<<audio "main" play loop>>\
You are a young witch. For years you have practiced in secret in your little village. The old gods are out there and they can hear you — if they can be persuaded to listen.
Witchcraft is forbidden of course. But you mostly keep to yourself, occasionally going out in the twilight to leave offerings in the woods. When the full moon comes you go alone into the forest with a special potion, one whos recipe you found tucked away in a forgotten tome. After drinking it you meditate under the full moon’s glow and hope you have pleased the gods enough to hear their whispers. Sometimes, when you wake, you are wise in ways you were not before.
Most of the magic you learn is harmless. Occasionally people from the village come to you for a potion or poultice: whether to heal sickness or to prevent a pregnancy. You are always happy to help, after all, you rely on their goodwill to stay here. You have never knowingly met another witch, although your mother told you that her own mother was one.
What is your name? <<textbox "$name" "Helena">>
What are your pronouns? <<listbox "$pronouns">>
<<option "She/Her">>
<<option "He/Him">>
<<option "They/Them">>
<</listbox>>
<<set $pursuit_counter to 0>>\
[[Continue|Wake up]]
You are a young girl in a small village. You are a witch, but you've never harmed anyone.
One day you wake up to a harsh knock on your door. Groggily, you open it. It's either inquisitors!! or someone warning you the inquisitors are coming!
After you die, you awaken in a dark void. The old gods speak to you. It is not yet your time to die, as one day you will do a great deed for them. They will help you, but the old gods are never clear and straightforward.
You awaken again. But this time you remember what went wrong.<<nobr>>
<<set $pursuit_counter to 0>>
<<set $distance_counter to 0>>
<<set $headstart = false>>
<<set $distraction = false>>
<<set $hiding to false>>
<<set $CAUGHT to false>>
<<set $location to "">>
<<set $has_firstaidkit to false>>
<<set $has_grimoire to false>>
<<set $has_meat to false>>
<<set $has_necklace to false>>
<<set $has_moss to false>>
<<set $oliver_request to "">>
<<set $ward_triggered to false>>
<<set $just_arrived to false>>
<<set $exited to false>>
<<set $galen_talked to false>>
<<set $magical_light to false>>
<<set $lantern_light to false>>
<<set $dark to false>>
<<set $lantern_fuelled to false>>
<<set $compass_active to false>>
<<set $book_stashed to false>>
<<set $choice to "">>
<<set $offering to "">>
<<set $wait to false>>
<<switch $pronouns>>
<<case "She/Her">><<set $oliver_label to "lady">><<set $oliver_prefix to "miss">>
<<case "He/Him">><<set $oliver_label to "lad">><<set $oliver_prefix to "">>
<<case "They/Them">><<set $oliver_label to "traveller">><<set $oliver_prefix to "">>
<<default>><<set $oliver_lable to "traveller">><<set $oliver_prefix to "">>
<</switch>>
<</nobr>>\
You wake up with a start.
<<if $newly_awakened is true>>\
Your head pounds like nothing you have experienced before. You close your eyes in pain dark shapes dance across the back of your eyes. What is wrong with you?
There is no knocking from the door. Any other morning that would have been a relief, but now it sends panic down your spine. This isn't how it's supposed to be.
You feel off. Different. You look down at your hands, and are hit with a sudden vision, like a memory: your hands, contorted into gestures you have never performed. But you realise, now, that you know how to execute them perfectly. A spell you have never cast, and never learnt, sits in the back of your mind like a wet spot on the sleeve of a shirt.
It isn't a spell of healing, nor a spell of harm: it is a spell of binding. A spell to bind two souls, so neither can harm the other without harming himself.
A spell to stop the inquisitor who hunts you.
The loud knock at the door nearly makes you jump out of your skin.
[[Open it|Open the door]]
<<elseif $newly_awakened is false>>\
There is a loud knocking coming from the front door of your small hut. Groggily, you get out of bed. There is still light peaking in from behind your curtains, so it can't be long after you went to bed.
Who would come calling for you at this hour?
\
<<if $deaths is 1>>\
Wait. You have been here before. Haven't you? Your head is foggy, and you feel somehow untethered. But you know Oliver is at your door. The inquisition is coming for you. They will find you. Or at least they did, didn't they?
<<elseif $deaths > 0>>\
Wait. You have been here before. Oliver is at your door. The inquisition is coming for you. They will find you. Or at least they did. Maybe this time things will end differently.
<</if>>\
[[Get up]]
<</if>>\<<if $deaths is 0>><<nobr>>Somebody must need your help. Emergencies in the village requiring your assistance are rare -- but not unheard of. A witch is a useful thing to have around, after all. You try to shake the sleepiness from your head as you open the door, still dressed in your nightclothes.<</nobr>>
On the other side stands Oliver. He is a kind young man around your age, the son of a local farmer. You have spoken to him often; most of the villagefolk are wary of being seen associating with a witch, but Oliver has never made you feel different. He has warm brown eyes and a broad, farmers build. Like most of the folk around here, you included, he is simply dressed; his only accessory is the old, intricately shaped metal pendant he always wears.
He seems out of breath, as if he has just run all the way out here from the village proper.
"$name! It's -- You have to leave right away!" His eyes are wide, and he seems panicked. It must be serious. You start to make a mental list of all the medicinal potions and poultices you have prepared.
"Calm down Oliver, tell me what has happened? Is somebody hurt? Is Meredith's baby coming already?" The millers wife has only been showing for three months, but you have heard of babies coming even earlier. Normally you aren't called on for births, but--
Oliver shakes his head frantically. "No, $name, it's nothing like that! It's -- An Inquisitor is here! He's here and he's searching for //you//!"
Instantly your blood runs cold. An Inquisitor? All the way out here? Who told them about you? Nevermind, there's no time to think about that now. Focus. What do you do?
[[Gather your things |Preparation]]
\
<<else>>\
<<audio ":all" stop>>\
<<audio "chase" play loop>>\
\
There's no time to waste. You get up and quickly grab everything you think you might need and pack it into your satchel. First aid kit, lantern and of course your precious grimoire. The knocking at your door grows more urgent as you throw on your boots and coat.
<<pickup $satchel "lantern" 1 "my_grimoire" 1 "firstaidkit" 1>>\
\
<<if $realised_lantern_isempty is true>>\
This time, you take a second to refill your lantern with one of the oil cannisters you keep by the door.
<<set $lantern_fuelled to true>>\
<</if>>\
<<if $dogsdeath is true>>\
Looking quickly over your humble home before you leave, you are struck with the memory of the hounds jaws around your legs. The feeling is sudden and overwhelming, and when you regain your senses you find yourself standing in front of your pantry.
Of course! You thank the gods quickly under your breath as you take out a package of dried meat and stuff it in your satchel. Hopefully this can distract the hounds if necessary.
<<pickup $satchel "meat" 1>>\
<<set $has_meat to true>>\
<</if>>\
\
<<set $has_firstaidkit to true>>\
<<set $has_lantern to true>>\
\
<<set $pursuit_counter -->>\
The knocking comes again, urgent.
You have of course already heard Oliver's warning. You could leave straight away through your window and get a headstart into the woods. But if the inquisitors find Oliver here he is sure to be in trouble. Of course he might run, they would certainly catch him just as they did you: but it might buy you a minute or two.
But perhaps, if you take the time to ask, he could help you.
[[Open the door]]
[[Run|Head into the forest][$headstart = true]]
<</if>>\
<<audio ":all" stop>>\
<<audio "chase" play loop>>\
<<set $pursuit_counter -->>\
You immediately turn back into your hut, picking up your nearby satchel and start filling it with whatever you can see that feels important. Your first aid kit is already packed, so you quickly take your grimoire, the same one your grandmother once owned. Other than that you grab almost blindly at whatever potions and ingredients are in front of you, throwing them into your bag.
<<pickup $satchel "lantern" 1 "my_grimoire" 1 "firstaidkit" 1>>\
<<set $has_firstaidkit to true>>\
<<set $has_lantern to true>>\
"Where are they?" You ask Oliver, trying desperately to keep your cool.
"Theres just the one, and his two hounds. I saw him down by the village square. As soon as I heard him asking about you I came straight away. When I left he was talking to miss Rosie, I'm sure she won't tell them where you live but it's only a matter of time until someone does. Nobody wants to be found lying to an inquisitor," he says apologetically. You know it to be true.
"Where will you go?" he asks, and you see the worry in his face. He has always been kind to you.
"I don't know," you say shakily, pulling on your coat. You still have to tie your boots: there is time to ask him one more question.
[[Ask Oliver about the Inquisitor|Oliver Dialogue][$oliver_request = "inquisitor"]]
[[Ask Oliver who reported you|Oliver Dialogue][$oliver_request = "snitch"]]
<<set $distance_counter ++>>\
The forest has always been your second home. You have always believed it home to the Old Gods as well. <<nobr>><<if $deaths is 0>>They will hide you, surely. You have never truly believed that they listen to prayers, only offerings left. But you whisper a desperate prayer into the night air all the same as you head into the dark woods.<<elseif $deaths is 1>>If you are truly under their protection, then surely it makes sense to retreat to where you have always felt their presence the most. You don't really understand what just happened to you, but there's no time to dwell on it now.<<elseif $deaths > 1>>If you are truly under their protection, and by now you would be hard pressed to argue otherwise, then surely it makes sense to retreat to where you have always felt their presence the most. You still don't really understand what is happening to you, but there's no time to dwell on it now.<</if>><</nobr>>
The last light of twilight quickly disappears under the thick canopy of trees.
<<if $lantern_fuelled is true>>\
This time, your trusty lantern is fully fueled. You make a mental note to never put off refueling it to another day for as long as you live. Or relive. Whatever is happening here. This is not the time for philosophising.
<<else>>\
With your lantern at your side, the dark does not scare you. Of course if push came to shove you could always summon a magical light´-- but any spellwork is a risk with an inquisitor on the hunt.
<</if>>\
You head deeper into the woods, not sure where you are going, just that it's away from here. <<nobr>><<if $ward_triggered is false>>With no idea how far you will need to travel, you keep a brisk pace. Fitness has never been your finest quality, and you may need to conserve your strength.<</if>><</nobr>>
[[Deeper into the forest]]
\
<<if $CAUGHT is true>>\
<<set $location to "forest">>\
<<include "Caught">>\
<</if>>
<<audio ":all" stop>>\
<<audio "death" play>>\
<<dropall $satchel>>
<<if $offering is "blood" && $blood_sacrifice is true>>\
You open your eyes and see only darkness. Something envelopes you, new and dark and alien and entirely unfamiliar.
A strange voice echoes through you, like the hairs raising in the back of your neck and the blood pumping through your veins. You understand it like an instinct, the part of you that acts without thought, without regard for consequence.
"Lowly witchling," it says to you.
"You awaken an alter long forgotten. You give unto me your lifeblood. You are tangled in forces beyond your comprehension."
You don't understand, but you lack the ability to respond.
"You have amused me. I will see that you make your way out of this maze, so I may watch you struggle in the next."
Your mind is filled to bursting, stuffed full of flashes of incomprehensible senses.
Then the presence is gone, and you are utterly alone in the absence of everything.
\
<<set $deaths ++>>\
<<pickup $spellbook "binding" 1>>\
<<set $blood_spell to true>>\
[[Awaken|Wake up][$newly_awakened = true]]
<<else>>\
You open your eyes, but do not see. Something envelopes you, a feeling warm and alien, yet at the same time familiar.
A strange voice echoes through you. Less like speech and more like a vibration running through your soul, as if it were a plucked string. Nevertheless, somehow, you understand it.
"Child," it says to you.
"It is not yet your time. You have a destiny to fulfill. Only when your duty to me is filled will I allow you to rest."
You don't understand, but you lack the ability to respond.
"Return now. And choose anew."
<<set $deaths ++>>\
\
[[Wake up]]
<</if>>/* Audio Setup */
<<nobr>>
<<cacheaudio "main" "audio/Main-theme.wav">>
<<waitforaudio>>
<<cacheaudio "end" "audio/End.wav">>
<<cacheaudio "death" "audio/Death.wav">>
<<cacheaudio "chase" "audio/Inquisition-Run.wav">>
<<cacheaudio "escalation" "audio/Inquisition-YCRFHG.wav">>
<<cacheaudio "confrontation" "audio/Inquisition-NE.wav">>
<<cacheaudio "cave" "audio/APIB.wav">>
<<cacheaudio "oliver" "audio/Oliver.wav">>
<<cacheaudio "caravan" "audio/Caravan.wav">>
<<cacheaudio "tower-outside" "audio/Tower-FAWI.wav">>
<<cacheaudio "tower-inside" "audio/Tower-S.wav">>
<</nobr>>
\
/* Variable initialisation: */
<<nobr>>
<<set $first_loop_theshold to 3>>
<<set $headstart_theshold to 3>>
<<set $distraction_theshold to 6>>
<<set $caught_threshold to 0>>
<<set $pursuit_counter to 0>>
<<set $distance_counter to 0>>
<<set $hiding to false>>
<<set $CAUGHT to false>>
<<set $location to "">>
<<set $name to "">>
<<set $pronouns to "">>
<<set $oliver_label to "">>
<<set $oliver_prefix to "">>
<<set $deaths to 0>>
<<set $dogsdeath to false>>
<<set $darkdeath to false>>
<<set $compass_counter to 0>>
<<set $climbing_experience to false>>
<<set $realised_lantern_isempty to false>>
<<set $caravan_discovered to false>>
<<set $shrine_discovered to false>>
<<set $tower_discovered to false>>
<<set $seen_symbol to false>>
<<set $tower_entered to false>>
<<set $tower_unlocked to false>>
<<set $just_arrived to false>>
<<set $exited to false>>
<<set $galen_talked to false>>
<<set $looking_for_moss to false>>
<<set $inquisitor_information to false>>
<<set $blood_knowledge to false>>
<<set $has_necklace to false>>
<<set $barrier_spell to false>>
<<set $blood_spell to false>>
<<set $headstart = false>>
<<set $distraction = false>>
<<set $ward_triggered to false>>
<<set $dark to false>>
<<set $magical_light to false>>
<<set $lantern_light to false>>
<<set $lantern_fuelled to false>>
<<set $compass_active to false>>
<<set $has_firstaidkit to false>>
<<set $has_grimoire to false>>
<<set $has_meat to false>>
<<set $has_moss to false>>
<<set $offered_own_grimoire to false>>
<<set $offered_ancient_grimoire to false>>
<<set $newly_awakened to false>>
<<set $book_stashed to false>>
<<set $choice to "">>
<<set $offering to "">>
<<set $wait to false>>
<</nobr>>
/* Simple Inventory setup */
<<newinv $satchel>>
<<newinv $spellbook>>
<<item "my_grimoire" "Grimoire">>
<<description>>\
A well-used book where you have carefully recorded a multitude of spells and potion recipes over the years. Of course, most of them are so familiar to you now that you rarely need to check it.
<<unique>>
<</item>>
<<item "firstaidkit" "First aid kit">>
<<description>>\
Bandages, alcohol, a pot of honey and a small stash of herbs along with a sharp needle and thread.
<<unique>>
<</item>>
<<item "lantern" "Lantern">>
<<description>>\
<<if $lantern_fuelled is true>>\
A small lantern to light your way in the dark. It has been refuelled with oil.
<<else>>\
A small oil-fuelled lantern to light your way in the dark.
<</if>>\
<<unique>>
<</item>>
<<item "moss" "Medicinal moss">>
<<description>>\
The moss Galen asked you to gather, it has a number of medicinal usages.
<<unique>>
<</item>>
<<item "ancient_grimoire" "Ancient Grimoire">>
<<description>>\
A heavy tome bound in a beautiful deep blue with decorations in gold. Who knows how long it was hidden in the tower?
<<unique>>
<</item>>
<<item "necklace" "Oliver's necklace">>
<<description>>\
An intricately shaped metal pendant on a simple chain.
<<unique>>
<</item>>
<<item "meat" "Dried meat">>
<<description>>\
Strips of dried meat.
<<unique>>
<</item>>
<<item "light" "Light Spell">>
<<description>>\
A simple spell that summons a floating magical light, or imbues an item with light causing it to glow.
<<unique>>
<</item>>
<<item "compass" "Compass Spell">>
<<description>>\
A simple spell causes a small object to act as a compass, aligning itself towards north.
<<unique>>
<</item>>
<<item "barrier" "Shielding Spell">>
<<description>>\
An ancient spell that summons a magical shield which repels small projectiles.
<<unique>>
<</item>>
<<item "binding" "Dark Binding">>
<<description>>\
An ancient, dark spell that binds the very souls of two beings together.
<<unique>>
<</item>>
<<pickup $spellbook "light" 1 "compass" 1 >>\
Story by <a href="https://lilmissyona.itch.io/">"Yona/Emily i"</a>
Music by <a href="https://www.youtube.com/@edwardbraunsiii">"Edward Brauns III"</a>
Made for Tiny Embers jam #000You open the door, and just as before, Oliver is standing on your doorstep.
"$name! It's -- You have to leave right away!" He is just as breathless and panicked as you remember.
<<if $newly_awakened is true>>\
You stare at him in shock for a second. You must simply have awoken, somehow, //before// he arrived.
"Are you alright, $name? I'm sorry if I woke you but--" Oliver is oblivious of course, hurredly trying to warn you of the inquisitor who waits for you.
[[Ask Oliver to fetch the inquisitor|Ask Oliver][$oliver_request = "fetch"]]
\
<</if>>\
<<if $used_necklace is true>>[[Ask Oliver for his necklace|Olivers pendant]]<<elseif $seen_symbol is true>>[[Wait, what's that around his neck?|Olivers pendant]]<</if>>
[[Ask Oliver to distract the inquisitor|Ask Oliver][$oliver_request = "distract"]]
[[Ask Oliver to hide you|Ask Oliver][$oliver_request = "hide"]]
Before Oliver can explain further, you interrupt him.
<<if $oliver_request is "fetch">>\
You tire of these games. You know you have the power to end this, you feel it coursing through your veins.
"Oliver," you say, voice steady. "I want you to tell the inquisitor to meet me. Here, outside of my home."
Oliver balks, clearly taken aback. "What-- I'm sorry?"
"Please," you say. "Just bring him here."
His confusion is obvious, but you don't have the energy to explain. After a second, he relents. "Alright $name, if you insist... I'll be right back then..."
He leaves in a jog, though not without glancing back at you more than a couple of times.
[[Wait|Before the fight]]
<<else>>
<<nobr>>
<<if $oliver_request is "distract">>\
"Please Oliver, I need your help. I need you to distract them for me while I run."<<elseif $oliver_request is "hide">>"Please Oliver, I need your help. Is there anywhere you can help me hide?"<</if>><</nobr>> Confusion flits across his face, but there is no time to explain how you know of the inquisitors arrival. He considers you for a moment, and you know you are asking a lot of him. Willfully impeding an inquisitor's hunt is a crime. But he is a kind, brave man.
<</if>>\
<<if $oliver_request is "distract">>\
He nods, swallowing. "I'll try my best $oliver_prefix $name. I can't promise anything, but I'll try and buy you some time. I'll tell them I saw you running through the farm towards the old mill," he smiles reassuringly before pausing. "But... where will you go?" he asks, brows knit with worry.
<<elseif $oliver_request is "hide">>\
He nods, swallowing. "Of course, $name. I'll help you. But we must leave right away."
<<set $hiding to true>>\
[[Follow Oliver]]
<</if>>\
\
<<if $oliver_request is "distract">>\
<<set $distraction to true>>\
<<if $has_necklace is false>>\
"As far away from here as I can," you say. "The forest will hide me, I hope."
You can't stand to see that sad look on his face a moment longer. You turn to leave at once.
"Wait, $name!" he says, and you can't help but hesitate. When you look back, he gives you a small, uncertain smile.
"Good luck," he says. "Stay safe, ok?"
You try your best to smile back in response.
<<else>>\
You wish you could tell him about the tower, about the symbol on his necklace, his family crest, carved into a tower where the very stone almost sings with magic. But there is simply no time.
You wonder with a heavy heart whether you will ever be able to explain it to him, once this whole ordeal is over. Surely it will end, one way or another? But even if you escape, you may never be able to return here, to this village. To your home.
"I'll be alright," you tell him, though it is not an answer to his question. You hope at least, that it is true.
"Thank you, Oliver," you say. "For everything."
<</if>>\
[[Head into the forest]]
<</if>>\
<<if $return is false>>\
<<set $distance_counter ++>>\
<</if>>\
<<if $compass_counter < 3 || $realised_lantern_isempty is true || ($cave_discovered is false && $tower_discovered is false)>>\
The forest is thick and dark. Your mind runs through all the nearby landmarks that you know of -- to the southest there is a small cave you sometimes visit to harvest the various mosses that grow there. It is an unassuming landmark that is unlikely to be found by someone unfamiliar to the area.
Further south there is the abandoned tower -- said to have once been home to a powerful witch. You haven't explored it yourself as you always thought there would be time for that another day. It is hardly an inconspicuous destination, but there may be magic still dormant there.
<<if $compass_active is false>>\
But without the sun to guide you, you don't even know which way you are going. It's too dark to make out any landmarks without careful observation. There simply isn't time.
A compass spell is a simple thing, you wouldn't even need to consult your grimoire. <<if $deaths is 0>>But if rumours are to be believed, all inquisitors travel with spellhounds, specially trained dogs who can track magic, leading the inquisitor to their target. They are said to be able to track the caster of any spell, as long as they are close enough when it is cast.<<else>>But if the inquisitor and his spellhounds are closer enough, any spellwork will lead him straight towards you.<</if>> On the other hand, what are your chances running blindly through the dark?
<</if>>\
<<if $lantern_light is false && $magical_light is false>>\
You might have more luck using your lantern to light the way and orient yourself, but there is always the risk of the inquisitor spotting it through the trees. But if the inquisitor is far enough away that he doesn't sense your spellwork, you can probably light your lantern as well.
<</if>>\
<<else>>\
You once more enter the dark forest. From here you can either keep going east <<nobr>><<if $caravan_discovered is true>>towards the Lethyean caravanners camp<</if>><</nobr>>, or turn south towards the cave or tower. You realise suddenly, that you know exactly which direction they each are from here without needing to cast your compass spell. It seems there are some benefits to this whole ordeal after all.
You do make sure to light your lantern though before it gets too dark.
<<set $lantern_light to true>>\
<<if $CAUGHT is false>>\
[[Head to the east|Keep east]]
[[Turn south]]
<</if>>\
<</if>>\
<<if $CAUGHT is false>>\
<<if $lantern_light is false && $magical_light is false && $caravan_discovered is false>>[[Light your lantern and head further into the forest|Keep east]]
<<elseif $lantern_light is false && $magical_light is false && $caravan_discovered is true>>[[Light your lantern and head toward the Lethyean camp|Keep east]]
<<elseif ($lantern_light || $magical_light) is true && $caravan_discovered is false>>[[Head further into the forest|Keep east]]
<<elseif ($lantern_light || $magical_light) is true && $caravan_discovered is true>>
[[Head for the Lethyean camp|Keep east]]
<</if>>\
<<if $compass_active is true || $compass_counter > 2>>[[Head South|Turn south]]
<<elseif $compass_active is false>>[[Cast the compass spell]]
<</if>>\
<<if $lantern_light is false && $magical_light is false && $darkdeath is false>>[[Keep travelling in the dark|Keep east][$dark = true]]<</if>>
\
<</if>>\
\
<<if $CAUGHT is true>>\
<<set $location to "forest">>\
<<include "Caught">>\
<</if>>\
<<set $return to false>>\You slow your pace momentarily, plucking a leaf off a nearby branch as you walk. Taking a deep breath to calm yourself, you hold the leaf in one hand and move the other through a series of precise and complex gestures. The leaf glows faintly, hovering above your open palm and pointing to one side. North. It seems you have been travelling eastwards, so you will have to turn south to head to the cave or the tower.
<<set $compass_active to true>>\
<<if ($headstart is false && $distraction is false) || $CAUGHT is true>>\
<<set $CAUGHT to true>>\
Suddenly you are ripped from your thoughts as you hear the barking of dogs from behind you. They're close. Far too close. You break out into a run once more straight ahead, not daring to lose ground by turning. The Inquisitor must have been close enough to trace your spellwork, and now his hounds are headed straight for you. You throw the compass leaf onto the forest floor, hoping desperately that the magic theyre sensing will lead to it instead of you. But you have no idea how inquisitors track magic. You only know that they usually succeed.
<<set $compass_active to false>>\
You run wildly, legs burning. Gods, why are you so out of shape??<<nobr>><<if $deaths>2>> You feel like you have done enough running these past few... hours, nights, whatever you want to call this phenomenon you feel as if you have been running almost ceaselessly. Yet although your mind remembers, your muscles grow no more used to the strain.<</if>><</nobr>>
The hounds are gaining on you for each passing minute. You can hear the rustling of their strides in the underbrush get louder and louder as they close in on you. What do you do?
[[Keep running|Hounds catch up]]
[[Try to climb a tree]]
\
<<elseif $ward_triggered is false>>\
You still haven't felt your ward trigger. Hopefully that means Olivers plan worked, and the Inquisitor is headed in the wrong direction. That should buy you some time.
<</if>>\
\
<<if !($headstart is false && $distraction is false)>>\
/* Dont know how else to make this not display together with the first if lol... */ \
Since you already took the risk of spellcraft, you might as well light your lantern as well so you can see where you are stepping.
<<if $lantern_fuelled is false>>\
You take your lantern and matchbook out of your pack, but realise at once that something is off. You were too distracted to notice it earlier, but the lantern is far too light: there's no oil left in it at all.
A memory resurfaces from just a few nights ago, when your lantern sputtered out just as you were walking up to your hut: you put the empty lantern down by your door and resolved to refill it before your next evening outting.
Which ended up being tonight.
You mutter a curse at your foolishness as you stuff the useless lantern back into your pack. Well, since you have already cast one spell, there is no more danger in casting another. You contort your fingers into another series of gestures, focusing on your floating leaf-compass. It starts to emit a soft light; enough for you to see your footing and immediate surroundings, but not strong enough to be visible from a distance.
<<set $magical_light to true>>\
<<set $realised_lantern_isempty to true>>\
<<elseif $lantern_fuelled is true && $lantern_light is false>>\
You take the refuelled lantern out of your satchel along with your matchbox, lighting it and adjusting the flame to low. The warm glow is comforting; enough for you to see your footing and immediate surroundings, but not strong enough to be visible from a distance.
<<set $lantern_light to true>>\
<</if>>\
<<set $compass_counter ++>>\
Time to pick your course.
<<if $CAUGHT is false>>\
[[Keep heading east|Keep east]]
[[Turn south]]
<<elseif $CAUGHT is true>>\
<<set $location to "forest">>\
<<include "Caught">>\
<</if>>
<</if>>
You know you can't outrun them. Your only chance is to hide. If you were to hide in the brush they would surely catch your scent... But what if you were to climb?
<<if $climbing_experience is true && $has_meat is true>>\
Feeling an intense surge of deja vu, you realise you are right by the tree you climbed... before. You head toward it and this time, you find your hands and feet slotting perfectly into place, giving you the purchase you need to hoist yourself high up in its branches. Far higher than you managed to climb before, you tuck yourself against the trunk hoping to blend in with the dense leaves.
<<if $magical_light is true>>
You also quickly extinguish your magical light, catching the leaf before it can fall to the ground. You do not know if the spellhounds would be able to sense traces of the enchantment, and aren't particularly keen on finding out.
<</if>>\
<<if $has_meat is true>>\
Remembering the meat you hid in your pack, you quickly retrieve it and throw it down to the ground.
<</if>>\
[[Wait]]
<</if>>
<<if $climbing_experience is false>>\
You haven't climbed a tree since you were a child. You feel your palms start to sweat with the stress. But what choice do you have?
Trying to ignore the baying hounds you take a deep breath to focus yourself. Picking the nearest tree with a low branch, you do your best to try to clamber up on it. It takes several tries, and it is certainly without grace, but you finally manage to pull yourself up on the first branch.
But the triumph is short lived. Before you can react the dogs are breaking through the nearby brush and catch sight of you, still just a metre off the ground.
Desperately, you try to climb further. What else can you do? Your hands are slick with sweat and you nearly lose your grip several times, but you do manage to clamber up to a pretty respectable height.
Unfortunately, the dogs did not come alone, and their owner is not far behind. A single figure emerges, holding a torch to illuminate the din. He wears the white garb of the Holy Church over his armor, and at across hangs chest hangs a golden pendant. The Inquisitors mark. You feel yourself cower almost instinctively.
"Give it up, Witch. You cannot run from His gaze." The Inquisitor steps forward, and you see his face. He can not be more than ten years your senior, yet his voice, expression, and entire being exudes authority. He gestures with his arm and the hounds still at the base of the tree, gazing dutifully back at him as if they were but harmless pups.
"Cease this foolishness and I will grant you the mercy of a swift end," he says. His tone leaves little room for debate; you are not sure if the other alternative is his hounds or the pyre, but you long for neither.
[[Climb down]]
[[Climb higher]]
<<set $climbing_experience to true>>\
<</if>>\<<set $CAUGHT to true>>\
You run faster than you've ever run before. You run for your life, adrenaline singing in your veins.
But it's not enough.
You're sent tumbling, off-kilter as teeth close around your ankle. You're so filled with panic and adrenaline that the pain barely registers, only the desperate need to get away. But now they are upon you, two great hounds teeth like knives and jaws of steel. You fall to the ground, your legs too torn to hold you a second longer. Your head hits the ground violently, and the world starts to fade.
<<set $dogsdeath to true>>
[[Everything goes black]] <<audio ":all" stop>>\
<<audio "oliver" play loop>>\
\
You leave immediately, pulling the hood of your coat up over your head. If Oliver is seen hiding you... you do not wish to think of it. But you need all the help you can get. Running into the forest has failed you before, and you're not sure you want to take the chance again. <<nobr>><<if $beheadingdeath is true>>You reach instinctively for your neck, shuddering as you remember the Inquisitors iron gaze.<<elseif $dogsdeath is true>>The memory of the dogs teeth on your flesh still makes you flinch. <</if>><</nobr>>
He leads you the long way around back to his families farm, travelling on the very outskirts of the village. Seeing the lights in the village windows you realise that one of these very buildings must house the person behind all of this. Somebody in the village must have reported you to the Head Church. The thought makes your stomach churn. Who would do this to you? But there is no use wasting time on that now.
Oliver seems nervous as well, as he starts to talk aimlessly. He has the sense to keep his voice low though, so you do not interrupt him. /* Add dialogue here????? */
Thankfully it is late out, so you do not encounter anyone on the way to the farm. But just as Oliver is leading you around the back of the barn, a voice calls out behind him.
"Is that you boy? Stop messing around out here, it's almost dark!" The voice is unmistakably farmer Rhodes, Oliver's father. The man has never liked you, and hearing him sends a shot of panic down your spine.
[[Freeze]]
[[Run]]
<<set $distance_counter +2>>\
<<if $caravan_discovered is false>>\
You don't want to lose ground. You keep going forward, hoping you will find something, anything to aid your escape.
<</if>>\
\
<<if $lantern_light is false && $magical_light is false && $dark is true>>\
You can't risk lighting your lantern either.<<nobr>><<if $ward_triggered is true>> The inquisitor could be right on your tail!<</if>><<if $ward_triggered is true && $headstart is false>> In fact, your blood runs cold as you hear the yapping of hounds behind you.<</if>><</nobr>>
<<if $ward_triggered is false && $dark is true>>\
But you aren't used to travelling in the dark like this. After only a short while, you trip over a loose tree root and tumble to the ground, crying out in shock.
It is only after the cry has left your mouth that you realise your mistake. Immediately, the barking of hounds sounds from behind you.
[[Scramble to your feet |Hounds catch up]]
<</if>>\
<</if>>\
<<if $lantern_light is false && $magical_light is false && $realised_lantern_isempty is false && $dark is false>>\
You take out your lantern and matchbook, taking care not to drop them as you keep pace. But immediately you realise something isn't right. You were too distracted to notice it earlier, but the lantern is far too light. A memory resurfaces from just a few nights ago, when your lantern sputtered out just as you were walking up to your hut: you put the empty lantern down by your door and resolved to refill it before your next evening outting.
Which ended up being tonight.
Cursing your luck, you stuff the useless lantern back into your satchel.
<<set $realised_lantern_isempty to true>>\
<</if>>\
<<if $lantern_light is false && $magical_light is false && $lantern_fuelled is false && $realised_lantern_isempty && $dark is false>>\
You contort your fingers into a quick series of gestures, and a small glowing light blinks into existence at your fingertips. It emits a soft, warm light; enough for you to see your footing and immediate surroundings, but not strong enough to be visible from a distance.
<<set $magical_light to true>>\
<<elseif $headstart is false && $distraction is false>>\
And before you have barely had time to finish the thought, you hear the barking of dogs behind you.
<</if>>\
<<if $dark is true && $headstart is false && $distraction is false && $magical_light is false && $lantern_light is false>>\
Shit.
You panic, trying to look through the dark to find some sort of escape but in so doing you make the fatal mistake of taking your eyes off your feet: your foot catches on a loose tree root.
[[Fall]]
<<elseif $lantern_fuelled is true && $lantern_light is false && $magical_light is false && $dark is false>>\
You take the refuelled lantern out of your satchel along with your matchbox, lighting it and adjusting the flame to low. The warm glow is comforting; enough for you to see your footing and immediate surroundings, but not strong enough to be visible from a distance.
<<set $lantern_light to true>>\
<<set $dark to false>>\
\
<</if>>\
<<if $caravan_discovered is true && ($magical_light is true|| $lantern_light is true) && $dark is false >>\
With your surroundings lit, you are confident that you will be able to find your way back to the caravan.
<<if $CAUGHT is false>>\
[[Head for the caravan parties camp|The Caravan]]
<</if>>
<<elseif $caravan_discovered is false && $dark is false>>\
You travel onwards for quite some time. Just when you're starting to worry that you've made a mistake and there is nothing this way but trees, you see the warm, unmistakeable glow of a campfire peeking through the trees.
<<if $CAUGHT is false>>\
[[Head towards the camp|The Caravan]]
[[Head back|Deeper into the forest]]
<<elseif $CAUGHT is true>>\
<<set $location to "forest">>\
<<include "Caught">>\
<</if>>\
<</if>>\
<<set $distance_counter ++>>
Though it will cost you some ground, you can't just keep travelling aimlessly through the woods. You turn south, following your enchanted leaf-compass as it bobs along beside you.
At least now you can see far enough in front of you to start recognising your surroundings. It takes a little while but eventually you orient yourself properly. At this pace it won't take long for you to reach the cave. <<nobr>><<if $looking_for_moss is true>>Hopefully, you can find the moss Galen needs and be one step closer to escaping this nightmare.<<else>> And you certainly would love a break. <<if $deaths<2>>Usually your trips into the forest are a care-free affair, you're not at all used to exerting yourself like this. <<else>>Despite all the running you've done lately, you're still terribly out of shape.<</if>><</if>><</nobr>>
<<if $cave_discovered is false || $tower_discovered is false>>\
But while the cave may <<nobr>><<if $looking_for_moss is true>>hold the moss you seek,<<else>>be a fine place to hide temporarily,<</if>><</nobr>> there is something at the back of your mind nagging you to keep going towards the old tower.
<</if>>\
<<if $CAUGHT is false>>
[[Head for the Cave|The Cave]]
[[Keep going to reach the tower|The Tower][$just_arrived = true]]
<<elseif $CAUGHT is true>>\
<<set $location to "forest">>\
<<include "Caught">>\
<</if>><<set $CAUGHT to true>>\
You refuse to give up. The primal human urge to live courses through you,<<nobr>><<if $deaths is 0>> overriding any sense of honor. What honor is there in death?<<elseif $deaths is 1>> strange magics be damned. There's no guarantee that you will be returned again. You don't want to die.<<elseif $deaths > 1>> strange magics be damned. Who knows how many times it will work? You don't want to die.<</if>><</nobr>>
If you can just get high enough, maybe you can get away. You've never heard of an inquisitor to carry an axe. You struggle to get a good grip around the next branch, and are slowly hoisting yourself up as you hear the inquisitor sigh wearily.
"Very well then," he says and reaches for something on his back<<nobr>><<if $inquisitor_information is false>> that you can't make out in your peripheral vision.<<elseif $inquisitor_information is true>>. Shit. The crossbow.<</if>><</nobr>>
<<nobr>><<if $inquisitor_information is false>>Then there is the sound of something flying through the air... and the sharp pain of a crossbow bolt <<elseif $inquisitor_information is true>>Before you can react there is the tell-tale sound of a bolt flying through the air... and the sharp pain of it <</if>><</nobr>>imbedding itself in your side. You lose your grip in shock, tumbling down towards the ground.
<<set $inquisitor_information to true>>\
[[Everything goes black]]<<set $CAUGHT to true>>\
You swallow. There is no use running any more.
<<if $deaths is 0>>\
The realisation steadies you, somehow. You feel the fear leave you, as if flowing out of you and into the tree underneath you, absorbed by its roots into the ground. You wonder if it is the divine you feel, for it has always been here in the woods where you have felt the Old Gods most keenly.
<<elseif $deaths is 1>>\
But the Gods have spared you before, and you can only hope that they will again. But you have always had faith in them, so why stop now?
<<elseif $deaths > 1>>\
But the Gods have spared you before, and you have faith that they will again.
<</if>>\
Not what he calls god, of course. Your Gods are far older. Their followers do not adorn themselves in armor and medallions. But this is their domain, not the stuffy churches and cathedrals that birthed the inquisition.
<<if $deaths > 1>>\
You may as well end this attempt here. But you will never truly stop fighting. The Gods are on //your// side, not his.
<</if>>\
You climb down from the tree with as much poise as you can manage. With your head held high, you walk toward the Inquisitor. You do not drop his gaze for even a second.
To his credit, his grey eyes hold yours, even as he swings his blade through your neck.
[[Everything goes black]] Known spells:
Compass spell
Light spell
Learnable spells:
Barrier spell
Dark magicYour heart pounds as you sit among the branches, trying to slow your breathing. You know you can't possibly outrun the hounds forever, but will you truly be safe here?
Every second you spend awaiting the inquisitors approach feels like an hour.
The hounds arrive first, barking and snarling as they race toward you.
<<if $has_meat is true>>\
They run up to the tree, and for a moment you think it's all over. But then, they stop barking and start sniffing around the ground.
When the inquisitor emerges, torch in hand, he stops infront of the dogs with a sigh. You see him look up and freeze, closing your eyes as if not being able to see him will make the reverse true as well.
You hold your breath, trying to stay as still as humanly possible.
Then the moment passes, and you hear him sigh wearily.
"Useless mutts," he mutters, kicking at the morsels of dried meat on the ground. "You are supposed to be tracking magic, not somebodies misplaced rations." He seems to grumble for a moment, before turning back towards the village. "I guess we will have to return to the witch's dwelling and pick up the scent anew," he says, sounding almost like a long-suffering father figure. With a whistle, he commands the dogs attention and soon the three of them are retreating amongst the trees.
You wait for a while before daring to climb down. You have bought yourself some time, but the inquisitor will soon be on your trail again.
<<set $headstart to true>>\
<<set $CAUGHT to false>>\
[[Return|Deeper into the forest]]
<<else>>\
Moments later, the inquisitor emerges, torch in hand. You freeze, hoping to stay hidden; but as soon as he sees the hounds barking and snarling at the base of the tree he turns his gaze upwards.
NOTE: if you're seeing this, im sorry but this is a bug as you shouldn't be able to reach this text! Please go to the next cycle
[[Everything goes black]]
<</if>>\You freeze, but Oliver is quick on his feet. In one swift movement that looks far more natural than it should, he has placed himself between you and the farmhouse where his father stands. His tall and broad frame blocks you from view, his strong hand on your lower back keeping you pressed against him.
"Sorry, Pa, just forgot to muck out the stable!" he calls out in reply. His tone is a little strained, but you can hardly fault him for not being an actor.
There is a pause, and you feel your heart race.
"Well don't take too long," his father calls back. "And for Pete's sake don't forget to close the gate again." You feel Olivers sigh of release as the farmhouse door closes and he releases you, stepping back.
"I swear, I only forgot the one time," he mutters bashfully. Then, remembering himself, he ushers you inside the barn. "You should be safe here," he says. "There is space up by the rafters. I know it's not the cosiest place, but I can't imagine they would search for you here."
You'd be lying if you pretended the strong animal smell of the barn didn't wrinkle your nose. But you'd take a couple piles of manure over the inquisitor any day.
[[Climb up to the rafters|In the rafters]]<<set $hiding to false>>\
<<set $pursuit_counter to 1>>\
You bolt.
It is a pure panicked impulse, and you feel Olivers hand reach for the back of your jacket as it slips out of his grip. He curses, and you hear his father yelling again from the porch of the farmhouse but you cannot make out the words over the blood rushing through your ears.
Farmer Rhodes will surely alert the inquisitor. But by the time he finds him, you will have a pretty decent headstart. It will be enough, you tell yourself. It has to be.
[[You run into the forest|Head into the forest][$headstart = true]]<<if $exited is true>>\
You part the curtain of ivy and exit the cave
<<else>>\
You arrive at the mouth of the cave, partially hidden from view by a curtain of hanging ivy.
You have been here many times, collecting various mosses and the occasional fungus that grow here, sheltered from the sun.
<</if>>\
<<if $CAUGHT is false>>\
[[Enter the cave]]
[[Turn back|Deeper into the forest][$distance_counter --]]
<<elseif $CAUGHT is true>>\
<<set $location to "cave">>\
<<include "Caught">>\
<</if>><<audio ":all" stop>>\
<<audio "tower-outside" play loop>>\
\
<<if $just_arrived is true>>\
<<set $distance_counter +3>>
Despite the burning in your legs, you resolve to keep going towards the tower.
<</if>>\
<<if $tower_discovered is false>>\
You have only been this way a few times, so there is little you can recognise in your surroundings. But you know you are heading in the right direction when you feel the hairs on the back of your neck stand up. The closer you are, the more you feel the magic in the air, thick and ancient.
You remember the first time you wandered this far foraging; you dropped your basket in surprise at the feeling. You had half a mind to turn back, afraid of stumbling onto some ancient curse. Any non-witch in their right mind surely would have. But curiosity had gotten the better of you and you pushed on, just as you are now.
When you finally reached it though, it was almost dark. You hadn't been keen on the thought of spending the night alone in a creepy ruin, so you decided to put off exploring it for another day.
And now, it feels almost as if that was fate. The time wasn't right before. You were supposed to come here now.
The tower stands tall among the forest trees. It is made of worn and weathered stone bricks, with a lone window at the top. The magic is so thick here that it almost feels as if the air is humming, and you taste metal in the back of your mouth.
You circle round the tower, trying to find the entrance... only to find yourself back round the other side a minute or so later. It seems, there is no way in except for the window, staring down at you from far above. You don't stand a chance trying to scale the tower walls. There is however, a large tree with thick branches just a few feet from the window...
<<set $tower_discovered to true>>\
\
<<set $just_arrived to false>>
<<if $CAUGHT is true>>\
<<set $location to "tower">>\
<<include "Caught">>\
<</if>>
<<elseif $tower_unlocked is false && $just_arrived is true>>\
Just as before the hum of ancient magic leads you true, and you soon find it nestled amongst the trees. The lone window looks down at you.
<<elseif $tower_unlocked is false && $just_arrived is false>>\
Once again, you stand at the base of the tower. The lone window stares down, and you can't help but feel like it's taunting you.
<<elseif $tower_unlocked is true>>\
<<if $tower_unlock_deathcount == $deaths>>\
The tower stands before you, the previously hidden entrance and staircase now revealed.
<<else>>\
You arrive at the ancient tower. Somehow, the staircase and entrance are still revealed. You don't think you'll ever understand how this strange looping works. Maybe this place is so coated in magic that it works on it's own, independent logic. There will be times for theories later.
<</if>>\
<</if>>\
<<if $CAUGHT is false>>\
<<set $just_arrived to false>>\
<<if $tower_unlocked is true>>[[Enter the tower|Inside the tower]]
<<elseif $seen_symbol is false>>[[Examine the tower]]
<<elseif $seen_symbol is true>>[[Go to the carved symbol|Examine the tower]]
<</if>>\
[[Turn back|Deeper into the forest][$distance -2, $return=true]]
[[Try to climb the nearby tree]]
<</if>>\
<<set $just_arrived to false>>\
\
<<if $CAUGHT is true>>\
<<set $location to "tower">>\
<<include "Caught">>\
<</if>>\<<if $oliver_request is "inquisitor">>\
Oliver swallows, thinking for a moment.
"He is just the one man, but he had a grave air about him," he says. "A great sword at his side, an Inquisitors mark round his neck and a crossbow slung across his back. And his two hounds looked positively vicious."
Great. You're on the run from a man with a crossbow //and// dogs.
As if sensing your trepidation Oliver quickly adds, "But I'm sure you'll lose him in no time! And surely he wouldn't just attack a young $oliver_label such as yourself unprovoked!"
You can't help but laugh humourlessly at his words.
"A young $oliver_label no, but a witch? I doubt he will so much as hesitate."
Olivers face falls, but neither of you have any more to say.
<<set $inquisitor_information to true>>\
<<else>>\
Oliver's face falls.
"I-- Well--" he stammers, "I mean I don't know who it could have been. But I am awful sorry it happened." He seems unusually flustered, but you suppose it is the stress of the whole ordeal. After all, Oliver is the closest thing to a friend that you have.
"Nevermind," you say, "I suppose it hardly matters now. I had better get out of here,"
"Good luck," he says. He is smiling, but it doesn't quite reach his eyes. "Stay safe, ok?"
You try your best to smile back in response, "I'll try," you say, slinging your satchel over your shoulder and heading off into the treeline.
<</if>>\
[[Head into the forest]]<<set $CAUGHT to true>>\
You cry out in pain and surprise, as you fall gracelessly to the ground with a deafening thud. You're so filled with panic and adrenaline that the pain barely registers, trying desperately to get back up to your feet before they find you.
But they are upon you almost immediately, two great hounds teeth like knives and jaws of steel. You fall to the ground again, kicking and screaming in a blind panic. You do not even register the Inquisitors arrival until he runs his sword through your chest.
<<set $dogsdeath to true>>\
<<set $darkdeath to true>>\
[[Everything goes black]] <<audio ":all" stop>>\
<<audio "tower-inside" play loop>>\
<<if $book_stashed is true>>\
<<set $has_grimoire to true>>
You put the tome in your satchel,
<<pickup $satchel "ancient_grimoire" 1>>\
/* NOTE: Add text here */
<<set $book_stashed to false>>\
<</if>>\
\
<<if $tower_entered is false>>\
The inside of the tower is strangely preserved, like an illustration from a story book.
Everything is covered in a thick layer of dust. There is so much magic, more than you have ever felt before. Whoever once dwelled here must have been a witch with many, many times your magical strength and prowess. Perhaps the fairy tales are true, and there once was a time where magic could be studied openly, something one could dedicate their life to honing.
You know, somehow, that you could cast as many spells as you wanted within these walls and not be found. The magical trace of any spell you could conjure would disappear like a drop of water in the ocean. You wonder what incredible spells must have been cast here in days long past.
The tower is modestly furnished, and most things are surprisingly intact. You wonder if the magic itself is preserving things. At the least it must be keeping vermin and other creatures at a distance.
<<nobr>><<if $has_grimoire is false>>Then, on a desk on the other side of the tower you spot it -- a huge and ornate tome, covered in golden script. Your heart skips a beat. It must surely be a grimoire!<<else>>Against the far wall is the empty desk where the grimoire once sat, now safely stored in your satchel.<</if>><</nobr>>
<<set $tower_entered to true>>\
<<else>>\
The tower interior is just as strangly preserved as you remember. <<nobr>><<if $has_grimoire is false>>On the far table sits the blue grimoire.<<else>>Against the far wall is the empty desk where the grimoire once sat, now safely stored in your satchel.<</if>><</nobr>>
<</if>>\
[[Examine the tome]]
[[Re-examine the room|Inside the tower][$tower_entered = false]]
[[Leave the tower|The Tower]]What happens when you hide in the town?
Where do you go if you run from Oliver?
What is the lie you can tell the the caravanners?
Whats in the Cave?
What offering do you need to make to the old gods?
- a blood sacrifice? where do you learn this?
What spell do they teach you in return?
Some form of dark combat magic
What happens after you evade the inquisitor in the tree? Do you just get to keep going? Does he go back?
When does the ward go off with distraction?
How/When does the inquisitor catch up with you<<if $tower_unlocked is true>>
<<else>>\
<<if $seen_symbol is true>>\
You walk around to the side of the tower where the strange symbol is carved into the rock.
<<elseif $seen_symbol is false>>\
You walk around the tower again, this time not looking for an obvious door but instead checking for anything that stands out or seems odd. You run your hand along the cold, weathered stone.
Just as you are ready to write the exercise off as pointless, you spot something: a small symbol carved into one of the rocks, just below eye-level. You feel, somehow, like you've seen it somewhere.
<<set $seen_symbol to true>>\
<</if>>\
\
<<if $has_necklace is true>>[[Hold Olivers pendant up to the symbol|The Symbol][$action="necklace"]]<</if>>
[[Push on the stone|The Symbol][$action="push"]]
[[Trace the symbol with your finger|The Symbol][$action="trace"]]
[[Try and sense any magic|The Symbol][$action="sense"]]
[[Turn back|The Tower]]
<</if>>\
<<if $shrine_discovered is false>>\
Usually you only travel here during the daytime, often leaving your lantern behind at home. You have therefore never actually ventured into the back of the cave, where the sparse sunlight filtered through the ivy does not reach. There was little need to, since most everything you needed grew in abundance near the caves entrance.
But tonight, something compels you to go further. <<nobr>><<if $lantern_light is true>>Lifting your lantern to lead the way,<<elseif $magical_light is true>>With your magical light bobbing along beside you,<</if>><</nobr>> you step gingerly around the cave-bend, wary of any animal inhabitants you might frighten.
Against the very back of the cave, there is what seems to be a small stone shrine, with the remnants of several candles, burnt down to only stumps.
Holding up your lantern you see some sort of inscription in the stone, obscured by dirt and leaves. Even without being able to read it, you somehow know: this shrine is dedicated to one of the Old Gods. You can feel their power here, in the dirt and stone.
[[Brush off the dirt][$pursuit_counter --]]
<<else>>\
You once again approach the lonely shrine stood against the back of the cave. As you look upon the foreign script and burnt down candles, the thought that you are walking in the steps of long-gone worshippers fills you with a sense of reverence.
[[Make an offering][$pursuit_counter --]]
[[Leave the cave|The Cave][$exited = true]]
<</if>>\You have never seen a shrine or offering to any of the Old Gods that you did not leave yourself. As you rub the dirt from the inscribed stone you cannot help but wonder about the person who carved it. What kind of life did they live? Did they come here alone? Did they worship in private, like you do? Or did people from the village, in whatever form it existed then, come here together?
As the dirt starts to fall, you realise with disappointment that the script is entirely foreign to you. You run your fingers along the characters, and it feels sacred to you all the same.
[[Make an offering][$pursuit_counter --]]
[[Turn back|The Cave][$exited = true]]<<set $pursuit_counter++>>\
<<if $climbing_experience is false>>\
You spend several minutes trying to climb the tree, but you haven't climbed a tree since childhood. No matter what angle or approach you try, you can't get a good enough grip to haul yourself up.
[[You fall to the ground|The Tower]]
<<elseif $climbing_experience is true>>
You've surprisingly gotten a pretty good feel for tree-climbing in there past few... hours? Days? You try not to think about what you've been experiencing exactly. All that matters is getting out, and hopefully inside of the tower is something that will help you do just that.
<<if $ward_triggered is true && $pursuit_counter >= $caught_threshold>>
<<set location to "tree">>
<<include "Caught">>
<<else>>
Taking a literal leap of faith, you jump off the branch to the window -- and you make it!
[[Inside the tower]]
<</if>>\
<</if>>\You feel drawn to the shrine, somehow. You kneel before it, and it feels right in a way that nothing has since this disorienting ordeal began.
But the Old Gods do not listen to words. They take their prayer in offerings. Usually you would gather herbs from different parts of the woods and weave them into little wreaths to be left as offerings. But you don't have the time for such things now. And something, though you do not know what, tells you that the god of this shrine wants something different. Something with power.
<<if (($offered_own_grimoire is true && $offered_ancient_grimoire is true) || ($offered_own_grimoire is true && $has_grimoire is false)) && $blood_knowledge is false>>\
You can't think of anything on you that could possibly interest the Old Gods.
<</if>>\
<<if $blood_knowledge is true>>[[Make an offering of blood|Offering][$offering = "blood"]]<</if>>
<<if $offered_own_grimoire is false>>[[Offer your grimoire|Offering][$offering = "own_grimoire"]]<</if>>
<<if $has_grimoire is true && $offered_ancient_grimoire is false>>[[Offer the ancient grimoire|Offering][$offering = "ancient_grimoire"]]<</if>>
[[Turn back|The Cave][$exited = true]]<<audio ":all" stop>>\
<<audio "caravan" play loop>>\
<<set $distance_counter ++>>\
<<if $has_moss>>\
With the moss Galen needs in your pack, you travel excitedly towards the camp with a spring in your step. You can't help but wonder if this whole ordeal is almost over, a new life awaiting you.
<</if>>\
<<if $caravan_discovered is false>>\
You break out of the forest into a clearing.
In the middle of the clearing is a campfire where several figures sit, sharing a late meal. Around them are a couple of small tents as well as a modest caravan. There are also a couple of horses tied to a nearby tree, grazing lazily. You note that there are too many tents for them to only belong to the people before you; more must be sleeping within.
Upon noticing your abrupt entrance, one of them stands. The rest shrink back behind him. The man is a bit older than you, with dark hair down to his shoulders. His shirt is decorated with colourful embroidery around the neckline.
You have seen caravan travellers dressed similarly before -- most are nomadic travellers who were once inhabitants of the southern islands of Lethys now claimed by the church. Much like you, they are outcasts.
<<set $caravan_discovered to true>>\
[[Ask for help][$wait = false]]
[[Wait for the man to speak|Ask for help][$wait = true]]
<<elseif $caravan_discovered is true>>\
In the clearing lies the Lethyean caravanners camp.
<<if $galen_talked is true>>\
Galen alone sits by the campfire, and his face brightens at your arrival.
<<if $choice is "no">> \
"Change your mind? We would welcome your help, young witch."
<<else>>\
"Back already? Have you found the plant we need?"
<</if>>\
<<if $has_moss is true>>[[Tell him you have come with the moss he needs|Give Galen moss]]<</if>>\
[[Excuse yourself, returning to the forest|Deeper into the forest][$distance--, $return=true]]
<<else>>\ /* if $galen_talked is false */
Galen stands up from the fireplace, eyeing you warily. Of course, he does not recognise you from your previous meeting.
"Hail, stranger," he says calmly. "What brings you to our camp?"
<</if>>\
<<if $has_moss is true>>[[Tell him you have come with the moss he needs|Give Galen moss]]<</if>>
[[Ask the Lethyeans for help once more|Ask for help]]
[[Excuse yourself, returning to the forest|Deeper into the forest][$distance--, $return=true]]
<</if>>\<<if $CAUGHT is true>>\
<<audio ":all" stop>>\
<<audio "confrontation" play loop>>\
/*Old if: $distraction is false && $ward_triggered is true */
<<if $wait is false>>\
"Please," you begin before the man can say anything, "You have to help me, I need--"
But before you can even finish your sentence,<<elseif $wait is true>>Suddenly, <</if>>the inquisitor and his hounds burst out of the treeline. The other Lethyeans seated around the fire jump to their feet and back away hurredly.
You freeze, panic surging as you try and figure out your next move. Luckily the Inquisitor pauses as well, taking in the scene before him. The hounds rest at his side, eyes trained on you alone.
"We have no quarrel with you," the Lethyean man says. His tone is calm, but his eyes dart between you and the inquisitor nervously. "Please, we have children and sick among us. We only wish to travel peacefully."
The Inquisitor does not move his hand from where it rests on the pommel of his blade. "I am only here for the witch. Once she is in my custody, I will leave you be."
The man looks at you searchingly. He carries no weapons aside from a small blade hung off his belt, as many men do. Undoubtedly it is more of a tool than a weapon. Either way he would be a true fool to try and help you in front of the inquisitor. You are on your own.
[[Try to steal a horse and run|Horse escape]]
<<else>>\
<<if $wait is true>>\
"Hail, stranger," he says calmly. His green eyes look you up and down, analytically. "You look to be in a mighty hurry. What are you running from at this time of night?"
<<elseif $wait is false>>\
"Please," you begin before the man can say anything, "You have to help me. You are travelling, yes? Please, take me with you."
The man looks you over, his green eyes assessing you for a long moment. You can't read anything from his expression. "What are you running from?" he asks.
<</if>>\
You swallow, considering your next words carefully. How honest can you afford to be?
[[Tell the truth|Help cont][$choice = "truth"]]
/* [[Lie|Help cont][$choice = "lie"]] */
<</if>>\<<set $CAUGHT to true>>\
There's nowhere to run.
<<set $location to "caravan">>
<<include "Caught">>\You can't outtrun him. But if you only had a horse--
You make a break for it, surely you can make the short distance before the hounds or the Inquisitor catches up to you. He is in armor after all.
The Lethyean man curses in surprise as realises what you are doing moments before you are up on the horses back. You make a quick series of gestures with your hand, focusing on the rope tying its bridle to the tree, and it snaps. It's not like you have to worry about the spellhounds sensing your magic when he's right in front of you.
Adrenaline surges through you as you as the horse rears, the thought that you might manage to get away--
<<if $barrier_spell is false>>\
<<set $inquisitor_information to true>>\
Thats when the crossbow bolt slams into you. You lose your grip on the reins and tumble to the ground. Your head smashes into an ill-placed rock, your vision blurring.
[[Everything goes black]]
<<elseif $barrier_spell is true>>\
Suddenly, movement catches your eye from the corner of your vision. You throw a hand up, quickly making the motions of the shielding spell and the crossbow bolt bounces off the magic right in front of you. You don't have time to think about how close you came to death as you spur the horse -- and feel the wind rush through your hair as it breaks into a gallop.
You hear the Lethyean travellers yell and shout as you ride away, and you feel a pang of guilt as you leave them in the dust. But you didn't have a choice, did you? You only wish to survive.
You ride off into the night. Where you will go is a question for tomorrow, all you know now is it will be far, far away from here.
ENDING THREE: If wishes were horses
[[Return to the start of a new cycle|Wake up]]
<<link "Reset everything and restart from the very beginning">>
<<run UI.restart()>>
<</link>>
<</if>>\
You have never seen a book quite like this. It's cover is a deep blue, and despite its age it's completely pristine. Examining it closely, you wonder if the tome itself isn't enchanting, perhaps some sort of cleanliness charm? There isn't even the thinnest layer of dust upon it. Just like your own grimoire there is no text on the cover, although unlike your own it is decorated in beatiful golden shapes.
You carefully open it to the first page, and your heart sinks. The script the book is written in is not one you can read. <<nobr>><<if $cave_discovered is true>>In fact, it looks very similar if not the same as letters inscribed in the ancient shrine you discovered in the cave. <</if>><</nobr>> But, as you leaf through the pages you see that some of them have diagrams of the required hand motions! The illustrations are precise, clearly drawn by a skilled hand. With a little luck and a lot of experimentation, you may be able to work your way through the book, casting the various spells to figure out there purpose.
Of course, that could also literally blow up in your face.
You stop on a page that has a small outline of a shield drawn around the final hand motion. Perhaps this is a clue to the spells purpose? If it really is a barrier spell, it could prove invaluable.
<<nobr>><<if $barrier_spell is false>>[[Try to cast the spell]]<<else>>[[Practice the spell again|Try to cast the spell]]<</if>><</nobr>>
[[Put the book in your satchel for later|Inside the tower][$book_stashed = true]]<<if $barrier_spell is true>>\
Practice makes perfect, right? You flip through the tome until you find the page with the shielding spell, and practice making the hand gestures, trying to improve your speed without sacrificing precision.
<<else>>\
Some of the gestures drawn on the page are familiar with you -- parts of other spells you already know. But there are two that are new to you and you spend a few minutes trying to bend your fingers into the correct shape, then again and again until you think you've gotten it down.
Only once you have each gesture down do you dare string them together. You put the book down away from you, just in case of any... unintended misfirings. With a deep breath, you focus your energy, and twist your hand into each gesture in turn.
The air in front of you shimmers strangely. In your gleeful surprise, you drop the spell and it disappears. It definitely did... something.
You look around for a small object to test the barrier with, and end up retreiving the matchbox from your satchel. You concentrate, holding the matchbox in one hand and performing what you hope are the correct gestures with the other. Then, when you see the shimmer in the air, you throw the matchbox at it.
--and it bounces, seemingly colliding with thin air and falling to the ground.
You feel almost giddy at the realisation. An ancient barrier spell, recorded by a witch of incredible power. And you managed to figure it out and cast it, decades if not centuries later. Who knows how many more secrets this book holds?
But now is not the time for further study. The inquisitor is out there, looking for you. Hopefully this spell help protect you.
<<pickup $spellbook "barrier" 1>>\
<<set $barrier_spell to true>>\
<</if>>\
[[Return|Inside the tower][$book_stashed = true]]<<if $choice is "lie">>\
You need their help, more than you need any principal of honesty.
<<else>>\
You don't want to lie to these people. If they choose to help you, they should know what they're getting into.
"My name is $name, and I am a witch. I have lived peacefully in the outskirts of the nearby village for many years, but now I am being hunted by an inquisitor, and if he finds me he will kill me."
Saying it outloud so matter-of-factly, you are struck again by the unfairness of it all. Here you are, running for your life in the middle of the night, being forced to flee when all you were doing was living in peace and worshipping in private. But there is no sense in feeling sorry for yourself now. You need a way out of here.
The man looks you over once more. Eventually, he gives you a curt nod. "Well met, $name. I am Galen, and these people are my family." He gestures to the others behind him. While they all look to be of Lethyean descent, they are quite dissimilar in ways that make you doubt they are a family by blood. No matter.
"We are no friends of the inquisition or their church," he continues, "but we are not fighters. Still I would not see a stranger killed because of my own callousness. Has the inquisitor seen you with his own eyes? Perhaps we could disguise you as one of our own."
<</if>>\
It is not a terrible idea. You do not know of any Lethyean blood in your family tree, yet your appearance is not //too// dissimilar to that of Galen's band.
"It could work, but I'd prefer to leave here as soon as possible. Will you be travelling onwards tomorrow?" Giving the camp another glance, it definitely doesn't look like they have been here long. But Galen shakes his head solemnly.
"This is where it gets complicated, my friend. While we ordinarily would not linger near a small village like this, one of our people is very sick. We saw a healer in the last village we passed through; she said without a certain plant she could not help her and told us to travel this way, for it grows in the forests of this region. That was a week ago, and Ismini has gotten worse by the day."
You are no stranger to herbs and medicines; while you would prefer to set off right away, maybe you can help both these people and yourself.
"Do you have a description of this plant? I am very familiar with the wilderness here, and might be able to help you."
Galen nods and walks over to a small pack near the campfire. From it he retrieves a piece of parchment and hands it over to you.
"I was going to head into the village tomorrow to ask for help finding it, as I doubt I'd have much luck poking around myself," he says. "The healer we consulted copied down a picture of it here,"
The piece of parchment does not have any text or names, but this is not odd. Most folk outside of the clergy cannot read after all. You are lucky to have been taught at a young age, or you would never have been able to record your spells and findings in your grimoire. What the parchment does have, just as Galen said, is an ink drawing. Looking at it for a moment, you realise you do recognise it -- it is a moss you have harvested yourself from the forest cave.
The recognition must show on your face. "You know of it?" Galen asks, "Do you think you could find it?" There is relief in his voice. Then he adds, "I know you are in a perilous situation. But we simply cannot leave here without this plant. I have vowed to Ismini and the others to keep them safe."
It's definitely not the best time for you to go foraging. But Galen seems like a good and honest man. Maybe, you could carve out a life for yourself with this group. The life of a traveller seems a good fit for a witch, moving along before anyone notices or cares enough to summon the inquisition.
<<set $galen_talked to true>>\
[[Agree to help them|Help Decision][$choice = "yes"]]
[[No, you have to focus on your own survival|Help Decision][$choice = "no"]]<<if $offering is "blood">>\
Could there be truth to Olivers tale? Did the worshippers of the Old Gods sacrifice their own lifeblood at their altars?
You take out the small knife from your pack. You don't know the last time you used it for more than cutting trimmings off plants. Now, you wish you were in the habit of sharpening it more often.
You hold the blade in one hand, and position your other arm over the altar. Now that you know what to look for, you swear there are flecks of dried blood staining its surface.
With a deep breath, you sink the blade into your flesh. As you suspected the blade is dull; it takes more pressure than you would like to break the skin. But as soon as you do, crimson blood rushes to the surface. You let it drip onto the altar, and close your eyes in prayer.
You feel a change in the energy around you, as if a great presence has suddenly focused it's awareness on you. It is frightening and intoxicating all at once.
When you come to, you are not sure how much time has passed. The blood on the altar is dry, your arm clotted. You can't quite say what it was you just experienced. But even as you leave the altar, you feel like you are being watched.
<<set $blood_sacrifice to true>>\
[[Return to the cave entrance|The Cave][$exited = true]]
<<elseif $offering is "own_grimoire"|| $offering is "ancient_grimoire">>\
You kneel down before the shrine, placing the grimoire on the altar.
You close your eyes, feeling the energy in the earth. <<nobr>><<if $offering is "own_grimoire">>You think about all of the time, energy and magic you have put into the filling of their grimoire, each page written out by hand over the course of many years.
<<set $offered_own_grimoire to true>><<elseif $offering is "ancient_grimoire">>You think about the multitude of spells you saw recorded within, and the impossible amount of knowledge that is surely stored within it's pages. The very book itself smells of magic, enchanted with a charm that has persisted long after the caster must have passed on.<<set $offered_ancient_grimoire to true>><</if>><</nobr>>
You think about the Old Gods, and the spells you have gleaned from their whispers. And the strange situation you find yourself in now, and you are sure it is only by their power and mercy that you are still breathing.
But something doesn't feel right, not like it usually does when you make an offering. There is still energy here in this shrine, of that you are certain, but there is no reaction at all to your offering. Usually you feel something, no matter how small. You get the feeling that this was simply not the right offering. The god of this shrine is not interested in such things.
<<if $offering is "own_grimoire"|| $offering is "ancient_grimoire">>\
You solemnly take the grimoire back off the altar, returning it to your pack.
<</if>>\
<</if>>\
\
[[Consider a different offering|Make an offering][]]
[[Turn back|The Cave][$exited = true]]<<if $action is "necklace">>\
You take off Olivers pendant, holding it up next to the symbol in the tower wall. They're the same size but now that you see them in next to each other they're not //quite// the same... Were you mistaken? It's almost as if they're--
You flip the necklace over to face the wall. Aha! You press it into the carved symbol, and the indent is a perfect fit. The necklace glows softly and, before your eyes, the wall before you starts to fade away. Behind it stands a spiral staircase, leading up.
<<set $tower_unlocked to true>>\
<<set $tower_unlock_deathcount to $deaths>>\
[[Ascend|Inside the tower]]
<<elseif $action is "push">>\
You try to on the indentation, and the stone it sits on, hoping to activate some sort of hidden mechanism. The stone does not budge, and all you manage to do is dirty your palms.
<<elseif $action is "trace">>\
You trace the symbol with your fingertip, trying several different directions. The symbol stares back at you tauntingly. You swear you've seen it somewhere before, if only you could remember...
<<elseif $action is "sense">>\
You try to reach out with your magic, hoping that the small amount used will be undetectable among the towers own magical aura. You put your hands on the symbol and close your eyes, trying to see through the thick haze of magic surrounding you to sense what enchantment, if any, has been placed upon this stone.
As you expected, there is definitely something here. You have had precious little opportunity to study any enchantments aside from your own however, and this is certainly not like anything you have ever cast. But there is power dormant here, waiting to be activated by the right trigger.
<</if>>\
[[Return|Examine the tower]]<<set $pursuit_counter -->>
<<if $used_necklace is true>>\
The pendant around Olivers neck.. You're not sure if you need it again, but it can't hurt to take it anyway.
<<else>>\
The pendant around Olivers neck... You know you've seen it before, after all you've never seen him without it. But you've //seen// it before... somewhere else.
You reach out and lift up as you lean in for a closer look.
"Whoa there $name? Were you listening to me, I said--"
You tune his flustered rambling out, concentrating on the pendant in your hand. You know that it's important. And then you remember: the necklace is shaped just like the symbol carved into the tower!
"I knew I'd seen it somewhere!" you exclaim, much to Olivers confusion. There's no way you could explain this whole returning-from-death situation to him in a sensical manner.
<</if>>\
"Oliver, I know this doesn't make any sense, but I really need to borrow your pendant," you say, forgoing any real explanation. He blinks, confused, but immediately moves to take it off.
"Well if you're sure $oliver_prefix $name," he says, handing it over to you gingerly. "But it's just my family crest. It's pretty old, but it's not worth anything."
You take it from him and clasp it around your own neck. "Thank you, Oliver," you say genuinely. You're not sure how you would have dealt with this whole mess without his help. "There's just one more thing I need to ask of you."
<<set $has_necklace to true>>\
<<pickup $satchel "necklace" 1>>\
\
[[Ask Oliver to distract the guards, giving you time to go towards the tower|Ask Oliver][$oliver_request="distract"]]
[[Ask Oliver to hide you|Ask Oliver][$oliver_request="distract"]]<<if $choice is "yes">>\
You nod. "Yes, I have harvested this moss many times before. If I return with it, can we leave tomorrow?"
He smiles, "If you can do this for us, I will make sure we get on the road as soon as possible."
<<elseif $choice is "no">>\
"I'm sorry," you say. "I just don't have time to be running around doing errands right now."
Galen looks disappointed. There is a long pause as you look at each other.
"Well," he says finally. "If you change your mind, you know where to find us. Best of luck to you. If the inquisitor passes this way, he won't hear anything from me."
<</if>>\
<<set $looking_for_moss to true>>\
[[Return to the forest|Deeper into the forest][$distance_counter --]]You take the wrapped moss out of your satchel and give it to Galen, who unwraps it gingerly. A wide smile breaks out on his face, and you think that it suits him.
“Thank you, $name,” he says earnestly. “It is such a weight off my shoulders to know we finally have a cure for Ismini.” He wraps the moss in the cloth. “Especially since we will now have a witch with us the attend to her.”
You feel as if a weight has lifted off your own shoulders. “How soon can we leave?” You ask. He looks to the horizon, where the the morning twilight is rising.
“Most of my people have slept since early morning. We can leave at first light. Come, I will take you to meet Ismini.”
Ismini is a beautiful woman even in her sickness, only a few years older than yourself. When Galen tells you that you have brought the moss they need, she embraces you joyously, thanking you many times over. She seems delighted to learn that you will be joining them, and asks you to teach her about plants and herbs as you travel. In exchange, she lets you borrow some of her clothes, lest your pursuer happen upon the camp before you leave. She tells you that she often spends the days in the caravan busying herself with embroidery, and you admire her handiwork as you slip on a pale green dress.
Soon the sky is alight with twilight, and Galen rouses the rest of the party. None of them bristle to learn you will be joining them, not even when Galen tells them you are a witch. The small children in particular seem to delight in this, looking at you with big, curious eyes.
Before long, and without interruption from the inquisitor, you are off. For the first time you can remember, you are excited to see what tomorrow will bring.
But you cannot help but feel a pang of sorrow, knowing you will never again return to the little hut you have called home for so many years. There were so many things there, books and knick-knacks gathered over the years, that you will miss.
<<if $tower_entered is true && $has_grimoire is false>>\
Maybe one day you will return to the witches tower, and fetch the grimoire you found there. You have no doubt that it will remain, just as untouched by time as when you found it.
<</if>>\
<<if $has_grimoire is true>>\
But, you did manage to bring with you the ancient grimoire. It will take you a long time to decode it's contents, but the potential knowledge stored within will surely be worth it.
<</if>>\
You watch the land you have called home grow smaller and smaller in the distance as the caravan travels forth. But for the first time you can remember, you are excited to see what tomorrow will bring, surrounded by people who accept what you are without fear.
ENDING TWO: A new beginning
[[Return to the start of a new cycle|Wake up]]
<<link "Reset everything and restart from the very beginning">>
<<run UI.restart()>>
<</link>>
<<audio ":all" stop>>\
<<audio "cave" play loop>>\
You push back the numerous vines of ivy that hang over the cave entrance, <<nobr>><<if $lantern_light is true>>your lantern bathing the cave in a warm glow.<<elseif $magical_light is true>>your magical light illuminating the cave in a soft glow.<<else>> and step into the shaded cavern.<</if>><</nobr>>
The cool air and total quiet of the cave fills you with a sense of comfort. You only wish you were truly safe here. While you may be hidden from the view of any passers-by, if the spellhounds pick up the scent of your magical signature from any traces that linger in your home, they will surely find you here eventually.
<<nobr>><<if $looking_for_moss is true && $has_moss is false>>[[Gather the moss Galen asked for]]<</if>><</nobr>>
[[Head deeper into the cave|The ancient shrine]]
[[Leave the cave|The Cave][$exited = true]]You have gathered this moss many times before, as it is a helpful ingredient in both poultices and potions for a number of ailments. This time, you gather several times what you would normally take in one trip. If you do end up joining Galen and his family on the road, then it may be a long time until you can come across it again. Properly dried, or turned into potions, it should keep most of its properties for a good while.
You wrap the moss in some cloth from your satchel, and place it within.
<<set $has_moss to true>>
<<pickup $satchel "moss" 1>>\
[[Head further into the cave |The ancient shrine]]
[[Leave the cave|The Cave][$exited = true]]
Oliver helps lift you up to the small attic-life space in the rafters of the barn. He takes a seat up there next to you, swinging his legs into the air as he talks.
"I'm sorry about my dad," he says, looking down at the ground. "I know he's always been a jerk to you."
You're not sure why he's apologising, but you hate to see him look so guilty for something that isn't his fault.
"It's ok," you say. "Most people just don't understand witchcraft, really. Thats why they're afraid of it."
Oliver laughs a little. "You've got that right. My dad has all these crazy ideas in his head, it's all from his grandma really. He's convinced that you go off into the woods, offering your blood to the dark gods. I tried to tell him that surely if you were slicing your arms in sacrifice that we'd see the scars in the summer when you wear shorter sleeves, but there's no point in trying to change his mind."
You raise an eyebrow sceptically. "Slicing myself?" It sounds absurd, certainly not a practice you have ever heard of. Oliver rubs the back of his neck sheepishly.
"It's all my great grandmothers fault really. I never met her but Pa makes it sound like all she ever talked about was the witches who used to live here before the inquisition. Seems like every one of her stories involved witches cutting themselves or eachother to offer their blood to the dark gods. Well, and the one time she swears they did it to her cat."
You wrinkle your nose in distaste. "Well I certainly have no desire to go around sacrificing any cats. Besides, I think if I tried it on any of your barn-cats, they'd be the ones slicing me rather than the other way around!" At this Oliver laughs as you both picture the scene: the Rhodes farm cats have never even pretended to tolerate your presence, and more than a few times have gone out of their way to show their discontent.
The moment passes, and Oliver goes quiet once more.
"I'm sorry," he says again, not meeting your gaze. "I think my father is the one who reported you."
Despite the guilty look on his face, the confession is not much of a surprise to you. "I kind of guessed as much," you say. "Well, if I was to make a list of those who dislike me the most here, it's safe to say he would be near the top."
<<set $blood_knowledge to true>>
NOTE: Sorry but this branch was not fully finished during the jam (but you did change something from going here!). Please imagine an exciting ending to the evening before going to the next loop:
[[Everything goes black]] <<audio ":all" stop>>\
<<audio "escalation" play loop>>\
<<set $ward_triggered to true>> \
Suddenly, there is a sharp pain in the back of your mind that can only mean one thing: the ward around your home has been breached. <<nobr>><<if $distraction is true>> Oliver bought you some time, but it won't be long until his spellhounds pick up your trail. You just hope he managed to avoid suspicion. You'll have to make this up to him when you return after all this is over.<<else>>The thought of the inquisitors rummaging through your belongings hurts more than the breaking of the ward, but you have no choice but to soldier on. Hopefully some of it can be salvaged when you return.<</if>><</nobr>> If you return.
<<if $pursuit_counter <=$first_loop_theshold>>\
But the fact that they are only a few minutes behind you is a far more pressing matter. There is no time to stop and plan a course. Energy conservation be damned, you break out in a desperate run.
<</if>>\
<<if $pursuit_counter < $headstart_theshold && $deaths >0 >>\
But, at least now you know where they are. With your head start, you don't think they will be able to sense any spellwork. But then it is probably time to run.
<</if>>\
<<set $pursuit_counter ++>>\
<<set $caught_threshold to ($distance_counter + $deaths + 1)>>\
<<nobr>>
<<if
tags().includes("Death-scene") is false &&
$hiding is false &&
$CAUGHT is false &&
$ward_triggered is false &&
(($headstart is false && $distraction is false && $pursuit_counter >= $first_loop_theshold)
|| ($headstart is true && $distraction is false && $pursuit_counter >= $headstart_theshold)
|| ($distraction is true && $pursuit_counter >=$distraction_theshold))>>
<<include "Ward triggered">>
<<set $pursuit_counter to 0>>\
<<elseif $ward_triggered is true && $pursuit_counter >= $caught_threshold && $CAUGHT is false>>
<<set $CAUGHT to true>>
<</if>>\
<</nobr>><<audio ":all" stop>>\
<<audio "confrontation" play loop>>\
<<if $location is "cave" && $exited is true>>Just as you leave the cave you hear the inquisitors hounds just ahead. You try to run back into the cave, but the inquisitor bursts through the treeline just in time to see you dart behind the ivy curtain.
<<elseif $location is "cave" && $exited is false>>Just as you are about to enter the cave hear the inquisitors hounds just ahead. You try to run into the cave and hide, but the inquisitor bursts through the treeline just in time to see you dart behind the ivy curtain.
<<else>>
Suddenly, you hear hounds barking just behind you: they know that you are near. In moments they burst through the trees, with their master just behind.
He halts his dogs with a whistle, staring you down.
"Surrender yourself witch," he commands.
You would rather die.
<<if $deaths>=2>>\
In fact, you'd almost say you're getting used to it.
<</if>>\
<</if>>\
<<if $location is "tree">> For a moment, you both stare at each other: him on the ground, and you balancing carefully on a tree branch. You both eye the window to the tower, and you see him reach for that damnable crossbow on his back.
You make a leap for it -- but he is faster.
<</if>>\
<<if $location is "caravan">>
The commotion stirs several of the Lethyeans from their tents. Their faces fill with alarm upon seeing the inquisitor and his hounds.
<</if>>\
<<if $blood_spell is true>>\
[[Cast the dark spell of binding]]
<</if>>\
[[Run|Run from Inq]]You raise your hands, focusing all your energy on the inquisitor before you as you twist and contort your fingers into the shapes you saw in your vision: the spell you learnt from the dark.
The inquisitor is clearly no stranger to fighting witches however. As soon as you raise your arms toward him he is reaching for his crossbow.
But it is too late for him. Dark tendrils swirl around your arm and shoot from your fingertips, ensnaring the Inquisitors own arm in turn. He fires the crossbow bolt and it sings through the air towards you --
<<if $barrier_spell is true>>
And to his shock, it bounces uselessly off the magical barrier you already cast with your other hand.
"You'll want to think twice about doing that again," you say. His eyes fill with rage.
"What did you do to me, foul witch?!"
The corners of your mouth twist up in a wicked smirk. Then, you pick up the bolt from the ground and jab it into your own arm. The inquisitor screams out in pain: but you feel almost intoxicated by it.
<<elseif $barrier_spell is false>>
But your spell caught him off guard and his shot goes wide; instead of hitting you in the chest it merely grazes your shoulder. The inquisitor cries out from the pain he was utterly unprepared for.
You feel the corners of your mouth twist up in a wicked smirk.
<</if>>\
"We are soul-bound, inquisitor. The only way to end the bond is for one of us to die. But as long as we are bound, any injuries inflicted upon one of us will be mirrored on the other. To kill me will be to kill yourself in the same blow."
His eyes grow wide in disbelief; and he stares in silence at the wound on his arm.
"Such dark magic... you disgust me, witch."
"All I want is to be left alone here," you say, exhaustion heavy in your voice. "I have not harmed anyone in this village; I do not even wish to harm you."
"You admit to tainting my very soul with dark magic and speak of not wishing me harm? I would rather you had killed me." His normally stoic face is contorted with horror and disgust.
You almost say that if he truly preferred it, all he would have to do is fall on his own sword. But the spell which moments ago filled you with power has now left you drained -- all you want is to rest.
"Do not return here, inquisitor. And if you value your life you will make sure that your brothers-in-arms follow suit."
There is nothing more to say. Exhaustion courses through you. You want to finally, finally go home.
[[Go Home]]You turn heel and run.
"Very well," the inquisitor mutters to himself gravely.
<<if $barrier_spell is true>>\
Moments later a crossbow bolt flies toward you, but you deflect it with the practiced gesture of the shielding spell. Triumph surges through you for just a second; before the hounds jaws close around your ankle. In just a few moments, it is all over.
<<else>>\
You run faster than you've ever run before. You run for your life, adrenaline singing in your veins.
But it's not enough.
The crossbow bolt sinks into your back, and the second it takes you to react is all the hounds need to catch up: their razor-sharp teeth close around your legs, causing you to tumble gracelessly to the ground.
<</if>>\
[[Everything goes black]] <<audio ":all" stop>>\
<<audio "end" play loop>>\
You return to your little hut at the forests edge. It looks just the same as it did when you went to bed last night... though was it truly one night ago, or was it $deaths?
You collapse onto your bed. You can still feel the dark magics you cast, lingering, twisted around the very core of you. And perhaps they always will be. But at least this nightmare finally comes to an end.
You do not know what tomorrow will bring. The one thing you hope for more than anything is simply to wake up to a new day.
ENDING ONE: Peace, at any costYou leave your satchel inside your hut, taking only your boots and coat before shutting the door behind you.
You stand on the grass in front of your house, waiting.
A few minutes later Oliver returns, the inquisitor in tow. He looks no more assured then he did upon leaving, but that matters little now.
Your focus is on the inquisitor. He eyes you warily as he approaches, his hand resting on the pommel of his sword.
[[Cast the dark spell of binding]]<<link "Satchel">>
<<run Dialog.setup("Satchel", "inventory"); Dialog.wiki(Story.get("Satchel").text); Dialog.open()>>
<</link>>
<<link "Spellbook">>
<<run Dialog.setup("Spellbook", "inventory"); Dialog.wiki(Story.get("Spellbook").text); Dialog.open()>>
<</link>><<if $satchel.isEmpty()>>
Your satchel is empty.
<<else>>
<table class="simple-inventory-list">
<<for _item, _amount range $satchel.table>>
<<set _desc = Item.get(_item).description>>
<<set _name = Item.get(_item).name>>
<tr class="simple-inventory-listing">
<td class="bottom">_name </td>
<td>_desc </td>
</tr>
<</for>>
</table>
<</if>>
empty: Your satchel is empty.<table class="simple-inventory-list">
<<for _item, _amount range $spellbook.table>>
<<set _desc = Item.get(_item).description>>
<<set _name = Item.get(_item).name>>
<tr class="simple-inventory-listing">
<td>_name </td>
<td>_desc </td>
</tr>
<</for>>
</table>