmented memories being vaguely recalled. Still, you don't get it. How does people "coming together" make babies? You stare up at him, unblinking and unsatisfied but still intrigued, as if waiting for more.
"What does that mean?" You ask. "Like a hug?"
<<if $HavardHugC2 is true and $q4 is true>>\
Havard has given you two hugs. Does that mean babies have been made? Where are they?
<<elseif $HavardHugC2 is true or $q4 is true>>\
Havard has given you a hug. Does that mean a baby has been made? Where is the baby?
<<else>>\
You know the concept of a hug, though you have never gotten one. As least as far as you remember.
<</if>>\
Havard clears his throat, expression unreadable. He presses on after a short completative pause.
"It is a bit more involved than that. Hugging is usually involved, as is spending time together. And then, well, in time, a baby may start to grow inside the mother's or surrogate's belly. It is called a pregnancy."
Wait... babies grow inside of people? That's sort of gross, isn't it? Like... potatoes in soil? That makes some sense. But how does the baby get there? Potatoes get planted right? Yes, you know this for some reason. How does a baby get planted inside a person. Does the mother eat something special, a baby seed and a baby forms? Is the baby planted like a seed somehow? Is it magic?... You squint at Havard, trying to piece together this vague explanation. You don't get it, all you know is that hugging might be involved. Are hugs magic? Hugging plants babies? If it needs two people, then it makes sense that the second person does the planting somehow. So… hugs.
"So… hugs make babies?"
Havard opens his mouth, then closes it, clearly thinking.
"This is not a conversation I expected to be having this soon..." He mutters. What does that mean? Not so soon? Then when? "But no, it's more complicated. Simple hugs don't make babies. We’ll talk more about it when you’re older."
Oh... you need to be older. You already hate that. You have a feeling that getting "older" will be inconvenient, both hearing about it and actually getting older. You are dissatisfied but sense the topic isn’t going anywhere for now.
<<if $HavardHugC2 is true and $q4 is true>>\
At least he said hugs are not enough to make babies, and you are now fairly certain there are no babies waiting to surprise you.
<<elseif $HavardHugC2 is true or $q4 is true>>\
At least there is no baby suprising you if hugging is not enough to make one.
<</if>>\
<<if $HeritageRace.concatUnique($HeritageRace2).includesAny("beastkin", "garuda", "elemental", "dryad", "dragon", "demon", "kitsune")>>\
But you have <<HeritageFeatureList>>. That makes you part <<HeritageRaceList>>... You are not sure what that means, but does that make it different? Spending time with different species like your <<HeritageRaceList>> ancestors, and then possibly doing stuff like hugging? And something else special that makes babies? That's all it takes? You suppose it could happen. You need to ask about this since you feel are onto something here, that it might be complicated if you are part <<HeritageRaceList>>.
"But I have <<HeritageRaceList>> heritage?" You ask.
Havard looks at you, and you have no idea what you are thinking. "Yes, you are part <<HeritageRaceList>> as far as I can tell..." He considers. "It's complicated how such unions come to be, but suffice to say, that magic is a powerful and wonderful thing. Let's leave it at that for now." He says. <<if $HeritageRace.concatUnique($HeritageRace2).length > 1>> "Though perhaps I will also add, that your heritages, the <<HeritageRaceList>> is likely due to several generations of your ancestry being passed down."<</if>>
Well... that's disappointing. Magic makes sense, but you would like a real answer. You still have no idea how babies are actually made. You do know more than you did though...
<</if>>\
At least you are learning a lot! This lesson thing was not so bad.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "wings">>\
You lean on the chair for support and shift your shoulders experimentally. The $Feature on your back twitch. Your eyes widen. You did that! You try again, this time more deliberately. The wings respond, spreading ever so slightly, their movement both strange and natural. It feels like rediscovering a forgotten part of yourself. <<if not hasVisited("Chapter 2_mirror2_why_now")>>They were not there until just a few moments ago? Why are they there now? Perhaps you can ask later. It is testing time now. <</if>>
You raise your arms, and the wings lift upwards. They slowly unfurl with a slow, powerful grace. You think you will be able to do that without spreading your arms in the future. The wings are much bigger than you though, sweeping wide behind you and huge compared to the rest of your small form. A rush of air follows, and you feel a strange but thrilling weight pulling at your back. You have to lean forward a bit, using the chair to support you so you don't tip over. Havard takes a worried step forwards, but as you regain your balance he takes a breath and lets you be.
You peer a bit behind you. You are a little curious about how your wings are attached, but right now it feels more important to test them! You can peek later.
Turning your gaze back forward, the mirror shows your reflection, and it is mesmerizing. You stare at your $Feature now fully stretched out, casting shadows on the wall and floor of the room. Havard observes silently, still seemingly ready to dart forwards to support you if you tip over.
You shift your shoulders again, this time trying to pull them back in, and they fold gracefully behind you, tucking close to your body. The sensation is foreign but oddly comforting, as if they’ve always been there, waiting for you to notice. Perhaps that is the case. Though it is lucky that your wings manifested only now, you have no doubt the people before the void that tortured you would have cut them off. Your $Feature are cool! You don't want them cut off. Or do they grow back? You are glad you never had to find out.
With a deep breath, you try your wings once more, this time testing their full range. You stretch them out, feeling the power, your muscles tightening in places you never knew existed. A quiet thrill surges through you, a strange sense of freedom washing over your entire body. The wings move effortlessly, responding to your thoughts with fluidity and strength.
You stand there, in front of the mirror, breathless and amazed, wings slowly folding back into place, your heart racing with the possibilities. Could you fly? If you could then... you could run away from bad people. Have freedom if the void ever came back to haunt you.
You want to fly. You want to soar. You try to move your wings; to flap them... it sort of works, but your control is not good enough. Your wings move too slowly, and you are out of breath after only a bit of movement. You have also unbalanced yourself completely, and have to grab the chair as hard as you can, and Havard rushes over. He catches you before you tip over.
You look at Havard. The Custodian is looking at you with a soft look.
"You may one day fly." He whispers. You hear him perfectly well. "But now you must rest, allow yourself to heal."
The words give you hope for the future. Maybe one day you will fly, with these $Feature, untainted by the void. A wave of fatigue hits you. Your grip, such as it is, tightens on the chair you have been using to stay up. Havard is there in an eyeblink. He has been letting you investigate in peace, only answering your questions.
"Please sit down." He pleads softly.
There is something wrong with your legs, they feel odd. It's probably best to do what Havard says so you sit back down to rest. Sitting is quite nice anyway.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "tail">>\
You try to move your $Feature, leaning on the chair to stay standing. Your legs are odd right now, but you are too focused on the tail. You watch in the mirror as it twitches at bit, as if it knows you are looking at it.
You give a little mental push, thinking about your tail moving. You are half expecting nothing to happen, it is hard to find the feeling for a muscle you did not know was there and even more so to control the movement, But is there, your $Feature flicks, almost playfully. As if happy you finally noticed it. You suppose you would be annoyed by being ignored by yourself too. Then it moves in a swaying motion from side to side behind your back, swishing and swooshing. It is like it’s responding to your thoughts, doing what you expect it to do. Act like a tail should act. You had no idea what that was, but you thought the swooshing sound was a good start!
Time for something harder! You flex muscles you didn’t know you had, and the tail curls upwards. You are a little curious about how your tail is attached, but right now it feels more important to test it! You can peek later!
Your $Feature is awesome! It can curl up and it feels so strange, almost like an extension of your spine that shoots out of you somewhere slightly above your butt. It is so natural, a clear part of you, yet utterly foreign to you.
You test it again, trying to make it do a full circle behind you. The tail follows effortlessly! Swirling in a wide, graceful motion. Your tail is pretty awesome isn't it.
You stare at your reflection, eyes focused. Time to try something even harder! You focus, and your tail wraps gently around your leg before uncurling again, moving fluidly with your every thought. You are caught somewhere between disbelief and fascination, still exploring what this unknown part of you can do.
Havard says nothing as you keep trying different things. Turns out your $Feature can wrap around things... and it has better grip than your hands do! This could be very useful. For grabbing stuff? Like... your cloak. You will consider this some more later. <<if $HeritageFeature.includes("fluffy tail")>> The fluffiness might get in the way of gripping stuff, but the possibilities are still there! And... you bring your tail close to your front, and gently touch it. So soft! So fluffy!<<else>> You bring your tail close to your front, and gently touch it. <<if $HeritageFeature.includes("scaly tail")>> The scales feel firm and hard even through your bandages. It feels strong and firm. It is quite thick, but the tip is quite dexterous as you test it. <<else>> The leathery tail feels tough and smooth. Yet the tail is slim and very dexterous.<</if>><</if>>
A wave of fatigue hits you, and your hands fly from your tail to the chair. Your grip, such as it is, tightness on the chair you have been using to stay up. Havard is there in an eyeblink. He has been letting you investigate in peace.
"Please sit down." He pleads softly.
There is something wrong with your legs, they feel odd. It's probably best to do what Havard says so you sit back down to rest. Sitting is quite nice anyway.
Time to focus on the mirror again.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "horns">>\
There they are right atop your head. Your $Feature. You have horns. It is hard to think they are real. How did you not know you have horns?
Slowly, almost hesitantly, you raise a slightly trembling hand toward them. Is your hand trembling because it is damaged, or because you have horns? You do not know yourself well enough to decide.
Your bandaged fingers hover near the base of the horns, hesitating for a moment, before moving in to touch. They’re there, your horns are undeniably solid. You press your fingertips against the surface -- it feels the cool, smooth and very solid, even though the bandages.
They’re firm and unyielding. Like bone, or what you imagine bone to be like. They are also undeniably a part of you. You trace the curve of your $Feature, running your hand along the ridges. Only now do you notice that their weight is pulling slightly at the top of your head, something that has always been there, yet you did not notice. You grip them more firmly, testing their strength with what strength you have. They don’t budge, though your grip is damaged and weak so it could just be that.
You glance back at your reflection. Oddly enough, the horns fit you. Your $SkinColor skin, and $HairColor $HairType hair take away nothing from the fact that your $Feature fit you. They are a part of you. They give your tiny frame a strange silhouette, but not an unpleasant one. There is still something surreal about seeing them attached to your body. Maybe they make you feel like less of a person but... Havard said people have all sorts of features, didn't he? That means that you still look like a person, even with $Feature.
You gently tug on one horn, and your head moves with it. The sensation is strange but unmistakably real. They feel solid, strong, like they’ve always been there, just waiting to be noticed. Which is exactly true. It seems like the people before the void who tortured you would have done something to your horns, yet they are not broken. You wonder if they tried and failed or if your horns can grow back?
You tilt your head from side to side, watching the horns shift with the movement, catching the light in the mirror. You run your hands over them once more, from the base to the tips, trying to absorb the reality of the fact that you have $Feature.
There's an odd sense of calm that settles in as you take them in, your reflection now both vaguely familiar and yet entirely new. The reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
That is more than you have ever had before.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "animal ears">>\
There they are, atop your head. Your $Feature. Soft and furry ears, twitching slightly as if responding to your sudden awareness of their existence. Were they always really there? How did they survive the people before the void who tortured you? Did they never cut them up? Or do your $Feature grow back? Best not to focus on that.
Instead, you lean closer to the mirror. The ears atop your head, your ears, are covered in fine fur that matches your hair, $HairColor but subtly shifts in color near the tips. Tentatively, you raise a bandaged hand to touch one. Your fingers brush the soft, velvety surface, and you suppress a gasp. You can feel that, oh you can feel it very well. Every touch sends a strange, tingling sensation through your scalp, foreign yet oddly natural. You have the oddest thought to make contented little noises but resist it.
You gently tug at one ear, watching the mirror. It twitches in response to your touch. It’s flexible, moving easily under your fingers. You press on the base of the ear, where it meets your head amidst $HairType hair, feeling the connection. It’s real, you really have $Feature.
You let your hand drop and, try moving the ears without help, concentrating for a moment. You think of moving your ears, and to your amazement, the ears swivel slightly. As if tuning in to an unheard sound. Is your hearing better with these? Hard to say. If they have always been there then your hearing is just your hearing.
You stare at the mirror in half disbelief, half awe. You focus harder, and the ears respond, flicking forward, then back. They move with surprising ease, twitching instinctively as if catching subtle noises around you. The sensation is strange, like an extra sense you’ve suddenly gained, yet has always been there. Awareness is scary. You are pretty sure you can hear Havard breathing. You must have been able to hear that before, but only now you realize it so easily.
You turn your head to the side, watching the ears follow the movement in the mirror. They feel alive, as much a part of you as your hands or feet. You run your bandaged fingers over them again, marveling at their softness and the way they react to your every thought.
You flick them forward, then fold them back. Then you repeat the test, trying to figure out how much you can move them. Each twitch, each flick is accompanied by a small burst of sensation that fills you with a strange feeling, you cannot quite identify.
Staring at your reflection, at the $Feature atop your head, you feel a sense of wonder. The ears are so foreign, yet they also belong. They are a part of you, and they were always there. You just did not know. How odd your life is.
Do these $Feature make you look less like a person? It is hard to say, but Havard did say that people have all sorts of features. So, you must still look like a person.
The reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
That is more than you have ever had before.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $chapter = 'Preface'>>\
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'> ''Act 1 -- Beginnings''</font>\
</div>
</span><</fadein>>
<<fadein 3s>><span class="text">
<div align='center' style='font-size: 200%;'>\
''Esimated age: 7 - 8''
''Year $year of the Age of Hope, the First Age of Wocdes''\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Act 1_quote'>><</cont>><<set $chapter = 'Interlude - ???'>>\
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'> ''Interlude ???''</font>\
</div>
</span><</fadein>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 200%;'>\
<font face='splater'>''Somewhere in the city of Firgrat''</font>
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Interlude Nylora'>><</cont>><<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<if $HeritageType.includes("nature features")>>\
Your hair is a marvel. There amidst your $HairColor hair, is a glimmer of color, a vibrancy woven through your $HairType locks.
<<if $HeritageFeature.includes("flowery hair")>>\
Tiny and delicate blooms of flowers are sprouting from your hair, their petals soft and vivid against the $HairType strands of your hair.
<<elseif $HeritageFeature.includes("viny hair")>>\
Vines, thin and green, twist through your hair like they’ve always been there, growing naturally, as if your $HairType hair were the soil.
<</if>>\
You tilt your head from side to side, $HairLength hair hanging from side to side, and observe your mirror image. It does not look bad, quite nice actually. You reach up to touch them.
<<if $HeritageFeature.includes("flowery hair")>>\
The flowers are real and soft under your bandaged fingertips. All delicate and odd, with a subtle fragrance that fills the air around you. You smell good! You think. Maybe you should ask Havard later. You might have a bad perception on good and bad smells.
<<elseif $HeritageFeature.includes("viny hair")>>\
You trace the vines with bandaged fingers, feeling their gentle tug on your scalp, as if they’re part of you. It is truly an odd look, the winding vines through each strand of $HairType like living braids.
<</if>>\
They don’t pull awkwardly or hurt. It all feels natural, they rest gently atop your head, as if they belong. Apparently, they do, and always have belonged. You just didn't know it. <<if not hasVisited("Chapter 2_mirror2_why_now")>>They manifested right now though? Why? Maybe you can ask later. It is testing time now.<</if>>
You test a small movement of the head, shaking it slightly. <<if $HeritageFeature.includes("flowery hair")>> The flowers sway with the movement. <<elseif $HeritageFeature.includes("viny hair")>>
The vines shifting gracefully but remaining intertwined in your hair.
<</if>>\
A sense of awe washes over you as you examine the mirror again, your reflection is new to you even before the $HeritageFeature, but now it looks more otherworldly, like something out of a dream.
<<if $HeritageFeature.includes("flowery hair")>>\
The flowers atop your head seem to bloom with every breath you take, opening just a little wider, their colors more vibrant against the mirror’s light. You adjust a bloom with a hesitant hand, tucking it gently behind your ear. It stays there, nestled naturally as if it’s always been a part of you. The flowers are now an inseparable piece of who you are.
<<elseif $HeritageFeature.includes("viny hair")>>\
You pluck at a vine, wondering if it will pull away, but it stays rooted, firmly entwined with your hair. You lift a lock of hair, watching the vines stretch with it, marveling at how alive they feel—how alive you feel.
<</if>>\
<<elseif $HeritageType.includes("feathers")>>\
Your hair is a marvel. There amidst your $HairColor hair, are feathers. Soft and delicate, they sprout from your hair and mingle with the $HairType strands in small clusters. It looks both odd and beatiful at once. A distinct combination. You feel it takes away from you looking like a person, yet it already feels distincly you. Besides, Havard said people have all sorts of features. You are not just used to it yet, for some reason.
You watch yourself in the mirror as you reach up, bandaged fingertips grazing the feathers. They’re smooth and light. Lighter than anything you’ve felt before, slipping easily through your fingers. The colors shift subtly, from the $HairColor of your hair, to darker and paler hues, blending with your hair. You run your fingers through your locks again, feeling the odd sensation of feathers in your hair.
You turn your head slightly, watching the feathers shift with your movement. It is curious how they catch the light and shimmer faintly as you move. They feel so natural, yet so foreign at the same time. You touch the base where the feathers seem to sprout, right from your scalp, intertwined with your hair as if they’ve always been there, growing alongside it. <<if not hasVisited("Chapter 2_mirror2_why_now")>> Yet, while they have always belonged, they manifested right now though? Why? Perhaps you can ask later. It is testing time now. <</if>>
A strange mix of awe and disbelief fills you. You tug gently at one feather, and it pulls back with a soft, natural resistance. They’re part of you. You let out a breath you didn’t realize you were holding and just stare at your reflection.
You lift a lock of hair, noticing how the feathers weave through it, soft and elegant. As you shake your head slightly, the feathers flutter with the motion. It is as if they have a life of their own, responding to your every movement. The sensation of the feathers moving with your hair is light, barely noticiable.
You stare at your reflection for a long moment, marveling at how your hair looks.
<<elseif $HeritageType.includes("elemental")>>\
<<FeatureIndex "elemental">>\
Your hair is a marvel -- because it’s glowing. A soft, ethereal light is , the same $HairColor as your hair, is radiating from every strand, illuminating your reflection in the room.
You lean closer to the mirror, as far as you can in your chair, trying to understand what you're seeing. The glow is subtle yet unmistakable, a soft halo of light surrounding your head. Each lock of hair seems to pulse gently, as if alive with its own inner energy, casting a faint, shimmering aura.
You reach up, hesitantly running your fingers through your hair. It feels the same—$HairType, familiar now that you know what kind of hair you have—but there’s something new. An almost tingling feeling, even through the bandages covering your hands, as you touch your hair. The light shifts and flickers, glowing more intensely for a moment before settling back into its steady, calming radiance.
<<if not hasVisited("Chapter 2_mirror2_why_now")>>You have always been part <<HeritageRaceList>>, but your $Feature manifested right just a while ago? Why? Perhaps you can ask later. It is investigation time. <</if>>
You tilt your head from side to side, watching the way the glow follows your movements, reflecting off the mirror. The light seems to pulse in rhythm with your heartbeat, glowing brighter when you breathe deeply. You give a small, disbelieving look at your reflection, lifting a lock of hair and holding it in front of your face. The glow is mesmerizing, not blinding but soft, as if your hair has been woven with strands of light itself.
As you turn away from the mirror, the room feels different—warmer, softer, as if the glow of your hair is infusing the space around you with a quiet, peaceful light. You take a deep breath, staring at your glowing reflection, caught somewhere between awe and wonder. Your hair, already a novelty to you when it was just hair, now feels like it holds a secret, something magical pulsing just beneath the surface.
<</if>>\
All in all, your odd hair is quite nice. You quite like this part of you. The reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
"The light of the moon and stars is still light. Even if it doesn’t shine as brightly as the sun, it is enough to walk by—especially for one born in the dark."
Attributed tot he Ancient known as "Abalf", in a private conversation with another Ancient. <<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "scales">>\
You lean in closer to the mirror, shifting on the chair. There, just beneath your eyes, are $Feature. They are small and iridescent, shimmering subtly in the light coming in through the window. The $Feature oddly enough fit very well to your $SkinColor skin.
Your bandaged fingers move to your face, and you run them across the spot where the scales are most visible. They are smooth, cold and hard or perhaps firm is the correct word. Their color shifts between $SkinColor, same as your skin, to more silver hues with some blue and green flecks with each flicker of light as you move your head. They are real, they are part of you. Have always been a part of you.
How did your $Feature survive the time before the void? The people who carved and tore at you? You would think they would have used pliers to pluck out each scale, yet there are no signs of such a thing. Perhaps your $Feature grow back? Best not to focus on these thoughts.
Instead, you trace the outline of the scales from where they fan out gently from under your eyes. It feels oddly natural, which makes sense. They have always been there, just hidden from your view, unknown. You run your fingers over them again, feeling the contrast between the rough texture of the scales and the softness of the skin around them, even your bandaged fingers can tell the difference.
You turn your head from side to side, watching the light dance across the scales in the mirror. They shimmer and catch the light, making your reflection look both strange and mesmerizing. The sensation is somewhat odd, foreign and almost comforting. You think the spots with $Feature feel warmer when the light hits them. Perhaps these scales hold a secret strength you never knew you had. Havard did say you are part dragon, and your internal sense seems convinced dragons are a big deal. Or at least very big. You are quite small at the moment, but who knows what you could grow into?
Do these $Feature make you look less like a person? It is hard to say, but Havard did say that people have all sorts of features. So, you must still look like a person.
For a long moment, you simply sit there, taking in the sight of your face, strange but undeniably your own. Maybe. It's not like you knew what you looked like before Havard dragged out the mirror to show you. The scales, though unexpected, feel like they belong, and the reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
That is more than you have ever had before.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "pointy ears">>\
You focus on your reflection, on your ears specifically. Your $Feature, they are longer than normal rounded ears. Or so you think. The tips taper elegantly.
Elvish ears, or so Havard had thought.
You reach up instinctively, bandaged fingertips grazing the unfamiliar shape. How did you never notice them before? Have you never felt at your ears before? You must not have; the graceful curve is something entirely new to you.
The ears twitch, and you feel them. They are quite sensitive to touch aren't they. You are a bit surprised they survived maintaining this pointed shape so far into your life. You would have thought the people before the void would have cut them up, but it does not seem so. Or do they grow back? Best not to focus on these thoughts.
Instead, you focus on your $HeritageFeature. You can tell that the skin of your ears is warm, even if the sharp shape is odd to you. You gently trace the length of one ear from the base to the tip, feeling the slight point that you never noticed before. Or maybe you did know? Before the void ate so much of your mind and memories. You let your hand drop back to your lap.
Tilting your head from side to side, you study your reflection in awe. The ears blend naturally with your features, a clear part of you. Like some secret you never knew about yourself. Seeing your reflection for the first time is odd, and your $Feature, so prominent and undeniably real, feels both strange and oddly right. This is you. You think this is you. The fact that you have $Feature does nothing to detract from the fact that you look like a person. It is subtle. And Havard said people have all sorts of features, so people must come in so many varieties.
This all still feels a bit unreal. Well, the entire orphanage feels unreal and might be a delusion. You tug on one ear lightly, testing to make sure it is not some fake. The sensation is immediate, a faint pull that confirms it’s a part of you. You twist your head again, watching the way the pointed tips give your face a more ethereal, otherworldly look. They add something delicate and sharp at once, a touch of grace and mystery.
A mixture of wonder and disbelief settles over you. You have $Feature, you are part elf. Or did Havard say elvish? Elven? Words are hard.
The ears are slender and regal. You stare at them, trying to reconcile the reflection with your vague image of yourself. They fit.
The reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
That is more than you have ever had before.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $option to "">>\
You need to shift on the chair and lean closer to the mirror. You have<<listbox "$option">>
<<option "slitted eyes">>
<<option "fully black eyes">>
<</listbox>>.
You stare yourself in the eyes. What happened? How?.. What?
"What happened there? Your eyes were not like that earlier." Havard asks and takes a worried step forward. He comes over and kneels in front of your chair.
<<linkreplace"Havard leans in and inspects your eyes.">>\
<<set $HeritageFeature.push($option)>>\
<<if $HeritageFeature.includes("slitted eyes")>>\
<<set $HeritageRace.push("dragon")>>\
"I would say it seems you have some draconic heritage."
Draconic heritage? What's that? What does that mean? Oddly enough your internal sense is also confused. It thinks dragons have four legs, are huge and have wings, not children with slitted eyes. And more likely to eat anyone approaching them than make babies... How does one make babies? Your internal sense is foggy, almost as if saying it will tell you that it will tell you once you are older. Well that's dumb. You could ask Havard... Your train of thought is interrupted by Havard.
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." Your sense disagrees, seeming to think they will try to eat you or at the very least squish you, unless you give them a good smack. That seems oddly specific.
Are you part dragon? What...
<<elseif $HeritageFeature.includes("fully black eyes")>>\
<<set $HeritageRace.push("demon")>>\
"I would say it seems you have some devilish or demonic heritage." He tilts his head. "I am not sure but as far as I understand there is not an actual difference, but I do also admit I have never met a pure-blooded demon or devil."
Demonic heritage? What is that? What does it mean? You have the vaguest sense, a fragmented memory that demons are bad. Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"Hmmm, how to put this. Demons have a horrible reputation. Are thought of as evil by majority of people." Havard scratches his head. "But I am not sure how true it is. You see, there is a demon Ancient, who is never here in Firgrat, but it is still well known. Therefore, I would guess they cannot be all bad."
Are you part demon? You still don't really get what demons are. What...
<<elseif $HeritageFeature is "glowing eyes">>\
<<set $HeritageRace to "elemental">>\
"I would say it seems you have some elemental heritage. Sometimes things like this happen."
Elemental heritage? What is that? What does it mean? Oddly enough your internal sense seems to think you are part rock... It's a bit confused.
You pick at a strand of $HeritageFeature. It just feels like hair... as far as your ruined hands can tell.
"Elementals are powerful beings made of an element. Generally, the natural elements like fire, water, earth, metal and so forth. I have head tales of more artificial ones as well." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one, though they are quite secular. I cannot say why your heritage chose to show itself now, but it has. It does not however seem strong enough to manifest any specific element."
Made from an element? Then are you made of form rock like your internal sense things? At least partially? Is that why those people before the void carved you up? To see what was inside? Your mind is reeling, and you cannot understand.
<</if>>\
You are very confused.
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "eyes">>\
You observe yourself in the mirror, focusing on your $Feature.
<<if $HeritageFeature.includes("slitted eyes")>>\
Your pupils have shifted into thin, vertical slits. Like a lizard. Or a dragon you suppose. Is that not what Havard said? That you are part $HeritageFeature. So draconic pupils. You have a sense that dragons are a pretty big deal. Or at least very big. You can see that, your pupils are glowing with an intensity you doubt you possessed before. Or perhaps you did. It is hard to think of the past since this is the first time you remember seeing yourself.
<<if $checked_face is true>> At least your eyes are still $EyeColor, but just slitted. <</if>>
The slitted pupils are sharp and predatory. They make you a bit uncomfortable, like you are a predator stalking yourself. They do not look like the pupils a person has, or at least not a person you want to meet. Too intense, too keen, too bright compared to your normal dull eyes... though Havard said that most people have very varied features. Still, these $HeritageFeature give your gaze a strange, powerful depth. You blink, and the pupils narrow slightly as your eyes adjust to the light in the room.
Tentatively, you raise a hand to your face, bandaged fingers hovering near your eyes. There’s no pain or discomfort as your pupils dilate and contract, responding to the light. Seeing your eyes do this in the mirror, adjusting in real time as you shift your gaze from one thing to another, is a sight both mesmerizing and unnerving.
You close your eyes, and think. You are not sure always having eyes like this would be good. Still, there is not much you can do about it. When you open your eyes, your eyes are <<if $checked_face is true>> still $EyeColor, but dull and normal. <<else>> back to their normal dull appearance.<</if>> Oh, you can make the $HeritageFeature go away! Well, that is good.
You focus again, and your pupils turn back into slits and the intensity returns. You tilt your head, examining the strange new look, marveling at the way the pupils shift and glint, catching the light in a way that almost feels alive. If this is not permanent, it is much easier to appreciate.
<<elseif $HeritageFeature.includes("fully black eyes")>>\
Your eyes, they are completely black. Not just the pupils but the entire eye, both eyes from corner to corner. For a moment you recoil from the endless void reflected in your eyes, thinking that the void will devour you. You close your eyes and wait, terrified. Oh no! The first glance at the mirror was a trick. The world is not that kind, the void will swallow you up now. All you can do is wait for reality to shatter around you, and for the void take you again.
"What's wrong?" Havard immediately comes to you. You can vaguely tell he is worriedly hovering over you. You can imagine the worried expression on his face. You can't look at him right now. The void is coming. You wait...
And wait...
The void isn't eating you whole? Reality is not in pieces? The delusion did not break? You slowly open your eyes and look at Havard. He is hovering worriedly over you, hands clenching. He seems a little lost, and probably wanted to touch you but was not sure if he should.
"Oh, your eyes went back to normal." He says and your gaze snaps back to the mirror. Havard moves to the side so you can see.
<<if $checked_face is true>>\
There your normal $EyeColor eyes are, normal pupils visible. <<else>>
There your normal eyes are normal dull pupils visible. <</if>>Dull but much more like a person than the blackness.
You stare. But your eyes were all black just a bit ago? You think back on how it looked, and your eyes are flooded with blackness again. The sight is unnerving. Your eyes were quite dull and lifeless to begin with, but now they are are no longer windows to your soul but instead bottomless pits of darkness.
"Oh…" Havard says as he sees. "Did you get scared by your eyes?" He asks softly.
You nod idly, focused on the mirror.
You lean in closer. There are no pupils, no irises, and no distinction between te pupil and the background? Sclera, your mind supplies. Just a smooth, glossy unnatural black. It’s as though your eyes swallow the light, absorbing it into the abyss. They seem cold, emotionless, like the eyes of something that is not a person. You are not sure you like this. The depth of the blackness seems endless, as if staring too long might pull you into it, drown you in the emptiness.
When you think about your normal eyes, the black bleeds away. There is at least that. You can look like a person like this.
"It is ok, quite a few people have these kinds of eyes." Havard says gently.
You look at him. He is smiling again. Comforting and warm.
You raise a hand to your face, fingers trembling slightly. You make your eyes black again. Everything else feels normal, you sight is the same. Looking into the mirror though... it is as if something hollowed out your dull gaze, replacing it with nothingness. You are not sure how to feel about this yet. Havard said this is due to your $HeritageRace heritage, not because of the void.
<</if>>\
Your eyes were not like this before, you did not have $Feature or so you think... but now you do. Or perhaps you have always been able to change your eyes at will and did not know. <<if not hasVisited("Chapter 2_mirror2_why_now")>> Still, why are thery there now? Perhaps you can ask later. It is investigation time now. <</if>>
You look back at the mirror. It feels odd, you have $Feature, you are part $Race. You stare at your $Feature, trying to reconcile the reflection with your vague image of yourself.
The reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
That is more than you have ever had before.
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
"Little bitch bit me!"
A massive horrible hand flies through the air.
A smacking sound echoes in the eery room. A sound far too loud for the space.
You see Azha fall, and the world feels slow. A little body hits the rough stone hard with a horrible crucnhing sound.
A whimpering whine comes for behind you, and Atru dashes to his sister. His usually blank face shows such distress.
It all feels unreal.
The man shakes his hand, teethmarks and a bit of blood visible.
<<nobr>><div class="choices">
<div class="choice-item">[[You grin as you draw the knife and dash toward the man.|Act 2 ending 2]]</div>
<div class="choice-item">[[You are calm and detached. You are going to kill him. His life does not matter. It is that simple.|Act 2 ending 2]]</div>
<div class="choice-item">[[You wish you were anywhere else. This cannot be real.|Act 2 ending 2]]</div>
<div class="choice-item">[[You have never felt such rage. You throw yourself at the man, knife bared.|Act 2 ending 2]]</div>
</div><</nobr>>
Double-click this passage to edit it."Good." Havard smiles as he steps back, letting your attention return to the mirror.
<<nobr>><div class="choices">
<<if $checked_heritage is false>>
<div class="choice-item">[[What the hell is that?|Chapter 2_mirror2_heritage]]</div>
<</if>>
<<if $checked_scars is false>>
<div class="choice-item">[[You should investigate this lack of scars and bruises more.|Chapter 2_mirror2_scars]]</div>
<</if>>
<<if $checked_face is true and $checked_scars is true and $checked_heritage is true>>
<div class="choice-item">[[You are done with the mirror for now.|Chapter 2_mirror2]]</div>
<</if>>
</div><</nobr>><<nobr>><div class="choices">
<div class="choice-item">[[High ponytail – He pulls your hair back and secures it at the back of the head with a bit of leather string.|Chapter 2_mirror2_longhair2][$HairStyle to 'high ponytail']]</div>
<div class="choice-item">[[Low ponytail – He pulls your hair back and secures it at the nape of the neck with a bit of leather string.|Chapter 2_mirror2_longhair2][$HairStyle to 'low ponytail']]</div>
<div class="choice-item">[[Bun – He twists your hair into a rounded shape and secures at the back of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'bun']]</div>
<div class="choice-item">[[Messy bun – He loosely gathers your hair into a rounded shape and secures at the back of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'messy bun']]</div>
<div class="choice-item">[[Double Buns – He sections your hair into two, and makes two buns, one on each side of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'double bun']]</div>
<div class="choice-item">[[Half-Up, Half-Down – He ties the top section of your hair back, while the rest is left loose.|Chapter 2_mirror2_longhair2][$HairStyle to 'half-up, half-down']]</div>
<div class="choice-item">[[Twist – He twists sections of your hair together, and secures it at the back of the head.|Chapter 2_mirror2_longhair2][$HairStyle to 'twist']]</div>
<<if $HairLength is "waist-long" or $HairLength is "mid-back">>
<div class="choice-item">[[Braid – He sections your hair into two, and crosses the two sections over in small pieces to create a delicate, intricate braid.|Chapter 2_mirror2_longhair2][$HairStyle to 'braid']]</div>
<</if>>
<div class="choice-item">[[None of these seem right to you (choose your own).|Choose hairstyle][$HairStyle to 'loose']]</div>
<div class="choice-item">[[After some thought, you are fine with how it was, untied and loose.|Chapter 2_mirror2_longhair2][$HairStyle to 'loose']]</div>
</div><</nobr>><<set $AskedHavardHeritage to true>>\
<<addHavard 2>>\
"Oh? Curious about me?" Havard asks. "I am flattered." He smiles at your, like he always does.
"Well, I do have a heritage feature. Nothing too extensive." He says. "Wanna see?"
You nod. That is why you asked.
"Then please observe my eyes." He says. You stare into those hazel depths, waiting for something to happen. <<if $HeritageType is 'eyes'>> You have some inkling what will happen because of your own $HeritageFeature<</if>> Havard's pupils shift into narrow, vertical slits before your eyes. His eyes remain hazel, but the pupils feel like something a predator has. They adjust to the light in the room, widening and narrowing in response to the light.
<<if $HeritageFeature is "slitted eyes">>\
They are not quite the same as yours. The pupils are not as long. The eyes are not as intense looking. Still plenty intense.
"I am not part $HeritageRace like you. I am part beastkin. Probably a cat beastkin or maybe some other larger cat. I don't know for certain." Havard says. "These eyes are the only thing I received from my heritage. They let me see very well in the dark."
<<else>>\
"I am part beastkin. Probably a cat beastkin. Maybe some other larger cat? I don't know for certain." Havard says. "These eyes are the only thing I received from my heritage. They let me see very well in the dark."
<</if>>\
<<if $HeritageRace.concatUnique($HeritageRace2).includes("beastkin")>>\
Havard is part beastkin? Just like you? <<if $beastkin_tribe.includes("cat")>> He has even the same tribe as you! That is pretty cool.<<elseif $beastkin_tribe is []>> Though you don't know what kind of beastkin you are. <<else>> Even if he is not the same tribe, he said you were part <<BeastkinTribeList>>. <</if>>
You peer at him, and Havard's eyes go back to normal while you watch.
<<else>>\
Beastkin heritage? What is that? What does it mean? Once again, your internal sense is just as confused as you are. It does not know what to make of this.
Havard's eyes go back to normal while you watch. He smiles at you, just like normal. "Beastkin is a general term, it does not refer to one specific people but a set of varried tribes. Each tribe takes traits from a specific animal." He explains.
You ponder about this a bit. So, he is part cat? What are cats? You have a vague sense they are small animals, but you don't really know.
<</if>>\
Havard draws your attention back to the mirror with a gesture.
"Come. Enough about me for now. Let's go back to the mirror, shall we."
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<div align="center"><h1>Custodian Havard</h1></div>
The head custodian of the Orphanage. A father figure to all the children. His duty is to guide the children, and it is a duty he takes very seriously.
<<if $MCmetHavard is true>> Havard likes wearing a set of simple gray robes and shoes. His face is shaved clean, and shows no signs of age. His black hair is long and straight, pulled back from his eyes. He has kind hazel eyes.
Havard is normally gentle and soothing, but gets intense at times when the situation calls for it.
<</if>>
<<if $AskedHavardHeritage is true>>You have learned that Havard has cat-beastkin heritage in the form of slitted eyes. <</if>>
<div id="stat-title">
<span> Approval ($Havard_love%)</span>
<span> Worry (<<print 200 - $Havard_love>>%)</span>
</div>
<<showmeter 'Havard' `$Havard_love/ $max_Havard_love`>><div align="center"><h1>Protector Lexia</h1></div>
Young, excitable and strong. One of the first to be chosen for the new elite order called the Silver Protectors. Havard's partner.
<<if $MCmetLexia is true>>The Silver Protector in charge of you. Her silver armor is really shiny, polished to perfection really.
She has short wild red hair, incredibly blue eyes - bright and clear - alive with boundless energy.
Her eyes are intense, and alive with boundless energy.
<</if>>
<<if $SawLexiaHeritage is true>> She is part elemental, with glowing hair. She can control the glow.<</if>>
<div id="stat-title">
<span> Approval ($Lexia_love%)</span>
<span> Worry (<<print 200 - $Lexia_love>>%)</span>
</div>
<<showmeter 'Lexia' `$Lexia_love/ $max_Lexia_love`>>
<div align="center"><h1>The Twins: Atru and Azha</h1></div>
The original inhabitants of the orphanage and the only children that were already there when you arrive. They were saved from a "bad place" by someone called Irosia.
Atru is a seemingly silent emotionless boy who clings to his sister Azha.
Azha is a little girl shaped ray of sunshine and well-meaning mischief. And chatter!
The twins are assigned to Custodian Alessa, and Protector Sandor. The twins adore both Alessa and Sandor.
The day you arrived at the Orphanage, the twins have decided to investigate a mystery!
<<if $MCmetTwins is true>>Both twins have short blond hair and green eyes. They snuck into your room at the end of the so called "Day of mystery".<</if>>
<div align="center"><h2>Atru</h2></div>
<div id="stat-title">
<span> Like ($Atru_love%)</span>
<span> Dislike (<<print 200 - $Atru_love>>%)</span>
</div>
<<showmeter 'Atru' `$Atru_love/ $max_Atru_love`>>
<div align="center"><h2>Azha</h2></div>
<div id="stat-title">
<span> Like ($Azha_love%)</span>
<span> Dislike (<<print 200 - $Azha_love>>%)</span>
</div>
<<showmeter 'Azha' `$Azha_love/ $max_Azha_love`>><div align="center"><h1>Custodian Alessa</h1></div>
The custodian in charge of the twins. A sweet young somewhat shy woman who the twins adore, both in their own ways. Alessa has a gentle smile according to Atru. She has silky chestnut hair falling in soft waves around her shoulders, framing a heart-shaped face.
<<if $MCmetAlessa is true>>
The twins have observed she tends to act oddly around Protector Sandor, turning red easily. It is all rather mysterious.
<</if>><div align="center"><h1>Protector Sandor</h1></div>
The Silver Protector in charge of the twins. A good-natured and somewhat shy young man often trailing after the twins with a fond look. He has deep azure eyes.
<<if $MCmetSandor is true>>
The twins have observed he tends to act oddly around Custodian Alessa, turning red and speaking oddly.
It is all rather mysterious.
<</if>>\<div align="center"><h1>Custodian Ethel</h1></div>
An older stout Custodian. Many find her intimidating due to the fact she is not prone to smiling but calm observation.
Ethel is the most experienced custodian at the orphanage and has devoted much of her life to caring for children.
Rumor has it, that she refused the position of First Custodian. As a result, Havard was offered the position. Whatever this rumor is true or not, remains unknown.
<<if $MCmetEthel is true>>
The twins note that Ethel managed to drive off both Custodian Alessa and Protector Sandor with talk of something called "young love", a fabled concept from stories.
<</if>>
<<if $MCaskedEthelHavard>>
Ethel once helped Havard to become who he is. She once ran an orphanage in the lower poor part of the city. For nearly 30 years.
<</if>><div align="center"><h1>The Orphanage of Firgrat</h1></div>
The Orphanage of Firgrat or Firgrat Orphanage is an institution founded by the Ancients recently. It is not yet officially open; the official opening is hoped to be in some months.
This place is meant to be a safe place for a place for children who have no other place to go. A place of care and learning.
There are other orphanages in Firgrat but they are all run by kind souls who have had no official support. Firgrat Orphanage has a massive budget, a huge compound and plenty of people to look after children.
<div align="center"><h2>Custodians</h2></div>
The custodians each get assigned to specific children at least in the beginning. They will be the ones to take care of those children under their care, waking them up, taking them to meals and lessons, helping them settle in. Other custodians will provide help as needed.
<div align="center"><h2>Silver Protectors</h2></div>
The Ancients did not only create the orphanage, and the Custodians. They also created the Silver Protectors. Elite warriors whose duty is to guard the children inside the Orphanage so that no harm will befall them no matter what.
There are a few varieties of Silver Protectors. Many get a partner from the Custodians upon their assignment and accompany the children they are assigned to during the day. Together the pair of Protector and Custodian will be responsible for the safety, education and wellbeing of their charge or charges with support from all other Custodians and Protectors.
The orphanage has walls, and only one gate to enter through. The Silver Protectors keep a rotation of people on guard around the orphanage on the walls and the gate. A sort of general assignment to keep everyone safe, though there may not be enough Silver Protectors for this in the long term. The third role a Silver Protector could have is going out into the world to find children who need care and bringing them back to the orphanage.
<h1> Interlude ??? </h1>\
<h2> ??? POV</h2>\
<h3><font face='splater'>''Somewhere in the city of Firgrat''</font></h3>\
<<set $OathsCodex to true>><<notify 3s>>A new codex has been unlocked: Oaths.<</notify>>\
The knife slides in and you delicately open the young woman on your table, cutting and cutting along her stomach, until you can see the guts all coiled up in there. She screams but the bindings are tight, and the gag prevents her from screaming loud enough to disturb you. A little screaming is quite relaxing as you work after all. As long as they can’t ruin your delicate work with their incandescent struggling, it is almost desirable to have a little background noise as you work.
Now, let’s see. Your gloved hand slides inside her, rummaging though her guts. Where is it? You are sure she has one… You cannot be wrong this time. What else could it be…. Hah you have it! You squeeze, the woman strains and cries, trying to trash around. How annoying, her insides are wiggling inconveniently. This won’t do. You use your other hand to punch down on her throat. That should calm her down. So dramatic these people. She goes limp, and with a tearing sound you pull out your prize in a gush of gore from her insides.
Oh, it’s just a kidney… disappointing. She seems to have expired as well or is about to wiht how she is twitching in place eyes rolled back. You click your tongue. Why can’t these people be calm and submit. Still, all this work and mess for a normal kidney. How disappointing. Perhaps you are wrong and what you seek is not found in the guts. But you have carved open just about everything you can think of. Perhaps the trouble is the expiration of the subject before you can extract the secrets. You will need to come up with a way to force them to stay alive and conscious as you investigate. Those people whose brains you sliced into all expired far too quickly.
Why are people so inconsiderate? Why are they all so useless? You sigh and idly wipe your hands into her hair. Hmm, you will need actual water. You walk over to a basin in the corner to wash your hands. Then you walk over to the door to your research room, and open it.
“Dispose of the trash. Bring in the next one.” You call out to your guards.
Two enter, and impassively drag the expired woman out by her hair.
“No wait, put her in the spare parts pile.” You call out. Most of her is intact. Might as well use those hands and legs for something. And her head was intact. “Don’t pull out her hair!” It will make for a nice head for one of your pets. Yes… you are lost in thought for a moment.
The guards change direction and change their grips.
“Boss.” A rough voice says.
You turn to look at the man. Oh, one of the more competent ones…whatever their name is. You don’t pay attention to your tools that much. He is quite a hideous thing though. All those scars. Your fingers twitch a bit. Oh, he would be fun to carve into. Some prefer innocence and terror. You like your subjects to have experience with pain. That way they trash around less, and men like this try to keep their screams down. The pained grunts work just as well as background noise.
“Boss?” Right this ugly man needed something from you.
“Speak.” You say. In the background, the two other guards grab a new subject from the cage.
“The last letter you sent to your… acquaintances. The messenger came back with it. There is nothing there anymore.”
You pause in watching the two guards dragging a screaming boy to your research room. You stare at the ugly man.
“What do you mean nothing there? They have been there for at least three years.”
“Yet the place is now empty. No trace of the people… or their subject. No papers. Just an empty facility.”
You frown. Yes… the subject they had. That $child they always refused to share with you… The one you always wanted under your knife. You remember the one time you were invited to visit them. Oh that broken little $child, $HairColor hair and $SkinColor skin, all marred by the scars and bruises. Such a broken little thing. There must be something about that one. It was just a sense you had, a tingling on your mind the moment you had laid eyes on the $child. Oh, how you had wanted your hands on that one! You were certain you could have coaxed out the secrets from that one. How had the Aspirants of Daborh known where to get such a prize specimen? It was infuriating!
“All of it is gone? They had an extensive operation.” You should have their compound looted. Stripped and searched.
The man nods. “All gone, or so the messenger says.”
You frown some more. What could do that? The Aspirants of Daborh were the largest of the organizations who heard the truth of the world. You were not a part of them, rather you are or were more a competitor, an independent genius in search of the truth. What could have happened? Wocdes was full of creatures and monsters that could wipe out people, but that facility had been heavily defended. Which is why you never went after their subject. Too dangerous. Perhaps they had made an enemy of someone or something powerful. Been careless. Old monsters were about a plenty.
“Send a team. Find everything that can be found. Bring me any survivors and notes. Anything you can find, and find out what happened.”
“Yes boss.”
“Hurry up. They have other branches. They will send people too. Be the first. Do not let anyone find out I sent you… Bring me anyone who stands in your way if you can. Kill them if you can’t.”
“Yes boss.”
You pick up your knife and approach the table. The guards have strapped the boy into position. This one is young, a teenager. Wonderful. You decide to search this one’s neck. You grab the boy by the mouth and start inserting your knife into soft flesh under his chin.
@@.blur;“Slice, <font face='splater'>sl</font>ice. Sear<font face='splater'>ch</font> for it. Fi <font face='splater'>n</font>d the L <font face='splater'>eGaC</font>y.”@@ The voice inside your head whispers. Oh such a sweet sound.
Yes. You will find all the secrets. You must find the truth. You will be the one to discover everything.
The knife slices open the neck, blood pours out. A choking sound, the boy is gasping for breath. You plunge your fingers into the cut and spread it for your inspection.
Just another day in search of the truth.
<<nobr>><div class="choices">
<div class="choice-item">[[End Of Demo|EndOfDemo]]</div>
</div><</nobr>>
/*This is about 1000 words <div class="choice-item">[[End of ??? POV.|Chapter 3 fadein]]</div>*/
/*??? POV
VILLAIN: Nylora Harley Lestat. A WOMAN DRIVEN BY THE VOICES IN HER HEAD: CREATURES OF PRIFORE SEEKING TO BREAK/DEFEAT THE GUARDIAN; THE LAST PURE BLOODED MEMBER OF THE RACE SHEO CREATED (VOID WALKERS). ALL THE VILLAIN KNOWS IS THAT THEY MUST FIND THE “The LEGACY” (OF THE VOID WALKERS)” and figure out their weakness.
The organization that held MC also heard these voices, but from a different creature trapped in Prifore. These creatures managed to tell a rough location of MC based on a bit of blood from the Guardian during one invasion of the World Gate in Prifore that the Guardian stopped. This creature riled up all the lesser beings and then managed to wound the guardian a bit.
The organization that had you: The Aspirants of Daborh, daborh is the creature whose voice they heard. They could not find the legacy, so they decided to try and see what would happen if they let you be, left you chained up and worked on other tests. Trying to see of something would show up to get you. Prepared a trap.
The creature whose voice/will VILLAIN (Nylora) hears: Lastris
*/
<<if $play_dead is 1>>\
<<addshy -5>><<addcareful -3>>\
You try to sit back up! You will just show them you are fine. Havard stops you, his hands on your shoulders. He gently settles you back down on the bed.
"Please, rest and answer the questions as best you can."
You have little choice but to settle down. You suppose that trying to get back up without an explanation after just randomly falling down is a bit short sighted.
<<elseif $play_dead is 2>>\
<<addinnocence -5>><<addstoic 3>><<addcareful 3>>\
You are not really sure you should tell them. What if they become mean because you do? Still, that look Havard has… He won’t just give up will he. He wants an answer, and seems worried about you.
As much as you feel apprehensive about relealing you tried sneaking out of bed and your legs just gave out, it seems you have to give some kind of an explanation.
<<elseif $play_dead is 3>>\
<<addstoic 5>><<addLexia -2>>\
You just stare blankly at him. How are you supposed to explain your thought process? <<if $nonverbal is true>> You don’t even talk.<</if>> For a moment you change to stare at Lexia as a glimmer of light catches your eye. Her armor. She is still hovering behind Havard. Lexia gives you a little wave, one that you don’t return. You just stare blankly. She waves again, and smiles hopefully.... You keep staring. A third wave. What are you supposed to do? She is practically holding her breath, yet you just stay still. Luckily, Havard makes a small coughing sound, so you turn to look at him.
<<elseif $play_dead is 4>>\
<<addshy 5>>\
You fidget a bit in place. His gaze is gentle, and Lexia seems mostly worried, but the entire thing feels so stupid now. It feels silly. You tried sneaking out of bed and your legs just gave out and they seem genuinely worried. You fidget a bit more while you consider. It is embarrassing and your face feels hot for some reason. You don't want to tell them. Still, you work up your courage.
<<elseif $play_dead is 5>>\
<<addinnocence 5>><<addstoic -3>><<addoblivious 1>><<addLexia 2>>\
You nod vigorously at Havard multiple times. You would smile at him, but you have discovered your smiles are odd, so you don’t. A flash of light catches your eye, so you tilt your head and stare at Lexia curiously, completely forgetting that Havard asked you several questions. She is so shiny! And that red hair! <<if $HairColor is "red">> It’s like yours! <<else>> It looks like her head is on fire! <</if>> Lexia gives you a little wave behind Havard, one that you contemplate returning. You are supposed to return waves right? She waves again, and smiles hopefully at you. You start raising your hand to wave back but Havard makes a small coughing sound, so you turn to look at him. Right, he was asking you stuff.
<<elseif $play_dead is 6>>\
You clear your throat.
<<addfriendly 5>>\
<<elseif $play_dead is 7>>\
You clear your throat.
<<addfriendly -5>>\
<</if>>\
You stare at Havard, who looks at you calmly, waiting for an explanation. You glance at Lexia, hovering behind Havard and looking at you waving at you when you look over.
<<if $nonverbal is true>>\
You keep staring. You don't speak, how are you supposed to explan yourself.
In the background, Lexia tilts her head puzzled. Havard observes you. “Right. Let’s do one question at a time then. Just in case. Nod or shake your head.”
Well that could work. You can do that.
"Are you alright?”
You nod.
“Did you fall down?”
Another nod.
“Did you slip or stumble on something?”
You shake your head. Havard considers. Then his eyes focus on your legs. They are shaking a bit.
“Did your legs give out from under you.”
You nod <<if $play_dead is 1>> vigorously. <<elseif $play_dead is 2>> slowly.<<elseif $play_dead is 3>> blankly. <<elseif $play_dead is 4>> shyly.<<elseif $play_dead is 5>> vigorously. <<elseif $play_dead is 6>> calmly. <<elseif $play_dead is 7>>curtly. <<endif>>
“Then Lexia caught you.”
Lexia nods.
“Was anything wrong with you?”
This one you consider a moment. <<if $Lexiareaction != 1 >> You wanted to not be held, so you played dead. Now you are on the soft bed and can see her better. Seeing her fully helps when you don’t have to strain your neck. Feels less like someone grasping at you and trying to hold you down. She is no faceless monster. <<else>> You were fine being held since Havard seemed to trust this Lexia. <</if>> But no, nothing was really “wrong” with you by your stantards anyway.
So, you shake your head.
Lexia looks puzzled. Havard observes you calmly while thinking.
“Then why did…” Lexia starts but goes quiet as you stare at her. She must have realized complicated questions are our since you don’t talk. “Oh right. Sorry.”
"To summarize, you got out of bed and fell down. Then Lexia caught you."
You nod <<if $play_dead is 1>> immediately. There. They got it! <<elseif $play_dead is 2>> hesitantly. You observe their reactions carefully. <<elseif $play_dead is 3>> blankly. No point in denying it. <<elseif $play_dead is 4>> hesitantly. Your cheeks feel hot. <<elseif $play_dead is 5>> vigorously. You had thought it was a good idea at the time! And it worked! <<elseif $play_dead is 6>> calmly. <<elseif $play_dead is 7>>curtly. <<endif>>
<<if $Lexiareaction != 1 >> “You did not like being held? Because you did not know her?” You nod again. Now they have the entire chain of events. <</if>>
<<else>>\
“I am fine. My legs just gave up, after I snuck out of bed because I was not sleepy.” You <<if $play_dead is 1>> announce boldly. <<elseif $play_dead is 2>> say hesitantly. You observe their reactions carefully. <<elseif $play_dead is 3>> say blankly. No point in denying it. <<elseif $play_dead is 4>> say hesitantly. Your cheeks feel hot.<<elseif $play_dead is 5>> announce with no preamble. You had thought it was a good idea at the time! And it worked! Until it did not. <<elseif $play_dead is 6>> say calmly. <<elseif $play_dead is 7>> say curtly. <</if>>
<<endif>>\
Havard looks at you calmly, then looks at Lexia. Lexia looks at Havard and then looks at you. You wait, wondering what they will do to you…
Lexia bursts out laughing. All the tension and worry go out of her, and she beams. Havard sighs, letting out a deep breath. For a moment you are worried, but he smiles at you just like he always does. He even reaches over to help you sit up in bed. It was awkard laying down and staring up at them so this is a good sign.
“While I wish you had simply alerted me that you wished to get up, I am glad you are not hurt.” Havard says, but he is clearly not mad at you.
“Yep.” Lexia agrees. “Good that you were just trying to sneak around a bit.”
You stare at them… They are not going to torture you now? Throw you out? Put you in the void?
They are smiling at you. They just let you worry them, and then they smile at you? They are so weird. Why are they being weird? Should you do something? Say something?
<<set $silent to false>>\
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[[You squirm a bit in place. “I am sorry.” |Chapter 2_8_4][$apologize_for_playing_dead to true]]</div>
<</if>>
<div class="choice-item">[[You squirm a bit in place, but say nothing. You stare at them with wide eyes to express you are sorry. |Chapter 2_8_4][$apologize_for_playing_dead to true, $silent to true]]</div>
<div class="choice-item">[[You stare at them blankly, not really knowing what to do. |Chapter 2_8_4][$character_choice to 'stoic', $silent to true]]</div>
<div class="choice-item">[[You don’t think you did anything wrong so you just watch them warily. |Chapter 2_8_4][$character_choice to 'jaded', $silent to true]]</div>
</div><</nobr>>
/*<<if $Lexia_are_you_fine is true>>\
<<if $nonverbal>>You nod to indicate you are fine. <<else>> "Fine," you say. <</if>> You really are by your measure at least. You are not in the void, No one is carving away at you. Life is good.
"Oh. Good." Lexia smiles at you.
<<else>>\
<</if>>\*/<<set $LexiaMeetingReaction to "play dead">>\
<<if $play_dead is 1>>\
<<addshy -5>><<addcareful -3>>\
You try to sit back up! You will just show them you are fine. Havard stops you, his hands on your shoulders. He gently settles you back down on the bed.
"Please, rest and answer the questions as best you can."
You have little choice but to settle down. You suppose that trying to get back up without an explanation after worrying them is a bit short sighted.
<<elseif $play_dead is 2>>\
<<addinnocence -5>><<addstoic 3>><<addcareful 3>>\
You are not really sure you should tell them. What if they become mean because you do? Still, that look Havard has… He won’t just give up will he. He wants an answer, and seems worried about you.
As much as you feel apprehensive about relealing you were only playing dead, it seems you have to give some kind of an explanation.
<<elseif $play_dead is 3>>\
<<addstoic 5>>
You just stare blankly at him. How are you supposed to explain your thought process? <<if $nonverbal is true>> You don’t even talk.<</if>> For a moment you change to stare at Lexia as a glimmer of light catches your eye. Her armor. She is still hovering behind Havard. Lexia gives you a little wave, one that you don’t return. You just stare blankly. She waves again, and smiles hopefully.... You keep staring. A third wave. What are you supposed to do? She is practically holding her breath, yet you just stay still. Luckily, Havard makes a small coughing sound, so you turn to look at him.
<<elseif $play_dead is 4>>\
<<addshy 5>>\
You fidget a bit in place. His gaze is gentle, and Lexia seems mostly worried, but the entire thing feels so stupid now. It feels silly. You worried them by playing dead and they seem genuinely worried. You fidget a bit more while you consider. It is embarrassing and your face feels hot for some reason. You don't want to tell them. Still, you work up your courage.
<<elseif $play_dead is 5>>\
<<addinnocence 5>><<addstoic -3>><<addoblivious 1>>\
You nod vigorously at Havard multiple times. You would smile at him, but you have discovered your smiles are odd, so you don’t. A flash of light catches your eye, so you tilt your head and stare at Lexia curiously, completely forgetting that Havard asked you several questions. She is so shiny! And that red hair! <<if $HairColor is "red">> It’s like yours! <<else>> It looks like her head is on fire! <</if>> Lexia gives you a little wave behind Havard, one that you contemplate returning. You are supposed to return waves right? She waves again, and smiles hopefully at you. You start raising your hand to wave back but Havard makes a small coughing sound, so you turn to look at him. Right, he was asking you stuff.
<<elseif $play_dead is 6>>\
You clear your throat.
<<addfriendly 5>>\
<<elseif $play_dead is 7>>\
You clear your throat.
<<addfriendly -5>>\
<</if>>\
You stare at Havard, who looks at you calmly, waiting for an explanation.
<<if $nonverbal is true>>\
You keep staring. You don't speak, how are you supposed to explan yourself.
In the background, Lexia tilts her head puzzled. Havard observes you. “Right. Let’s do one question at a time then. Just in case. Nod or shake your head.”
Well that could work. You can do that.
"Are you alright?”
You nod.
“Did you fall down?”
Another nod.
“Did you slip or stumble on something?”
You shake your head. Havard considers. Then his eyes focus on your legs. They are shaking a bit.
“Did your legs give out from under you.”
You nod <<if $play_dead is 1>> vigorously. <<elseif $play_dead is 2>> slowly.<<elseif $play_dead is 3>> blankly. <<elseif $play_dead is 4>> shyly.<<elseif $play_dead is 5>> vigorously. <<elseif $play_dead is 6>> calmly. <<elseif $play_dead is 7>>curtly. <<endif>>
“Then Lexia caught you.”
Lexia nods.
“You went limp in her arms?”
You nod. No use denying it.
“Was anything wrong with you?”
This one you consider a moment. You wanted to not be held, so you played dead. But no, nothing was really “wrong” with you. Not by your stantards anyway.
So, you shake your head.
Lexia looks puzzled. Havard observes you calmly while thinking.
“Then why did…” Lexia starts but goes quiet as you stare at her. She must have realized complicated questions are our since you don’t talk. “Oh right. Sorry.”
“Did you perhaps choose to play dead?” Havard asks softly.
You nod <<if $play_dead is 1>> immediately. There. They got it! <<elseif $play_dead is 2>> hesitantly. You observe their reactions carefully. <<elseif $play_dead is 3>> blankly. No point in denying it. <<elseif $play_dead is 4>> hesitantly. Your cheeks feel hot. <<elseif $play_dead is 5>> vigorously. You had thought it was a good idea at the time! And it worked! <<elseif $play_dead is 6>> calmly. <<elseif $play_dead is 7>>curtly. <<endif>>\
“Because you did not know her?”
You nod again. Now they have the entire chain of events.
<<else>>\
“I am fine. My legs just gave up, and I played dead because I don’t know her.” You <<if $play_dead is 1>> announce boldly. <<elseif $play_dead is 2>> say hesitantly. You observe their reactions carefully. <<elseif $play_dead is 3>> say blankly. No point in denying it. <<elseif $play_dead is 4>> say hesitantly. Your cheeks feel hot.<<elseif $play_dead is 5>> announce with no preamble. You had thought it was a good idea at the time! And it worked! <<elseif $play_dead is 6>> say calmly. <<elseif $play_dead is 7>> say curtly. <</if>> You also point at Lexia with a bandaged finger.
<<endif>>\
Havard looks at you calmly, then looks at Lexia. Lexia looks at Havard and then looks at you. You wait, wondering what they will do to you…
Lexia bursts out laughing. All the tension and worry go out of her, and she beams. Havard sighs, letting out a deep breath. For a moment you are worried, but he smiles at you just like he always does. He even reaches over to help you sit up in bed. It was awkard laying down and staring up at them so this is a good sign.
“While I wish you had simply alerted me that you wished to get up, I am glad you are not hurt.” Havard says, but he is clearly not mad at you. “We were worried something was wrong when you went limp.”
“Yep.” Lexia agrees. “Good that you were just trying to sneak around a bit and then pretending to be dead.”
You stare at them… They are not going to torture you now? Throw you out? Put you in the void?
They are smiling at you. They just let you worry them, and then they smile at you? They are so weird. Why are they being weird? Should you do something? Say something?
<<set $silent to false>>\
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[[You squirm a bit in place. “I am sorry.” |Chapter 2_8_4][$apologize_for_playing_dead to true]]</div>
<</if>>
<div class="choice-item">[[You squirm a bit in place, but say nothing. You stare at them with wide eyes to express you are sorry. |Chapter 2_8_4][$apologize_for_playing_dead to true, $silent to true]]</div>
<div class="choice-item">[[You stare at them blankly, not really knowing what to do. |Chapter 2_8_4][$character_choice to 'stoic', $silent to true]]</div>
<div class="choice-item">[[You don’t think you did anything wrong so you just watch them warily. |Chapter 2_8_4][$character_choice to 'jaded', $silent to true]]</div>
</div><</nobr>>
<<if $apologize_for_playing_dead>>\
<<addshy 5>><<addinnocence 3>><<addHavard 5>><<addLexia 5>>\
<<if $nonverbal is not true and $silent is not true>>\
“Sorry...” You say, mumble really, squirming a bit in place.
Lexia beams at you. “That is so cute! Look at those wide $EyeColor eyes! I bet I can teach you to do puppy dog eyes like no other kid.” Lexia practically coos at you. "You'll be a terror on the kitchen staff."
<<else>>\
“Wow those $EyeColor eyes are huge!” Lexia says. “I bet I can teach you to do puppy dog eyes like no other kid.” Lexia practically coos at you. "You'll be a terror on the kitchen staff."
<</if>>\
You startle a bit. You were trying to say you were sorry! What is a puppy? You have a vague sense that puppies are tiny and adorable. Are puppy dog eyes similar to puppies in cuteness? But what is cuteness? And she said your eyes are big? Is she saying you are tiny and adorable? Is that a good thing or a bad thing? What was that about kitchens? It is confusing! What even are kitchens? Isn't that where food is made? You don't want to scare the food! You just had some nice food for the first time and if it starts running away when your legs don't work, it would be a problem... Does food run away? Your mind is whirling, working at speeds you never thought possible. Unfortunately, you have no way to ponder all these mysteries.
“Lexia.” Havard sounds odd. Not like when he talks to you. Something odd is tinging his voice. Exasperation, your internal sense tells you. “I believe $MCname is trying to communicate that $heshe <<is>> sorry for worrying us.”
<<if $named_by_Havard>>\
Hey! That is you! Havard gave you that name. You have to remember that you are $MCname. You have a name now. It feels important.
<</if>>\
<<if $nonverbal or $silent>>\
Lexia tilts her head. “Really?” She turns to you. “That is so sweet!” She beams at you.
Sweet? Apologizing is sweet? Is that a good thing?
<<else>>\
“Oh right. Sorry kid. You are just too cute.” She coos at you.
She called you cute. Why is she so odd? No one has ever called you that, as far as you remember.... Is cute a good thing?
<</if>>\
<<else>>\
You stare at the two adults <<if $character_choice is 'jaded' >> <<addinnocence -5>> suspiciously. You don’t think you did anything wrong, but they seem to be taking this all too well. You need to be on the lookout for any signs of deceit. <<elseif $character_choice is 'stoic'>> <<addstoic 5>> <<addoblivious 2>> blankly. What are you supposed to do now? You made them worry but are not sure what you should actually do about it. Living outside the void is so hard. How do people know how to act? There are so many situations where you have no idea what to do.<</if>>
<<if $character_choice is 'jaded' >> “Oh look at those squinting eyes. Don’t worry kid, I don’t bite!” <<elseif $character_choice is 'stoic'>> “Oh such an blank face! It is impressive for someone so young! I bet you and Atru could have competitions.” Lexia <</if>> Lexia announces as she stares at you. You turn to stare at her in turn, your gaze leaving Havard for now. This woman is so odd. She beams at you. <<if $character_choice is 'jaded' >> You squint your eyes again. What is her deal? <<elseif $character_choice is 'stoic'>> Your stare is just as blank as before. You have no idea what to make of her. <</if>>
She laughs delightedly. “Ah, such intense staring. Is it my armor? Hair? Well watch this!” She focuses and her hair flares up, glowing red like it was alive.
<<if $HeritageType.includes("elemental")>>\
She is like you! Except she can turn off the glowing!
Lexia beams at you. “Yep. We are similar! Both with elemental heritage.” She winks. “I’ll teach you how to turn off the glowing later. It’s not hard.”
You nod. That could be useful. You don't know if you want to glow all the time but knowing how to not glow is good.
“So cute.”
<<else>>\
<<if $skipped_haircut is true>>\
What is that? Why is her head glowy? That's odd.
Havard clears his throat. “She has some elemental heritage. We can have a little lesson about it later.””
<<set $HeritageCodex to true>><<notify 3s>>New codex entry.<</notify>>\
<<else>>\
<<set $SawLexiaHeritage to true>>\
Wow! That must be her heritage. Havard told you about them earlier. <<if $HeritageType.length > 0>> Like your <<HeritageFeatureList>>. <</if>>
Glowing hair is pretty cool! The glow is reflected from her already shiny armor and amplified. She is super shiny right now! A little too shiny… it’s hurting your eyes a bit.
Lexia turns it down, and beams at you. “Cool right!” She says happily.
You nod, partially in relief and partially to agree with her.
“So cute.”
<</if>><</if>><</if>>\
Lexia is smiling and reaching a hand towards you. Your head specifically. Her gauntlets are gone. When did she take those off? Why is she coming closer?
You have no idea what is happening. Your internal sense tells you she means you no harm, but you still don’t know what is happening. Should you be worried about this?
Before you can react further, Havard’s hand stops Lexia. You stare at him curiously. Were you wrong? Was she going to hurt you? You don't think so...
“What?” Lexia asks Havard, looking confused. Havard in turn looks at you meaningfully. Lexia's gaze follows. Whatever is on your face, makes her falter a bit.
“Oh… right. Sorry. Too used to heatpatting things... people. I mean people. And dogs. Cats. The occasional horse.... A few birds....” She says sheepishly, looking a bit awkward rubbing the back of her head. Then she shakes hear head and slaps her cheeks.
Why did she do that?
“Want a headpat kid?” She asks.
What the is a headpat? Is it literal? How hard is the patting part? Like trying to push your head in? That does not sound nice. Though you have a vague feeling, it not quite so extreme. You glance at Havard.
“It is up to you. I promise it is nothing bad.” He says.
Hmm... nothing bad... but it involves your head and patting. If it is nothing bad, you assume your head does not get pushed in...
<<set $agree_to_headpat to false>>\
<<nobr>><div class="choices">
<div class="choice-item">[[You nod. You agree to this headpat thing.|Chapter 2_8_5][$agree_to_headpat to true]]</div>
<div class="choice-item">[[You shake your head. You don’t agree to this headpat thing.|Chapter 2_8_5]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[[“Ok” you say. You agree to this headpat thing.|Chapter 2_8_5][$agree_to_headpat to true]]</div>
<div class="choice-item">[[“No” you say. You don’t agree to this headpat thing.|Chapter 2_8_5]]</div>
<</if>>
</div><</nobr>>
<div align="center"><h1>Heritage and races</h1></div>\
Wocdes and the city of Firgrat and the continent of Anwol it is located on in particular contain countless races. Long years of friendly relations between races due to close proximity of living together has led to the fact that most people in the region have mixed blood in their lineage, meaning that people of different races had babies together.
There are exceptions, the rare old individuals can be members of a specific race, usually a very long-lived one. Like dragons, elves or kitsune, they all live very long lives. The traits of some races seem to be more common than others and some races do technically strongly persist but only due to the nature of their species. Usually due to any child born to a member of such a race is of the said race as regardless of the other parent. Even so some of the traits of all parents do exhibit themselves in some ways, even if subtle.
<div align="center"><h2>Humans</h2></div>\
"While all races engaged in… close relations resulting in all sorts of combined heritages, humans were among the most prolific. Numerous to begin with, humans have proven to be perhaps the most enthusiastic about the mixed blood that results from unions with more... permanent races. After all, we humans live short lives compared to many races. Some would call humans the race of change - always evolving, and always seeking to move forward. No matter the means..." That last bit sounded a bit bitter. "Still, humans with heritage features, like you, are among the most common. Though whatever humans are still considered human since so many of us have clear heritage features is somewhat of an ongoing debate in some parts of the world. Not so much in Firgrat since there are more of us here than anywhere else." - Havard
Among the most numerous among the people of Wocdes, humans range widely in appearance. Through close relations with other races, they often manifest heritage features. While not inherently as physically strong as orcs or as long-lived as elves, humans are known for their incredible adaptability and tenacity. Their shorter lifespans compared to races like elves and dwarves mean they are driven by a sense of urgency, constantly striving to leave their mark on the world. This sometimes leads to rapid innovation and progress but also to conflict, as they seek resources or land. The Ancients however, have largely culled this instinct, forcing humans to behave within their means and not encroach on their neighbors.
Their cultures can vary greatly between kingdoms or regions. In one area, honor and martial prowess may be prized above all else, with knights, warriors or martial artists ruling the land, while in another, councils or kings might govern society. Humans are highly adaptable, able to incorporate (or steal) elements from the cultures they encounter.
Humans' greatest weakness is often their mortality and impatience. They burn brightly but live relatively short lives compared to some of the elder races. Their pursuit of power and legacy can lead them to make rash decisions or seek shortcuts through forbidden magic or dangerous alliances. However, this same drive makes them formidable foes, as they never shy away from challenges, often striving to push beyond their limitations.
Their strength lies in their flexibility and ambition. They are quick to learn and often overcome their lack of inherent magical or physical superiority through sheer willpower, intellect, and innovation.
<div align="center"><h2>Elves</h2></div>\
"The elves are renowned for their eternal youth, and grace. Usually considered close to nature and have an easier time with magic than most other races." - Havard
Elves are often tall and slender, with an ethereal quality to their appearance. Their skin can range from pale, moonlit tones to warm golden hues or deep, earthy browns, often depending on their environment or magical affinity. They are the very picture of an immortal race; with often described as ageless, with smooth, flawless skin that shows little to no signs of aging until the very end of their long lives when they fall into blessed sleep for centuries or millennia at a time, until they are returned vitalized and renewed. Some elves possess faint luminescence to their skin, especially when in moonlight or starlight, further emphasizing their mystical nature. There are also aquatic elves, that live underwater.
Elves are deeply attuned to magic, and the Eternal Flow. Rarely when new elves are born or those with majority of elven heritage, they are blessed by the Eternal Flow with an innate understanding of the arcane arts. Many elves possess the ability to manipulate the world around them with natural ease though they are often drawn to magic in its purest forms. Such elven magic is highly ritualistic and complex, often taking days, weeks, months or even years to weave complex, elegant enchantments though song and dance.
Beyond magic, elves are renowned for their agility and grace. As an immortal race, they have the time to master any skill they wish, making them exceptional archers, able to hit targets from impossible distances, and their skill with blades and other weapons is legendary. Their movements are fluid, as if they dance through the world rather than walk, and their quick reflexes make them formidable in battle. With heightened senses, a keen eyesight that enables elves to see in low light or even darkness, and sharp hearing that picks up the faintest sounds, only a fool would challenge a true elf.
Very few true elves remain in the Wocdes, and they are elusive, grieving for a past most have now forgotten.
<div align="center"><h2>Fey</h2></div>\
"The fey... are more complicated. Suffice to say, there are a great many types of fey, but a common characteristic is a penchant for mischief and leave it at that." - Havard
The fey are the most diverse of all races in Wocdes. The more benevolent or playful side of the Fey is represented by light fey, known for their beauty, creativity, and love of music and dance, but they can still be tricky and dangerous if crossed. The darker counterpart to the light fey are the dark Fey; chaotic, dangerous and vengeful or so the rumors go. Though not inherently evil, they are known for being crueler and more capricious than their light cousins. Some fey specialize in trickery and mischief, such as pixies, sprites, or gremlins. These fey love to play pranks, sometimes harmless, sometimes dangerous.
The fey follow their own sets of rules, which can be incomprehensible to mortals. Their behavior is often dictated by emotions, seasons, or arcane laws unknown to most. Fey can change their minds or emotions in an instant, making them seem unstable and insane. They may go from being playful and kind to vengeful or malicious without warning. This makes dealing with the fey dangerous, due to their unpredictable nature. Many fey are however bound by ancient, unspoken rules. Fey are magical creatures by their very nature, and their abilities often seem to defy logic.
Fey beings come in a wide range of forms, often mirroring the elements or aspects of nature they are tied to. However, they are typically graceful and otherworldly, radiating an aura that sets them apart from mortal races. They may appear in humanoid form, but many also take on forms that combine human traits with animalistic or elemental features. Some may have wings like butterflies or dragonflies, horns like a deer, or even bodies that shimmer like water or flames. Yet all of this is ephemeral to the fey, their forms often shift depending on their mood, the environment, or the season.
Fey may wear robes of spider silk, gowns woven from flowers, or clothing made of mist and starlight. Others might wear natural armor made of bark, leaves, or stone, depending on the type of fey. Their attire usually reflects the natural forces they are aligned with.
The Fey and Elves are related, though neither race would like to admit it. The playful fey and the dignified elves do not always get along.
<div align="center"><h2>Dragons</h2></div>\
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." - Havard
Dragons come in diverse sizes and colors, and varying degrees of intelligence. Ancient dragons are beings straight out of legend. These beings are both magical and mysterious, both revered and feared. They are possibly the oldest known race in Wocdes, even beating out elves and the fey. Awe-inspiring, ancient, and immensely powerful creatures. The eldest of the dragons are seen as embodiments of primal forces, often connected to nature, elements, or magic itself. They are proud, territorial, and possessive creatures. They value their independence and hate being controlled or subjugated. Dragons are generally solitary creatures, often living in isolated places.
Dragons are famous hoarders of riches and artifacts.
Most dragons are massive, towering over most other creatures. Their bodies are muscular and covered in scales, which shimmer in various colors—ranging from fiery reds, emerald greens, sapphire blues, and onyx blacks to shimmering golds, silvers, or even iridescent hues. These scales are nearly impenetrable, like natural armor, making dragons one of the most resilient creatures in existence. Dragons are incredibly strong and agile despite their size. They can rend through steel with their claws and crush stone with their tails. Their wings enable them to fly at high speeds, giving them a significant advantage over ground-bound foes.
Dragons are known for their mastery over powerful elemental forces. Depending on the type of dragon, they may control fire, ice, lightning, poison, or even the elements of earth or water. The most iconic power of a dragon is its breath weapon; a devastating attack that unleashes their elemental fury, such as a cone of fire, a blast of freezing ice, or a torrent of lightning. Some dragons can also breathe out corrosive acid, deadly gases, or even pure magic.
Magic is also a key aspect of a dragon’s power. Many dragons are ancient spellcasters, capable of casting potent arcane spells or incantations that most mages could not even dream of. Their magic often surpasses even the most powerful magic users of other races, as dragons have all the time in the world, often spanning millennia or even more, to master their craft, only matched by elder elves, demons, fey and kitsune. Dragons are also highly resistant to magic, with some being completely immune to certain types of spells.
Commonly, dragons possess intelligence far surpassing that of most mortals. Exceptions exist, some are more beasts than intelligent creatures. Yet, no matter what, they are often highly cunning, able to outwit and outmaneuver enemies through strategy as much as brute force. They are also often capable of communicating directly with other beings’ minds.
<div align="center"><h2>Beastkin</h2></div>\
"Beastkin is a general term, it does not refer to one specific people but a set of varied tribes. Each tribe takes traits from a specific animal." - Havard
Beastkin are humanoid creatures with distinct animalistic features, blending the characteristics of humans with various beasts. They come in many forms, with traits that mirror the animals they resemble—such as wolves, tigers, foxes, or even reptiles. It is often theorized that beastkins are just humans with multiple heritage features, but this has been hard to prove. Their behavior is often more primal, more akin to their animal counterparts than humans with beastkin heritage. There are also beastkin that are more animal than person, but the lines are blurred.
Beastkin typically possess fur, feathers, scales, or other skin textures depending on their specific type of animal kinship. Some may have sharp claws, tails, horns, or even wings. Their faces often combine human features with animal-like characteristics, such as a snout, elongated ears, or slit-like eyes. Tails are a common feature among Beastkin, particularly those with mammalian ancestry like wolf-beastkin or fox-beastkin. Their tails serve as a tool for balance, communication, and sometimes even combat.
Beastkin culture often revolves around survival, family, and loyalty. They tend to form tight-knit communities, like packs or tribes, where everyone looks out for one another.
<div align="center"><h2>Kitsune</h2></div>\
“You see, kitsune are… fox spirits. Shapeshifting, fox-fire, and several tails up to nine depending on age. They are much more… mystical than most other species. It is hard to know what is true and what is not.” - Havard
Kitsune are mythical fox-spirits known for their intelligence, shape-shifting abilities, and magical prowess. These beings age incredibly slowly, with many living for hundreds and thousands of years. As they grow older, they gain additional tails and more magical power, making them nearly impossible to defeat by mortals. The more tails a Kitsune has, the stronger they are, with nine-tailed Kitsune being the most powerful.
Kitsune are known for being mischievous, playful, and enigmatic. They enjoy tricking humans, sometimes harmlessly for amusement, and other times more maliciously when they feel wronged or insulted. Their tricks can range from playful illusions to elaborate or cruel deceptions. However, they are not inherently malevolent. Kitsune can also be benevolent protectors, especially to those they have grown to care for or those who show them respect. Some Kitsune form deep bonds with mortals. They are particularly fond of those who treat them kindly, and... sufficiently in awe.
Despite their playful nature, Kitsune are incredibly intelligent and cunning. This intelligence can manifest as either a playful wit or a darker, more calculating demeanor, depending on the individual Kitsune.
Loyalty is also a key trait for many Kitsune. Once a Kitsune has made a bond, they can be fiercely loyal to their friends or companions and may act rashly. This loyalty can span lifetimes, as Kitsune outlive many of their mortal friends. Insulting them is a bad idea, as they are fiercely proud. When angered, Kitsune can be dangerous enemies, using their magic and trickery to wreak havoc.
The most famous form of Kitsune magic is the ability to conjure foxfire. This blue or green flame they can manipulate to confuse, guide, or attack others. Challenging an old kitsune to a magic duel is a horrible idea, as kitsune instinctively use their tails to cast magic. Having nine tails and two hands makes elder kitsune among the most prolific creatures in terms of magical output.
<div align="center"><h2>Garuda</h2></div>\
"The garuda are well, bird-people. They have colored feathers, wings in place of arms with dexterous talons to be used as fingers. Usually also a bird’s face with a usually curved beak. There are a few of them around still." - Havard
Garuda are humanoid figures in appearance with the head, wings, and talons of a bird, while the rest of its body is humanoid. Their lives are longer than humans, but they are still mortal. Master's of natural flight, they have integrated well into life at Firgrat.
Garuda are agile and fast but have hollow bones making them susceptible to breaking them. Yet, they more than make up for this with their natural advantages. Their kicks are especially powerful with their taloned legs. The garuda are often described as the people of freedom, with their ability to fly freely. They are humanoid sized and therefore very agile in the air.
There are tales of //the Garuda//, a massive, eagle-like bird thought to be the progenitor of their race.. The Garuda's wingspan is said to stretch wide enough to block the sun. Its feathers shimmer in shades of gold, red, and bronze, giving it a radiant appearance in the light. It is a being of immense strength, speed, and wisdom, and is revered as a protector of the garuda people. Yet, only tales remain now, it has not been seen in a truly long time. /*killed by the void*/
<div align="center"><h2>Demons</h2></div>\
"Hmmm, how to put this. Demons have a horrible reputation. Are thought of as evil by majority of people." Havard scratches his head. "But I am not sure how true it is. You see, there is a demon Ancient, who is never here in Firgrat, but it is still well known. Therefore, I would guess they cannot be all bad." - Havard
Like the fey, demons come in countless forms, demons can vary widely in appearance, motivation, and strength, ranging from mindless beasts to cunning overlords. These otherworldly beings are associated with darkness, chaos, and destruction, though it is unsure if this is universally applicable to their kind. Yet demonic heritage features are fairly common amidst mortals, speaking to their allure for those seeking companionship.
Their forms vary from humanoid to beast-like to shadow or elemental forms. Typically, demons creatures of immense power, wielding abilities that far surpass mortals. Most demons are incredibly difficult to kill. They may regenerate from injuries at supernatural speeds, or their physical forms may be destroyed, but their essence lingers, waiting to be given new form or corrupt the eternal flow. Truly powerful demons are considered immortal, though certain magical weapons may be able to banish or destroy them permanently.
Demons can often be summoned or banished through arcane rituals. Some demons are bound by pacts or contracts, unable to break their word once an agreement is made. This can be a double-edged sword for mortals who attempt to make deals with demons, as the wording of the contract can easily be twisted to the demon’s advantage.
<div align="center"><h2>Dryads</h2></div>\
"Dryads are beings or perhaps spirits of nature. Their bodies, while humanoid often look as if made from wood. They might be made from wood. I admit to not knowing." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one. They like forests and nature, and therefore Firgrat is not an ideal place for them. I also cannot say why your heritage chose to show itself now, but it has." - Havard
Dryads are usually humanoid figures, though their forms often carry elements of their arboreal origin. Many dryads have bark-like skin that resembles the texture and color of the trees they are connected to. Their hair often resembles leaves, flowers, or even cascading vines. The color may change with the seasons, turning vibrant green in spring, golden in autumn, or silver under moonlight. Some dryads' hair blooms with flowers, reflecting the cycle of nature.
As protectors of the forests, dryads possess a range of magical abilities that connect them to nature, allowing them to manipulate plants and animals. Many an unwelcome intruder has found the forest becoming alive around them. Dryads are fiercely protective of their forests. They are generally peaceful and safe to travelers passing by, but they will defend their homes with ferocity when threatened. Those who harm the trees or disrupt the balance of nature may face their wrath and perish by it.
Though powerful, dryads are often shy and reclusive, often avoiding mortal contact. They may hide deep within the woods, only revealing themselves to those they trust or to fellow creatures of nature.
<div align="center"><h2>Elementals</h2></div>\
"Elementals are powerful beings made of an element. Generally, the natural elements like fire, water, earth, metal and so forth. I have head tales of more artificial ones as well." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one, though they are quite secular. I cannot say why your heritage chose to show itself now, but it has. It does not however seem strong enough to manifest any specific element." - Havard
Each type of elemental is typically associated with one of the elements such as earth, air, fire, or water. They often possess powers and traits that reflect their elemental nature, making them powerful and enigmatic entities. Their personalities vary depending on their element, stone elementals tend to be steadfast and patient, while air elementals are often free-spirited and playful.
It has often been speculated that elemental heritage features come from the fey or demons, not actual elementals. The reason for this is simple, true elementals are rarely seen. And their forms make them unsuitable for procreation with most mortals.
<div align="center"><h2>Dwarves</h2></div>\
Dwarves are sturdy, resilient, and industrious beings who excel in craftsmanship and mining with a lifespan in measured in centuries. Known for their strong sense of community and deep connection to the earth, they are often portrayed as proud, honorable, and sometimes stubborn people. Living in mountainous regions or underground cities, dwarves embody the spirit of hard work, loyalty, and tradition.
They typically stand between 4 to 5 feet tall but are incredibly broad and muscular, with a dense build that reflects their physical strength. Their faces often have strong, angular features with broad noses, high cheekbones, and deep-set eyes. They typically wear long beards, which are a source of pride and often decorated with beads, braids, or metal clasps.
Proud and stubborn, resilient and tenacious, merry yet gruff, and fierce beyond all common sense, dwarves are the best friends and the worst enemies to have. They also are more resistant to magic than most races.
<div align="center"><h2>Merfolk</h2></div>
"The merfolk dwell in undersea cities and are often thought of as guardians of the sea. They are rather distinctive as they generally have a humanoid upper body with a lower half resembling a fish or other aquatic creatures." -- Havard
With a humanoid upper body and a lower half resembling a fish or aquatic creature, merfolk are one of the races living underwater. Merfolk often have large and reflective eyes, webbed fingers, face fins or fin-like ears, and gills along their necks or ribcages. Basically, they adapted to living underwater. Their cities on the sea bottom are legendary, though often hidden deep in the oceans. They often have fins, scales, and webbed fingers but their appearances vary greatly though.
Breathing underwater, communicating with sea creatures, and swimming with speed and grace means this race is deadly under water. The merfolk are often portrayed as guardians of the ocean. Their relationship with the world above is complicated, sometimes allies to sailors, sometimes enemies. Pollution, overfishing, or attempting to steal their treasures are all contentious issues with the merfolk and surface dwellers. The merfolk have however developed a bountiful trade with the world above, using seashells, corals, and pearls for trade and decoration.
/*~3500 words*/
/*
Adventurer's Guild:
The Crimson Vanguard
The Wildheart Expedition
Stormrider's Legion
The Gilded Hawks
The Shadowrune Syndicate
Warden's Watch
The Ironclasp Adventurers
The Vanguard of Valour
The Dragon’s Path
The Brave and Bold Collective
Mage's Guild:
The Obsidian Circle
The Arcane Relic Keepers
The Mystical Path
The Nexus of Whispers
The Arcane Tower
The Crystal Scepter
The Moonveil Enclave
The Eldritch Order
The Council of Elements
The Runeweaver Academy
Adventurer's Guild:
The Lion's Ascent
The Horizon Striders
The Emberclaw Brigade
The Drake's Oath
Pathfinder’s Union
The Ironclad Brotherhood
The Serpent's Trail
The Silverfang Company
Blades of the Unseen
The Eternal March
Mage's Guild:
The Arcane Forge
The Celestial Cabal
The Shimmering Spiral
The Starfire Court
The Etherbound Coven
Order of the Astral Eye
The Sapphire Conclave
Council of the Shifting Winds
The Shadowweavers
The Arcanaeum of Secrets
Adventurer's Guild:
The Iron Vanguard
Silverblade Fellowship
Wanderer's Haven
The Bold Expedition
Stormbound Seekers
The Golden Path
Legends of the Wild
The Uncharted Order
The Gryphon's Roost
Emberheart League
Mage's Guild:
Arcane Sanctum
The Obsidian Circle
The Eldritch Conclave
Enclave of the Infinite
The Twilight Veil
The Runeweavers
Mystic Horizon
Order of the Sable Flame
The Crystal Tower
The Veil of Stars*/<<if $agree_to_headpat>>\
Lexia beams. She slowly reaches out her hand, and it settles on the top of your head. You hold your breath, waiting to see what happens....
She gently... pats your head. The soft pressure on the top of the head is tender, making you feel... odd. A bit warm on the inside. Like... she cares about you? Is that what it feels like? Feelings are hard. Like expressions.
The sensation is unexpectedly soothing, a gentle, reassuring touch. Why does it feel so warm?
<<cycle "$cycle">>
<<option "How can you ever go back to not getting headpats. You lean into the touch." >>
<<option "You are not sure you like it.. It's fine? You don't mind but you are not crazy about it.">>
<<option "You don't like it and lean away. Lexia takes no offence.">>
<</cycle>>
<<linkreplace "Lexia observes your reaction.">>\
<<if $cycle is "How can you ever go back to not getting headpats. You lean into the touch.">>\
<<set $MC_headpats to 'like'>>\
Lexia chuckles. "Oh, you like it? Just like the twins."
You nod idly as you focus on the warm feeling, not really listening too much. Lexia keeps patting your head for a good bit.
Such a simple gesture that brings you calm and comfort, as if all tension melts away under the light patting motion.
It is so peaceful and safe. Just sitting here with Lexia patting your head. You could spend an eternity like this.
Finally she stops. You miss the feeling already.
<<elseif $cycle is "You are not sure you like it.. It's fine? You don't mind but you are not crazy about it.">>\
<<set $MC_headpats to 'neutral'>>\
You just sit there, as she pats your head.
Lexia chuckles. "No strong feelings? That's cool. Not everyone needs to be crazy about headpats. The twins love them, or so it turns out."
Really? Is this information you need? You suppose you will meet the twins eventually, so it could be useful information. Though with the state your hands are in and your limited headpat experience, giving good headpats seem unlikely.
She stops patting your head and smiles down at you.
<<elseif $cycle is "You don't like it and lean away. Lexia takes no offence.">>\
<<set $MC_headpats to 'dislike'>>\
"That's fine, kid." Lexia says and smiles at you. "Not everyone likes headpats, but if you want to test again, let me know." She says. "The twins love them, or so it turns out."
Really? Is this information you need? You suppose you will meet the twins eventually, so it could be useful information. Though with the state your hands are in and your limited headpat experience, giving good headpats seem unlikely.
She lets her hand drop to her side, but she smiles at you.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["Now then" she says, and kneels in front of you. |Chapter 2_8_6]]</div>
</div><</nobr>><</linkreplace>>\
<<else>>\
"That's fine, kid." Lexia says and smiles at you. "Not everyone likes headpats, but if you want to try one, let me know." She says. "The twins love them, or so it turns out."
Really? Is this information you need? You suppose you will meet the twins eventually, so it could be useful information. Though with the state your hands are in and your chosen lack of headpat experience, giving good headpats seem unlikely.
She lets her hand drop to her side, but she smiles at you.
<<nobr>><div class="choices">
<div class="choice-item">[["Now then" she says, and kneels in front of you.|Chapter 2_8_6]]</div>
</div><</nobr>>
<</if>>
"I think I forgot in all the excitement to introduce myself properly." She says as she is kneeling down in front of you. Those intense blue eyes meet your $EyeColor ones. Why is she down there? And all serious.
"I am Lexia. I will be... No, I am your Silver Protector. I am Havard's partner. Together we will help you grow up healthy and strong." She says, not an ounce of uncertainty in her voice. This is a statement. A truth.
Help you grown up? Healthy and strong... you glance down at your arms. Is such a thing possible? This could all still be a delusion.
<<nobr>>
<<if $HeritageType.includes("wings")>>Your wings shift a bit behind you, adjusting automatically as you shift uncertainly.<</if>>
<<if $HeritageType.includes("tail")>> Your tail sways a bit behind you, a sign of uncertainy. <</if>>
<<if $HeritageType is 'pointed ears' or $HeritageType.includes("animal ears")>>
<<if $HeritageType.includesAny("pointy ears")>><<set $FeatureIndex to $HeritageType.indexOf("pointy ears")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("animal ears")>><</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature twitch a bit uncertainly.
<</if>>
<<if $HeritageType.includes("sea")>>
<<set $FeatureIndex to $HeritageType.indexOf("sea")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The $Feature on your face are changing colors with your uncertain feelings.
<</if>><</nobr>>You could wake up in the void? Reality could shatter...
<<if $blades_trauma is true>>\
Next to Lexia, Havard nods firmly, agreeing with her. His own hazel eyes are shining with that intense certainty that he sometimes gets. Certainty.
<<else>>\
"You know, that is not actually official yet." Havard says, but it sounds weak. Your internal sense tells you, he is only saying it out of some obligation.
"Nope. Not having any of that. I decided that it will be us, and everyone will just have to deal with that." Lexia states, not even glancing back. Her eyes have not left you. She seems different now, not so awkward. Not so worried.
In this moment, she is certain.
You glance at Havard, and see a small approving smile. His own hazel eyes are shining with that intense certainty that he sometimes gets.
<</if>>\
In that moment, they seem similar. Both so sure, so certain that they can help you grow up.
You stare at Lexia... Your Protector. She... could she really protect you? Is she genuine? Is... is this real? What if the void takes you again? What if the people who took you the first time come back for you? What if more people come for you? Could this shiny woman really protect you? She is wearing armor... That means she is strong right?
<<if $blades_trauma is not true>>\
You glance at the thing on her waist. A sword your mind supplies. Could she use that to protect you? A hand and a half sword, commonly called a longsword. You somehow know this. Why do you know this?
It is a sword that matches her silver armor. Simple engraving of something on the cross guard. A pommel with some decorative grooves in it.
Why do you know so much about swords? No, you cannot focus on this right now. Your mind knows weird things, but the present is more important.
<</if>>
<<set $LexiaOath to 0>>\
<<nobr>><div class="choices">
<<if $trustHavardC2 is true and $blades_trauma is true>>
<div class="choice-item">[[Havard said she would protect you, so she must be able to. You just nod. |Chapter 2_8_7][$LexiaOath to $LexiaOath +1]]</div>
<</if>>
<div class="choice-item">[[There is no way she can protect you, but it is no point in saying so. You just nod.|Chapter 2_8_7][$LexiaOath to $LexiaOath +2]]</div>
<div class="choice-item">[[She says she can protect you, so she must be able to. You nod.|Chapter 2_8_7][$LexiaOath to $LexiaOath +3]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["Can you protect me from the bad people?" you ask in a hushed whisper, afraid of voicing this most inner fear.|Chapter 2_8_7][$LexiaOath to $LexiaOath +4]]</div>
<div class="choice-item">[[“Can you really?” You ask bluntly, skeptical. |Chapter 2_8_7][$LexiaOath to $LexiaOath +5]]</div>
<</if>>
</div><</nobr>>
<<if $LexiaOath is 1>>\
<<addtrust 5>><<addinnocence 2>><<addLexia 5>><<addHavard 5>>\
You glance at Havard for assurance. He nods and smiles softly at you. That smile gives you courage.
You nod at Lexia.
Lexia smiles at you. Not the beaming grin she seems to do often but a much softer smile.
<<elseif $LexiaOath is 2>>\
<<addtrust -2>><<addinnocence -5>><<addLexia -2>><<addHavard -2>>\
You don't think she can protect you, or maybe she does not even want to. But there is no need to tell her that, who knows what she would do to you.
So you nod at her. Just like that, you nod.
Lexia smiles at you. Not the beaming grin she seems to do often but a much softer, more knowing smile. You think she knows you don't believe her, but she is still smiling. Certain.
<<elseif $LexiaOath is 3>>\
<<addtrust 2>><<addinnocence 5>><<addLexia 5>><<addHavard 5>>\
She says she can protect you, and you believe her.
So you nod at her.
Lexia smiles at you. Not the beaming grin she seems to do often but a much softer smile that makes you believe you made the right choice.
<<elseif $LexiaOath is 4>>\
<<addtrust -1>><<addinnocence 3>><<addshy 3>><<addLexia -5>><<addHavard -5>>\
Something scary flashes in Lexia's eyes, but it is gone too quick for you to react. You would have scurried back from her, yet you don't think that was directed at you. It was so fast, and you feel as if was about something other than you. The bad people?
"Yes." She says, her voice steel. Unyielding and certain. Then Lexia smiles at you. Not the beaming grin she seems to do often but a much softer smile. A knowing smile that makes you want to believe her.
<<elseif $LexiaOath is 5>>\
<<addtrust -1>><<addinnocence -3>><<addshy -3>><<addfriendly -5>><<addLexia -5>><<addHavard -5>>\
Lexia smiles at you. Not the beaming grin she seems to do often but a much softer smile.
"Yes. I can protect you." She says softly.
<</if>>\
"I swear it. I will protect you or die trying."
Your eyes widen a bit at that. <<nobr>>
<<if $HeritageType.includes("wings")>>Your wings unfold behind you in suprise.<</if>>
<<if $HeritageType.includes("tail")>> Your tail wraps itself around your own waist as if ofering a way to ground yourself. <</if>>
<<if $HeritageType is 'pointed ears' or $HeritageType.includes("animal ears")>>
<<if $HeritageType.includesAny("pointy ears")>><<set $FeatureIndex to $HeritageType.indexOf("pointy ears")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("animal ears")>><</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature twitch a bit uncertainly.
<</if>>
<<if $HeritageType.includes("sea")>>
<<set $FeatureIndex to $HeritageType.indexOf("sea")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The $Feature on your face are changing colors with your suprise.
<</if>><</nobr>> She… does she really mean that? Why would she say such a thing?
"Lexia, that is too much." Havard says. You startle a bit. He was so silent while Lexia was talking to you. "Do not make such oaths to a child." He says firmly. "We do this the official way." He kneels before you too.
"Sorry, Havard." Lexia says. She looks a bit sheepish... She said too much, your internal sense tells you. She was not supposed to tell you she would die trying to protect you. That's... scary. Why would she do that? What? She is so confusing!
"Now then. Properly. Lexia, you may start." Havard says and your gaze is drawn to the two kneeling adults in front of you.
Here you are, sitting on your bed, in your room. Two adults are kneeling in front of you. It feels surreal. This has to be some delusion, right? Yet, Lexia goes on cathing your attention with a wave of her hand.
Her blue eyes meet your $EyeColor ones directly.
"I am Lexia, A Silver Protector of Firgrat. I swear to guide and protect you from this moment onwards. To protect this orphanage, that is to be your home that you may always feel welcome and safe." she says her voice clear and loud. No hesitation. No doubt.
Before you can process this, Havard takes over, his hazel eyes boring into your.
"I am Havard, the First Custodian of Firgrat Orphanage. I swear to guide, love, and cherish you from this moment onwards. To provide you a home and family in this orphanage, that you always feel loved and wanted.” His voice is just as clear as hers. Just as powerful, even if not as loud. No hesitation. No doubt.
Your mind is reeling... Too much. It is too much. Your damaged mind can't process all of this... What? Why? How can they say all that? What if it's not real? What if they are wrong? What if they are lying? What... what...
What is that?
Your gaze snaps into the air.
A light dances in the air around the three of you. Then another light. And another. They were not all the same, they all took different shapes, and different colors. Things you did not know. As more lights joined the dance, the air seemed to shimmer with magic until streams and rivers of light ran though your room. Still those original lights were distinct from the rest. Bigger, brighter.
Havard and Lexia still knelt but they too looked at the lights surrounding you. Dancing around you. The rivers of light swirl and dance around the brighter lights that had started this all. Such a wonderous sight.
The lights circle closer, their movements becoming deliberate, as if guided by an unseen force. With increasing speed and precision, they fly about the three of you, creating arcs and trails of vibrant color in the air around you. Whites, blues, violets, reds, yellows, countless colors and shades.
Slowly, their chaotic flight formed into patterns, curves and lines connecting in the air. A feeling of being watched came upon you. As if several pairs of eyes could suddenly see you. The air in the room changed... not suffocating but encompassing. As if you are in some secret magical space.
You feel... safe. The eyes, they were not cruel, nor judging. They were curious... and kind. Approving.
The glowing lights align, spinning gracefully into a unified shape and color. A symbol made of white and black light that floated towards the floor. You are too busy watching it to realize it is coming right towards you three.
<<if $likes_cloak>>\
The same confusing symbol that is on the back of your cloak. The symbol of the Ancients.
<<else>>\
A vaguely familiar symbol, as if you have seen it before.
<</if>>\
A circle with several more circles inside it, intersecting in a confusing manner. You realize only now that the light is almost touchig your head. There is no time to dodge. Three brighter circles stand out inside the symbol, as it passes through the three of you to settle on the floor. You glance down and realize that you, Havard and Lexia have each been located in such a brighter circle.
@@.emboss;"A word is given, an oath witnessed and sealed. From this moment forth, so shall it be."@@ The voices echo around you, coming from everywhere and nowhere. For a moment, there is nothing but the voices. Words that even the world must obey. Several voices speaking at once, yet you could make out one much clearer than the others.
You knew that voice. That sound of hope. So soothing, calm and clear. //Something.// Your savior. The Ancient Sheo just bore witness to the oaths Lexia and Havard swore to you. And he was not alone.
The symbol flashes and turns into streams of light again. They twirl around you three, before disappearing from sight, fading while you watch them.
The room is silent. You dare not breathe... Your mind feels blank.
The two adults still kneel in front of you. Their eyes are wide.
The silence shatters, as Lexia draws in a deep breath.
"What the fuck was that?!" She says loudly looking about.
"Lexia! No swearing in front of $MCname." Havard says, slightly unsteadily.
<<nobr>><div class="choices">
<div class="choice-item">[[The End of Chapter 2.|Interlude Nylora fadein]]</div>
</div><</nobr>>
<<fadein 2s>><span class="text">
<div align='center' style='font-size: 250%;'>\
<font face='fancy'>''Chapter 3 -- The World Outside'' </font>\
</div>
</span><</fadein>>
<<timed 4s t8n>><span class="game-start-timed">
Click anywhere to continue...
</span><</timed>>
<<cont>><<goto 'Chapter 3_0'>><</cont>><h1>Chapter 3 -- The World Outside</h1>\
<h2> Your POV</h2>\
<<set $chapter = 'Chapter 3'>>\
The world feels odd at this moment. Overwhelming. The oaths Havard and Lexia said to you were overwhelming. They promised you too much… it cannot be real. They are crazy, and you are the broken one. How can they just say those things… but then it happened. Magic. Real magic. Wonderful, beautiful magic, that makes everything realer somehow. Makes it all less overwhelming because you don’t feel so trapped inside your own head. Because you just saw magic. Real magic! And heard the voices of the Ancients! That was what it had to be! //Something// is an Ancient, Havard said so! Why were they doing magic things around you? Havard said the Ancients were super important, why would they care about you… but //something// did save you from the void. What are you supposed to think?
Why would they be interested in what Havard and Lexia said to you? They did say all those things… about guiding, protecting and cherishing you… Why would they do that? How could they do that? What even is love? You are not sure. But Havard said he would cherish you… Can they really do all those amazing things they said they would? Can you trust them? Their words?
<<if $hope_for_hands is 1>>\
Earlier, you chose to have hope. Hope that your hand could maybe still be something. Should you now have hope that Havard and Lexia mean what they say?
<<elseif $hope_for_hands is 2>>\
Earlier, you chose to not hope for too much. Decided it was too painful to hope your hands could still be something other than ruined and broken. Should you now have not have hope in Havard and Lexia?
<</if>>\
Admittedly, you only met Lexia a short while ago. She stopped you from falling, and <<if $agree_to_headpat>> patted your head. <<if $MC_headpats is 'like'>> The headpat was nice… you want more of them. <<elseif $MC_headpats is 'neutral'>> The headpat was sort of meh. You could take or leave getting more. <<else>> You did not much care for the headpat, but at least you tried it. And Lexia did not take it badly when you pulled away. <</if>><<else>> offered to pat your head, which you refused. Who knows how hard the patting would have been. You like your head outside of your body, thank you very much!<</if>> She was also not mad at you for <<if $LexiaMeetingReaction is "play dead">> playing dead <<else>> trying to sneak about. <</if>> That should be worth something, right?
Then there is Havard. Havard who is the person who you know best in this world. Of course, not because you know him well, but because you know no one in this world. You might know more about him than you do yourself… Debatable but still. Such is the state of your affairs. <<if $trustHavardC1 is true and $trustHavardC2 is true>>You have also decided to trust Havard from the beginning. Having hope in someone you trust is good, or so you think. <<elseif $trustHavardC1 is false and $trustHavardC2 is true>> You have also decided to trust Havard because he brought you porridge and answered your questions. Having hope in someone you trust is good, or so you think. Still it is hard... can you really and truly put your hope in someone, anyone?<<elseif $trustHavardC1 is true and $trustHavardC2 is false>> You trusted Havard at first, but he lost you somewhere when he fed you that porridge. Can you really put your hope in someone you don’t trust? Could you really put your hope in someone, anyone?<<else>> You don’t trust Havard, and never have. Can you really put your hope in someone you don’t trust? Could you really put your hope in someone, anyone?<</if>> The past would say no... but your internal sense seems to think Havard and Lexia are not trying to trick you or harm you. But there are others here, in this orphanage, aren't there? What about all of them? What about all the people in the city that Havard says this oprhanage is located? Cities have tons and tons of people...
<<if $trust gte 10>>\
Still, you have been pretty trustting so far, and it has worked out pretty well.
<<set $hidden_coping_vis to true>><<notify 3s>>A hidden stat has been revealed. You have been fairly trusting during your stay so far.<</notify>>\
<<else>>\
You have not been pretty trustting so far, and it has worked out pretty well.
<<set $hidden_coping_vis to true>><<notify 3s>>A hidden stat has been revealed.You have not been very trusting during your stay so far.<</notify>>\
<</if>>\
Your attention is pulled to the two adults, that are now standing up. They seem to be talking about something. But the way they are talking is not the same as usual… why? What are they even talking about? What is swearing? You have a vague idea swearing is not allowed… but what it is?
“Oh, come on Havard! That was worthy of swearing!” Lexia snipes back at Havard. “That was the fucking Ancients, for some reason witnessing our oaths!” She paces back and forth. “I was not told this was a fucking thing!”
You observe them. She seems… agitated? Afraid? Surprised? There are many things going on there, even your internal sense has difficulty keeping up. What is that word Lexia keeps using? “Fucking Ancients”? What does that mean? Your internal sense tell thinks you are too young to know… Why does your vague sense of the world get to decide! Why is it fine to know what “gauntlets” are, yet not what a random word means? Your mind is so confusing! Assuming this sense thing even is a part of you... that is a scary thought. And it does not even matter. You almost sigh, but that would probably draw attention to you, so you don’t. There is nothing you can do about your brain after all. Best to move on. Still, you stash the word in your mind for later. <<if $nonverbal>> Even if you don’t talk, it could be useful. <<else>> New words could be useful. <</if>>
“Lexia! No swearing.” Havard says again, much calmer than before. He seems to be collecting himself, though he looks pale. It seems he was not expecting all that to happen either.
Lexia looks quite baffled. “The fuc…” She glances at you. “The freaking Ancients, Havard. I know we interact with them more than most, but them just randomly popping up… I almost shat in my armor!” She says and shivers a bit.
Havard sighs. “Lexia, please.” He looks at you meaningfully. “No vulgarity in front of $MCname.”
You meanwhile wonder what that means? “Shat in her armor?” Your internal sense tells you it’s better for now you don’t know this one either, and just tells you it means she was very surprised. Stupid internal sense hiding things from you. At least the lights were pretty! And //something// is not scary… you think. Probably. But it was surprising, hearing all the voices. The way they seemed to come from everywhere and nowhere. Though hearing //something//, again was odd… His voice did not bring back memories of the void. The opposite in fact. That voice feels realer than the void right now. All the voices do. //Something//, you mean this Lord Sheo… It does not feel right to call him that. What even is a lord? Something important? You think so, but it is hard to remember. You know what Havard can call him that. //Something// is really old, so he has to be a grandpa. That makes sense, even to your confused mind. Strangely your internal sense seems to object, but it keeps hiding things from you, so you ignore it! Hearing //grandpa// Sheo’s voice again, makes everything feel more real. Like the void is more distant now.
Lexia looks at you too. Her gaze softens from the surprise and panic. Then her face changes, a twinkle appears in her eye. A smirk on her lips.
“I meant to say, I nearly self-defecated?” Lexia says with a tilt of her head, a sly grin on her face and looks at Havard straight in the eye. /*He looks at her oddly in return, almost warningly. “Discharged my bowels? Unburdened my guts? Took a dump in my trousers? “*/
Harvard stares at her with such an unimpressed expression, you feel a little bad for her.
“Come on! That one was funny!” Lexia says throwing her hands up in the air, and making a weird expression, pushing her lips outward in a sulky.
“Pouting will get you nowhere.” Havard said evenly. Sternly. Lexia just grinned at him, and he sighed again. “Just get the rest over with.” Havard said, sounding resigned.
You are very confused, but that has been pretty much your main state since getting to this orphanage. What does she mean?
“Peed my pants?” Lexia says. Is she asking you? At least you know what peeing is, but what does it have to do with being suprised? Is that what shel meant the whole time? <<if not $nonverbal >> Maybe you should confirm.<</if>>
“Are you done.” Havard sounds tired. Though he is no longer so pale.
“It was nearly and out of pants situation?” Lexia offers, thinking hard.
Havard stares at her. “I worry about you.” Havard tells her.
“Aah, that is to sweet! But oh boy, that lightshow sure was surprising, I almost could not avoid an emergency leak.” She grins at Havard, and glances at you. You are so confused.
“Do you intend to teach $MCname every possible crude and roundabout way to say you were surprised?” Havard asks, sounding resigned. “Because I do believe that we have other things to do.”
Why does being surprised have something to do with peeing, and whatever all of that stuff means?
“Nah, I think I am all tapped out.” Lexia says. “Hard to come up with more.”
“Thank the Eternal Flow for that.” Havard says.
Now he is using words you don’t understand! What is all of this about? Adults... or possibly people in general are so confusing.
And Lexia holds her mouth. A sound escapes her. A gleeful sound. “Eternal Flow…. sort of like when the voices appeared, I had the urge to let some of my eternal flow leak out.“ She looks so proud of herself.
“Lexia! Could you stop, $MCname does not need to hear all of this!.... And neither do I!”
“$capitalheshe <<does>> not need to, but it’s funny! And $MCname should hear some good ones, you know, who knows when a good pun or wordplay could come in handy. You know, to impress the other kids!” Lexia shoots back.
“Impress the other kids! What are you trying to teach our charge! And some of those weren't even good!”
They start talking over each other… You stare, still sitting in your bed. What are they doing? You should probably do something. This could go on for a while or so your internal sense tells you. They are being weird again! Differently weird from before, but still weird. You should do something to make them not be weird! <<if $nonverbal is not true>> There were several things you could ask about... or do something else.<</if>>
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[["What does 'the fucking Ancients'" mean you ask, tilting your head. |Chapter 3_1_fucking]]</div>
<div class="choice-item">[["What is 'the Eternal Flow'" you ask, tilting your head. |Chapter 3_1_flow]]</div>
<div class="choice-item">[[“What does peeing have to do with being surprised?” you ask, tilting your head.|Chapter 3_1_peeing]]</div>
<div class="choice-item">[[You sit quietly, observing the two. You think about all the things Lexia said. Then decide on one to say. “Fuck.” You say blankly. |Chapter 3_1_fuck]]</div>
<</if>>
<<if $HeritaType.includes("wings")>>
<div class="choice-item">[[You spread your wings and flap them. |Chapter 3_1_wings]]</div>
<</if>>
<<if $HeritaType.includes("tail")>>
<div class="choice-item">[[You smack the bed as hard as you can with your tail. |Chapter 3_1_tail]]</div>
<</if>>
<div class="choice-item">[[You don’t like this. But you are not sure how to stop it, so you shuffle shyly in place, and hope they notice. |Chapter 3_1_shuffle]]</div>
<div class="choice-item">[[Surely your legs are fine now. You try to stand up. |Chapter 3_1_standing]]</div>
</div><</nobr>>
<<addfriendly -5>><<addshy -3>>\
“What does ‘fucking Ancients’ mean?” you ask. It is a blunt but innocent question.
Both Lexia and Havard freeze in the middle of an argument about “profanity”. Havard glances… no, glares at Lexia who becomes very awkward, and looks apologetically towards Havard. Is she fidgeting? Her eyes are now darting about as if searching for an escape.
Oh… maybe your inner sense was correct, and this is not something you need to know. You have never seen Havard make that look. It’s like he is saying “See what you did” when he looks at Lexia. It’s almost an angry look. Not quite though, it’s just… exasperated.
Yet, when he looks at you, he smiles just as he always does.
“It’s a bad word and you should not use it.” He tells you calmly. It is?
“Aren’t the Ancients nice?” You ask confused.
“I mean the first word. It's... a word people use when they are angry or frustrated. But it's not a nice word. It is a word you should not repeat." He comes closer and kneels in front of the bed.
You are very confused. Aren’t words just… sounds? Luckily you can just ask one. “How can words be bad?“ You ask, genuinely puzzled.
Havard does not falter. “Some words can simply mean bad things. Some words can be mean or make people feel uncomfortable. Often, however, it is not the words themselves but rather how they are used.” Havard considers for a bit whole you wonder if you know any bad or mean words... Maybe “void” or… “cycle”. Those seem the worst words you know. They do make you feel uncomfortable! Is that what Havard means… Lexia fidgets in the background.
“In this case, Lexia used a bad word to emphasize that the Ancients rarely appear in person.” Havard finally says. “She was surprised and therefore used a word she should not have. Didn’t she?”
Havard looks back at Lexia, who nods vigorously.
“Yes. Havard is absolutely right. No need to for you to pick up my bad habits.” She says, sounding very amiable. “Please don’t repeat bad words to anyone. Especially to the twins!” Lexia looked panicked about that… “You know… when you meet them...” Was she afraid of something…
You turned to look at Havard who was looking at Lexia with a raised eyebrow. When he noticed your gaze, he once again smiled at you.
“You heard her. She does not want you to repeat bad words either.”
You think you get it. Some words, whatever they are, are bad.
<<if $nonverbal>>\
Slowly you nod. You have no idea what words are actually bad but that hardly matters, you don’t even talk.
<<else>>\
“Ok.” You say. You have no idea what words are actually bad but that hardly matters. You will figure it out eventually.”
<</if>>\
“Good.” Havard smiles at you.
“Thanks kid!” Lexia beams.
Why do both Havard and Lexia smile so much? They are such an odd pair... or you think they are? You might not be an expert of being odd, you might not even be a person.
Havard lifts his gaze from looking you over.
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>>
<<addfriendly 5>>\
“What is “the Eternal Flow”” you ask, tilting your head. It is not much, but it works.
Havard and Lexia stop an argument about “profanity” and peer at you. Havard coughs and straightens his robes, while Lexia rubs the back of her head.
“Well, the Eternal Flow refers to the flow of mana, the raw energy used for magic, in Wocdes.” Havard says. “It is the source of all life, and all magic.”
Wow…. that sounds cool! Wait… you just saw a bunch of rivers made of light fill your room…
“Those lights…” You start. Both Havard and Lexia nod.
“When enough magic is used, the Flows become visible in this realm. I have seen it happen only a few times, and always one of the Ancients is involved. Which is why their voices and such powerful magic to witness us was quite surprising when we swore our oaths.”
Right… the oaths… Your mind wanders back into the oaths they swore. Your internal sense knows about oaths… Oaths seem scary, because how can you know? Havard and Lexia seemed so sure that they could keep their words? Promising all those things to you… How can they know?
Havard notices your change in demeanor and comes over to kneel in front of you again.
“You are worried. Do not be.
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>><<addshy -3>><<addfriendly -2>>\
“What does peeing have to do with being surprised?” you ask, tilting your head.
Both Lexia and Havard freeze in the middle of an argument about “profanity”. Whatever that is. Havard glances at Lexia with some reproach, but she just grins at him. It’s not a very stern glance that Havard gives her after all.
“That is a good question!” Lexia beams at you. “Havard, do tell us!” She smiles brightly at Havard. But she is the one who said it! Why does she need Havard to tell her? She is so confusing. You focus on Havard.
The look that Havard gives Lexia is not very fond right now, or so your internal sense tells you. Yet, when he looks at you, he smiles just as he always does.
“Sometimes when people get surprised” He considers. “Or scared, their bodies automatically do things like pee” He closes his eyes, and you think Lexia is making an odd sound against her hand. “Or even poop.” Havard says and looks at you pointedly ignoring Lexia giggling.
“Oh, you went there on your own! I was totally going to ask that!” She is breathing heavily and making an odd high-pitched sound with a quick rhythm… giggling? It might be called giggling. Havard pointedly ignored her.
“It is not a voluntary reaction. It is something akin to… dropping something when surprised. It just happens, though it does not happen all the time. Only when you are really surprised. Do you understand?”
You think hard. That was weird. Just weird. You don’t want to pee or poo yourself! You did both enough in the void! At the start anyway. It got hard to keep track after a while. You have clothes now. A bed! A room! You don’t want to get them dirty so soon!
Havard notices your change in demeanor and comes over to kneel in front of you again.
"Hey, it's allright. You are safe here."
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>>
<<addstoic -5>><<addshy -3>>\
<<FeatureIndex "wings">>\
Your $Feature unfolds behind you on the bed. You focus as best you can and flap your wings as hard as you can.
Flap.
Flap.
Flap.
It's exhausting. You manage all of three flaps. Then you have to rest, and slump down on the bed.
Disappointingly, you did not rise into the air. Damn… Still, it works as intended. Both Havard and Lexia stop arguiong about what Havard is calling "profanity in front of children" and spin to look at you. The breeze your flaps created ruffles their hair, both black and red.
Lexia beams. “Thanks! A nice breeze.” She says. “And cool $Feature! Did you always have them?”
You stare at Lexia… <<if $nonverbal>> You shake your head. <<else>> “No.” You say. <</if>>
“They sort of just grew earlier after the haircut.” Havard says. He is already by your side, to check on you. “Apologies. We got a little carried away. Are you all right?”
<<if $nonverbal>> You nod. <<else>> “Yes.” <</if>> At least there is nothing new wrong with you.
“Just grew?” Lexia asks. “Like appeared all of a sudden?”
<<if $nonverbal>> You nod. <<else>> “Yes.” <</if>> It seems you are mimicking yourself.
“All right then.” Lexia says. "Still, good job on the flapping." She smiles.
"Indeed." Havard says and smiles softly but keeps looking you over. "Your wings at least, seem to be doing very well. You just get tired quickly, but that will get easier in time."
That's good, you only managed three flaps before you had to stop. It will be nice when you can do more... lilke fly! But small victories are still victories, and your life can certaintly use them. You nod at Havard, who lifts his gaze from looking you over and smiles.
Why do both Havard and Lexia smile so much? They are such an odd pair... or you think they are? You might not be an expert of being odd, you might not even be a person.
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>><<addshy 5>><<addstoic 2>>\
You shuffle awkwardly in place on the bed, moving uneasily from side to side. Why are they talking to each other like that. You don’t like it…. arguing. You think it is called arguing with each other. But what can you do… you are just you.
Lexia and Havard argue about “profanity”.
<<if $HeritageType.inlcudesAny("pointy ears", "animal ears")>>\
You can feel your $HeritageFeature twitch as you shuffle. You can hear through the window, the sounds outside even as Lexia and Havard argue about “profanity”. Whatever that is. Still the movement attracts their attention.
<<elseif $HeritageType.includes("horns")>>\
You can feel your $HeritageType on top of your head. Odd how you never noticed before. Still the movement attracts Havard and Lexia’s attentions to you. They stop arguing about “profanity”, whatever that is. Perhaps it was the shadow of your horns moving.
<<elseif $HeritageType "elemental">>\
Your $HeritageFeature creates a light source in the room, and shadows are cast on the floor from both Lexia and Havard. Your shifting causes the shadows in the room to flicker and attracts their attention. They stop arguing about “profanity”, whatever that is.
<<elseif $HeritageType is "feathers" or $HeritageType is "nature features">>\
Your $HairLength $HairColor $HeritageFeature whips a bit around your head you as you shuffle. Some of the <<if $HeritageType is "feathers">> feathers <<elseif $HeritageFeature is "flowery hair">> flowers <<else>> vines <</if>> from your hair drop to the ground at your movement.
It is not much, but Havard and Lexia stop arguing about “profanity”, whatever that is, and look down at the fallen piece of your hair.
<<elseif $HeritageType is "scales">>\
Some light from the window hits the $HeritageFeature on your face as you shuffle. The movement of the light causes Lexia and Havard to stop arguing about “profanity”, whatever that is.
<</if>>\
<<nobr>>
Lexia and Havard argue about “profanity”. You need to make them stop... catch their attention somehow... But how?
<<if $HeritageType.includes("wings")>>
<<FeatureIndex "wings">>
Your wings, shift a bit uncertainly behind you, but that is not helping.
<</if>>
<<if $HeritageType.includes("tail")>>
<<FeatureIndex "tail">>
Your $Feature is swaying slightly behind you.
<</if>>
<<if $HeritageType.includes("horns")>>
<<FeatureIndex "horns">>
You can feel your $Type on top of your head. Odd how you never noticed before.
<</if>>
<<if $HeritageType.includes("eyes")>>
<<FeatureIndex "eyes">>
You doubt your $Feature are of much help here.
<</if>>
<<if $HeritageType is 'pointed ears' or $HeritageType.includes("animal ears")>>
<<if $HeritageType.includesAny("pointy ears")>><<FeatureIndex "pointy ears">><<else>><<FeatureIndex "animal ears">><</if>>\
You can feel your $Feature twitch as you shuffle. You can hear through the window, the sounds outside even as Lexia and Havard argue.
<</if>>
<<if $HeritageType.includes("scales")>>
<<FeatureIndex "scales">>
Some light from the window hits the $Feature on your face as you shuffle. Some of it reflects back on the floor of the room.
<</if>>
<<if $HeritageType.includesAny("nature features", "feathers")>>
<<if $HeritageType.includesAny("feathers")>>
<<FeatureIndex "feathers">>
<<else>>
<<FeatureIndex "nature features">>
<</if>>
Your $HairLength $HairColor $Feature moves a bit around your head you as you shuffle. Some of the <<if $HeritageType.includes("feathers")>> feathers <<elseif $HeritageFeature.includes("flowery hair")>> flowers <<else>> vines <</if>> from your hair drop to the ground at your movement.
<</if>>
<<if $HeritageType.includes( "elemental")>>
<<FeatureIndex "elemental">>
Your $HeritageFeature creates a light source in the room, and shadows are cast on the floor from both Lexia and Havard. Your shifting causes the shadows in the room to flicker..
<<if $HeritageType.includes("sea")>>\
<<FeatureIndex "sea">>
The $Feature on your face are very eye-catching, you feel them twich a bit as you observe the two adults.
<</if>>\
<</nobr>>
“Aah. Apologies. We seem to have let our disagreement to get the better of us.” Havard says and straightens his robes.
“Yeah. Sorry kid. We sort of started bickering a bit but nothing to worry about.” Lexia agrees and rub her the back of her head.
“Indeed, please do not be worried.” Havard says observing your shuffling. Is your face doing things again?
Havard smiles at you just like he always does and comes to kneel in front of you.
“People bicker, and bickering is not usually a serious matter. It is normal and you do not need to worry about it. The Ancients surprised us all with that lightshow.” His voice is calm and soft, just like normal. “And when people are surprised, they tend to react.”
You stare at Havard and then Lexia. Then Havard. So… it was not serious? They don’t hate each other now? They don’t seem to… Maybe it was all right then. Bickering… that seems like a concept you should try and remember.
People are confusing. Life is complicated outside the void…
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>>
<<addshy -3>><<addstoic -5>>\
You slide off the bed and plan to go over to the two adults! Your legs are probably fine now! You want to hear more about this “profanity” thing
As soon as your legs hit the floor, your legs give out and you fall again. Before you can really process it, you are being held up… again.
That is rather disappointing.
“Kid… you really should not try to walk right now.” Lexia says, having caught you. “It was just a bit ago you fell the first time.”
Well… she might have a point. Not that you would admit that.
<<if $HeritageType is "pointy ears" or $HeritageType is "animal ears">>\
Your $HeritageFeature twitch as you adjust in her gentle grip.
<<elseif $HeritageType is "horns">>\
You can feel your $HeritageType on top of your head. They cast a shadow on to the floor that you can clearly see now staring down there.
<<elseif $HeritageType is "elemental">>\
Your $HeritageFeature shines light that is reflected from her armor. It is a little uncomfortable this close to her. The light is bright. She is so shiny.
<<elseif $HeritageType is "feathers" or $HeritageType is "nature features">>\
Some of the <<if $HeritageType is "feathers">> feathers <<elseif $HeritageFeature is "flowery hair">> flowers <<else>> vines <</if>> from your hair drop to the ground while you watch the floor for a bit.
<</if>>\
Then Havard is in front of you, looking worried about you.
Lexia deposits you back on the bed, and Havard kneel in front of you to inspect you.
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>><<if ndef $trustHavardC3>>\
<<set $trustHavardC3 to false>>\
<</if>>\
<<if ndef $trustLexiaC3>>\
<<set $trustLexiaC3 to false>>\
<</if>>\
“Now then, we need to talk.” Havard says and looks at you.
You do? <<if $nonverbal>> You don’t really talk though. Surely, he knows that by now. <<else>> What have you all been doing so far if not talking?<</if>>
“Your legs.” Havard says. “We still have not addressed the fact that your legs gave out.”
Oh… that is true. The oaths and stuff got in the way, but is there really much to talk about? Your legs gave out, but why does that matter? It’s annoying but things break. Like you. You can just add your legs to the pile... Though you hope this is not permanent. Not having legs sounds inconvinient. <<if $HeritageFeature.includes("wings")>> At least until you learn to fly. <</if>>
“Now, I will take a look, but I am no healer. If needed, we will call for one. There are a few among the Custodians and Protectors but... well it is likely better to not have too many people in here today. So only if it is neccacary." Your internal sense interpets this as him not wanting to have too many new people interact with you. Which you appreaciate. "However, I think it is just the lack of consistent use of your legs.” Havard says.
“Therefore, you will be spending time in bed. Resting.” Havard says, and while his words are gentle, you don’t think there is any room for debate here.
<<if $brokne_hands_treating is 1>>\
You walked to the healing baths! Why is this a thing now? Of course, you did sort of maybe collapse at the end of your last walk…He might have a point.
<<elseif $gardenespace is true>>\
You ran around earlier, trying to escape Havard! Why is this a thing now? You did also end up collapsing with legs no longer supporting you.... He might have a point.
<<elseif $drawer is true>>\
You walked before! To the drawer… then had to sit down because you could not stand up properly.... He might have a point. <</if>>
Havard smiles at you. “Later today, after a bit of resting, myself or Lexia will take you to soak in the healing baths. While it might not heal your legs, this is not exactly an injury. Though it would help if there was something else wrong. It might feel slow but consistent work will let you walk again properly. And make no mistake but make no mistake. You will walk again.”
You stare at Havard. The healing baths… <<if $sawHealingBaths>> that place you went to heal your arm. That place was… well you did not pay much attention. Too much other stuff going on. <<else>> that place where the healing water must come from. You are a bit curious.<</if>>
As if on cue, Havard holds the pin thing you saw him holding earlier. He holds it in his hand and just stays still for a moment. What is all that about? He frowns.
“I am sorry, but I have been asked to tend to an issue with today’s delivery to the kitchens.” Havard says and looks at you. He looks a bit worried but smiles and lays you down on the bed.
“Do you think, you will be fine for a bit? Lexia will stay with you no matter what." Havard asks softly, observing you carefully. "And I will be back soon."
You stare at Havard. <<if $trustHavardC2>> You trust Havard, or have done so before... but <<else>> You don't trust him anyway? But then again, <</if> do you want him to leave you with just Lexia?
They have both sworn scary oaths to you, that include things like cherishing you and protecting you. Things you can barely imagine. But does that mean you trust them to keep their oaths? Oaths are scary things, your internal sense of the world tells you so. Oaths are words you have to live by or bad things will happen. Though it seems a little vague on the details... Becuase people can also lie and swear false oaths. Why is everything so complicated? You are not cabable of sorting through all this new information. It is overwhelming.
So it is best to focus on what you can. The two adults in front of you.
<<nobr>><div class="choices">
<div class="choice-item">[[LEXIA NAME SKIP|C3 Lexia name]]</div>
<div class="choice-item">[[You trust Havard. Therefore you also trust Lexia.|Chapter 3_1_trust]]</div>
<div class="choice-item">[[You trust Havard. But you don't trust Lexia..|Chapter 3_1_trust]]</div>
<div class="choice-item">[[You trust Havard and Lexia.|Chapter 3_1_trust]]</div>
<div class="choice-item">[[You don't trust Havard, but you trust Lexia.|Chapter 3_1_trust]]</div>
<div class="choice-item">[[You trust neither of them.|Chapter 3_1_trust]]</div>
</div><</nobr>><<addstoic 5>> <<addcareful -3>>\
“Fuck.” The small sound seems loud in the room, and both Havard and Lexia freeze. Havard glances… no, glares at Lexia who becomes very awkward, and looks apologetically towards Havard. Is she fidgeting? Her eyes are now darting about as if searching for an escape.
Oh… maybe your inner sense was correct, and this is not something you need to know. You have never seen Havard make that look. It’s like he is saying “See what you did” when he looks at Lexia. It’s almost an angry look. Not quite though, it’s just… exasperated.
Yet, when he looks at you, he smiles just as he always does.
“That is a bad word, and you should not use it.” He tells you calmly. “It's... a word people use when they are angry or frustrated. But it's not a nice word. It is a word you should not repeat." He comes closer and kneels in front of the bed.
You are very confused. Aren’t words just… sounds? Luckily you can just ask one. You stare at him blankly and wait for him to explain.
Havard does not falter. “Some words can simply mean bad things. Some words can be mean or make people feel uncomfortable. Often, however, it is not the words themselves but rather how they are used.” Havard considers for a bit, while you wonder if you know any bad or mean words... Maybe “void” or… “cycle”. Those seem the worst words you know. They do make you feel uncomfortable! Is that what Havard means… Lexia fidgets in the background.
“In this case, Lexia used a bad word because she was surprised and a word she should not have used slipped out. Didn’t she?” Havard looks back at Lexia, who nods vigorously.
“Yes. Havard is absolutely right. No need to for you to pick up my bad habits.” She says, sounding very amiable. “Please don’t repeat bad words to anyone. Especially to the twins!” Lexia looked panicked about that… “You know… when you meet them...” Was she afraid of something…
You turned to look at Havard who was looking at Lexia with a raised eyebrow. When he noticed your gaze, he once again smiled at you.
“You heard her. She does not want you to repeat bad words either.”
You think you get it. Some words, whatever they are, are bad. Whatever that means you should not use them… who knows. Maybe there are times to use bad words? You sure would have liked to have know a few in the void… or maybe “void” is a bad word?
It is all so complicated outside the void.
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>>
<<if ndef $CurrentRaces >>\
<<set $CurrentRaces to []>>\
<</if>>\
<<set $CurrentRaces = $HeritageRace.concatUnique($HeritageRace2)>>\
You stare at your reflection with narrowed eyes. There is something still off with your reflection. Another odd feature? You already have <<HeritageFeatureList>>, making you part <<HeritageRaceList>>.
"Is there something else?" Havard asks and inspects you too.
<<nobr>><div class="choices">
<<if $HeritageFeatureCounter < 4>>
<div class="choice-item">[["There is something draconic about your features." Havard observes. |Chapter 2 dragon][$HeritageRace2.push("dragon"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div>
<div class="choice-item">[["There is something demonic about your features." Havard observes.|Chapter 2 demon][$HeritageRace2.push("demon"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div>
<div class="choice-item">[["There is something beast like about your features." Havard observes.|Chapter 2 beastkin][$HeritageRace2.push("beastkin"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div>
<<if not $HeritageType.includes("pointy ears")>><div class="choice-item">[[Your ears seem to be pointed?|Chapter 2_heritage2_ears][$HeritageType.push("pointy ears"), $HeritageFeature.push("pointy ears"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<<if not $HeritageType.includesAny("nature features", "feathers", "elemental")>><div class="choice-item">[[What is up with your hair, it has nature-like features mixed between normal hair?|Chapter 2_heritage2_nature][$HeritageType.push("nature features"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<<if not $HeritageType.includesAny("nature features", "feathers", "elemental")>><div class="choice-item">[[Why are there feathers?|Chapter 2_mirror2_feathers][$HeritageType.push("feathers"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<<if not $HeritageType.includesAny("nature features", "feathers", "elemental")>><div class="choice-item">[[Glowy bits. Why do you have glowy bits?|Chapter 2_heritage2_elemental][$HeritageType.push("elemental"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<<if not $HeritageType.includes("wings")>><div class="choice-item">[[There is also something bulging from your back (garuda wings).|Chapter 2_heritage2_garuda_wings][$HeritageType.push("wings"), $HeritageFeature.push("feathered wings"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<<if not $HeritageType.includes("sea")>><div class="choice-item">[[What is up with your face? It looks so odd with...fins?|Chapter 2_mirror2_sea][$HeritageType.push("sea"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<</if>>
<div class="choice-item">[[No wait! It was nothing. "It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
</div><</nobr>>
//You have $HeritageFeatureCounter heritage features. The maximum is 4.//
/*<<if $HeritageRace is 'garuda'>>*/
/*
<<if not $HeritageType.includes("pointy ears")>><div class="choice-item">[[Your ears seem to be pointed?|Chapter 2_heritage2_ears][$HeritageType.push("pointy ears"), $HeritageFeature.push("pointy ears"), $HeritageFeatureCounter to $HeritageFeatureCounter+1]]</div><</if>>
<<option 'fox ears'>>
<<option 'cat ears'>>
<<option 'wolf ears'>>
<<option 'rabbit ears'>> %DOES NOT HAVE A GOOD TAIL!
<<option 'squirrel ears'>>
"It seems that your tail a <<listbox '$beastkin_tribe'>> \
<<option 'fox'>>
<<option 'cat'>>
<<option 'wolf'>>
<<option 'squirrel'>>
<</listbox>> tail." Havard says.
<</if>>\
<<if $HeritageType is not "wings">><div class="choice-item">[[There is also something bulging from your back.|Chapter 2_heritage2_dragon][$HeritageType2 to 'wings']]</div><</if>>
<<if $HeritageType is not "horns">><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_dragon][$HeritageType2 to 'horns']]</div><</if>>
<<if $HeritageType is not "tail">><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_dragon][$HeritageType2 to 'tail']]</div><</if>>
<<if $HeritageType is not "scales">><div class="choice-item">[[There on your face are scales.|Chapter 2_heritage2_dragon][$HeritageType2 to 'scales']]</div><</if>>
<<if $HeritageRace is 'demon'>>
<<if $HeritageType is not "wings">><div class="choice-item">[[There is also something bulging from your back.|Chapter 2_heritage2_demon][$HeritageType2 to 'wings']]</div><</if>>
<<if $HeritageType is not "horns">><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_demon][$HeritageType2 to 'horns']]</div><</if>>
<<if $HeritageType is not "tail">><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_demon][$HeritageType2 to 'tail']]</div><</if>>
<</if>>
<<if $HeritageRace is 'beastkin'>>
<<if $HeritageType is not "horns" and $beastkin_tribe is not 'fox' and $beastkin_tribe is not 'cat' and $beastkin_tribe is not 'rabbit' and $beastkin_tribe is not 'squirrel' >><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_beastkin][$HeritageType2 to 'horns']]</div><</if>>
<<if $HeritageType is not "tail">><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_beastkin][$HeritageType2 to 'tail']]</div><</if>>
<<if $HeritageType is not "animal ears" and ($beastkin_tribe is 'fox' or $beastkin_tribe is 'cat' or $beastkin_tribe is 'squirrel') >><div class="choice-item">[[There on your the top of your head are animal ears.|Chapter 2_heritage2_beastkin][$HeritageType2 to 'scales']]</div><</if>>
*/
<<if $HeritageType.last() is "wings">>\
There is a lump under your $clothes, on your back. Havard also seems surprised. It pushes uncomfortably against the chair, so you need to shift, and decide to rise to stand for a better look. You need to use the chair for support, your legs feel... odd. Still no time to dwell on that now.
"What happened there? That was not there earlier when we chose your clothes." Havard asks and takes a worried step forward.
You have no idea, but there is clearly something on your back, something distorting your clothes and making them fit badly.
You start wiggling to get a look at your back, but it proves too hard. The cloth refuses to yield to you, and your ruined hands are not much use. It’s getting annoying. Who would imagine that getting out of the void, and now you are annoyed at a little inconvenience. As has happened many times in the recent past, Havard comes over to help.
He fiddles with your clothes behind your back. "It's no use. As loose as these clothes are, I dare not force it, I don’t want to hurt you, so I'll just cut the cloth." <<if $blades_trauma is true>> He says it gently, looking for a reaction from you. You stiffen a bit, but he has already had every chance to carve away at you. Still, <</if>> Havard is afraid of hurting you? You doubt he could actually hurt you by just forcibly freeing whatever is back there, but he just grabs the pair of scissors from the table and snips at the cloth a bit.
<<if $blades_trauma is true>>\
You stiffen for a moment again, but Havard already cut your hair with those scissors. He won't harm you now, and cutting open the back of your $clothes is not so bad. And you are curious.
"Apologies for the discomfort." Havard says softly. The scissors never touch you.
<</if>>\
Your leathery wings spring free, forcing Havard to dodge as a pair of burst out from the hole Havard made.
You stare in bewilderment. Havard stares with wide eyes. Wings. You have wings. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
<<elseif $HeritageType.last() is "horns">>\
On the top of your head, nestled amidst your $HairColor hair is a pair of demonic horns.
You stare in bewilderment. Horns. You have horns. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"Ah, noticed your horns did you." Havard smiles at you.
He knew? Of course he knew.
<<elseif $HeritageType.last() is"tail">>\
You need to shift on the chair and then rise to stand for a better look. You need to use the chair for support, your legs feel... odd. No point in focusing on that now, because there behind your back a leathery tail is swaying back and forth.
"Ah, noticed your tail did you. Must be a gift from one of your ancestors." Havard smiles at you. What? A gift? How does one gift a tail? Still… You have a tail and did not notice? It seems so, since clearly this is not news to Havard. Wait.. how can you even see it? You are wearing $clothes? Did the clothes have a tail hole in them? They must have since your tail is visible.
<<elseif $HeritageType.last() is "eyes">>\
You need to shift on the chair and lean closer to the mirror. You have turned completelly black.
You stare yourself in the eyes. What happened? How?.. What?
"What happened there? Your eyes were not like that earlier." Havard asks and takes a worried step forward. He comes over and kneels in front of your chair.
Havard leans in and inspects your eyes.
<</if>>\
<<if not $CurrentRaces.includes("demon")>>\
"I would say it seems you have some devilish or demonic heritage." He tilts his head. "I am not sure but as far as I understand there is not an actual difference, but I do also admit I have never met a pure-blooded demon or devil."
Demonic heritage? What is that? What does it mean? You have the vaguest sense, a fragmented memory that demons are bad. Oddly enough your internal sense is just as confused as you are. It does not know what a demon is?
"Hmm, how to put this. Demons have a horrible reputation. Are thought of as evil by majority of people." Havard scratches his head. "But I am not sure how true it is. You see, there is a demon Ancient, who is never here in Firgrat, but it is still well known. Therefore, I would guess they cannot be all bad."
Are you part demon? You still don't really get what demons are. Life is so confusing.
<<else>>\
"Your demonic heritage must be strong." Havard says.
Oh... you have more than one demonic heritage feature. That makes sense... probably. Ok not much makes sense. But your attention to drawn to Havard... there is an odd look in his eye. He did say eaerlier that demons have a bad reputation and that he has never met a full blooded one... But you think this has nothing to do with all that. He looks a bit sad. Like... lost in memory, or so your internal sense tells you.
<</if>>\
Now, was there something else? Or is it time for that lesson thing?
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
/*<</linkreplace>>*/
<<if $HeritageType.last() is "wings">>\
There is a lump under your $clothes, on your back. Havard also seems surprised. It pushes uncomfortably against the chair, so you need to shift, and decide to rise to stand for a better look. You need to use the chair for support, your legs feel... odd. Still no time to dwell on that now.
"What happened there? That was not there earlier when we chose your clothes." Havard asks and takes a worried step forward.
You have no idea, but there is clearly something on your back, something distorting your clothes and making them fit badly.
You start wiggling to get a look at your back, but it proves too hard. The cloth refuses to yield to you, and your ruined hands are not much use. It’s getting annoying. Who would imagine that getting out of the void, and now you are annoyed at a little inconvenience. As has happened many times in the recent past, Havard comes over to help.
He fiddles with your clothes behind your back. "It's no use. As loose as these clothes are, I dare not force it, I don’t want to hurt you, so I'll just cut the cloth." <<if $blades_trauma is true>> He says it gently, looking for a reaction from you. You stiffen a bit, but he has already had every chance to carve away at you. Still, <</if>> Havard is afraid of hurting you? You doubt he could actually hurt you by just forcibly freeing whatever is back there, but he just grabs the pair of scissors from the table and snips at the cloth a bit.
<<if $blades_trauma is true>>\
You stiffen for a moment again, but Havard already cut your hair with those scissors. He won't harm you now, and cutting open the back of your $clothes is not so bad. And you are curious.
"Apologies for the discomfort." Havard says softly. The scissors never touch you.
<</if>>\
Your scaly wings spring free, forcing Havard to dodge as a pair of burst out from the hole Havard made.
You stare in bewilderment. Havard stares with wide eyes. Wings. You have wings. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
<<elseif $HeritageType.last() is "horns">>\
On the top of your head, nestled amidst your $HairColor hair is a pair of draconic horns.
You stare in bewilderment. Horns. You have horns. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"Ah, noticed your horns did you." Havard smiles at you.
He knew? Of course he knew.
<<elseif $HeritageType.last() is"tail">>\
You need to shift on the chair and then rise to stand for a better look. You need to use the chair for support, your legs feel... odd. No point in focusing on that now, because there behind your back a scaly tail is swaying back and forth.
"Ah, noticed your tail did you. Must be a gift from one of your ancestors." Havard smiles at you. What? A gift? How does one gift a tail? Still… You have a tail and did not notice? It seems so, since clearly this is not news to Havard. Wait.. how can you even see it? You are wearing $clothes? Did the clothes have a tail hole in them? They must have since your tail is visible.
<<elseif $HeritageType.last() is "scales">>\
There are scales on your face... maybe somewhere else as well? Why are there scales on your face? What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
"Ah, noticed the scales on your face did you." Havard smiles at you and peer closer at your face. "Hmm, draconic or drake heritage, I am not completely sure but it amounts to the same thing as dragons are ancestors to the drakes."
<<elseif $HeritageType.last() is "eyes">>\
You need to shift on the chair and lean closer to the mirror. You have slitted eyes.
You stare yourself in the eyes. What happened? How?.. What?
"What happened there? Your eyes were not like that earlier." Havard asks and takes a worried step forward. He comes over and kneels in front of your chair.
Havard leans in and inspects your eyes.
<</if>>\
<<if not $CurrentRaces.includes("dragon")>>\
"You must have some draconic heritage." Havard says peering at you, and smiling.
Draconic heritage? What's that? What does that mean? Oddly enough your internal sense is also confused. It thinks dragons have four legs, are huge and have wings, not children with tails. And more likely to eat anyone approaching them than make babies... How does one make babies? Your internal sense is foggy, almost as if saying it will tell you that it will tell you once you are older. Well, that's dumb. You could ask Havard... Your train of thought is interrupted by Havard.
"Dragons are ... well huge, winged, four legged creatures, that are often associated with breathing fire, but there are different types. They are also highly intelligent and magical." Your sense disagrees, seeming to think they will try to eat you or at the very least squish you, unless you give them a good smack. That seems oddly specific.
Are you part dragon too? What...
<<else>>\
"Your draconic heritage must be strong." Havard says.
Oh... you have more than one draconic heritage feature. That makes sense... probably. Ok, not much makes sense to you but if you have one, might as well have more.
<</if>>\
Now, was there something else? Or is it time for that lesson thing?
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
/*<</linkreplace>>*/
<<set $option to "">>\
<<set $option2 to "">>\
<<set $option3 to "">>\
<<if not $CurrentRaces.includes("beastkin")>>\
"I would say it seems you also have some beastkin heritage." Havard says smiling.
Beastkin heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what a beastkin is?
Havard however does know and must see your confusion. "Beastkin is a general term, it does not refer to one specific people but a set of varried tribes. Each tribe takes traits from a specific animal, much like you have just the tail."
<<else>>\
"Looks like your beastkin heritage is strong. " Havard says smiling.
Oh... you have more than one beastkin heritage feature. That makes sense... probably. Ok not much makes sense to you, but if you have one, then having more seems reasonable.
<</if>>\
<<if $HeritageFeature.includes("animal horns2")>>\
"Let's see, those horns seem to be <<listbox '$option2'>>
<<option "ram horns">>
<<option "deer horns">>
<<option "goat horns">>
<<option "elk horns">>
<</listbox>>".
<<linkreplace "You think for a bit about this revelation".>>\
<<set $HeritageFeature.deleteAll("animal horns2")>>\
<<set $HeritageFeature.push($option2)>>\
<<if $HeritageFeature.last() is "ram horns">>\
<<set $beastkin_tribe.push("sheep")>>\
<<elseif $HeritageFeature.last() is "deer horns">>\
<<set $beastkin_tribe.push("deer")>>\
<<elseif $HeritageFeature.last() is "goat horns">>\
<<set $beastkin_tribe.push("goat")>>\
<<elseif $HeritageFeature.last() is "elk horns">>\
<<set $beastkin_tribe.push("elk")>>\
<</if>>\
You have <<print $HeritageFeature.last()>>... that is cool right?
<</linkreplace>>\
<<elseif $HeritageFeature.includes("fluffy tail2")>>\
"It seems that your tail a <<listbox "$option3">> \
<<option "fox">>
<<option "cat">>
<<option "wolf">>
<<option "squirrel">>
<</listbox>> tail." Havard says.
<<linkreplace "You think for a bit about this revelation".>>\
<<set $beastkin_tribe.push($option3)>>\
<<set $HeritageFeature.deleteAll("fluffy tail2")>>\
<<set $HeritageFeature.push("fluffy tail")>>\
You have a <<print $HeritageFeature.last()>>... A <<print $beastkin_tribe.last()>> tail. That is cool right?
<</linkreplace>>\
<<elseif $HeritageFeature.includes("animal ears2")>>\
"Those are some fluffy ears." Havard smiles at you. On the top of your head, nestled amidst your $HairColor hair is a pair of <<listbox "$option">>.
<<option "fox ears">>
<<option "cat ears">>
<<option "wolf ears">>
<<option "rabbit ears">>
<<option "squirrel ears">>
<</listbox>>.
Or so Havard says.
<<linkreplace "Still, you think for a bit about this revelation".>>\
<<set $HeritageFeature.deleteAll("animal ears2")>>\
<<set $HeritageFeature.push($option)>>\
<<if $HeritageFeature.last() is"fox ears">>\
<<set $beastkin_tribe.push("fox")>>\
<<elseif $HeritageFeature.last() is "cat ears">>\
<<set $beastkin_tribe.push("cat")>>\
<<elseif $HeritageFeature.last() is "wolf ears">>\
<<set $beastkin_tribe.push("wolf")>>\
<<elseif $HeritageFeature.last() is "rabbit ears">>\
<<set $beastkin_tribe.push("rabbit")>>\
<<elseif $HeritageFeature.last() is "squirrel ears">>\
<<set $beastkin_tribe.push("squirrel")>>\
<</if>>\
You have <<print $HeritageFeature.last()>>... that is cool right?
<</linkreplace>>\
<</if>>\
<<if not $CurrentRaces.includes("beastkin")>>\
Still, are you part animal? What... These heritage feature things are so confusing.
<</if>>\
Now, was there something else? Or is it time for that lesson thing?
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
//Please remember to click the "You think for a bit about this revelation" after choosing your beastkin tribe/feature. Apologies for the clumsy solution to register your choice.//
/*<</linkreplace>>*/
<div align="center"><h1>Adventurers</h1></div>
The brave,foolhardy or insane. Adventurers are those who fulfill contracts for money or treasure. From monster subjugation, to escorting merchants, to hunting bandits, adventurers do it all.
The occupation with the highest mortality rate in the world, good adventurers are always in need.
Usually adventurers form parties, ranging in size from two to dozens of people.
Adventurers come in ranks.
/*
Adventurer Ranking System:
Bronze Initiate
Description: Newcomers to adventuring, often fresh recruits who are learning the basics of combat, survival, and navigation. They typically take on easy tasks like gathering supplies or hunting small creatures.
Tasks: Simple delivery quests, gathering herbs, pest extermination.
Iron Apprentice
Description: Still learning, but with basic experience in combat and handling danger. These adventurers are trusted with slightly more dangerous but routine jobs.
Tasks: Guarding caravans, hunting wild animals, low-level monster hunts.
Steel Explorer
Description: More seasoned, able to handle tougher threats. Steel Explorers begin taking on exploratory missions and engage in dungeon expeditions or quests involving light combat.
Tasks: Dungeon crawling, treasure hunts, mid-level monster extermination.
Silver Vanguard
Description: Respected for their skill and reliability, these adventurers are trusted with missions that require strategy and leadership. Silver Vanguards are often called to lead smaller groups.
Tasks: Leading minor skirmishes, hunting powerful creatures, escorting VIPs.
Golden Sentinel
Description: Elite adventurers with a reputation for success. They have the respect of their peers and local communities and take on quests involving high risks, such as combating notorious monsters or securing dangerous territories.
Tasks: Protecting cities, slaying legendary beasts, diplomatic missions in dangerous lands.
Platinum Champion
Description: Masters of their craft, often with specific expertise or magical talents. Platinum Champions are known across the realm and often hired by nobility or kingdoms for critical, nation-altering tasks.
Tasks: Defending realms from invasions, hunting dragons, leading armies.
Mithril Paragon
Description: Rare and renowned individuals who are regarded as legendary. They have completed countless dangerous quests and have defeated beings of immense power. Their skills are said to rival the gods.
Tasks: World-saving quests, defeating archdemons or ancient dragons, solving ancient mysteries.
Adamantite Hero
Description: Few ever reach this level. These adventurers are the pinnacle of heroism, their feats sung by bards for generations. Their presence can turn the tide of wars, and they are often seen as mythic figures.
Tasks: Intervening in cosmic events, repelling world-ending threats, shaping the future of the realm.
Eternal Legend
Description: Beings of near-mythical status. Many believe Eternal Legends have transcended mortal limits, accomplishing feats so grand they are almost divine. Only a few in history ever achieve this rank, and they often become legends.
Tasks: Unknown or forgotten. Their actions influence the balance of the entire world.
*/<<set $HeritageRace2.push("elf")>>\
<<if $HairLength is "short">>\
It is pretty easy to see your ears due to your $HairLength hair.
<<else>>\
You push your $HairLength hair to the side to peer at your ears.
<</if>>\
Your ears are pointed! Are ears normally pointed? Havard's ears are not pointed. You try to remember something about this, yet come up blank. Maybe it's another heritage thing?
You bring up a hand to touch your ears, but you have no time to properly investigate.
"Ah, noticed your ears did you. You must have some elvish heritage. Maybe some kind of fey, it is really hard to tell right now." Havard smiles at you and peer closer at your ears. "Hmm, I think elvish though I am not completely sure. I suppose we will see once you are older."
Elvish or maybe fey heritage? What are those? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The elves are renowned for their eternal youth, and grace. Usually considered close to nature and have an easier time with magic than most other races. The fey... are more complicated." He ponders. "Suffice to say, there are a great many types of fey, but a common characteristic is a penchant for mischief and leave it at that."
Eternal youth? Grace? Mischief? You stare at Havard. Do you have anything remotely like any of that? You have pointed ears, assuming this is not some delusion. They did not help you so far... You are rather confused about the whole thing. Are you something that is not a person?
All this heritage business is confusing you.
Is it now time for that lesson Havard talked about? Whatever that is.
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
/*<</linkreplace>>*/
<<set $option to "">>\
<<set $HeritageRace2.push("dryad")>>\
On the top of your head, your $HairType $HairColor <<listbox "$option">>.
<<option "flowery hair">>
<<option "viny hair">>
<</listbox>>.
You stare at your hair. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
It must be another one of those heritage feature things...
"What happened there? Your hair was not like that earlier when I was cutting it." Havard asks and takes a worried step forward. He walks over and kneels in front of you.
<<linkreplace "Havard inspects your hair.">>\
<<set $HeritageFeature.push($option)>>\
"I would say it seems you have some dryad heritage. Sometimes things like this happen."
Dryad heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know whatw dryad is.
<<if $HeritageFeature.includes("flowery hair")>>\
You pick at one flower in your hair. It just comes off, like a loose hair would. Naturally.
<<elseif $HeritageFeature.includes("viny hair")>>\
You pick at one green vine in your hair. It just comes off, like a loose hair would. Naturally.
<</if>>\
"Dryads are beings or perhaps spirits of nature. Their bodies, while humanoid often look as if made from wood. They might be made from wood. I admit to not knowing." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one. They like forests and nature, and therefore Firgrat is not an ideal place for them. I also cannot say why your heritage chose to show itself now, but it has."
Beings of nature? Made from wood? Then are you made of wood? At least partially? Is that why those people before the void carved you up? For wood? You didn’t catch on fire when they burned you though. It just hurt. Your mind is reeling, and you cannot understand.
All this heritage business is confusing you.
Is it now time for that lesson Havard talked about? Whatever that is.
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
<</linkreplace>>
CHANGE ' to ",
/*<<set $HeritageRace.pushUnique($HeritageRace2)>>\*/
/*, , $HeritageRace.pushUnique("demon"), , set $HeritageRace.pushUnique("beastkin")]*/
<<nobr>><div class="choices">
<<if $HeritageRace2.includes("dragon")>>
<<if not $HeritageType.includes("wings")>><div class="choice-item">[[There is also something bulging from your back (dragon wings).|Chapter 2_heritage2_dragon][$HeritageType.push("wings"), $HeritageFeature.push("scaly wings")]]</div><</if>>
<<if not $HeritageType.includes("horns")>><div class="choice-item">[[There are draconic horns sticking out from your head.|Chapter 2_heritage2_dragon][$HeritageType.push("horns"), $HeritageFeature.push("draconic horns")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a scaly tail.|Chapter 2_heritage2_dragon][$HeritageType.push("tail"), $HeritageFeature.push("scaly tail")]]</div><</if>>
<<if not $HeritageType.includes("scales")>><div class="choice-item">[[There on your face are scales.|Chapter 2_heritage2_dragon][$HeritageType.push("scales"), $HeritageFeature.push("scales")]]</div><</if>>
<<if not $HeritageType.includes("eyes")>><div class="choice-item">[[Your eyes have turned slitted (draconic).|Chapter 2_heritage2_dragon][$HeritageType.push("eyes"), $HeritageFeature.push("slitted eyes")]]</div><</if>>
<</if>>
<<if $HeritageRace2.includes("demon")>>
<<if not $HeritageType.includes("wings")>><div class="choice-item">[[There is also something bulging from your back (demon wings).|Chapter 2_heritage2_demon][$HeritageType.push("wings"), $HeritageFeature.push("leathery wings")]]</div><</if>>
<<if not $HeritageType.includes("horns")>><div class="choice-item">[[There are demonic horns sticking out from your head.|Chapter 2_heritage2_demon][$HeritageType.push("horns"), $HeritageFeature.push("demonic horns")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a leathery tail.|Chapter 2_heritage2_demon][$HeritageType.push("tail"), $HeritageFeature.push("leathery tail")]]</div><</if>>
<<if not $HeritageType.includes("eyes")>><div class="choice-item">[[Your eyes have turned black. All black. (demon) |Chapter 2_heritage2_demon][$HeritageType.push("eyes"), $HeritageFeature.push("fully black eyes")]]</div><</if>>
<</if>>
<<if $HeritageRace2.includes("beastkin")>>
<<if not $HeritageType.includes("horns")>><div class="choice-item">[[There are animal horns sticking out from your head.|Chapter 2_heritage2_beastkin][$HeritageType.push("horns"), $HeritageFeature.push("animal horns2")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a fluffy tail.|Chapter 2_heritage2_beastkin][$HeritageType.push("tail"), $HeritageFeature.push("fluffy tail2")]]</div><</if>>
<<if not $HeritageType.includes("animal ears")>><div class="choice-item">[[There on your the top of your head are animal ears.|Chapter 2_heritage2_beastkin][$HeritageType.push("animal ears"), $HeritageFeature.push("animal ears2")]]</div><</if>>
<</if>>
<div class="choice-item">[[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|previous()]]</div>
</div><</nobr>>
/*<<nobr>><div class="choices">
<<if $HeritageRace2 is "dragon">>
<<if $HeritageType.includesAny("horns", "tail", "scales", "eyes")>><div class="choice-item">[[There is also something bulging from your back.|Chapter 2_heritage2_dragon][$HeritageType.push("wings")]]</div><</if>>
<<if $HeritageType.includesAny("wings", "tail", "scales", "eyes")>><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_dragon][$HeritageType.push("horn")]]</div><</if>>
<<if $HeritageType.includesAny("wings", "horns", "scales", "eyes")>><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_dragon][$HeritageType.push("tail")]]</div><</if>>
<<if $HeritageType.includesAny("wings", "tail", "horns", "eyes")>><div class="choice-item">[[There on your face are scales.|Chapter 2_heritage2_dragon][$HeritageType.push("scales")]]</div><</if>>
<<if $HeritageType.includesAny("wings", "tail", "horns", "scales")>><div class="choice-item">[[Your eyes have turned slitted.|Chapter 2_heritage2_dragon][$HeritageType.push("eyes")]]</div><</if>>
<</if>>
<<if $HeritageRace2 is "demon">>
<<if $HeritageType.includesAny("horns", "tail", "eyes")>><div class="choice-item">[[There is also something bulging from your back.|Chapter 2_heritage2_demon][$HeritageType.push("wings")]]</div><</if>>
<<if $HeritageType.includesAny("wings", "tail", "eyes")>><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_demon][$HeritageType.push("horn")]]</div><</if>>
<<if $HeritageType.includesAny("horns", "wings", "eyes")>><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_demon][$HeritageType.push("tail")]]</div><</if>>
<<if $HeritageType.includesAny("horns", "wings", "tail")>><div class="choice-item">[[Your eyes have turned black. |Chapter 2_heritage2_demon][$HeritageType.push("eyes")]]</div><</if>>
<</if>>
<<if $HeritageRace2 is "beastkin">>
<<if $HeritageType.includesAny("animal ears", "tail") and $beastkin_tribe is not 'fox' and $beastkin_tribe is not 'cat' and $beastkin_tribe is not 'rabbit' and $beastkin_tribe is not 'squirrel' >><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_beastkin][$HeritageType.push("horn")]]</div><</if>>
<<if $HeritageType.includesAny("animal ears", "horns")>><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_beastkin][$HeritageType2 to 'tail']]</div><</if>>
<<if $HeritageType.includesAny("horns", "tail") and ($beastkin_tribe is 'fox' or $beastkin_tribe is 'cat' or $beastkin_tribe is 'squirrel') >><div class="choice-item">[[There on your the top of your head are animal ears.|Chapter 2_heritage2_beastkin][$HeritageType2 to 'scales']]</div><</if>>
<</if>>
</div><</nobr>>
<<if $HeritageRace2.includes("beastkin")>>
<<if not $HeritageType.includes("horns") and $beastkin_tribe is not "fox" and $beastkin_tribe is not "cat" and $beastkin_tribe is not "rabbit' and $beastkin_tribe is not "squirrel" >><div class="choice-item">[[There are horns sticking out from your head.|Chapter 2_heritage2_beastkin][$HeritageType.push("horns"), $HeritageFeature.push("animal horns")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a tail.|Chapter 2_heritage2_beastkin][$HeritageType.push("tail"), $HeritageFeature.push("fluffy tail")]]</div><</if>>
<<if not $HeritageType.includes("animal ears") and ($beastkin_tribe is "fox" or $beastkin_tribe is "cat" or $beastkin_tribe is "squirrel" or $beastkin_tribe is "wolf") >><div class="choice-item">[[There on your the top of your head are animal ears.|Chapter 2_heritage2_beastkin][$HeritageType.push("animal ears"), $HeritageFeature.push("animal ears")]]</div><</if>>
<</if>>
*/"Hey kid? I heard from Havard that you have no name? That you don't remember?" Lexia asks. "Or maybe you just did not want one."
That is true. You don't remember. Nor did you accept a name from Havard. Are names good? Maybe it could be useful.
<<if $nonverbal>>\
You nod.
<<else>>\
"Yeah." you say.
<</if>>\
Lexia looks pensive for a moment. Then sits up properly, no longer lounging and resting against her hands. She looks you straight in the eye. Intense blue eyes meet your $EyeColor ones.
"I know we just met and all but... want me to name you?" she asks.
<<nobr>><div class="choices">
<div class="choice-item">[[You nod. You would like a name from Lexia.|Lexia_names_you]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["Yes please. I would like a name."|Lexia_names_you]]</div>
<</if>>
<div class="choice-item">[[You are not sure, maybe your name will come back to you.|Need_time_for_name_C3]]</div>
<div class="choice-item">[[Do you really need a name? You are fine without one.|Dont want a nameC3]]</div>
<div class="choice-item">[[You shake your head. You want to choose your own name.|Choose name_C3]]</div>
<<if $nonverbal is not true>>
<div class="choice-item">[["No. I want to choose my own." you say.|Choose name_C3]]</div>
<</if>>
</div><</nobr>>
<<set $named_by_Lexia to true>>\
<<if visited() is 1>>\
<<addLexia 20>>\
<</if>>\
"YES!" Lexia exlaims, stratling you a bit. "Sorry, sorry." She says and you think her cheeks are a bit flushed. "Just... excited, that's all."
Why would she be excited about naming you? It seemed to mean something to her because she is thinking hard.
Thinking.
Still thinking.
Finally she nods to hersel, and beams at you. .
<<switch random(8)>>\
<<case 0>> "Kinbilnarg" <<set $MCname to 'Kinbilnarg'>>
<<case 1>> "Giledzir" <<set $MCname to 'Giledzir'>>
<<case 2>> "Tumunzan" <<set $MCname to 'Tumunzan'>>
<<case 3>> "Toheath" <<set $MCname to 'Toheath'>>
<<case 4>> "Nandorthell" <<set $MCname to 'Nandorthell'>>
<<case 5>> "Falonde" <<set $MCname to 'Falonde'>>
<<case 6>> "Nionorith" <<set $MCname to 'Nionorith'>>
<<case 7>> "Brondorion" <<set $MCname to 'Brondorion'>>
<</switch>>\
She is smiling so widely, it is a wonder her face is not splitting in two. "Isn't it awsome? Do you like $MCname?" she asks enthusiastically. "But it's totally fine if you don't like this one! I can think of another! Or you can!" She assures you, vibrating with energy, oddly happy and a bit nervous. As if naming you was important. Maybe it is? Are names important? You think so but your memory of before the void is so limited. You didn't even accept a name from Havard. Though, you suppose that knowing what to call something makes life much easier. Like knowing that a table is called a table must make things easier. It’s probably a similar thing.
Still... is the name she suggested, $MCname, really fine? It seems a little.... different from the names you know.
Lexia seems to expect some sort of an answer from you.
<<nobr>><div class="choices">
<div class="choice-item">[[You shake your head. You would like another name from Lexia.|Lexia_names_you]]</div>
<div class="choice-item">[[You are happy, you nod.|Lexia_named_you]]</div>
<div class="choice-item">[[You shake your head. You want to choose your own name.|Choose name_C3]]</div>
<div class="choice-item">[[You stare at her blankly.... "Maybe some... a more common name?" She asks and you nod.|Lexia_names_you_common]]</div>
</div><</nobr>>
//Note: For some reason, the random name choice is sometimes just blank or even unknown. If this happens, the first choice reloads the page. There are eight "names" she can say.//
Choose your own name: <<textbox "$MCname" $MCname>>
<<nobr>><div class="choices">
<div class="choice-item">[[Proceed|Chapter 1_4]] </div>
<div class="choice-item">[[Go back|C3 Lexia name]] </div>
</div><</nobr>>
"Oh fine. I was thinking you should have a cool unique name, but I went a bit overboard."
You have no idea if she did, you just thought the name was a bit different.
She starts thinking.
And thinking.
Why is this one taking longer than the last one?
Finally she nods to hersel, and beams at you. . You prepare to hear her idea...
<<switch random(8)>>\
<<case 0>> "River" <<set $MCname to 'River'>>
<<case 1>> "Ezra" <<set $MCname to 'Ezra'>>
<<case 2>> "Quinn" <<set $MCname to 'Quinn'>>
<<case 3>> "Sage" <<set $MCname to 'Sage'>>
<<case 4>> "Rene" <<set $MCname to 'Rene'>>
<<case 5>> "Quinn" <<set $MCname to 'Quinn'>>
<</switch>>\
Oh, well that is much more normal.
She is smiling so widely again.. " Do you like $MCname? Isn't it more common, but still awsome?" she asks. "But of course I can come up with another one! Or you can!" She assures you.
Lexia is waiting for your decision, widgeting a bit.
<<nobr>><div class="choices">
<div class="choice-item">[[You shake your head. You would like another name from Lexia.|Lexia_names_you_common]]</div>
<div class="choice-item">[[You are happy, you nod.|Lexia_named_you]]</div>
<div class="choice-item">[[You shake your head. You want to choose your own name.|Choose name_C3]]</div>
<div class="choice-item">[[You think you want a more uncommon name (go back to previous page).|Lexia_names_you]]</div>
</div><</nobr>>
//Note: For some reason, the random name choice is sometimes just blank or even unknown. If this happens, the first choice reloads the page. There are six names she can say.//
Her smile is so bright you have to look away. It's too bright right now. Brighter than her armor when it's reflecting light...
How can someone smile like that? So wide and.... happy. Does it not hurt her face to do that?
Even Havard does not smile at you like this. He is comforting and soft. Lexia is just.... bright. Too bright for your eyes, only used to the darkness of the void.
<<if $HavardMeetingReaction is "escape">>\
Your brief stint into the outside world did not seem so bright as her smile. The garden was wonderful, but right now that memory feels less bright than that smile.
<<if$SawTheSeaC1>>\
The sea you saw from the window was wonderous and alien, yet her smile is more real than that disdant vision of paradise.
<</if>>\
<</if>>\
"Hello $MCname!" She says, full of happines.
$MCname. Your name. You have a name now. She gave you a name.
It odd. $MCname... A word that means you. How odd is that? There is a word for you.
Lexia is staring at you, smiling. Is she expecting someting?
Right... She said hello. Aren't you supposed to say hello back.
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<div class="choice-item">[["Hello..." You say back softly. You feel a little shy all of a sudden.|Chapter 3 Lexia hello]]</div> (shy)
<div class="choice-item">[["Hi." You say curtly.|Chapter 3 Lexia hello]]</div> (blunt)
<div class="choice-item">[["Hello!" You say happily. You even giv a little wave.|Chapter 3 Lexia hello]]</div> (innocent,)
<div class="choice-item">[["Hello!" You say happily. You even giv a little wave.|Chapter 3 Lexia hello]]</div> ( bold?)
<div class="choice-item">[["Hello." You say expressionless.|Chapter 3 Lexia hello]]</div>
<</if>>
<div class="choice-item">[[ You have no idea what you are supposed to do... so you stare at her silently.|Chapter 3 Lexia hello]]</div>
<div class="choice-item">[[ You have no idea what you are supposed to do... so you stare at her silently.|Chapter 3 Lexia hello]]</div>
</div><</nobr>>
<<switch $PersonalityChoice>>
case "friendly"
case "blunt"
case "stoic"
case "lively"
case "oblivious"
case "smooth"
case "innocent"
case "jaded"
case "shy"
case "bold"
case "careful"
case "reckless"
<</switch>>
<<switch $CopingChoice>>
case "madness"
case "numbness"
case "selfharm"
case "avoidance"
case "anger"
case "trust"
<</switch>>
<<nobr>>
You bare your teeth and lift your cheeks more. Is that a smile? It looks odd on you and is still very unsettling with how your eyes are. Nothing like the nice smiles Havard has. Or the sad ones. How does he do so many smiles? All your smile is doing is making you vaguely uncomfortable.
<<if $HeritageType.includes("wings")>>
<<set $FeatureIndex to $HeritageType.indexOf("wings")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your face is framed by your wings, but that is not helping.
<</if>>
<<if $HeritageType.includes("tail")>>
<<set $FeatureIndex to $HeritageType.indexOf("tail")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature is swaying slightly behind your face, yet it is not enough to make your smile appealing.
<</if>>
<<if $HeritageType.includes("horns")>>
<<set $FeatureIndex to $HeritageType.indexOf("horns")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Your $Feature are not really helping either, sort of making you look more off while you smile.
<</if>>
<<if $HeritageType.includes("eyes")>>
<<set $FeatureIndex to $HeritageType.indexOf("eyes")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
You change your eyes into your $Feature... Nope. That made it much worse.
<</if>>
<<if $HeritageType is 'pointed ears' or $HeritageType.includes("animal ears")>>
<<if $HeritageType.includesAny("pointy ears")>><<set $FeatureIndex to $HeritageType.indexOf("pointy ears")>><<else>><<set $FeatureIndex to $HeritageType.indexOf("animal ears")>><</if>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
Your $Feature at least take away some of the effect.
<<if $HeritageType.includes("animal ears")>> Fluffiness is a great deterrent for creepy, at least in your fresh opinion.<</if>>
<</if>>
<<if $HeritageType.includes("scales")>>
<<set $FeatureIndex to $HeritageType.indexOf("scales")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The $Feature on your face are not really helping either. They sort of highlight how unnerving your smile is.
<</if>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<<if $HeritageType.includesAny("feathers")>>
<<set $FeatureIndex to $HeritageType.indexOf("feathers")>>
<<elseif $HeritageType.includesAny("elemental")>>
<<set $FeatureIndex to $HeritageType.indexOf("elemental")>>
<<else>>
<<set $FeatureIndex to $HeritageType.indexOf("nature features")>>
<</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
At least your $Feature makes the effect a bit softer somehow.
<</if>>
<<if $HeritageType.includes("sea")>>\
<<set $FeatureIndex to $HeritageType.indexOf("sea")>>\
<<set $Feature to $HeritageFeature[$FeatureIndex]>>\
The $Feature on your face are very eye-catching. Translucent and... wavy? They spread out on both sides of your face. Very noticeable, yet you never knew they were there. You can in fact see them on the edges of your vision, but they have always been there. You never paid enough attention.
<</if>>\
<</nobr>><<set $asked_why_heritage_now to true>>\
You stand there and look yourself over in the mirror again, focusing on these new features.
<<nobr>>
<<if $HeritageType.includes("wings")>>
<<set $FeatureIndex to $HeritageType.indexOf("wings")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
The wings on your back, the $Feature. You spread them out and observe them for a moment.
<</if>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<<if $HeritageType.includesAny("feathers")>>
<<set $FeatureIndex to $HeritageType.indexOf("feathers")>>
<<elseif $HeritageType.includesAny("elemental")>>
<<set $FeatureIndex to $HeritageType.indexOf("elemental")>>
<<else>>
<<set $FeatureIndex to $HeritageType.indexOf("nature features")>>
<</if>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
You stare at your $Feature, turning your head from one side to the other, observing how your $HairType $HairColor hair looks.
<</if>>
<<if $HeritageType.includesAny("eyes")>>
<<set $FeatureIndex to $HeritageType.indexOf("eyes")>>
<<set $Feature to $HeritageFeature[$FeatureIndex]>>
Blinking, your eyes change into $Feature. You repeat this a few times and observe.
<</if>><</nobr>>
It really is odd, isn't it? That your heritage manifested just now. Why is that?
<<if $nonverbal is true>>\
You look at Havard quizzingly, hoping he understand what you want to ask.
<<else>>\
"Why did they just appear?" You ask.
<</if>>\
Havard smiles as usual. "I fear I do not know why they only appeared now. Certainly certain heritage features only appear as one ages, but the timing is quite auspicious. Perhaps it is an emotional response, as often such things manifest during times of... emotional turmoil." Havard sounds unsure, and you cannot blame him. After all, if all it takes is emotional turmoil, you should have plenty of that, though the void and the cycle, and even the torture before it was quite... monotone in the end. Your time at the orphanage is the most varied thing you remember, and it consists of basically only this room and Havard. Yet, you have had food, got clothes and a haircut... and you did see yourself in the mirror for the first time in your memory. Perhaps that counts?
There is no point in focusing on the "why" or "how" in your life. You are out of the void, and you are looking at yourself in the mirror for the first time. Time to get back to it.
/*I think having this separately removed (-700+140)~-560 words as a whole. But also adding about 50words without code. */
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
What should you do next next?
<<nobr>><div class="choices">
<<if $nonverbal is not true>>
<<if $asked_Havard_about_babiesC2 is not true>>
<div class="choice-item">[[You should ask him about babies.|Chapter 2_mirror2_babies]]</div>
<</if>>
<<if $AskedHavardHeritage is not true>>
<div class="choice-item">[[“What about you?” you ask. Now you are curious about Havard himself.|Chapter 2_mirror2_Havard_race]]</div>
<</if>>
<</if>>
<<if $AskedHavardHeritage is not true>>
<div class="choice-item">[[ Now you are curious about Havard himself, so you point at him and tilt your head.|Chapter 2_mirror2_Havard_race]]</div>
<</if>>
<<if $investigateHeritageC2 < $HeritageFeatureCounter >>
<<if not hasVisited("Chapter 2_mirror2_fly")>>
<<if $HeritageType.includes("wings")>>
<div class="choice-item">[[You have wings, you want to fly!|Chapter 2_mirror2_fly]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_tail_test")>>
<<if $HeritageType.includes("tail")>>
<div class="choice-item">[[You have a tail, you should test it out.|Chapter 2_mirror2_tail_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_horns_test")>>
<<if $HeritageType.includes("horns")>>
<div class="choice-item">[[You have horns, you want to feel them.|Chapter 2_mirror2_horns_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_animal_ears_test")>>
<<if $HeritageType.includes("animal ears")>>
<div class="choice-item">[[You have animal ears, you want to feel them.|Chapter 2_mirror2_animal_ears_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_nature_hair_test")>>
<<if $HeritageType.includesAny("nature features", "feathers", "elemental")>>
<div class="choice-item">[[You have to take a closer look at your hair.|Chapter 2_mirror2_nature_hair_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_scales_test")>>
<<if $HeritageType.includes("scales")>>
<div class="choice-item">[[You have scales on your face. Better investigate a bit more.|Chapter 2_mirror2_scales_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_pointy_ears_test")>>
<<if $HeritageType.includes("pointy ears")>>
<div class="choice-item">[[You have pointy ears. Better investigate a bit more.|Chapter 2_mirror2_pointy_ears_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_eyes_test")>>
<<if $HeritageType.includes("eyes")>>
<div class="choice-item">[[You should check your eyes in more detail.|Chapter 2_mirror2_eyes_test]]</div>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_sea_test")>>
<<if $HeritageType.includes("sea")>>
<div class="choice-item">[[You should check your face fins in detail.|Chapter 2_mirror2_sea_test]]</div>
<</if>>
<</if>>
<</if>>
<<if not hasVisited("Chapter 2_mirror2_why_now")>>
<<if $HeritageType.includesAny("wings","nature features","elemental", "eyes", "feathers") >>/*and $asked_why_heritage_now is false*/
<div class="choice-item">[[You should ask about your heritage only manifesting now.|Chapter 2_mirror2_why_now]]</div>
<</if>>
<</if>>
<<if $checked_face is false>>
<div class="choice-item">[[You should focus on your face.|Chapter 2_mirror2_face]]</div>
<</if>>
<<if $checked_scars is false>>
<div class="choice-item">[[You should investigate this lack of scars and bruises more.|Chapter 2_mirror2_scars]]</div>
<</if>>
<<if $checked_face is true and $checked_scars is true>>
<div class="choice-item">[[You are done with the mirror for now.|Chapter 2_mirror2]]</div>
<</if>>
</div><</nobr>><<nobr>><div class="choices">
<<if $HeritageRace2.includes("dragon")>>
<<if not $HeritageType.includes("wings")>><div class="choice-item">[[There is also something bulging from your back (dragon wings).|Chapter 2_heritage2_dragon][$HeritageType.push("wings"), $HeritageFeature.push("scaly wings")]]</div><</if>>
<<if not $HeritageType.includes("horns")>><div class="choice-item">[[There are draconic horns sticking out from your head.|Chapter 2_heritage2_dragon][$HeritageType.push("horns"), $HeritageFeature.push("draconic horns")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a scaly tail.|Chapter 2_heritage2_dragon][$HeritageType.push("tail"), $HeritageFeature.push("scaly tail")]]</div><</if>>
<<if not $HeritageType.includes("scales")>><div class="choice-item">[[There on your face are scales.|Chapter 2_heritage2_dragon][$HeritageType.push("scales"), $HeritageFeature.push("scales")]]</div><</if>>
<<if not $HeritageType.includes("eyes")>><div class="choice-item">[[Your eyes have turned slitted (draconic).|Chapter 2_heritage2_dragon][$HeritageType.push("eyes"), $HeritageFeature.push("slitted eyes")]]</div><</if>>
<</if>>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
<<nobr>><div class="choices">
<<if $HeritageRace2.includes("demon")>>
<<if not $HeritageType.includes("wings")>><div class="choice-item">[[There is also something bulging from your back (demon wings).|Chapter 2_heritage2_demon][$HeritageType.push("wings"), $HeritageFeature.push("leathery wings")]]</div><</if>>
<<if not $HeritageType.includes("horns")>><div class="choice-item">[[There are demonic horns sticking out from your head.|Chapter 2_heritage2_demon][$HeritageType.push("horns"), $HeritageFeature.push("demonic horns")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a leathery tail.|Chapter 2_heritage2_demon][$HeritageType.push("tail"), $HeritageFeature.push("leathery tail")]]</div><</if>>
<<if not $HeritageType.includes("eyes")>><div class="choice-item">[[Your eyes have turned black. All black. (demon) |Chapter 2_heritage2_demon][$HeritageType.push("eyes"), $HeritageFeature.push("fully black eyes")]]</div><</if>>
<</if>>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
<<nobr>><div class="choices">
<<if $HeritageRace2.includes("beastkin")>>
<<if not $HeritageType.includes("horns")>><div class="choice-item">[[There are animal horns sticking out from your head.|Chapter 2_heritage2_beastkin][$HeritageType.push("horns"), $HeritageFeature.push("animal horns2")]]</div><</if>>
<<if not $HeritageType.includes("tail")>><div class="choice-item">[[There behind you is a fluffy tail.|Chapter 2_heritage2_beastkin][$HeritageType.push("tail"), $HeritageFeature.push("fluffy tail2")]]</div><</if>>
<<if not $HeritageType.includes("animal ears")>><div class="choice-item">[[There on your the top of your head are animal ears.|Chapter 2_heritage2_beastkin][$HeritageType.push("animal ears"), $HeritageFeature.push("animal ears2")]]</div><</if>>
<</if>>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
Male:
Rancent
Adwald
Gery Bedde
Ceolwy
Cyne
Adard
Hames Goodwe
Hybert
Lothher
Giles
Wine
Eanwan
Lasym
Rica
Odwin (m) - A grey protector from a snippet. An old man with wings, huge, calm and nice.
Hybert (m)- A silver protector, one of the gate guards.
Kathil (f) - A silver protector, one of the gate guards.
Female:
Bruna
Burga
Waru
Brega
Marey Borne
Ausan
Suse
Brona
Stilleue
Anell Fane
Burga
Kathil
Saethre
Neutral:
Eril
Rithre
-------------------
Companion names list from notes:
The twins: Atru and Azha.
Brothel Kid.
At least one silver protector recruit (child of an inkeeper seems like a good idea).
A grey protector recrtuit.
Someone related to the Equinox?
Some sort of noble (protextor?) out of touch with the world would be a good idea I think.
Adventurer. Potentially FREAKISHLY tall buff and mean (woman? was the request)
NAMES options: male Garran, Skyler, Estmond, Olek, Hayward,
female: Raylene, Neda, Sondra, Kathil
% Alexia/Alex/Alexa (good pairing but mayube no more starting with A since twins), Fenna
Towns/cities
Daham
Lafeld, the City of Ghosts
Enegion
-----------------------------
<<if $HeritageFeature.includes("ram horns")>>\
<<set $beastkin_tribe.push("sheep")>>\
<</if>>\
<<if $HeritageFeature.includes("deer horns")>>\
<<set $beastkin_tribe.push("deer")>>\
<</if>>\
<<if $HeritageFeature.includes("goat horns")>>\
<<set $beastkin_tribe.push("goat")>>\
<</if>>\
<<if $HeritageFeature.includes("elk horns")>>\
<<set $beastkin_tribe.push("elk")>>\
<</if>>\
<<if $HeritageFeature.includes("fox ears")>>\
<<set $beastkin_tribe.push("fox")>>\
<</if>>\
<<if $HeritageFeature.includes("cat ears")>>\
<<set $beastkin_tribe.push("cat")>>\
<</if>>\
<<if $HeritageFeature.includes("wolf ears")>>\
<<set $beastkin_tribe.push("wolf")>>\
<</if>>\
<<if $HeritageFeature.includes("rabbit ears")>>\
<<set $beastkin_tribe.push("rabbit")>>\
<</if>>\
<<if $HeritageFeature.includes("squirrel ears")>>\
<<set $beastkin_tribe.push("squirrel")>>\
<</if>>\<div align="center"><h1>Currency</h1></div>
The every day currency in Firgrat is different coins.
<div align="center"><h2>Iron Bits – Square coins made of iron.</h2></div>
<li>Value: 1 iron bit, which is the base currency</li>
<li>Iron bits are used for buying basic items like a loaf of bread or a drink at the tavern.</li>
<div align="center"><h2>Bronze Marks – Circular coins made of bronze.</h2></div>
<li>Value: 1 bronze mark = 10 iron bits</li>
<li>Bronze mark are for purchases, like a full meal, tools, or basic clothing. A handful of bronze marks could pay for a night at a regular inn. </li>
<div align="center"><h2>Silver Marks – Circular coins made of silver.</h2></div>
<li>Value: 1 silver mark = 10 bronze marks = 100 iron bits</li>
<li>Silver marks are used for expensive purchases, like weapons, fine clothing, or a week's worth of provisions. Most rents are some silver marks.</li>
<div align="center"><h2>Gold Marks – Circular coins made of gold.</h2></div>
<li>Value: 1 gold mark = 10 silver marks = 100 bronze marks = 1,000 iron bits</li>
<li>Reserved for high-value transactions, like buying land or a house, rare (but not magical) items, or large quantities of goods. Only the wealthy typically carry these.</li>
<div align="center"><h2>Diamond Marks – Diamond-shaped coins made of a rare, shining metal.</h2></div>
<li>Value: 1 diamond mark = 10 gold marks = 100 silver marks = 1,000 bronze marks = 10,000 iron bits</li>
<li>The most valuable currency that most people never see. Used for purchases like estates, magical artifacts, or large-scale trade deals. </li>
<<set $HeritageRace2.push("garuda")>>\
<<set $HeritageFeature.push("feathered hair")>>\
There are feathers in your hair. You have feathered hair.
You stare at your hair. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
It must be one of those heritage feature things.
"What happened there? Your hair was not like that earlier when I was cutting it." Havard asks and takes a worried step forward. He comes over and kneels in front of you.
<<linkreplace "Havard inspects your hair.">>\
<<if not $CurrentRaces.includes("garuda")>>\
"Feathers... you must have some garuda heritage." He says.
Garuda heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The garuda are well, bird-people. They have colored feathers, wings in place of arms with dexterous talons to be used as fingers. Usually also a bird’s face with a usually curved beak. There are a few of them around still."
Bird-people? Are you part bird? What... Is that why the people before the void wanted you? To… you have no idea. Why? What... you are very confused.
<<else>>\
"Your garuda heritage must be strong." Havard says.
Oh... you have more than one garuda heritage feature. That makes sense... probably. Ok, not much makes sense to you but if you have one, might as well have more.
<</if>>\
All this heritage business is confusing you.
Is it now time for that lesson Havard talked about? Whatever that is.
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $HeritageRace2.push("elemental")>>\
<<set $HeritageFeature.push("glowing hair")>>\
On the top of your head, your $HairType $HairColor is glowing.
You stare at your hair. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
It must be another one of those heritage feature things?
"What happened there? Your hair was not like that earlier when I was cutting it." Havard asks and takes a worried step forward. He comes over and kneels in front of your chair.
<<linkreplace "Havard inspects your hair.">>\
"I would say it seems you have some elemental heritage. Sometimes things like this happen."
Elemental heritage? What is that? What does it mean? Oddly enough your internal sense seems to think you are part rock... It's a bit confused.
You pick at a strand of glowing hair. It just feels like hair... as far as your ruined hands can tell.
"Elementals are powerful beings made of an element. Generally, the natural elements like fire, water, earth, metal and so forth. I have head tales of more artificial ones as well." Havard ponders and rubs his chin. "To be honest, I do not know much about them. I have never met one, though they are quite secular. I cannot say why your heritage chose to show itself now, but it has. It does not however seem strong enough to manifest any specific element."
Made from an element? Then are you made of form rock like your internal sense things? At least partially? Is that why those people before the void carved you up? To see what was inside? Your mind is reeling and you cannot understand.
All this heritage business is confusing you.
Is it now time for that lesson Havard talked about? Whatever that is.
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
<</linkreplace>>
<<set $HeritageRace.push("merfolk")>>\
<<set $HeritageFeature.push("face fins")>>\
<<if $HairLength is "short">>\
It is pretty easy to see your ears due to your $HairLength hair.
<<else>>\
You push your $HairLength hair to the side to peer at your face easier.
<</if>>\
Your face is odd? On the sides there are large translucent fins. Havard's face is not like that.. You try to remember something about this, yet come up blank. You bring up a hand to touch your face fins, but you have no time to properly investigate.
"Ah, noticed your fins did you. You must have some merfolk heritage." Havard smiles at you and peers closer at your face.
Merfolk heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The merfolk dwell in undersea cities and are often thought of as guardians of the sea." Havard ponders. "They are rather distinctive as they generally have a humanoid upper body with a lower half resembling a fish or other aquatic creatures."
Undersea cities? What <<if $SawTheSeaC1 is true>>You saw the sea from the window after running away from Havard... There are people living under there? That must be... so pretty! People can live in water? Can you live in water? <<else>> You have never seen the sea... That is a big pool of water, isn't it? You can't even imagine it. Well, you can barely imagine water." <</if>> You stare at Havard. These merfolk sound like a story... Do your fins do something? They did not help you so far... You are rather confused about the whole thing. You have face fins, assuming this is not some delusion. Are you something that is not a person?
<<if $nonverbal is true>>\
Your stare must seem like a question.
<<else>>\
"What does it mean?" You ask.
<</if>>\
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2_mirror2_heritage]]>></div>
</div><</nobr>>
/*~300 word*/
<<set $HeritageRace2.push("merfolk")>>\
<<set $HeritageFeature.push("face fins")>>\
<<if $HairLength is "short">>\
It is pretty easy to see your ears due to your $HairLength hair.
<<else>>\
You push your $HairLength hair to the side to peer at your face easier.
<</if>>\
Your face is odd? On the sides there are large translucent fins. Havard's face is not like that.. You try to remember something about this, yet come up blank.
It must be another one of those heritage feature things.
You bring up a hand to touch your face fins, but you have no time to properly investigate.
"Ah, noticed your fins did you. You must have some merfolk heritage." Havard smiles at you and peers closer at your face.
Merfolk heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The merfolk dwell in undersea cities and are often thought of as guardians of the sea." Havard ponders. "They are rather distinctive as they generally have a humanoid upper body with a lower half resembling a fish or other aquatic creatures."
Undersea cities? What <<if $SawTheSeaC1 is true>>You saw the sea from the window after running away from Havard... There are people living under there? That must be... so pretty! People can live in water? Can you live in water? <<else>> You have never seen the sea... That is a big pool of water, isn't it? You can't even imagine it. Well, you can barely imagine water." <</if>> You stare at Havard. These merfolk sound like a story... Do your fins do something? They did not help you so far... You are rather confused about the whole thing. You have face fins, assuming this is not some delusion. Are you something that is not a person?
All this heritage business is confusing you.
Is it now time for that lesson Havard talked about? Whatever that is.
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
<<set $investigateHeritageC2 to $investigateHeritageC2+1>>\
<<FeatureIndex "sea">>\
You focus on your reflection, on your face specifically. Your $Feature, they are delicate and translucent. The fins fan out from just above your cheekbones, their shimmering colors catching the light from the window.
You turn your face from one side to another, watching the colors of the fins shift with the light. How odd. Otherwordly.
They shift slightly with every breath you take, soft and graceful.
Tentatively, you raise a hand to your cheek, bandaged fingers clumsily brushing over the strange fins. There is feeling in your fins. The sensation is gentle, but startlingly real. Your touch sending a faint ripple through the fins, causing them to twitch in response. The edges are glistening like fish scales in sunlight, or so your internal sense tells you.
You slowly turn your head again, watching the fins shift in the mirror, catching and reflecting light in an eye-catching manner.
It all feels a bit unreal. You have fins, you have merfolk heritage. Well, the entire orphanage feels unreal and might be a delusion. You tug on one fin lightly, testing to make sure it is not fake. The sensation is immediate, a faint pull that confirms it’s a part of you. You twist your head again, watching the fins give your face a more ethereal, otherworldly look. They add something delicate and sharp at once, a touch of grace and mystery.
A mixture of wonder and disbelief settles over you. You have $Feature, you are part merfolk… People that live underwater. That is so odd. And confusing.
The fins are slender, translucent and regal. You stare at them, trying to reconcile the reflection with your vague image of yourself. They fit.
The reflection staring back at you is someone you’re just beginning to understand. A bit, a tiny bit.
That is more than you have ever had before.
/*~300 words*/
<<nobr>><div class="choices">
<div class="choice-item">[[Now what else is there to do....|Heritage Navigation menu]]</div>
</div><</nobr>>
<<set $HeritageRace2.push("garuda")>>\
There is a lump under your $clothes, on your back. Havard also seems surprised. It pushes uncomfortably against the chair, so you need to shift, and decide to rise to stand for a better look. You need to use the chair for support, your legs feel... odd. Still no time to dwell on that now.
"What happened there? That was not there earlier when we chose your clothes." Havard asks and takes a worried step forward.
You have no idea, but there is clearly something on your back, something distorting your clothes and making them fit badly.
You start wiggling to get a look at your back, but it proves too hard. The cloth refuses to yield to you, and your ruined hands are not much use. It’s getting annoying. Who would imagine that getting out of the void, and now you are annoyed at a little inconvenience. As has happened many times in the recent past, Havard comes over to help.
He fiddles with your clothes behind your back. "It's no use. As loose as these clothes are, I dare not force it, I don’t want to hurt you, so I'll just cut the cloth." <<if $blades_trauma is true>> He says it gently, looking for a reaction from you. You stiffen a bit, but he has already had every chance to carve away at you. Still, <</if>> Havard is afraid of hurting you? You doubt he could actually hurt you by just forcibly freeing whatever is back there, but he just grabs the pair of scissors from the table and snips at the cloth a bit.
<<if $blades_trauma is true>>\
You stiffen for a moment again, but Havard already cut your hair with those scissors. He won't harm you now, and cutting open the back of your $clothes is not so bad. And you are curious.
"Apologies for the discomfort." Havard says softly. The scissors never touch you.
<</if>>\
Your feathered wings spring free, forcing Havard to dodge as a pair of burst out from the hole Havard made.
You stare in bewilderment. Havard stares with wide eyes. Wings. You have wings. What… how… why? You are so lost. It’s not like you have been on top of things for the last… however long you have been here at the orphanage, but this is confusing. More confusing than usual… everything is confusing outside of the void.
It must be one of those heritage feature things.
<<if not $CurrentRaces.includes("garuda")>>\
"You must have some garuda heritage, to get wings like this. I cannot say why your heritage chose to show itself now, but it has."
Garuda heritage? What is that? What does it mean? Oddly enough your internal sense is just as confused as you are. It does not know what these things mean.
"The garuda are well, bird-people. They have colored feathers, wings in place of arms with dexterous talons to be used as fingers. Usually also a bird’s face with a usually curved beak. There are a few of them around still."
Bird-people? Are you part bird? What... Is that why the people before the void wanted you? To… you have no idea. Why? What... you are very confused.
<<else>>\
"Your garuda heritage must be strong." Havard says.
Oh... you have more than one garuda heritage feature. That makes sense... probably. Ok, not much makes sense to you but if you have one, might as well have more.
<</if>>\
Now, was there something else? Or is it time for that lesson thing?
You peer back at your reflection.
<<nobr>><div class="choices">
<div class="choice-item">[["It seems it is time for our first lesson." Havard says.|Chapter 2_mirror2_heritage2]]</div>
<div class="choice-item">[[There is still something off with your image.|Chapter 2 heritage feature 2]]</div>
<div class="choice-item"><<back [[Wait you think you nodded off, this is not what you saw in the mirror! (Go back)|Chapter 2 heritage feature 2]]>></div>
</div><</nobr>>
/*<</linkreplace>>*/<<FeatureIndex "tail">>\
Your $Feature sways behid you. You focus as hard you can and... smack the bed with your tail. As fast and hard as you can with your newly discovered control over your $Feature.
Thump.
Thump.
Thump.
The sound of your tail smacking the bed is not very lound. And you can't do it for long. You have to rest after three thumps, and slump down on the bed.
Damn… Still, it works as intended. Both Havard and Lexia stop arguing about what Havard is calling "profanity in front of children" and spin to look at you.
Lexia tilts her head... "Are we being scolded by the kid? Or does $heshe need the bathroom?" She asks Havard.
You stare at Lexia… What, no. You wanted their attention! <<if $nonverbal>> You shake your head. <<else>> “No.” You say. <</if>>
“Apologies. We got a little carried away. Are you all right?” Havard says. He is already by your side, to check on you.
<<if $nonverbal>> You nod. <<else>> “Yes.” <</if>> At least there is nothing new wrong with you. Your legs are probably still off.
“Good job on getting our attention without saying a word." Lexia says and smiles at you. "I bet in a few years, that tail will be really strong if you keep this up."
Would that happen? Having a strong tail would be good. Your arms and legs seem to be bad, it would be nice to have a bodypart that works.
"Indeed." Havard says and smiles softly but keeps looking you over. "Your tail at least, seems to be doing very well. You just get tired quickly, but that will get easier in time."
That's good, you only managed three thumps before you had to stop. It will be nice when you can do more... or maybe something a bit more usefull than smacking your tail against the bed. But small victories are still victories, and your life can certaintly use them. You nod at Havard, who lifts his gaze from looking you over and smiles.
Why do both Havard and Lexia smile so much? They are such an odd pair... or you think they are? You might not be an expert of being odd, you might not even be a person.
<<nobr>><div class="choices">
<div class="choice-item">[[He consider you for a moment.|Chapter 3_1]]</div>
</div><</nobr>>
“I am sorry to leave you, but Lexia will stay with you to make sure you stay in bed, and if you need anything.” He adjusts the covers, so you are fully under the duvet. “If you need me, Lexia can contact me at any time. I can be here in person quickly if needed.”