<center><img src = "images/Ch0.png" width="70%"></center>You wake up slowly, not really remembering when you fell asleep. The place you find yourself in is completely unfamiliar. The feeling of the cold stone seeping through your clothes, the dim light coming from seemighly nowhere — and not a person in the vicinity. As you get up and take a proper look around, you realize you are in a stone corridor spanning to both your left and right, with no end in sight.
How did you get here? You have no idea.
[[♢ Your memory is blurred altogether, even your name is a struggle to remember.|Start1]]<<nobr>>
<<set $first_rest to true>>
<<set $short_rest to 0>>
<<set $first_rest_with_pets to false>>
<<set $rested to false>>
<<set $first_enemy to true>>
<<set $several_enemies to false>>
<<set $priest_f to 0>>
<<set $priest_a to 0>>
<<set $prince_f to 0>>
<<set $prince_a to 0>>
<<set $princess_f to 0>>
<<set $princess_a to 0>>
<<set $knight_f to 0>>
<<set $knight_a to 0>>
<<set $spider_f to 0>>
<<set $spider_a to 0>>
<<set $assassin_f to 0>>
<<set $assassin_a to 0>>
<<set $god_f to 0>>
<<set $god_o to 0>>
<<set $spider_name to "???">>
<<set $bold to 0>>
<<set $bonus_intelligence to 1>>
<<set $bonus_charisma to 1>>
<<set $bonus_perception to 1>>
<<set $bonus_strength to 1>>
<<set $bonus_agility to 1>>
<<set $bonus_endurance to 1>>
<<set $death to false>>
<</nobr>><<link "Character">>
<<script>>
Dialog.setup("Character");
Dialog.wiki(Story.get("Character").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Stats">>
<<script>>
Dialog.setup("Stats");
Dialog.wiki(Story.get("Stats").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Inventory">>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Relationships">>
<<script>>
Dialog.setup("Relationships");
Dialog.wiki(Story.get("Relationships").processText());
Dialog.open();
<</script>>
<</link>>
<<if $magic_type != "">><<link "Magic">>
<<script>>
Dialog.setup("Magic");
Dialog.wiki(Story.get("Magic").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if visited("Start7") gt 0 and visited("Emergence") is 0>>
<<link "Map">>
<<script>>
Dialog.setup("Dungeon map");
Dialog.wiki(Story.get("Dungeon map").processText());
Dialog.open();
<</script>>
<</link>><</if>>
<<link "Player options">>
<<script>>
Dialog.setup("Player options");
Dialog.wiki(Story.get("Player options").processText());
Dialog.open();
<</script>>
<</link>><<if visited("Start2") is 0>>You have yet to discover yourself.
<<else>>Your health: $health/$max_health
Your fatigue: $fatigue/$max_fatigue
<<if $magic_type != "">>
Mana: $mana
<</if>>You are <<if ($god_mode and $health gt 700) or $health gt 70>>in good health<<elseif ($god_mode and $health gt 600) or $health gt 60>>moderately wounded<<elseif ($god_mode and $health gt 400) or $health gt 40>>heavily wounded<<elseif ($god_mode and $health gt 200) or $health gt 20>>barely holding<<else>>at the brink of dying<</if>> and <<if $fatigue gt 90 or ($god_mode is false and $fatigue gt 18)>>close to dying from exhaustion<<elseif $fatigue gt 70 or ($god_mode is false and $fatigue gte 15)>>awfully tired<<elseif $fatigue gt 50 or ($god_mode is false and $fatigue gte 10)>>somewhat tired<<elseif $fatigue gt 20 or ($god_mode is false and $fatigue gte 5)>>feeling energetic enough<<else>>full of energy<</if>>.
<<if $illness gt 0>>
You are not feeling well. \<<switch $illness>>
<<case 1>>Your head feels heavy, and energy saps from your body much quicker than usually. Plus, your nose is running.
<<case 2>>You want to lie down and stop moving. The heavy coughing and obviously high temprature doesn't make it any better.
<<case 3>>Your body feels extremely heavy. It is hard to concentrate on your thoughts with how dizzy you are feeling. Your forehead is burning. Your breathing is hard and when you coughs, your lips become blooded.
<<case 5>>The nausea is omnipresent and your stomach aches.
<<case 6>>Your stomach is kiling you. The nausea you feel is so severe you can barely think straight.
<<case 7>>You feel numb. There is nothing left in your stomach, yet you are still extremeny nauseous. Only blood and pieces of internal organs come out when you puke. Your head aches, and other parts of your body aren't much better.
<</switch>><</if>><<if $align and $align != "off">>Alignment:<<if $align != "des">> $holiness<</if>><<if $align is "both">> -<</if>><<if $align != "num">> <<if $holiness gte 7>>Virtuous<<elseif $holiness gte 3>>Kind<<elseif $holiness gt -3>>Neutral<<elseif $holiness gt -7>>Tainted<<else>>Evil<</if>><</if>>
<</if>><<if $mental_st and $mental_st != "off">><<if $mental_st != "des">>Insanity: $insanity <<if $mental_st is "both">>- <</if>><</if>><<if $mental_st != "num">><<if $insanity lt 1>>You are perfectly sane<<elseif $insanity lt 4>>Your mental state is relatively stable<<if $insanity is 3>>, but you are slipping<</if>><<elseif $insanity lt 6>>Your sanity is starting to slip<<else>>Life is a joke, and you are laughing together with the voices in your head<</if>>.<</if>>
<</if>><<if $set_stats>>Your stats:
~ Strength: $str
~ Agility: $agi
~ Endurance: $end
~ Intelligence: $int
~ Charisma: $cha
~ Perception: $per<<if $weapon_selected>>
~ Weapon mastery (close range): $mastery
~ Weapon mastery (long range): $bow_mastery<</if>><</if>><</if>><<if $found_first_crystal>>Your crystal shards: $crystal_shard
<</if>>Your gold: $gold
Your food: $food<<if $ranged_w != "">>
You have $arrows arrows in your quiver.<</if>>
<<nobr>><<if visited("Start5") gt 0>>
Your medicine: <<if $medicine.length is 0>>empty<<else>> <<set _lastIndex to $medicine.length - 1>>
<<for _index, _item range $medicine>><<capture _item>>
<<link _item>><<run setup.medicine(_item)>><</link>><</capture>>
<<if _index lt _lastIndex>>, <</if>>
<</for>>
<</if>><</if>><</nobr>><<if $str_p gt 0>>Strength potion: $str_p
<</if>><<if $agi_p gt 0>>Agility potion: $agi_p
<</if>><<if $end_p gt 0>>Endurance potion: $end_p
<</if>><<if $expl_p gt 0>>Explosion elixir: $expl_p
<</if>><<if $pois_p gt 0>>Poison: $pois_p
<</if>><<if $anti_p gt 0>>Antidote: $anti_p
<</if>><<if $inv_p gt 0>>Invisibility elixir: $inv_p
<</if>><<if $charm_p gt 0>>Charm potion: $charm_p
<</if>><<if $smo_p gt 0>>Smoke bomb: $smo_p
<</if>><<if $inventory.length gt 0>><<set _inventoryList to $inventory.join(", ")>>Miscellaneous: _inventoryList.<</if>><<if visited() is 1>>Come on, concentrate! What is your name?
<<linkreplace "♢ Check male names">>[[♢ Adam.|Start1][$name = "Adam"]]
[[♢ David|Start1][$name = "Dave"]]
[[♢ Lucas|Start1][$name = "Lucas"]]
[[♢ Oliver|Start1][$name = "Oliver"]]
[[♢ Theodore|Start1][$name = "Theodore"]]
[[♢ William|Start1][$name = "William"]]
[[♢ Zaire|Start1][$name = "Zaire"]]<</linkreplace>>
<<linkreplace "♢ Check female names">>[[♢ Ava.|Start1][$name = "Ava"]]
[[♢ Cindy|Start1][$name = "Cindy"]]
[[♢ Charlotte|Start1][$name = "Charlotte"]]
[[♢ Loxley|Start1][$name = "Loxley"]]
[[♢ Monica|Start1][$name = "Monica"]]
[[♢ Sophia|Start1][$name = "Sophia "]]
[[♢ Zoya|Start1][$name = "Zoya"]]<</linkreplace>>
<<linkreplace "♢ Check gender-neutral names">>[[♢ Aubrey|Start1][$name = "Aubrey"]]
[[♢ Blake|Start1][$name = "Blake"]]
[[♢ Charlie|Start1][$name = "Charlie"]]
[[♢ Ember|Start1][$name = "Ember"]]
[[♢ Francis|Start1][$name = "Francis"]]
[[♢ Iris|Start1][$name = "Iris"]]
[[♢ Saige|Start1][$name = "Saige"]]<</linkreplace>>
<<textbox "$name" "">> \
<<button "Next">>
<<if $name.trim() eq "" or $name.length lte 1>>
<<replace #error>>Come on, there must be something!<</replace>>
<<elseif $name.length gt 15>>
<<replace #error>>Isn't it... a bit excessive?<</replace>>
<<elseif $name.toLowerCase() eq "shaun" or $name.toLowerCase() eq "julian" or $name.toLowerCase() eq "daima" or $name.toLowerCase() eq "daimon" or $name.toLowerCase() eq "jan" or $name.toLowerCase() eq "valerie">>
<<replace #error>>This name is taken by one of the relevant NPCs, so it's not recommended.<</replace>>
<<else>>
<<set _trimmedName to $name.trim()>>
<<set _formattedName to _trimmedName.substr(0,1).toUpperCase() + _trimmedName.substr(1).toLowerCase()>>
<<set $name to _formattedName>>
<<goto "Start1">>
<</if>>
<</button>>
<span id = "error"></span>
<<else>>What about a surname though? In a current world, who doesn't have one, regardless of the way obtained?
[[♢ Allen|Start2][$surname = "Allen"]]
[[♢ D'Ambrosio|Start2][$surname = "D'Ambrosio"]]
[[♢ Hamilton|Start2][$surname = "Hamilton"]]
[[♢ Prohens|Start2][$surname = "Prohens"]]
[[♢ Richardson|Start2][$surname = "Richardson"]]
[[♢ Taylor|Start2][$surname = "Taylor"]]
<<textbox "$surname" "">> \
<<button "Next">>
<<if $surname.trim() eq "" or $surname.length lte 1>>
<<replace #error>>Come on, there must be something!<</replace>>
<<elseif $surname.length gt 15>>
<<replace #error>>Isn't it... a bit excessive?<</replace>>
<<elseif $surname.toLowerCase() eq "celeste" or $name.toLowerCase() eq "ekon">>
<<replace #error>>This surname is taken by one of the relevant NPCs, so it's not recommended.<</replace>>
<<else>>
<<set _trimmedName to $surname.trim()>>
<<set _formattedName to _trimmedName.substr(0,1).toUpperCase() + _trimmedName.substr(1).toLowerCase()>>
<<set $surname to _formattedName>>
<<goto "Start2">>
<</if>>
<</button>>
<span id = "error"></span><</if>>Yes, $name $surname! This sounds just right.
The throbbing in your head lessens and you can access the situation more clearly... Well, could have been able to, if there was anything to draw conclusions from. You dust your clothes to the best of your abilities. After all, laying crumpled on the surprisingly dirty (and cold) stone floor hasn't done them any good. You are wearing...
[[♢ plain formal clothes, just what you need for your office work.|Start3][$main_skill = "office worker"; $clothes = "formal clothing"]]
[[♢ your casual clothing. As a student, you don't have much choice either way.|Start3][$main_skill = "student"; $clothes = "casual clothing"]]
[[♢ your working uniform: a set of clothing by which anyone can easily recognise a police officer.|Start3][$main_skill = "police officer"; $clothes = "police uniform"]]
[[♢ an expensive formal suit that every businessperson with enough self-respect should wear.|Start3][$main_skill = "businessperson"; $clothes = "formal clothing"]]
[[♢ your everyday clothing, of course! What else would you expect from a freelancer?|Start3][$main_skill = "freelancer"; $clothes = "casual clothing"]]
[[♢ your work clothes (someone has to work with their hands).|Start3][$main_skill = "construction worker"; $clothes = "work clothes"]]<<if $main_skill is "office worker">>It's all ruined now, though. Good that you haven't worn expensive ones today.
<<elseif $main_skill is "police officer">>(Even when it is dirty all over.)
<<elseif $main_skill is "businessperson">>Although your respectable aura has now vanished without a trace.
<<elseif $main_skill is "construction worker">>Not that they were very clean from the start. But hey, even on the construction site, your uniform rarely gathers that much dust!
<</if>>Not that you are in a situation to mourn the ruination of your clothes, of course. There are much more pressing matters at hand. But at least, you are now clear about your own identity, the fog in your mind dispersing to a large extent.
[[♢ Check tutorial.|Tutorial]]
[[♢ Continue.|Start4]]<<nobr>>
<<if $main_skill is "office worker">>
<<set $end to 2>>
<<set $int to 2>>
<<set $per to 2>>
<<elseif $main_skill is "student">>
<<set $int to 4>>
<<elseif $main_skill is "police officer">>
<<set $cha to 2>>
<<set $agi to 2>>
<<set $str to 2>>
<<elseif $main_skill is "businessperson">>
<<set $cha to 3>>
<<set $int to 2>>
<<elseif $main_skill is "freelancer">>
<<set $agi to 2>>
<<set $int to 2>>
<<set $per to 2>>
<<elseif $main_skill is "construction worker">>
<<set $str to 3>>
<<set $end to 2>>
<</if>>
<<set $free_points to 15>>
<<set $set_stats to false>>
<<set $saw_coins to false>>
<<set $found_first_crystal to false>>
<<set $god_mode to false>>
<</nobr>><center><img src = "images/cover.png" width="70%"></center>Who are you?
What is the reason for your existence?
Do you actually exist?
What does it mean, to exist?
[[♢ The world is darkness.|Start0]]
<<nobr>>
<<set $surname to "">>
<<set $max_health to 100>>
<<set $max_fatigue to 20.0>>
<<set $health to 100>>
<<set $illness to 0>>
<<set $time_ill to 0>>
<<set $fatigue to 0>>
<<set $mana to 0>>
<<set $food to 0>>
<<set $hours_left to 8640>>
<<set $magic_type to "">>
<<set $pers to "">>
<<set $main_skill to "">>
<<set $secondary_skill to "">>
<<set $weakness to"">>
<<set $main_weapon to "">>
<<set $ranged_w to "">>
<<set $weapon to "dagger">>
<<set $eq to true>>
<<set $eq_head to "">>
<<set $eq_body to "">>
<<set $eq_shoes to "">>
<<set $eq_necklace to "">>
<<set $eq_bracelet1 to "">>
<<set $eq_bracelet2 to "">>
<<set $eq_ring1 to "">>
<<set $eq_ring2 to "">>
<<set $clothes to "">>
<<set $gold to 0>>
<<set $crystal_shard to 0>>
<<set $holiness to 0>>
<<set $insanity to 0>>
<<set $int to 1>>
<<set $cha to 1>>
<<set $per to 1>>
<<set $str to 1>>
<<set $agi to 1>>
<<set $end to 1>>
<<set $mastery to 0>>
<<set $dagger_mastery to 0>>
<<set $sword_mastery to 0>>
<<set $axe_mastery to 0>>
<<set $bow_mastery to 0>>
<<set $arrows to 0>>
<<set $person to "person">>
<<set $they to "they">>
<<set $They to "They">>
<<set $their to "their">>
<<set $theirs to "theirs">>
<<set $them to "them">>
<<set $themself to "themself">>
<<set $child to "child">>
<<set $spouse to "spouse">>
<<set $royal to "royal">>
<<set $Consort to "Royal Consort">>
<<set $are to "is">>
<<set $have to "has">>
<<set $do to "does">>
<<set $were to "was">>
<<set $multi to "s">>
<<set $eye_color to "">>
<<set $bald to false>>
<<set $hair_color to "">>
<<set $hair_texture to "">>
<<set $hair_length to "">>
<<set $skin_color to "">>
<<set $height to 0>>
<<set $body_type to "">>
<<set $medicine to []>>
<<set $inventory to []>>
<<set $met_priest to false>>
<<set $met_prince to false>>
<<set $met_princess to false>>
<<set $met_knight to false>>
<<set $met_spider to false>>
<<set $met_assasin to false>>
<<set $have_pets to 0>>
<<set $plural to "">>
<<set $multi2 to "s">>
<<set $multi22 to "es">>
<<set $pare to "is">>
<<set $pdo to "does">>
<<set $phave to "has">>
<<set $pthey to "she">>
<<set $pThey to "She">>
<<set $pthem to "her">>
<<set $ptheir to "her">>
<<set $pet1 to "">>
<<set $pet2 to "">>
<<set $know_the_purpose_of_crystals to false>>
<<set $crystals_placed to 1>>
<<set $lost_shards_in_portal to false>>
<<set $saw_sphere to false>>
<<set $resisted_to_the_sphere to false>>
<<set $saw_the_carving_in_1 to false>>
<<set $met_rat_2 to false>>
<<set $defeated_rat_2 to false>>
<<set $dog_ate_rat_2 to false>>
<<set $noticed_stash_in_3 to false>>
<<set $found_bracelet_in_3 to false>>
<<set $met_dog_5 to false>>
<<set $defeated_dog_5 to false>>
<<set $put_on_bracelet to false>>
<<set $found_stash_6 to false>>
<<set $visited_7 to false>>
<<set $taken_sword_7 to false>>
<<set $left_weapon_in_7 to "">>
<<set $found_bow_and_arrows_in_9 to false>>
<<set $took_bow_9 to false>>
<<set $bow_9 to "an old bow">>
<<set $exchanged_bow_9 to false>>
<<set $first_visit_10 to true>>
<<set $searched_corpses_10 to false>>
<<set $saw_inhabitants_of_11 to false>>
<<set $saw_battlescene to false>>
<<set $first_visit_12 to true>>
<<set $first_visit_13 to true>>
<<set $took_arrows_13 to false>>
<<set $found_beasts_22 to false>>
<<set $killed_beast_kids_22 to false>>
<<set $eat_paca_dogs to false>>
<<set $visited_23 to false>>
<<set $lifted_axe to false>>
<<set $weapon_left_23 to "an axe">>
<<set $found_stash_24 to false>>
<<set $found_letter_24 to false>>
<<set $visited_deep_25 to false>>
<<set $visited_27 to false>>
<<set $stared_too_long_27 to false>>
<<set $took_bow_27 to false>>
<<set $thrown_away_27 to false>>
<<set $used_silver_key_28 to false>>
<<set $chamber_ritual to false>>
<<set $inspected_path_28 to false>>
<<set $succeeded_in_scaring to false>>
<</nobr>><<if visited() is 1>>Your character will have 6 characteristics: intelligence, charisma, perception, strength, agility and endurance. Each one will play a crucial role. E.g. with a certain level of perception you will be able to notice a useful item or trace, the higher the endurance, the more hits you will be able to take, etc.
Besides, you have to keep track of your health and fatigue. The moment your fatigue reaches 20, you will die from exhaustion. Well, if your health hits zero, you will, quite understandably, also die.
During the free roam, you will have an option to rest to replenish your energy. It is possible if the place you are in seems safe. This will reduce your fatigue to a certain extent, but it will require a usage of 3 units of food. Besides, you can take a short rest up to three times before a proper one without consuming any resources (Food can be found during the exploration, or bought/received from someone at a later date.)
You might acquire pets during your journey. They will be of considerable help in battles (and in other situations). But you will need to feed them the same way during each long rest.
Remember that you will inevitably lose health if participating in battles. For treatment, the medical supplies could be found. When you get your hands on potions, the healing one will have an even greater efficiency. The healing potion will also cure most of the illnesses, but otherwise, you will need to use specialized medicine for recovery. Don't leave them be. Not only will illnesses impact your health, they will also become more serious with time. You don't want to die from what was common cold in the beginning.
[[♢ Next|Tutorial]]
<<else>>Now, a bit more about the characteristics.
1. Intelligence is a trait which allows you to think quickly in critical situations, have a better analysis of what you encounter, as well as having a chance to predict and ayalyze opponent's moves in a fight.
2. Charisma will allow to to better comunicate with intelligent creatures you meet, first impression and a general ability of influencing others with your actions and presence. As well as your success of deception.
3. Perception is your ability to notice obscure thing, passages, intentions or clues, as well as distinguish lies from truth.
4. Strength is your physical might which is crucial in moving heavy objects and influences the damage from your blows.
5. Agility is your speed, reaction time, accuracy and the success of your actions that require stealth or precise control.
6. Endurance is the ability of your body to withstand unfavorable situations and harsh conditions as well as push through pain; the higher your endurance, the higher the reduction in fatigue from resting.
[[♢ Back to reality.|Start4]]
<</if>><<if $free_points gt 0>><<if visited() is 1>>//Hint: It is recommended to raise at least one characteristic up to 8. This will allow to pass all the checks related to it at the start of the game.//
<</if>>You have <span id = "points">$free_points</span> spare points which you can allocate to your six characteristics.
Current Stats:
~ Intelligence: $int
~ Charisma: <span id = "char">$cha</span>
~ Perception: $per
~ Strength: $str
~ Agility: $agi
~ Endurance: $end
What would you like to increase?
[[♢ Increase intelligence.|AskAmount][$char = "intelligence"]]
[[♢ Increase charisma.|AskAmount][$char = "charisma"]]
[[♢ Increase perception.|AskAmount][$char = "perception"]]
[[♢ Increase strength.|AskAmount][$char = "strength"]]
[[♢ Increase agility.|AskAmount][$char = "agility"]]
[[♢ Increase endurance.|AskAmount][$char = "endurance"]]
<<if $god_mode is false>>//<<linkreplace "♢ Activate the cheats">>- Added 100 free points
- Maximum health changed to 1000
- Maximum fatigue changed to 100
<<linkreplace "- Mesmerizing presence">>- Additional charisma
- Initial attraction from all romantic interests//
<<set $cha += 10>><<replace #char>>$cha<</replace>>
<<set $priest_a to 5>>
<<set $prince_a to 5>>
<<set $princess_a to 5>>
<<set $knight_a to 5>>
<<set $spider_a to 5>>
<<set $assassin_a to 5>>
<</linkreplace>>
<<set $free_points += 100>><<replace #points>>$free_points<</replace>>
<<set $health to 1000>><<set $max_health to 1000>>
<<set $max_fatigue to 100.0>>
<<set $god_mode to true>>
<</linkreplace>><</if>><<else>>You have no more points to allocate.<<unset $free_points>>
[[♢ Continue.|Start5]]
<</if>>How many points would you like to invest? //(You have $free_points remaining.)//
<<numberbox "_amount" "">>
<<button "Next">>
<<if _amount gte 0 and _amount lte $free_points>>
<<if $char is "intelligence">>
<<set $int += _amount>>
<<elseif $char is "charisma">>
<<set $cha += _amount>>
<<elseif $char is "perception">>
<<set $per += _amount>>
<<elseif $char is "strength">>
<<set $str += _amount>>
<<elseif $char is "agility">>
<<set $agi += _amount>>
<<elseif $char is "endurance">>
<<set $end += _amount>>
<</if>>
<<set $free_points -= _amount>>
<<goto "Start4">>
<<else>>
<<replace #error>>Please enter a valid number of points.<</replace>>
<</if>>
<</button>>
<span id = "error"></span>Now that your mind has somewhat calmed down, you take yet another look around. Everything you see is stone of varying shades of gray.
...Or not? You squint slightly as you notice something out of the ordinary in this place. A small (probably leather) bag lies near the wall in front of you. Dark gray in color, it wasn't easily noticeable in the dim lighting of this place. You pick up the bag and open it: inside, you find a quite large bottle with surprisingly fresh water, a small roll of bandages (not concerning at all), a not-so-fresh loaf of bread and a dozen pieces of dry meat. Food?
It must have been left here by someone... The thought immediately gives you hope, but also sends a shiver down your spine.
[[♢ Next|Start6]]<<nobr>>
<<set $food += 6>>
<<set $set_stats to true>>
<<set $medicine.push("bandage")>><</nobr>>You are about to close the bag when you notice a metallic glint inside. You take out an object that caught your interest: a thin dagger the size of about your forearm in a worn-out leather sheath. The metal of the blade is dull, with rusty brown streaks spreading unevenly from the base.
You look at it for a long period of time before accepting the fact that you will quite possibly need it. Although it's a bit far-fetched to call it a proper weapon, it's still better than usung your bare hands.
You browse your still somewhat foggy memories in order to recall if you have used a knife — a dagger — for a purpose different from preparing food in your life.
[[♢ There was no need to: you always preferred to spend your time doing more intellectual activities.|Start7][$secondary_skill = "tactics"; $int += 1]]
[[♢ Maybe only disarmed some people as a part of your training in various sports.|Start7][$secondary_skill = "athleticism"; $str += 1]]
[[♢ Of course you have! Wood carving is pretty exciting!|Start7][$secondary_skill = "creativity"; $per += 1]]
[[♢ As a martial artists, you have trained to wield several different weapons, daggers included.|Start7][$secondary_skill = "martial arts"; $sword_mastery += 0.5; $dagger_mastery += 0.5; $dagger_mastery += 0.5]]
[[♢ You would rather have a firearm than this flimsy knife of questionable origin.|Start7][$secondary_skill = "hunting"; $dagger_mastery += 0.5; $bow_mastery += 1]]
[[♢ Hell no! Let someone else use physical force to solve their problems.|Start7][$secondary_skill = "psychology"; $cha += 1]]
[[♢ Uh, well, in your gaming experience, you often used much more than a simple dagger, but in real life...|Start7][$secondary_skill = "tactics"; $gaming = true; $int += 1]]<<if visited() is 1>><<if $secondary_skill is "tactics" and $gaming is true>>No, never had an opportunity.
<<elseif $secondary_skill is "tactics">>Such as playing chess.
<<elseif $secondary_skill is "athleticism">>You have never ended up in a situation that demanded real action though.
<<elseif $secondary_skill is "creativity">>...But not in a way that may be of use here.
<<elseif $secondary_skill is "martial arts">>But you doubt your skills would be very useful were you to have to defend yourself with this weapon. You have never used a real one, even the weight is vastly different.
<<elseif $secondary_skill is "hunting">>You have decent experience in hunting after all.
<<else>>As for you, your job is to convince them to do it in a way that benefits you the most.
<</if>>
You barely touch the weapon's metallic edge, but your skin is already cut. You look at the small but clean wound on your finger pad. Despite its size, the dagger in your hands is, no doubt, dangerous.
You look around — again, in case you still missed something, but nothing else catches your eyes. It doesn't seem like standing in one place will be of any effect, so you might as well start moving.
[[♢ Go to the left corridor.|Left corridor]]
[[♢ Go to the right corridor.|Right corridor]]
[[♢ The world shakes, and you wake up. [Skip Prologue]|Start7]]
<<set $main_weapon to "a dagger">><<else>><<set $gold to random(10, 20)>><<set $dagger_mastery += 1>>You shut your eyes tightly, tasting bile on your tongue. Endless corridors pass before your blurred vision, even though you know the only thing you should be able to see is the blackness of your eyelids. You walk and walk, stone hard and cold and oh so real under your feet. Panic settles in, and you feel like you will remain trapped here for eternity. A dagger in a trembling hand, fighting off shadows you can't quite place.
Gray floor, gray walls, gray ceiling, gray blade in gray hand...
This is unreal.
You are falling.
[[♢ Then, the world is colorful again.|Emergence]]
<</if>><<set $corr to 1>>You turn to the left, slowly and cautiously walking forward. Now you can see the source of light enabling your vision: certain stones in the walls emit bluish-white shining. As they are located at the seemingly random but distant intervals, the lightning of this strange underground place is overall dim and uneven. Nothing particular catches your eyes.
[[♢ Continue forward.|Corridor1]]
[[♢ Return back.|Start]]<<set $corr to 21>>You turn to the right, slowly and cautiously walking forward. Now you can see the source of light enabling your vision: certain stones in the walls emit bluish-white shining. As they are located at the seemingly random but distant intervals, the lightning of this strange underground place is overall dim and uneven. Nothing particular catches your eyes.
[[♢ Continue forward.|Corridor22][$came_from = 21]]
[[♢ Return back.|Start]]<<if $rested is false>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<nobr>>
<<set _past_corr to "The corridor you came from is the right one, the other two are leading straight ahead and to the left respectively.">>
<<if $came_from is 2>>
<<set _past_corr to "The corridor you came from is the one leading forward, the other two are leading to the left and right respectively.">>
<<elseif $came_from is 8>>
<<set _past_corr to "The corridor you came from is the left one, the other two are leading straight ahead and to the right respectively.">><</if>>
<<if $per gte 6>>
<<if $came_from is 0>><<set _side to "right">>
<<elseif $came_from is 2>><<set _side to "left">>
<<else>><<set _side to "left, past the turn the corridor takes">><</if>>
<<set _notice to "You notice the old carving on the wall on your _side, so damaged with the time that most of the characters are no longer readable.">>
<<if $saw_the_carving_in_1 is false>> <<set _notice += " What surprises you the most is the fact that although you don't recognise the language, you can still read and understand in clearly.">><</if>>
<<set _notice += "\n\nThe text reads:\n\n
//Those who wander underground wi###ut any hope, rejoice! …\n
####xit is ########! Fol### →, you just need a ########!//">>
<<if $saw_the_carving_in_1 is false>>
<<set _notice += "\n\nWith so many words unreadable, you can barely understand what is written, even if the language itself doesn't pose a problem.">>
<<if $int gt 7>>
<<set _notice += " But there still is a hint to follow: an arrow pointing to the right. Together with the first line, it gives you some hope that this is actually a hint how to leave this place, maybe left by another lost wanderer just as yourself.\n\nBut it can be not as simple as you want to belive. Is there an item you need to access, or perhaps open an exit? Sadly, you don't have enough information to come to a certain conclusion.">>
<<if $know_the_purpose_of_crystals>>
<<set _notice += "\n\nThis 'door' you saw, the one with the empty spaces the blue crystalls can fill. You theorized — hoped — it could be an exit. And now you have a vague confirmation.\nIt is the best clue to pursue anyway.">>
<</if>><</if>>
<<set _notice += "\n\nYou try to read the faded words or find anything else near the carving, but to no avail. Other parts of the corridor also don't reveal any interesting details.">>
<<set $saw_the_carving_in_1 to true>>
<</if>>
<<else>><<set _notice to "">>
<</if>>
<</nobr>>You continue walking for a while. Soon, you arrive at the crossroads. _past_corr<<if _notice != "">>
_notice<</if>><<set $corr to 1>>
[[♢ Continue forward.|Corridor2][$came_from = 1]]
[[♢ Take a turn to the left.|Corridor8]]
[[♢ Take a turn to the right.|Corridor0][$came_from = 1]]
<<link "♢ Rest here">>
<<run setup.rest("Corridor1")>>
<</link>>
<<else>>Now, where to continue?
[[♢ Continue forward.|Corridor2][$came_from = 1]]
[[♢ Take a turn to the left.|Corridor8]]
[[♢ Take a turn to the right.|Corridor0][$came_from = 1]]
<<set $rested to false>>
<</if>><<if $rested is false>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<set $corr to -1>>You return to the starting point of your forced journey. Nothing changed from the last time you were here.
[[♢ Go to the left.|Corridor0][$came_from = -1]]
[[♢ Go to the right.|Corridor21][$came_from = -1]]
<<link "♢ Rest here">>
<<run setup.rest("Start")>>
<</link>>
<<else>>Now, to the journey ahead.
[[♢ Go to the left.|Corridor0][$came_from = -1]]
[[♢ Go to the right.|Corridor21][$came_from = -1]]
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 21>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>You walk forward for a long while. All this time, nothing particular catches your attention.
<<if $came_from is -1>>[[♢ Continue straight ahead.|Corridor22][$came_from = 21]]
[[♢ Return back.|Start]]
<<else>>[[♢ Continue straight ahead.|Start]]
[[♢ Return back.|Corridor22][$came_from = 21]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor21")>>
<</link>>
<<else>>Now, where should you go?..
<<if $came_from is -1>>[[♢ Continue straight ahead.|Corridor22][$came_from = 21]]
[[♢ Return back.|Start]]
<<else>>[[♢ Continue straight ahead.|Start]]
[[♢ Return back.|Corridor22][$came_from = 21]]<</if>>
<<set $rested to false>>
<</if>> <<if visited() is 1>>You can see the dark spots that previously hindered your vision growing in number until you can see nothing else but the pulsating darkness. \
<<timed 1500ms>>Distantly, you feel your body hit the ground. \
<<next 2000ms>>Your consciousness is slipping away. \
<<next 2500ms>>Soon, you can only see darkness around. \
<<next 3000ms>>It slowly spreads towards you, enveloping your body and seeping under your skin. \
<<next 3500ms>>You can't even blink, much less attempt to shake it off. \
<<next 4000ms>>In consumes you, you can tell, and soon, there will be nothing left.
<<next 4500ms>>You can feel a gaze rest upon what remains of you, but the observing entity makes no move to help. \
<<next 5000ms>>You try to reach out, desperate for something — anything — to save you from the unavoidable demise, but they remain indifferent.
<<next 5500ms>>Even your thoughts are being taken away. \
<<next 6000ms>>You... you...
<<next 6150ms>><div style="text-align: center;">''[[♢ You are no more.|Death]]''
</div><</timed>>
<<else>>"What a pity," a cold, indifferent voice shatters the darkness. It talks about pity, but the only emotion that can be heard is a mild disappointment. "This experiment is also a failure. I have to commend you, dear Creator: you have defended your beloved world much better than I initially expected."
A sigh resounds in the void. The reality trembles. "Well, I still have time for the futher attempts. There must still be others with enough of my essence in their souls."
Just as silently as it has appers, the presence dissipates, leaving the void to slowly recover its previous state.
<<link "♢ Maybe in another life...">>
<<run UI.restart();>>
<</link>>
<</if>><<if $rested is false>><<set $corr to 1>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>You walk for a while, the scenery of the underground complex unchanging. Gray, gray, gray all around. You rub your temples. Concentrate on the present.
<<if $came_from is -1>>[[♢ Continue forward.|Corridor1][$came_from = 0]]
[[♢ Return back.|Start]]
<<else>>[[♢ Continue forward.|Start]]
[[♢ Return back.|Corridor1][$came_from = 0]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor0")>>
<</link>>
<<else>>It's time to continue.
<<if $came_from is -1>>[[♢ Continue forward.|Corridor1][$came_from = 0]]
[[♢ Return back.|Start]]
<<else>>[[♢ Continue forward.|Start]]
[[♢ Return back.|Corridor1][$came_from = 0]]<</if>>
<<set $rested to false>>
<</if>><<if $fatigue gt 2>><<nobr>>
<<set _can_rest to true>>
<<set _req_food to 3 + $have_pets>>
<</nobr>><<if _req_food gt $food>>You rummage through your belongings but don't manage to find enough resources.<<set _can_rest to false>> \
<</if>><<if $short_rest lt 3>>You can settle for a short relaxation. Although not a proper rest, but it also means you won't need to restore your energy by eating. Of course, you can simply continue your journey if you wish to<<if _can_rest>> — or rest properly<</if>>.
<<elseif _can_rest is false>>With a sigh of regret, you are forced to continue your journey.
<<else>>You can rest here — or, if you have changed your mind, continue your journey.
<</if>>
<<if _can_rest>>[[♢ Take a decent break.|Rest long][$food -= _req_food; $short_rest = 0]]
<</if>><<if $short_rest lt 3>>[[♢ Take a short break.|Rest short][$short_rest += 1]]
<</if>><<else>>On second thought, you don't feel tired in a slightest. It would be too much of a waste to stop now. You'd better get going.
<<set _can_rest to false>>
<</if>>[[♢ Now, to the journey ahead...|$returnP]]
<<set $rested to true>>You settle down and relax as much as possible, closing your eyes. The respite isn't long, but it's exactly what you needed.<<if $first_rest_with_pets is false>> Soon, you get up from the ground, feeling a bit fresher than before.<</if>><<nobr>>
<<set $hours_left -= 2>>
<<set $fatigue -= 1>>
<<if $ranged_w is "a white bow">>
<<set $health -= 1>><</if>>
<<if $end gte 8>><<set $fatigue -= 1>><</if>>
<</nobr>><<if $first_rest_with_pets>>
<<if $have_pets is 0>>Somewhat groggily, you drag your hand down your face. You don't feel like opening your eyes to only be met with the dull grayness of the ceiling accentuated by the dim light. Your mind wanders back to everything that happened until this point. All the creatures that shouldn't exist in your worldview, the information that appears in your head from nowhere... It's so foreign that it's terrifying.<<if $insanity gt 0 or $holiness lt -3>>
And your own actions... Are you still yourself at this point?<</if>>
You lay there for some time, deep in thought. Eventually, the coldness of the stone you are sitting on gets to you, and you force yourself to snap out of your daze. Now is not the time for the existential crisis.\
<<else>>You look at the animal$plural settling down beside you. It's somewhat sad that it now feels unnatural to have <<if $have_pets is 1>>an<</if>>other living being$plural in your personal space. Absentmindedly, you burrow your hands in the soft fur. You never saw such creatures as $pet1<<if $have_pets gt 1>> and $pet2<</if>> before. You can't forget the moment the name of $ptheir species appeared in your head from nowhere... Just like the battle-related knowledge before. Everything here, in this accursed labyrinth of dull stone and monsters, is so foreign.<<if $holiness lt -3 or $insanity gt 0>> Are you even still yourself at this point?<</if>> Never before did you have to fight for your life in every sense of the words.
You sit there for some time, deep in thought, stroking your new companion<<if $have_pets gt 1>>s'<<else>>'s<</if>> fur gently. Eventually, the coldness of the stone you are sitting on gets to you, and you force yourself to snap out of your daze. Now is not the time for the existential crisis.\
<</if>><<set $first_rest_with_pets to false>><</if>>
[[♢ Now, to the journey ahead...|$returnP]]<<if $first_rest>>Now that you can relax, countless thoughts flood your mind. How did you end up here? What is this place exactly? How to leave it and return home?
You can't help but have concerns gnawing at your mind: can you even survive here long enough in order to find an exit? And even if you do, will the world outside actually be the one you know?
So many questions, but not a single answer in sight. There are so many different emotions in your mind, but one of them is much more distinct that the others. It is...
[[♢ burning anger.|Set personality][$pers = "imp"]]
[[♢ worry and helplessness.|Set personality][$pers = "cal"]]
[[♢ fiery determination.|Set personality][$pers = "ass"]]
[[♢ numbness.|Set personality][$pers = "ap"]]
[[♢ hope, despite everything.|Set personality][$pers = "opt"]]
[[♢ forget emotions! You feel laughter bubbling in your throat.|Set personality][$insanity += 1]]
<<else>><<nobr>>
<<set $fatigue -= (4 + $end/4)>>
<<set $hours_left -= 5>>
<<if $ranged_w is "a white bow">>
<<set $health -= random(1, 5)>><</if>>
<<if $health lt 1>><<set $health to 1>><</if>>
<<if $fatigue lt 0>><<set $fatigue to 0>><</if>>
<</nobr>><<if $have_pets gt 0>>You feed your pet$multi. Then, you<<else>>You<</if>> settle down as comfortable as possible. The food you managed to find in this dungeon isn't delicious by any means, but it at least suffices to satiate your hunger. You drink some water from the bottle you aquaired at the very beginning. The liquid's volume doesn't seem to decrease even for a bit. Just another mystery of this dungeon and your appearance in here. After that, you lean your back against the stone wall and close your eyes, hoping that nothing will disturb your sleep. ...Or at least your rest as close enough to sleep as you can possibly get in this alien and dangerous enviroment. Ever so slowly, your consciousness fades away.
<<if $first_rest_with_pets is false or visited() lt 3>>After an unknown period of time, you feel ready (well, as ready as you can possibly be in this strange, likely dangerous enviroment) to continue walking.
<<else>><<if $have_pets is 0>>Somewhat groggily, you drag your hand down your face. You don't feel like opening your eyes to only be met with the dull grayness of the ceiling accentuated by the dim light. Your mind wanders back to everything that happened until this point. All the creatures that shouldn't exist in your worldview, the information that appears in your head from nowhere... It's so foreign that it's terrifying.
<<if $insanity gt 0 or $holiness lt -3>>And your own actions... Are you still yourself at this point?
<</if>>You lay there for some time, deep in thought. Eventually, the coldness of the stone you are sitting on gets to you, and you force yourself to snap out of your daze. Now is not the time for the existential crisis.
<<else>>You look at the animal$plural settling down beside you. It's somewhat sad that it now feels unnatural to have <<if $have_pets is 1>>an<</if>>other living being$plural in your personal space. Absentmindedly, you burrow your hands in the soft fur. You never saw such creatures as $pet1<<if $have_pets gt 1>> and $pet2<</if>> before. You can't forget the moment the name of <<if $have_pets gt 1>>their<<else>>its<</if>> species appeared in your head from nowhere... Just like the battle-related knowledge before. Everything here, in this accursed labyrinth of dull stone and monsters, is so foreign.<<if $holiness lt -3 or $insanity gt 0>> Are you even still yourself at this point?<</if>> Never before did you have to fight for your life in every sense of the words.
You sit there for some time, deep in thought, stroking your new companion<<if $have_pets gt 1>>s'<<else>>'s<</if>> fur gently. Eventually, the coldness of the stone you are sitting on gets to you, and you force yourself to snap out of your daze. Now is not the time for the existential crisis.<</if>>
<<set $first_rest_with_pets to false>><</if>>
[[♢ Now, to the journey ahead...|$returnP]]
<</if>><<if $pers is "">>You laugh and laugh, your face twisting in sick delight. The echo returns the sound back to you, as if the world itself finds amusement in your struggles. And it probably does indeed, huh?
Finally exhausted, you sink to the floor, hugging your knees and rocking your body from side to side. It takes you a while to calm down. But eventually, your emotions are somewhat clear again, allowing you to better analyze your state. You feel...
[[♢ burning anger.|Set personality][$pers = "imp"]]
[[♢ worry and helplessness.|Set personality][$pers = "cal"]]
[[♢ fiery determination.|Set personality][$pers = "ass"]]
[[♢ numbnessr.|Set personality][$pers = "ap"]]
[[♢ hope, despite everything.|Set personality][$pers = "opt"]]
<<else>><<if $pers is "imp">>You don't know who is behind all this, but you will surely find out. And then, you will make them regret ever laying their sight on you!
<<elseif $pers is "cal">>You bite your lip, going over all the events that occured so far for a thousandth time. You have frustratingly little information to draw conclusions from. Completely out of control.
<<elseif $pers is "ass">>You will survive, despite everything and everyone. If there is anything you are sure of, that is yourself.
<<elseif $pers is "ap">>You can't make anything of the latest occurrences, and honestly, you have no desire to. Right now, all you want is to forget.
<<else>>You assure yourself that you will definitely find the way out. No matter how bad the situation seems to be, there must always be a solution. You just have to find it.
<</if>>
Eventually, you shake your head, forcefully expelling intrusive thoughts. If there is nothing you can do right now, there is no point in thinking too deeply about the situation. For the time being, all you need to do is to relax both your body in mind, so that later you will be ready to deal with all the challenges you will encounter.
<<set $first_rest to false>>[[♢ Relax while you can.|Rest long]]
<</if>><<if $rested is false>><<set $corr to 8>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>After a while, you find yourself unable to conntinue moving forward: the way ahead is obstructed by the stones and rubble. Clearly, a long time ago the ceiling in this corridor collapsed, deeming it impossible to the current you to move forward.
[[♢ Return to the previous juncture and try another path.|Corridor1][$came_from = 8]]
<<link "♢ Rest here">>
<<run setup.rest("Corridor8")>>
<</link>>
<<else>>Time to move on.
[[♢ Return to the previous juncture and try another path.|Corridor1][$came_from = 8]]
<<set $rested to false>>
<</if>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<set $corr to 2>>You walk for a while. \
<<if $met_rat_2 is false>> <<set $met_rat_2 to true>><<if $have_pets gt 0>>You notice that your animal companion$plural start$multi2 acting a bit restless. Soon, you understand why.
<</if>>Your steps come to a stop as you notice a creature in the corridor ahead. It looks like a rat, but several hundred times bigger. Its red eyes glim ominously in the sparse light of the cave. ...You highly doubt that this mutated animal is friendly or harmless.
<<elseif $defeated_rat_2 is false and $dog_ate_rat_2 is false>>Then, your steps come to a stop as you notice a creature in the corridor ahead. The mutated rat is still here. It doesn't seem to have any desire to leave any time soon, it seems.
<</if>>
<<if $defeated_rat_2 is false and $dog_ate_rat_2 is false>>Although this giant rat hasn't noticed you yet, you aren't sure it will remain like this for long. You need to do something! <<if $first_enemy>>Who knows how dangerous confronting this creature will be.
[[♢ You should probably run away, shouldn't you?|Rat run]]
<<else>>If you are to retreat, you should be careful to not make any noise and alert the creature of your presence though.
[[♢ You can back off until it notices you.|Rat run]]
<</if>>[[♢ Fight it. You are confident in your abilities.|Rat fight][$initiative = true; $defeated_rat_2 = true]]
[[♢ Try scaring it away. You are bigger than it, after all, so it must have a chance to work.|Rat scare]]
<<if $food gt 0>>[[♢ You can also sacrifice some of your food to divert its attention and create a temporarily safe passage.|Rat food][$food -= 1]]<</if>>
<<else>>
<<if $dog_ate_rat_2>>The remainings of the rat, mostly just bones with a few torn muscles and patches of fur, litter the floor. \
<<else>>The corpse of the rat lies quietly on the stone floor. \
<</if>>...It stinks. You'd better go.
<<if $came_from is 1>>[[♢ Return back.|Corridor1][$came_from = 2]]
[[♢ Continue forward.|Corridor3][$came_from = 2]]
[[♢ Go to the right.|Corridor14][$came_from = 2]]
<<elseif $came_from is 3>>[[♢ Return back.|Corridor3][$came_from = 2]]
[[♢ Continue forward.|Corridor1][$came_from = 2]]
[[♢ Go to the left.|Corridor14][$came_from = 2]]
<<else>>[[♢ Return back.|Corridor14][$came_from = 2]]
[[♢ Go to the left.|Corridor1][$came_from = 2]]
[[♢ Go to the right.|Corridor3][$came_from = 2]]
<</if>><</if>><<if $agi gte 5>>You successfully retreat, leaving the rat oblivious to your presence.
<<if $came_from is 1>>[[♢ Next|Corridor1][$came_from = 2]]
<<elseif $came_from is 3>>[[♢ Next|Corridor3][$came_from = 2]]
<<else>>[[♢ Next|Corridor14][$came_from = 2]]<</if>>
<<else>>You start to retreat cautiously, but one clumsy step — and the rat immediately turns to you, its nose sniffing the air actively. Before you can react, it jumps towards you, baring its sharp teeth.
[[♢ Next|Rat fight][$initiative = false; $defeated_rat_2 = true]]
<</if>><<include "First enemy">><<if $initiative is false>>You barely manage to raise your weapon in time to block the claws of the beast that rushed at you with reckless abandon. <<if $str gt 4>>You manage to hold your ground, but your hands ache from the power exerted.<<set $health -= 2>><<else>>You barely hold your balance as you are being pushed back by the force of the blow. You get an illusion of hearing your bones creak from exertion. Man, your arms will definitely hurt afterwards.<<set $health -= 5>><</if>>
<<elseif $ranged_w is "" or $arrows lte 0>>You don't give the beast any chance to get its bearings as you rush at it with your weapon on the ready. <<if $secondary_skill is "martial arts">>You <<if $first_enemy is false>>still <</if>> aren't used to applying your skills with weapons in actual combat, but your meager experience is better than not having any at all. <</if>>You tighten your grip on your $weapon before <<if $weapon is "axe">>slashing<<else>>stabbing<</if>> at the creature before you.
<<if $agi gt 4>>The sound of ripping flesh enters your ears. The merciless blade leaves a deep wound in its wake. Immediately, blood drips on the floor at the rat shrieks.<<set $hit += 2>><<else>>The rat sees the blow coming and immediately dashes to the side, so you only manage to graze it's skin. Your weapon is sharp, so it still leaves a bloody gash in its wake.<<set $hit += 1>><</if>>
<<else>>You raise your bow, an arrow already in place. A deep breath, concentrate. You imagine a line the arrow must traverse in order to hit a vulnerable place on the rat's body before releasing the taut string.
<<if $agi+$per gt 7 or $bow_mastery gt 1>>The arrow flies precisely where you aimed it. At the last moment, the creature manages to move slightly out of thr projectile's way, but there is now a deep wound on its side. The heavy arrowhead must have pierced to the very bone and got stuck in the taut muscles.<<set $hit += 3>><<else>>The arrow flies slightly off course, but still embeds itself in the flesh of the creature that didn't manage to react in time. It gets stuck in the muscles, adding more to the rat's pain with each movement it makes.<<set $hit += 2>><</if>> The creature is thrown several steps back from the force of collision.
The rat lets out a piercing screech and you push back the desire to cover your ears. <<if $bow_mastery lte 0.5 or $arrows is 0>>It rushes towards you, not giving you enough time to put another arrow on your bow<<set $arrows -= 1>><<else>>It rushes towards you, but you still manage to fire another arrow before it approaches too close<<set $arrows -= 2>><<set $hit += 2>><</if>>.<<set $bow_mastery += 0.25>>
<</if>><<if $have_pets gt 0>>Not only you is the rat's enemy. $pet1 rushes at it fearlessly, both her claws and fangs on the ready. She clings to the mutant's hind leg, sinking her teeth in its flesh. The rat lets out <<if $hit gt 0>>another <</if>>pathetic cry.<<set $hit += 1>>
<<if $have_pets gt 1>>$pet2 isn't this impulsive. He doesn't rush in the fray immediately and waits for a perfect opportunuty to land his blow. He stays still until the rat is disctacted by his sister attack and only then makes his move. With a growl, the pup makes an impressive jump, landing on the mutant's back. He immediately bites at its neck, ripping out a chuck of flesh before the rat manages to shake him off.
<<set $hit += 1>><</if>><</if>>The rat glares at you with angry<<if $hit gt 0>> and bloodshot<</if>> eyes. Then, it jumps, its movements extremely quick and agile<<if $hit gt 3>> despite the wounds it suffered<</if>>.
<<if $agi gt 4>>You throw your body to the side. Although hitting the ground with such force isn't nice by any means, it's much better by being bit at by those sharp yellow teeth.<<set $health -= 1>><<else>>You start moving to the side but are a second too slow. The sharp teeth sink into your shoulder and you can't help but let out a pained groan. You swign your $weapon at the monster and it quickly jumps back, not letting your counterattack to land succesfully.<<set $health -= 6>><</if>>
[[♢ Rush at it until it reacts.|Rat fight 1][$attack = 1]]
[[♢ Be smart about your attack.|Rat fight 1][$attack = 2]]
[[♢ Stay on the defensive. You are sure you can overlast it|Rat fight 1][$attack = 3]]<<if $cha gte 7 or $succeeded_in_scaring>><<set $succeeded_in_scaring to true>>You walk forward, your presence radiating immense confidence you don't necessarily feel. The rat bares its teeth at you, and breath catches in your throat. But moment passes, and it gives way, too cowardly to attempt obstructing your path.
<<elseif $int gte 7>><<set $succeeded_in_scaring to true>>You remember what you know about rats. Back at home, these creatures were quite afraid of sudden and loud noises. Now, the question is: does this information also apply to the mutated creature before you? You sigh. You will never know before you try.
Taking in a deep breath, you steel yourself and start walking forward with loud steps. The rat is immediately alerted. It turns in your direction, its teeth bared, its body tense and ready to jump into action. But it halts as you start clapping loudly, going so far at to bang the blunt side of your weapon against the stone wall. The noise is really loud, and you start to fear that it will only attract more enemies to arrive.
But nobody comes, and the rat is positively terrified. It squeaks weakly and huddles in a corner. You don't dare to waste an opportunity and quickly walk past it.
<<else>>First, the rat is cautious of your presence and you manage to walk half of the way. But then, it seems to decide to take the risk. It attacks.
[[♢ Next|Rat fight][$initiative = false; $defeated_rat_2 = true]]
<</if>><<if $succeeded_in_scaring>><<if $came_from is 1>>[[♢ Return back.|Corridor1][$came_from = 2]]
[[♢ Continue forward.|Corridor3][$came_from = 2]]
[[♢ Go to the right.|Corridor14][$came_from = 2]]
<<elseif $came_from is 3>>[[♢ Return back.|Corridor3][$came_from = 2]]
[[♢ Continue forward.|Corridor1][$came_from = 2]]
[[♢ Go to the left.|Corridor14][$came_from = 2]]
<<else>>[[♢ Return back.|Corridor14][$came_from = 2]]
[[♢ Go to the left.|Corridor1][$came_from = 2]]
[[♢ Go to the right.|Corridor3][$came_from = 2]]
<</if>><</if>>You bite your lip in reluctance, but it's not that you have much choice in the first place. You take out a piece of dry meat and throw it to the opposite side of the corridor. Food immediately attracts attention of the creature. It approaches the meat, sniffing actively. Soon, it sinks its teeth into an unexpected meal, not paying any attention to anything else. You use this chance to pass the dangerous area as quickly as possible.
<<if $came_from is 1>>[[♢ Return back.|Corridor1][$came_from = 2]]
[[♢ Continue forward.|Corridor3][$came_from = 2]]
[[♢ Go to the right.|Corridor14][$came_from = 2]]
<<elseif $came_from is 3>>[[♢ Return back.|Corridor3][$came_from = 2]]
[[♢ Continue forward.|Corridor1][$came_from = 2]]
[[♢ Go to the left.|Corridor14][$came_from = 2]]
<<else>>[[♢ Return back.|Corridor14][$came_from = 2]]
[[♢ Go to the left.|Corridor1][$came_from = 2]]
[[♢ Go to the right.|Corridor3][$came_from = 2]]
<</if>><<if $rested is false>><<set $corr to 3>><<set _bracelet to false>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>As you walk, you notice that the corridors are becoming more dilapidated, deep cracks marring the old walls.
<<if $noticed_stash_in_3 is false and $per gte 8>><<set $noticed_stash_in_3 to true>>You notice that at a certain part of the wall, the stones look somewhat different from the rest. It's as if they were took out manually and then returned. Curious, you approach the wall in order to investigate it closer. Luckily, a special shining stone is located just near this place, so you don't need to strain your eyes in order to see the details... You can make out many scratches at the edges of the stone. They were probable made with a sharp but small weapon, a dagger?
Now you are certain: someone has moved this stone from its place before. If this is the case... You attempt to use your own dagger to displace the stone, your heart beating loudly in anticipation. After all, there is a high chance that it was another person who left these scratches. You can't help but hope to find at least a small clue about this place or your situation there.
<<elseif $noticed_stash_in_3 and $found_bracelet_in_3 is false>>You still can easily see the supposed stash you failed to retrieve. Unable to resist the temptation, you grab your dagger and try again.
<<elseif $found_bracelet_in_3 and $put_on_bracelet is false>>The hole in the wall is still there, with a simple leather bracelet inside. <<set _bracelet to true>>
<<elseif $put_on_bracelet_in_3>>The hole in the wall you discovered some time ago is still there, completely empty.
<<else>>You don't notice anything of interest.<</if>>
<<if $noticed_stash_in_3 and $found_bracelet_in_3 is false>><<if $str gte 5 or $secondary_skill is "creativity">>It takes you a while, but eventually, you succeed. The stone falls to the ground with a loud 'thud', revealing what's hidden behind it. It looks like someone's stash. First, you notice a small, deep blue crystal. <<if $found_first_crystal is false>><<set $found_first_crystal to true>>It's about the size of a thumb, diamond-shaped with four sharp facets.<<elseif $know_the_purpose_of_crystals>>You keep it.<<else>>Athough you have no idea what is it's purpose, you see no harm with keeping this crystal for the time being.<</if>><<set $crystal_shard += 1>>
As you look further, you find only a worn out leather bracelet inside. The accessory looks very simple, but as you take it in your hand, you feel strange sensation emanating from the brown band.<<set $found_bracelet_in_3 to true>><<set _bracelet to true>>
<<else>>Regrettably, you fail, your strength proving to be not enough. You bite your lip, unwilling to give up, but eventually, you have no choice but to do just that. With a sigh of regret, you turn away from the wall. Maybe you can return here later, if you manage to find something that can help you deal with this matter.
<</if>><</if>>
<<if _bracelet>>[[♢ Put it on.|Put on bracelet][$eq_bracelet1 = "leather bracelet"]]
[[♢ Leave it be.|Put on bracelet]]
<<else>><<if $came_from is 2>>[[♢ Head forward.|Corridor4][$came_from = 3]]
[[♢ Return back.|Corridor2][$came_from = 3]]
[[♢ Take a corridor at your left.|Corridor6][$came_from = 3]]
<<elseif $came_from is 4>>[[♢ Head forward.|Corridor2][$came_from = 3]]
[[♢ Return back.|Corridor4][$came_from = 3]]
[[♢ Take a corridor at your right.|Corridor6][$came_from = 3]]
<<else>>[[♢ Take a corridor at your left.|Corridor4][$came_from = 3]]
[[♢ Take a corridor at your right.|Corridor2][$came_from = 3]]
[[♢ Return back.|Corridor6][$came_from = 3]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor3")>>
<</link>><</if>>
<<else>>Now then, where should you head?
<<if $came_from is 2>>[[♢ Head forward.|Corridor4][$came_from = 3]]
[[♢ Return back.|Corridor2][$came_from = 3]]
[[♢ Take a corridor at your left.|Corridor6][$came_from = 3]]
<<elseif $came_from is 4>>[[♢ Head forward.|Corridor2][$came_from = 3]]
[[♢ Return back.|Corridor4][$came_from = 3]]
[[♢ Take a corridor at your right.|Corridor6][$came_from = 3]]
<<else>>[[♢ Take a corridor at your left.|Corridor4][$came_from = 3]]
[[♢ Take a corridor at your right.|Corridor2][$came_from = 3]]
[[♢ Return back.|Corridor6][$came_from = 3]]<</if>>
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 14>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>You walk for some time, but the corridor remains unchanging. <<if $came_from is 2>>After a long while, you arrive at a crossroads. One path continues straight ahead while the other takes a sharp turn to the left.<<elseif $came_from is 13>>In a while, you encounter a crossroads. One path takes a turn to the right while the other continues straight ahead.<<else>>After a long while, you encounter a crossroads. One path leads to the left and the other to the right.<</if>>
<<if $came_from is 2>>[[♢ Continue forward.|Corridor13][$came_from = 14]]
[[♢ Go to the left.|Corridor10][$came_from = 14]]
[[♢ Return back.|Corridor2][$came_from = 14]]
<<elseif $came_from is 13>>[[♢ Continue forward.|Corridor2][$came_from = 14]]
[[♢ Go to the right.|Corridor10][$came_from = 14]]
[[♢ Return back.|Corridor13][$came_from = 14]]
<<else>>[[♢ Go to the left.|Corridor13][$came_from = 14]]
[[♢ Go to the right.|Corridor2][$came_from = 14]]
[[♢ Return back.|Corridor10][$came_from = 14]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor14")>>
<</link>>
<<else>>You are good to go.
<<if $came_from is 2>>[[♢ Continue forward.|Corridor13][$came_from = 14]]
[[♢ Go to the left.|Corridor10][$came_from = 14]]
[[♢ Return back.|Corridor2][$came_from = 14]]
<<elseif $came_from is 13>>[[♢ Continue forward.|Corridor2][$came_from = 14]]
[[♢ Go to the right.|Corridor10][$came_from = 14]]
[[♢ Return back.|Corridor13][$came_from = 14]]
<<else>>[[♢ Go to the left.|Corridor13][$came_from = 14]]
[[♢ Go to the right.|Corridor2][$came_from = 14]]
[[♢ Return back.|Corridor10][$came_from = 14]]<</if>>
<<set $rested to false>>
<</if>><<if $hit gte 6>>It turns out you don't have to do anything. The rat sways on its feet, its fur completely red with its own blood. Despite it's poor state, it still tries to make another step in your direction, but its leg simply buckle under its weight.
The mutant falls to the ground, letting out a faint squeak. As if it is surprised its own body dares to betray it. It tries to get up several times, but to no awail. You observe its struggles with <<if $holiness gte 0>>pity<<elseif $holiness lt -3>>grim satisfaction<<else>>indifference<</if>>. Sighing, you step towards it and raise your$weapon to land a finishing blow. Untill the very end, the creature doesn't stop its efforts to survive.
<<elseif $attack is 1>><<if $agi gt 5>>Your speed proves to be enough. The mutant only starts moving when you already arrive right in front of it. <<if $str gt 4>>Not giving it enough time to take in the situation, you plunge your $weapon down at its neck, almost cutting its head off. The head is only left dangling at a thin piece of flesh.<<set $hit to 6>><<else>>Not giving it enough time to take in the situation, you plunge your $weapon down at its neck. You don't have enough power to cut off its head, but the wound you leave is substantial.<<set $hit += 2>><</if>>
<<else>>You aren't fast enough and the rat reacts just in time for it to jump to the side, evading <<if $agi lte 2>>your blow entirely<<else>>most of the damage<<set $hit += 1>><</if>>. It lets out an annoying shriek and sinks its teeth in the skin at your ankle. You separte it from your leg immediately, but the wound remains.<<set $health -= 5>>
<</if>><<elseif $attack is 2>>You don't rush at the creature right away and try to remember its movement patterns instead. <<if $int gt 4>>The next time the rat runs at you, you are ready, sidestepping its attack with <<if $agi gt 5>>ease<<else>>relative ease<</if>>.Then, you plunge your $weapon down at its neck<<if $str gt 4>>, almost cutting its head off. The head is only left dangling at a thin piece of flesh.<<set $hit to 6>><<else>>. You don't have enough power to cut off its head, but the wound you leave is substantial.<<set $hit += 2>><</if>>
<<else>>Unfortunately, your thinking turns out to be not fast enough. You are still distracted when the rat runs at you again, and it easily evades your $weapon, plunging its teeth into the flesh of your non-dominant hand. You hurry to hit it while it is distracted, <<if $str gt 2>>but deal little damage<<set $hit += 1>><<else>>but deal no damage<</if>>.<<set $health -= 5>>
<</if>><<else>><<if $end gt 5>>You exchange several blows, both sustaining minor wounds, but soon it is clear that you can uphold such a tempo much better. The rat starts panting while your breathing still remains almost even. It's no wonder it makes a mistake, loosing its balance for a second too long. You don't waste the opportunity, plunging your $weapon down at its neck<<if $str gt 4>>, almost cutting its head off. The head is only left dangling at a thin piece of flesh.<<set $hit to 6>><<else>>. You don't have enough power to cut off its head, but the wound you leave is substantial.<<set $hit += 3>><</if>><<set $health -= 2>>
<<else>>Unfortunately, your judgement proves to be erroneous when your breathing starts to get the more rougher the more time passes. It's of no surprise when you make a mistake, your hand moving wider than necessary when you try to deliver another blow. The mutant's instincts prove to be excellent. It jumps at you the moment you expose an opening. <<if $secondary_skill is "martial arts">>Your trainings kick in and you barely manage to redirect the attack towards less threatening part of your body. <<set $health -= 4>><<else>>You cry out in pain when its claws pierce your skin. <<set $health -= 5>><</if>>You <<if $weapon is "axe">>hack<<else>>slash<</if>> at it while it's in the air, but <<if $agi lte 2>>don't achieve anything with your strike.<<else>> only manage to scratch it.<<set $hit += 1>><</if>>
<</if>><</if>><<if $hit gte 6>>The monster sways for a moment, and then falls. Completely dead, you check — to be on the safe side. You breathe out in relief.<<else>>The damn thing is tenatious — but you are even more persistent. It costs you your own blood, but eventually, <<if $weapon is "axe">>you chop its head off<<else>>you plunge your $weapon through its throat<</if>>.<<set $health -= 5 + (6 - $hit)>><</if>><<set $fatigue += 1.75>>
<<link "♢ A sigh of relief.">>
<<run setup.afterKill("After rat fight")>>
<</link>><<nobr>><<if $weapon is "sword">><<set $sword_mastery += 0.25>>
<<elseif $weapon is "dagger">><<set $dagger_mastery += 0.25>>
<<elseif $weapon is "axe">><<set $axe_mastery += 0.25>><</if>>
<<set _fainted to false>>
<<if $first_enemy>><<set $clothes to "tattered " + $clothes>><</if>>
<</nobr>><<if $fatigue gt ($max_fatigue - 0.5) or $health lte 0>><<nobr>>
<<if $fatigue gt ($max_fatigue - 0.5)>><<set _reason to "fatigue">><<else>><<set _reason to "pain">><</if>>
<<set $fatigue -= 1>><<set $health += 3>>
<<if $health lte 0 or $fatigue gte $max_fatigue>><<goto "Death">><</if>>
<</nobr>>Your legs give away as your vision darkens. You barely register your body hitting the floor. Your mind is too blurred with _reason.
You don't know how long has passed before you awakened. You still feel horrible, but at least, your body obeys your every command without risking to loose conciousness the very next moment. Still, you'd better find a possibility to rest and recover as quickly as possible.
<<set _fainted to true>>
<<if $first_enemy is false>> [[♢ Next|$nextP]]<</if>><</if>><<if $first_enemy>><<set $first_enemy to false>><<if $several_enemies>><<set _s to "s">><<else>><<set _s to "">><</if>>You stare down at the corpse_s of your opponent_s
[[♢ ...through blurry eyes.|After kill 1][$reaction = 1]]
[[♢ ...in total numbness.|After kill 1][$reaction = 2]]
[[♢ ...while biting down on your lip, hard.|After kill 1][$reaction = 3]]
[[♢ ...and break down in a hysteric laughter.|After kill 1][$reaction = 4; $insanity += 1]]
[[♢ ...emptily, the weapon in your hands still mangling the bloodied flesh.|After kill 1][$reaction = 5; $insanity += 1]]
<<else>><<if _fainted is false>><<goto $nextP>> <</if>><</if>><<if visited() is 1>><<if $several_enemies>><<set _s to "s">><<else>><<set _s to "">><</if>><<if $reaction is 1>>You crumble to the ground, your body shaking with the sobs you no longer care to suppress. The fear for your life from not long ago comes crashing at you all at once. You had no time to think about anything but survival during the battle, which is a blessing and probably the only reason you held on.
You cry and wail, not caring for anything but venting your stress at least a little. You hug yourself with shaking hands, wishing there was someone to hold you and offer words of comfort. To shelter you from the cruel joke that your life has become. Alas, you are alone.
<<if $have_pets gt 0>>A moist nose pokes your skin. Automatically, you reach to pet the creature$plural that tr<<if $have_pets is 1>>ies<<else>>y<</if>>to console you. Inexplicably, you start feeling a little bit better.
<</if>><<elseif $reaction is 2>>You don't know how long you stood there, staring numbly into space, without a single coherent thought in your head. It felt as though the world around was separated from you by a transparent but soundproof wall, no longer able to affect you. A beautiful illusion you wish to remain in forever.
...You don't know how much time has passed before you start feeling involved in the reality again.
<<elseif $reaction is 3>>Breathe, $name. In, out. In, out. Yes, just like that. With slightly shaky hands, you put away your weapon so as to not accidentally hurt yourself. The situation is positively awful, but you must remain composed if you want to live longer. You regulate your breathing, counting in your mind until its pattern stabilises completely.
<<elseif $reaction is 4>>You clutch at your stomach as your $weapon clutters to the ground. The wheezes that fall from your lips could be called both sobs and laughter. You care about none of such thoughts. You slide down on the ground, not caring if the blood from the fresh corpse$s sullies your clothes even more.
You stop your laughter only when continuing starts paining your throat.
<<else>>Your mind doesn't register the fact that the creature<<if $several_enemies>>s are<<else>> is<</if>> already dead before your hands are completely covered in blood. You blink several times, finally releasing your grip on your $weapon. Oh. Well. The corpse_s in front of you <<if $several_enemies>>are<<else>>is<</if>> completely deformed, fractured bones, flesh and organs mushed together in one unsightly pile. Your skin is moist and sticky and red with blood. ...Now that you think about it, it stinks. You wrinkle your nose and do your best to clean up. The strangely unending water in the bottle from the very beginning of your 'adventure' here comes in handy.
After some time, your skin is rid of the excessive coloring brough by blood, but is instead red from all the scrubbing it suffered.
<</if>>
Ultimately, your eyes wander back to the being_s you killed. Although it wasn't <<if $several_enemies>>a <</if>>sentient creature_s, <<if $several_enemies>>they were<<else>>it was<</if>> still alive, struggling for survival.
[[♢ You feel bad for ending a life.|After kill 1]]
[[♢ There is no remorse.|After kill 2]]
<<else>>Every life is precious. If not for the circumstances, you would have never risen your weapon in direction of another being, no matter its intelligence. Regrettably, now you are powerless to uphold your beliefs, if you want to stay alive in this nightmarish place.
<<set $holiness += 2>>[[♢ Sad truth.|$nextP]]<</if>>Finally, it's over. You lean against he cold wall, catching your breath. A puddle of blood on the floor slowly grows. You clean your weapon to the best of your abilities before deciding to continue moving.
<<if $came_from is 1>>[[♢ Return back.|Corridor1][$came_from = 2]]
[[♢ Continue forward.|Corridor3][$came_from = 2]]
[[♢ Go to the right.|Corridor14][$came_from = 2]]
<<elseif $came_from is 3>>[[♢ Return back.|Corridor3][$came_from = 2]]
[[♢ Continue forward.|Corridor1][$came_from = 2]]
[[♢ Go to the left.|Corridor14][$came_from = 2]]
<<else>>[[♢ Return back.|Corridor14][$came_from = 2]]
[[♢ Go to the left.|Corridor1][$came_from = 2]]
[[♢ Go to the right.|Corridor3][$came_from = 2]]
<</if>><<if visited() is 1>><<if $several_enemies>>These weren't human beings<<else>>It wasn't a human being<</if>> indeed. But in a case it was? You involuntarily imagine a human corpse, laying on the floor before you in a slowly growing pool of blood. Its dull eyes, completely devoid of life, stare at the ceiling above.
[[♢ You are immediately filled with revulsion.|After kill 2][$reaction = 1]]
[[♢ You remain indifferent.|After kill 2][$reaction = 2; $holiness -= 1]]
[[♢ You lick your lips in a twisted satisfaction.|After kill 2][$reaction = 3; $holiness -= 2]]
<<else>><<if $reaction is 1>>You press a hand to your mouth, fighting back sudden nausea. ...At least, being here hasn't affected your sanity. It would have been much more worrisome were you to feel something else towards a thought of killing another human.
<<elseif $reaction is 2>>...You can't bring yourself to care.
<<else>>You can't help but wish to see this scene in reality, not just in your imagination.
<</if>>
[[♢ Breathe in, breathe out.|$nextP]]<</if>><<if $rested is false>><<if $eq_bracelet1 is "">>You decide not to risk putting on accessories of an unknown origin. With nothing else to gain, you consider your next options.
<<else>>You slip the bracelet on your wrist. For a split moment, you feel a strange sensation of power seep into your muscles, but it disappeares before you can properly grasp it. Maybe you've imagined it.<<set $put_on_bracelet to true>><<set $str += 1>>
<</if>>
<<if $came_from is 2>>[[♢ Head forward.|Corridor4][$came_from = 3]]
[[♢ Return back.|Corridor2][$came_from = 3]]
[[♢ Take a corridor at your left.|Corridor6][$came_from = 3]]
<<elseif $came_from is 4>>[[♢ Head forward.|Corridor2][$came_from = 3]]
[[♢ Return back.|Corridor4][$came_from = 3]]
[[♢ Take a corridor at your right.|Corridor6][$came_from = 3]]
<<else>>[[♢ Take a corridor at your right.|Corridor2][$came_from = 3]]
[[♢ Take a corridor at your left.|Corridor4][$came_from = 3]]
[[♢ Return back.|Corridor6][$came_from = 3]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Put on bracelet")>>
<</link>>
<<else>>Now then, where should you head?
<<if $came_from is 2>>[[♢ Head forward.|Corridor4][$came_from = 3]]
[[♢ Return back.|Corridor2][$came_from = 3]]
[[♢ Take a corridor at your left.|Corridor6][$came_from = 3]]
<<elseif $came_from is 4>>[[♢ Head forward.|Corridor2][$came_from = 3]]
[[♢ Return back.|Corridor4][$came_from = 3]]
[[♢ Take a corridor at your right.|Corridor6][$came_from = 3]]
<<else>>[[♢ Take a corridor at your right.|Corridor2][$came_from = 3]]
[[♢ Take a corridor at your left.|Corridor4][$came_from = 3]]
[[♢ Return back.|Corridor6][$came_from = 3]]<</if>>
<<set $rested to false>><</if>><<if $rested is false>><<set $corr to 4>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>Nothing particular catches your attention.
<<if $came_from is 3>>[[♢ Head to the left.|Corridor5]]
[[♢ Head to the right.|Corridor9][$came_from = 4]]
[[♢ Return back.|Corridor3][$came_from = 4]]
<<elseif $came_from is 5>>[[♢ Continue forward.|Corridor9][$came_from = 4]]
[[♢ Head to the right.|Corridor3][$came_from = 4]]
[[♢ Return back.|Corridor5]]
<<else>>[[♢ Continue forward.|Corridor5]]
[[♢ Head to the left.|Corridor3][$came_from = 4]]
[[♢ Return back.|Corridor9][$came_from = 4]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor4")>>
<</link>>
<<else>>Time waits for no one..
<<if $came_from is 3>>[[♢ Head to the left.|Corridor5]]
[[♢ Head to the right.|Corridor9][$came_from = 4]]
[[♢ Return back.|Corridor3][$came_from = 4]]
<<elseif $came_from is 5>>[[♢ Continue forward.|Corridor9][$came_from = 4]]
[[♢ Head to the right.|Corridor3][$came_from = 4]]
[[♢ Return back.|Corridor5]]
<<else>>[[♢ Continue forward.|Corridor5]]
[[♢ Head to the left.|Corridor3][$came_from = 4]]
[[♢ Return back.|Corridor9][$came_from = 4]]<</if>>
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 7>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $came_from is 3>>You walk for a long time before corridor makes a turn. <</if>><<if $found_stash_6 is false and $per gte 4>><<set $found_stash_6 to true>><<set $food += 3>>You notice something strange on one of the walls of the corridor. Upon closer inspection you discover that it is a small leather bag, tucked safely in a crack between stones by someone. Inside, you find some rations that remind you of the military ones. Although thay lack taste, the slowness of their expiration is the greatest advantage the food could possibly have here.
Even though it's most likely someone else's stash, you still decide to take the food. After all, who knows how long has it been there, and you even doubt it's owner is alive at this point.
<</if>><<if $came_from is 7>>You walk for a long time before corridor makes a turn. <</if>>You slow down and consider your next actions.
<<if $came_from is 3>>[[♢ Continue walking.|Corridor7]]
[[♢ Return back.|Corridor3][$came_from = 6]]
<<else>>[[♢ Continue walking.|Corridor3][$came_from = 6]]
[[♢ Return back.|Corridor7]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor6")>>
<</link>>
<<else>>Time to move on.
<<if $came_from is 3>>[[♢ Continue walking.|Corridor7]]
[[♢ Return back.|Corridor3][$came_from = 6]]
<<else>>[[♢ Continue walking.|Corridor3][$came_from = 6]]
[[♢ Return back.|Corridor7]]<</if>>
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 5>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><</if>><<if $defeated_dog_5>><<if $rested is false>>After a while, you reach a dead end. Near the wall, you see many bones: most of them old, but a few are rather recent kill. <<if $int gte 7>>All the recent ones are animal bones. If it the dead dog's kin that killed humans before, it was probably centuries ago. <</if>>The dog's corpse also lies here, slowly decomposing with time. <<if visited("Search more") gt 0>>Nothing valuable remains.
<<else>>Its layer is untouched.
[[♢ Search for loot|Search more]]<</if>>
[[♢ Return back the way you came.|Corridor4][$came_from = 5]]
<<link "♢ Rest here">>
<<run setup.rest("Corridor 5")>>
<</link>>
<<else>>Time to depart.
<<set $rested to false>>
[[♢ Return back the way you came.|Corridor4][$came_from = 5]]
<</if>><<elseif $met_dog_5 is false>><<set $met_dog_5 to true>><<set _sec to 14>><<if $have_pets gt 0>>You notive that $pet1<<if $have_pets gt 1>> and $pet2<</if>> start$multi2 acting restless, even a bit fearful.
<</if>>After a while of walking, you hear growling ahead and immediately halt. But it's already too late: you see as a creature resembling a dog, but with fur resembling iron spikes, runs towards you at full speed. Its black eyes are glimmering with hunger and madness. Saliva, that is profusely dripping from its mouth, doesn't make you feel any better about the situation.
You mustn't think too long about your next actions! Hesitation won't do you any good.
<<nobr>><<silently>><<repeat 1s>><<set _sec -= 1>>
<<if _sec is 0>><<set $initiative to false>><<goto "Dog fight">><</if>>
<</repeat>><</silently>>
<</nobr>>[[♢ Run!|Dog run]]
[[♢ Fight!|Dog fight][$initiative = true; $defeated_dog_5 = true]]
<<else>>You halt your steps as you hear the dog's growling. It seems to have made itself at home in this part of the corridor.
[[♢ Retreat before it notices your presence.|Corridor4][$came_from = 5]]
[[♢ Risk initiating a battle.|Dog fight][$initiative = true; $defeated_dog_5 = true]]
<</if>><<if $rested is false>><<set $corr to 9>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $came_from is 4>>As you walk forward, the corridor becomes broader and broader. Suddenly, something crunches under your feet. These are old, most likely human, bones. They are scattered everywhere along the floor. <<if $holiness lte -3>>You look at the bones with sick excitement.<<elseif $holiness gte 3>>You wince, hoping that the death these pitiful souls suffered wasn't too painful (even though the hope isn't big).<</if>> <<if $saw_battlescene is false>>You wonder what happened here.<<else>>You have returned to the scene of the battle long finished.
<</if>>
Not long after, you start noticing other objects amidst the bones. They seem to have been weapons, but most of them are clearly broken.
<<else>>The signs of the ancient battle gradually decrease in number, but there are still many weapons and other objects left amidst the old bones.
<</if>>
Maybe you should search your surroundings? Although the chances are rather slim, you still could find something interesting.
<span id = "search">[[♢ Good idea.|Search9]]
<<linkreplace "♢ You'd rather not.">>
<<replace #search>><<if $came_from is 4>>[[♢ Continue moving forward.|Corridor11][$came_from = 9]]
[[♢ Take a right turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor4][$came_from = 9]]
<<elseif $came_from is 11>>[[♢ Continue moving forward.|Corridor4][$came_from = 9]]
[[♢ Take a left turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor11][$came_from = 9]]
<<else>>[[♢ Take a left turn.|Corridor4][$came_from = 9]]
[[♢ Take a right turn.|Corridor11][$came_from = 9]]
[[♢ Return back.|Corridor10][$came_from = 9]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor9")>>
<</link>>
<</replace>><</linkreplace>></span>
<<else>>You decide that you are ready to depart.
<<if $came_from is 4>>[[♢ Continue moving forward.|Corridor11][$came_from = 9]]
[[♢ Take a right turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor4][$came_from = 9]]
<<elseif $came_from is 11>>[[♢ Continue moving forward.|Corridor4][$came_from = 9]]
[[♢ Take a left turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor11][$came_from = 9]]
<<else>>[[♢ Take a left turn.|Corridor4][$came_from = 9]]
[[♢ Take a right turn.|Corridor11][$came_from = 9]]
[[♢ Return back.|Corridor10][$came_from = 9]]<</if>>
<<set $rested to false>>
<</if>><<nobr>><<set $length to (4 - $agi/5)>><<set _sec to 8>><<set $on_time to true>><<set $position to 5>>
<</nobr>>You turn on your heels and quickly sprint back along the corridor you just passed. <<if $have_pets gt 0>>Your animal companion$plural dash$multi22 after you without any delay.<</if>><<set $fatigue += 0.5>>
<<if $length lte 1>>You are so fast that the dog seems to have lost the sight of you almost immediately. You lean at the cave's wall, breathing heavily. For now, you are safe.
[[♢ Next|Corridor4][$came_from = 5]]
<<else>><<set $length -= 1>>Not to long after, you arrive at a fork, one path leading straight ahead and other to the right. You need to decide quickly: you can easily hear the dog's heavy steps as it tries to shorten the distance.
<<if $defeated_rat_2 is false and ($int gte 8 or ($secondary_skill is "tactics" and $int gte 5))>>(You should probably take a turn, though. If the rat you bypassed earlier hasn't changed its location, can you perhaps pit the two animals together?)
<</if>>[[♢ Forward.|Dog run 9]]
[[♢ To the right.|Dog run 3]]
<<if $length gt 1 and ($int gte 8 or ($secondary_skill is "creativity" and $int gt 5) and $food gt 0)>>[[♢ Or, you can sacrifice some of your food to divert the dog's attention from you. It seemed rather starved after all.|Foot sacr dog]]
<</if>><</if>><<if $length gt 1>>
<<silently>><<repeat 1s>><<set _sec -= 1>>
<<if _sec is 0>><<set $on_time to false>><<goto "Dog run 9">><</if>>
<</repeat>><</silently>><</if>><<if $initiative is false>>While you stand there, stupefied, the dog has already resched your position. With a low growl, it jumps at you, the saliva from its mouth flying in all directions.
<<include "First enemy">>You hurry to raise your $weapon, but your shoulder is still grazed by the creatures fangs.<<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1) or ($agi + $str) gte 12>><<set $health -= 5>><<else>><<set $health -= 8>><</if>>
<<else>><<include "First enemy">><<if $ranged_w != "" and $arrows gt 0>>You use the time until the dog reaches you to the fullest. Quetly, you raise your bow and ready an arrow. You don't have much time to aim, but at least your target is big enough (albeit moving). The arrow swishes through the air, <<if $bow_mastery lte 1>>grazing the mutant's side<<set $hit += 2>><<else>>embedding itself in the mutant's shoulder<<set $hit += 3>><</if>>. The creature lets out a painful whine, but the maddness in its eyes only intensifies. It quickly reaches your position, and you are forced to switch to your $weapon.<<set $bow_mastery += 0.5>><<set $arrows -= 1>>
<<else>>You sidestep the dog's lunge and lower your weapon down at its exposed back. The mutant displays its instincts to its fullest, twisting its body out of the $weapon's way. But you still leave a deep gash in its flesh. It could have been more serious, but the creature's fur is no less resilient than metal.<<set $hit += 2>>
<</if>><</if>>The canine jumps at you again, baring its sharp teeth. You <<if $agi gt 5>>react quickly, stepping to the side, and easily avoiding the straight-line attack<<else>>twist your body sideways, avoiding the bite, but the creature claws at you, leaving deep scratches behind<<set $health -= 3>><</if>>.
<<if $have_pets gt 0>>$pet1 trudges forward, her much smaller teeth bared in warning. It's cute she is so eager to defend you, but the paca dog is much smaller than the creature in front of you. It doesn't stop her from rushing forward, claws and teeth on the ready.<<set $hit += 1>><<if $have_pets gt 1>>$pet2 follows carefully behind, only attacking when he is sure it is safe enough.<<set $hit += 1>>
<</if>><</if>>[[♢ Circle around the creature, confusing it with misleading movements.|Dog fight 1][$attack = 1]]
[[♢ All you need is to put more power in your blows.|Dog fight 1][$attack = 2]]
[[♢ First defend and observe.|Dog fight 1][$attack = 3]]<<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 3>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<<set _sec to 7>>
<</nobr>>You quickly turn to the right, continuing your escape.
You run with all your strength. Soon, another fork lies ahead: you can either continue forward or run to the right.
[[♢ Forward.|Dog run 2][$on_time = true]]
[[♢ To the right.|Dog run 6]]
<<silently>><<repeat 1s>><<set _sec -= 1>>
<<if _sec is 0>><<set $on_time to false>><<goto "Dog run 2">><</if>>
<</repeat>><</silently>>You rummage through your back without stopping your escape, before taking out a piece of dry meat and throwing it to the side. To your relief, you hear the rapid steps behind you halt. But because of this distraction, you missed an opportunity to take a turn and now are forced to continue running forward.
[[♢ Next|Dog run 9]]<<set $length -= 1>><<set $food -= 1>><<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 9>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<<set _sec to 7>>
<</nobr>><<if $on_time>>You continue running forward.<<else>>Not managing to make a decision in time, you continue running forward without stopping.
<</if>>You don't dare to lower your speed when yet another fork comes into view. Your decision ought to be swift: do you continue running in the same direction or take a turn to the right?
[[♢ Forward.|Dog run 11][$on_time = true]]
[[♢ To the right.|Dog run 10]]
<<silently>><<repeat 1s>><<set _sec -= 1>>
<<if _sec is 0>><<set $on_time to false>><<goto "Dog run 11">><</if>>
<</repeat>><</silently>><<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 11>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<<set _sec to 7>>
<</nobr>><<if $on_time>>You run forward without delay.
<<else>>Too slow. You pass the branching corridor, missing an opportunity to take a turn.
<</if>>
To your surprise, you soon notice that the sound of the dog's steps grows quieter and quieter, before you can't hear any altogether. This phenomena makes you to slow down subconsciously. Is this beast finally tired? Although you would be immensely happy were that the case, you can't ward off the suspicion in your heart.
<<if $saw_inhabitants_of_11>>Then you realize the reason. Bats. You are near their layer.<<else>>Who or what could possibly repel this mutant so decisively? But for now, you are in no imminent danger.
...Are you?<</if>>
[[♢ Next|Escaped]] <<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 10>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<<set $came_from = 10>>
<</nobr>>You take the right turn.
You run.
And run.
Then, there is an abrupt turn to the left. You barely manage to evade collision with the wall, your shoulder brushing past the stones.
[[♢ Next|Dog run 14]]<<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 6>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<<set _sec to 7>>
<</nobr>>You quickly take a turn.
With all the running, you barely manage to react when the corridor takes a turn. Luckily, the collision between your body and the wall doesn't happen. You continue running for your life, disregarding any tiredness you might feel.
[[♢ Next|Dog run 7]]<<if $rested is false>>The dog's steps are no more. You almost can't believe you are finally safe.
Your breathing is laboured. You lean against the labirinth's wall, the rough stone's coolness comfortable against your heated skin.
You spend a good while, collecting your bearings. But eventually, you are well enough to continue your wandering through this seemingly endless maze.
<<if $position is 1>>[[♢ Continue on.|Corridor1][$came_from = 2]]
<<elseif $position is 2>>[[♢ Continue on.|Corridor2][$came_from = 3]]
<<elseif $position is 3>>[[♢ Continue on.|Corridor3][$came_from = 4]]
<<elseif $position is 6>>[[♢ Continue on.|Corridor6]]$came_from = 3]]
<<elseif $position is 7>>[[♢ Continue on.|Corridor7]]
<<elseif $position is 9>>[[♢ Continue on.|Corridor9][$came_from = 4]]
<<elseif $position is 10>>[[♢ Continue on.|Corridor10][$came_from = 9]]
<<elseif $position is 11>>[[♢ Continue on.|Corridor11][$came_from = 9]]
<<elseif $position is 14>>[[♢ Continue on.|Corridor14]]
<</if>><<link "♢ Rest first">>
<<run setup.rest("Escaped")>>
<</link>>
<<else>>Time waits for no one.
<<if $position is 1>>[[♢ Continue on.|Corridor1][$came_from = 2]]
<<elseif $position is 2>>[[♢ Continue on.|Corridor2][$came_from = 3]]
<<elseif $position is 3>>[[♢ Continue on.|Corridor3][$came_from = 4]]
<<elseif $position is 6>>[[♢ Continue on.|Corridor6]]$came_from = 3]]
<<elseif $position is 7>>[[♢ Continue on.|Corridor7]]
<<elseif $position is 9>>[[♢ Continue on.|Corridor9][$came_from = 4]]
<<elseif $position is 10>>[[♢ Continue on.|Corridor10][$came_from = 9]]
<<elseif $position is 11>>[[♢ Continue on.|Corridor11][$came_from = 9]]
<<elseif $position is 14>>[[♢ Continue on.|Corridor14]]
<</if>>
<<set $rested to false>>
<</if>><<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 7>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<</nobr>>The seemingly endless corridor goes on and on.
[[♢ Next|Escaped]]<<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 2>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<<set $came_from = 2>>
<<set _sec to 7>>
<</nobr>><<if $on_time>>You continue on forward without any delay.
<<else>>Without enough time to decide, you run past the turn.<</if>>
<<if $defeated_rat_2>>You brush past the rat's corpse as you run, and hear the dog's steps halting as it discovers free meat. It allows you to pull some more distance from your pursuer.<<set $length -= 1>>
<<else>>You sprint past the giant rat without stop.\nAlthough it clearly wishes to attack, its reaction is just a bit too slow. The dog, though, is happy to see another prey that is not so quick to escape. You can hear the rat's panicked sqeaking behind you, but don't dare to slow down even for a moment.<<set $dog_ate_rat_2 to true>><<set $length -= 2>></if>>
After a while, you arrive at another branching of the path, with only choices being to turn either to the left or forward.
[[♢ Forward.|Dog run 1][$on_time = true]]
[[♢ To the left.|Dog run 14]]
<<silently>><<repeat 1s>><<set _sec -= 1>>
<<if _sec is 0>><<set $on_time to false>><<goto "Dog run 1">><</if>>
<</repeat>><</silently>><<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 1>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<</nobr>>The seemingly endless corridor goes on and on.
[[♢ Next|Escaped]]<<nobr>>
<<set $length -= 1>><<set $fatigue += 0.5>><<set $position to 14>>
<<if $length lt 1>><<goto "Escaped">><</if>>
<</nobr>>The seemingly endless corridor goes on and on.
[[♢ Next|Escaped]]<<print setup.effects()>><<if $death>><<goto "Death">><</if>>The corridor you are walking in is getting narrower and narrower. After some time, you start noticing deep fractures on the wall, too clean to have appeared on their own.
<<if $visited_7 is false>>Could have they be made by a weapon? Subconciously, you quicken your pace.
In a while you reach a dead end. But the wall in front isn't the thing that catches your attention. You can't tear your eyes away from a human corpse that sits with its back against stone surface. The skeleton is barren of any flesh, only yellowish bones remain, adorned in a rusty medieval armour. The death clearly happened at least several decades ago.
You have no way to know who this person was while still alive or how did they end up here: in this place, in this state. (You just hope you won't meet the same fate.) But you can clearly see how battered his armour is, the chainmail even more torn than rusty. In their right hand, the deceased is still clutching a sword, the bones of their fingers seemingly locked in this position.
Beside the corpse, you see several golden objects. Its four golden coins. Have they fallen out of their clothes after the ruination of the fabric reached a certain limit?
<<include "Coin description">>You should probably take them. The dead won't need them anyway, but you might (although you try not to think about what it means for your situation).
<<if $holiness gte 3>>Still, you hesitate when you move to collect the items. This person here was once living a breathing, and yet you are now going to desecrate their remains.
You take a deep, steadying breath. If you want to survive, you will have to mute your conciousness. Even if you'll feel thick afterwards.
<<elseif $holiness lte -3>>You don't hesitate. \
<</if>>When you reach to pick up the coins, you notice something else a bit further away. Its two small crystals, deep blue in color. <<if $found_first_crystal is false>><<set $found_first_crystal to true>>Each one about the size of a thumb, diamond-shaped with four sharp facets. <</if>><<if $know_the_purpose_of_crystals>>Nodding to yourself, you store them away.<<else>>After a short consideration you decide to also take them, just in case.<</if>><<set $crystal_shard += 2>><<set $gold += 4>>
Your gaze drifts back to the deceased, halting at the sword in their hand.
[[♢ Take the sword.|Take the sword]]
[[♢ Leave it|Don't take the sword]]
<<else>>Just like before, the first thing your gaze settles on is the corpse.<<if $taken_sword_7 is false>> The sword is still clutched in their hands.
<span id = "take">[[♢ Take it|Take the sword]]</span>
<<linkreplace "♢ Leave it"">><<replace #take>>You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]
<</replace>><</linkreplace>>
<<else>><<if $left_weapon_in_7 != "">>The $left_weapon_in_7 is still laying on the floor. Maybe, you have changed your mind and would better have it back as your main weapon?
<span id = "weapon">[[♢ Might be a good idea.|Take weapon 7]]</span>
<<linkreplace "♢ Hmm... No, you are good.">><<replace #weapon>>You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]<</replace>><</linkreplace>>
<<else>>You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]<</if>>
<</if>><<print setup.effects()>><<set $corr to 10>><<if $death>><<goto "Death">><</if>><<if $came_from is 9>>More and more bones crunch under your feet. <<if $holiness lte -3 and ($pers is "opt" or $pers is "imp")>>You distract yourself by jumping at some, the sound of the old bones breaking extremely satisfying to the ears. <</if>>You encounter even more corpses than before. It doesn't take long to notice that these dead seem much better preserved than those you saw before. Especially their equipment.
<<else>>You start noticing old bones cover the corridor's floor. And they seem to be of human origin. They seem to be hundreds, if not thousands, years old. It doesn't take long to encounter an old corpse. ...Well, more like a heap of bones, held together by the armour on it. <</if>>Although it is covered with a thick layer of dust (which is surprising, considering this dungeon isn't as uninhabited as you might have hoped), but the metal pieces aren't nearly as rusty as you expected them to be.<<if $saw_battlescene and ($int gt 6 or $secondary_skill is "tactics")>>
An intense battle seems to have commenced here. You wonder why did anyone decide to fight in a limited space underground. Even if the corridor here is as wide as a central street of a big city, is't still a questionable decision in your eyes.<</if>>
<<if $first_visit_10>>You consider trying to find something suitable to wear yourself. <<if $holiness lte 0>>You definitely need it more that the previous owners.<<else>>You are immediately disgusted by the thought, but still, it might be a sensible decision.<</if>>
[[♢ Search around.|Search 10][$holiness -= 2]]
[[♢ Don't rummage through the remainings of the long dead.|Corpses 10][$holiness += 2]]
<<else>>[[♢ Next|Corpses 10]]<</if>><<print setup.effects()>><<set $corr to 11>><<if $death>><<goto "Death">><</if>><<set _smth_wrong to false>>As you trudge forward, you get a feeling that there seems to be something strange with the signs of the ancient battle you encounter. <<if $saw_inhabitants_of_11 is false and ($secondary_skill is "hunting" or ($int gte 6 and $per gt 6))>><<set _smth_wrong to true>>It looks like there was not a battle of people against people, but people against animals. There are teeth marks on many bones, and you definitely see some bones that can't belong to a human being.<<elseif $saw_inhabitants_of_11 is false>>You don't notice anything out of order though.<</if>><<if $per gte 8>><<set _smth_wrong to true>>
After a while, you start hearing strange clinking noises, as if several metal objects were colliding with each other. The noise is very faint. If not for your good hearing, you would have surely missed it. <<if $saw_inhabitants_of_11>>The bat colony in this corridor hasn't miraculously disappeared.<<else>>You wonder what produces such a sound.<<if $pers != "opt">> ...The chance it's something friendly or at least harmless is minimal.<</if>><</if>>
<</if>><<if $have_pets gt 0>><<set _smth_wrong to true>>Your animal companion$plural start$multi2 acting increasingly restless. <</if>><<if $saw_inhabitants_of_11 and _smth_wrong is false>>
If you remember correctly, you are near the place inhabited by the monstrous bats. <</if>><<if $saw_inhabitants_of_11 or _smth_wrong>><<if $pers != "ass" and $pers != "imp">>It might be better not to risk it.<<else>>It's not in your nature to back away so easily though.<</if>>
<<if $came_from is 9>><<if $pers != "ass" and $pers != "imp">>[[♢ It's better to retreat.|Corridor9][$came_from = 11]]<<else>>[[♢ Still, it's better to retreat.|Corridor9][$came_from = 11]]<</if>>
<<else>><<if $pers != "ass" and $pers != "imp">>[[♢ It's better to retreat.|Corridor12][$came_from = 11]]<<else>>[[♢ Still, it's better to retreat.|Corridor12][$came_from = 11]]<</if>>
<</if>>[[♢ Continue with your weapon at the ready.|First bat encounter][$careful = true]]
<<if $saw_inhabitants_of_11 is false>>[[♢ Now you are being paranoid.|First bat encounter][$careful = false]]<</if>>
<<else>>
[[♢ Next|First bat encounter][$careful = false]]
<</if>><<if visited() is 1>><<set $holiness -= 1>>
[[♢ Use your dagger to move bones.|Search more]]
[[♢ Don't bother: your hands are enough.|Search more][$holiness -= 1]]
<<else>><<if $rested is false>>You rummage through the bones. Soon, you get some results: you find a small dark-blue crystal.
<<nobr>><<set $fatigue += 0.25>>
<<set $inventory.push("silver key")>><<set _one to "the">><<set _two to "it">><<set $crystal_shard += 1>><<if $per gte 7>> Then another, not far away.<<set _one to "each">><<set _two to "them">><<set $crystal_shard += 1>><</if>>
<<if $found_first_crystal is false or $know_the_purpose_of_crystals is false>>
<<set $found_first_crystal to true>> Although you don't know if such objects are valuable, _one crystal is small, just the size of your fingernail, so you decide there is no harm in keeping _two.<<else>> Quite happy, you store _two quickly.<</if>>
<</nobr>>
You continue your search. You almost loose hope of finding anything else when a silverish glint catches your attention. Upon closer inspection, you realize with a surprise that it is actually a key. It is small, the size of about half of your little finger, but its surface is covered in an uncountable amout of symbols you don't recognize. You try to understand the key's purpose, but to no awail. Eventually, you give up, keeping it until you find any clue.
Further search proves to be fruitless, so you don't waste any more time in the dead creature's layer.
[[♢ Return back the way you came.|Corridor4][$came_from = 5]]
<<link "♢ Rest here">>
<<run setup.rest("Search more")>>
<</link>>
<<else>>Time to depart.<<set $rested to false>>
[[♢ Return back the way you came.|Corridor4][$came_from = 5]]
<</if>><</if>><<if $first_enemy>>You feel your heart beat madly as you clench your weapon which you aren't even sure you can wield. Your mind subconciously tries to deny the fact that you ended up in such situation, but the fact remains. The enem<<if $several_enemies>>ies are<<else>>y is<</if>> in front of you, <<if $several_enemies>>their<<else>>its<</if>> stance anything but friendly. You take several deep breaths, forcing yourself to regain at least a bit of clarity of mind. In this bizarre environment, panicking will only lead to death. And you aren't going to abandon your life so easily.<<set $hours_left -= 1000>>
You stagger as your mind is suddenly flooded with information. Countless scenes, so vivid that you almost feel like you experienced them yourself, fly before your eyes. They encompass skills and knowlege about wielding weapons, and not only the one you are desperately clutching in your hands right now, but many more. <<if $secondary_skill is "martial arts">>Your previous knowledge of the martial arts now feels incomparably shallow.<</if>>
It feels like hours have passed, but in reality, only a few seconds flew by. New reflexes seep into your muscles, filling you with newfound confidence. But you can't chase away a feeling that something significant was taken from you at this moment in exchange for this strength.
<</if>><<set $hit to 0>><<if $attack is 1>><<if $agi gte 7 or $cha gte 7>>You weave your way around the creature, showing it to make one movement, and just as it reacts accordingly, performing a different attack. Soon, the dog is covered in wounds of different severity. You, in exchange, only suffered minor damage.<<set $hit += 2>><<set $health -= 2>>
<<else>>You weave around the creature, trying to confuse it with tricky movements, but its eyes prove to be too sharp. Just as you are sure it will try to intercept what seems to be an atack aimed for its left side, it precisely detects your intentions and directly lunges forward. You defend, but your skin is still torn, the blood damaging your clothes. You cry out in pain.<<if $end gt 4>> But you push through, managing a counteratttack even if your rapid movements only worsen the agony. <<set $hit += 1>><<set $health -= 1>><</if>><<set $health -= 8>>
<</if>><<elseif $attack is 2>><<if $str gte 7>>You don't need your movements to be precise if they are powerful. And power you have.
Although your blows rarely land on a critical area, you opponent barely notices the difference as each time the blade of your $weapon digs itself deep into its flesh. Soon, most of the spikes that is its fur are broken, barely posing any defence. But you also aren't left unscathed; your reckless movements allow the dog to inflict numerous wounds on you in return. But none of them is too serious.<<set $hit += 3>><<set $health -= 4>>
<<else>>The blade of your $weapon gets stuck in the dog's spiky fur as you fail to penetrate its defence with an unlucky strike. Off balance, you fail to react when the sharp teeth sink into the flesh of your leg. You cry out and finally manage to get your weapon back.<<if $end gt 4>> Enduring the searing pain, you lower your weapon at the canine again. This time, you ar emore successful.<<set $hit += 1>><</if>><<set $health -= 8>>
<</if>><<else>>You don't hurry, more observing the patterns of the creature's movements and defending yourself from its frenzied attacks.
<<if $cha + $per gte 14>>It doesn't take you long to notice how it reacts to every speedy movement, its eyes darting all around even if its physical rections aren't as impulsive as one might assume. You use this observation to successfully scatter the mutant's attention, then use this opportunity to land a precise blow.<<set $hit += 2>><<set $health -= 1>>
<<else>>The dog's reactions seem chaotic. You try to organise your observations into something you can use, but fail miserably. Being in the middle of the battle against a deranged mutant doesn't help your concentration either. It's no wonder you are soon the one being pushed back, more and more wounds blooming on your skin.<<if $agi gt 4>> You land several successful blows, but that's it.<<set $hit += 1>><</if>><<set $health -= 9>>
<</if>><</if>>The battle drags on, <<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1)>>but your growing mastery in wielding $weapon shows itself. The dog's atacks are crude, but yours flow exactly like you want them to<<set $hit += 2>><<else>>and you barely hold your ground against the quick and powerful opponent. The dog's instincts are almost ridiculous — you can barely land a blow<<set $hit += 1>><</if>>. But it starts showing the signs on exhaustion — <<if $end gt 5>>and your breathing barely wavers<<set $hit += 1>><<else>>as do you<</if>>.
[[♢ This can't continue. You use all your power in one crushing attack.|Dog fight 2][$attack = 1]]
[[♢ This tempo suits you: you are confident you can overlast it.|Dog fight 2][$attack = 2]]
[[♢ The more tired one is, the more mistakes they make. You just have to notice the ones your opponent make first.|Dog fight 2][$attack = 3]]<<if $attack is 1>>You wait for an opportune moment — and grasp it when you notice the mutant leave an opening when it recovers from failing to land an attack. You wield your $weapon, striking right at the revealed weakness. <<if $str + $agi gte 14>> <<if $weapon is "dagger">>You almost touch the dirty fur with your fingers, grasping tightly at the hilt<<elseif $weapon is "sword">>The straight blade embeds itself deep into the flesh<<else>>Your axe draws an arch in the air before you drop it down with as much power as possible. The bones crush as the canine's body is thrown to the side<<set $hit += 1>><</if>>.<<set $hit += 2>>
<<else>><<if $agi lt 7>>The trajectory of your blow proves to be off. The blade harmlessly swishes through the air. Your body dips forward, and the dog is free to attack back<<else>>You hit, but the strength you manage to put it your blow proves insufficient. The minor wound you leave barely hinders the dog's subsequent attack. The blood that splatters is yours.<<set $hit += 1>><</if>>.<<set $health -= 8>>
<</if>><<elseif $attack is 2>><<if $end gte 7>>As expected, the munant is the first to slow down its advances. Its labored breathing is easily heard in the corridor. You push through your own increasing tiredness, setting a tempo the dog fails to follow. Soon, it's spiky fur turns burgundy with its own blood.<<set $hit += 2>><<set $health -= 1>>
<<else>>You breath heavily, barely managing to evade the mutant's still energetic jump. Failing to regain your balance in time, you can only raise your $weapon for the dog to bite on instead of your flesh. <<if $weapon is "dagger">>The sharp canines graze your skin.<<set $health -= 1>><</if>>
You are clearly being pushed back. Your skin is soon covered in in claw and bite marks of different severity. The damage your canine opponent suffered in return is <<if $str gt 5>>minor in comparison<<set $hit += 1>><<else>>negligible<</if>>.<<set $health -= 9>><</if>>
<<else>><<if $int + $per gte 14>>You are both breathing heavily, but your mind is clearer than ever. You manage to notice a faint shift of the mutant's muscles that indicate its intention to jump at you, and sidestep accordingly, evading the attack. While the creature is still in the air, you strike, your $weapon <<if $weapon is "axe">>landing heavily, crushing its bones<<set $hit += 3>><<else>>piercing through its flesh<<set $hit += 2>><</if>>.
<<else>>You stare at each other, both of you breathing labored. Then, the mutant lunges at you, the movement you fail to predict on time. Its body lands on yours, sending you both tumbling to the floor. You immediately roll to the side, avoiding the teeth aimed to tear at your neck, but your shoulder suffers the bite instead. You <<if $end lt 5>>fail to resist a painful cry and stagger to your feet<<set $health -= 2>><<else>>bite back a pained cry and hurry to your feet<</if>>.<<set $health -= 8>>
<</if>><</if>><<if $hit gte 8>>The animal clearly wobbles. It bares its teeth at you, but the gesture looks more pitiful than menacing. Then, it turns its tail at you, aiming to get away from the battle it lost.
You don't dare to give it a chance to recover. The dog is wounded, therefore much slower than you who is in a <<if $health lt 85>>better<<else>>good<</if>> condition. Its back is open, so when your strike <<if $weapon is "axe">>crushes its spine<<else>>pierces the left side of its chest from behind<</if>>, it ceases all motion almost immediately. You carefully check its breathing: the canine is dead.
<<else>>The animal's stance is a bit unstable, but no least ferocious than before. You circle around each other, both vigilant to the core.
The dog loses its patience first and rushes at you, aiming for your throat. You twist your body to the side<<if $str gt 5>> and kick it away<<set $hit += 1>><<else>>, barely escaping with your life<</if>>.
Another standsill. The next moment, <<if $have_pets gt 0>>all of you<<else>>you both<</if>> are the blurry of motions. You <<if $have_pets gt 0>>and your pet$plural <<set $hit += $have_pets>><</if>> strike and defend, and the mutant seems to loose the last scrapes of rationality it had. It's as if it went into the berserk mode.
When you finally strike it down, you are covered in wounds and completely exhausted.<<set $fatigue += 0.5>><<set $health -= 7 + (8 - $hit)>>
<</if>><<set $fatigue += 4>><<link "♢ A sigh of relief.">>
<<run setup.afterKill("Dog fight 3")>>
<</link>><<if $rested is false>>Breathing heavily, you finally are able to relax. You rest for a while before cautiously walking deeply into the dog's layer, mindful of a possible attack of its other inhabitants.
Not long after, you reach the end of the corridor. Near the crude wall, there are countless bones thrown into harpazard piles. They seems to belong to the creature's — or its predecessors' — previous victims. <<if $int gte 7>>Barely any of the bones belong to human beings, though (to the humans whose anatomy you know, at least). <</if>>Maybe you should search these remains? (If you are willing to disturb the dead's last resting place, even if it is... underwhelming, of course.)
<span id = "search">[[♢ Search.|Search more]]</span>
<<linkreplace "♢ Don't.">><<replace #search>>[[♢ Return back the way you came.|Corridor4][$came_from = 5]]
<<link "♢ Rest here">>
<<run setup.rest("Dog fight 3")>>
<</link>><</replace>><<set $holiness += 1>>
<</linkreplace >>
<<else>>Time to depart.
[[♢ Return back the way you came.|Corridor4][$came_from = 5]]
<<set $rested to false>><</if>><<if $saw_coins is false>>You inspect them closely. You never saw such coins, you can say this for sure, even though the carvings on both sides are barely recognisable. You can barely distinguish a face, most likely female, on one side of the coin, with something that could be a crown on her head. You turn it around. There seems to be an animal's drawing, but you can't distinguish an more details despite your efforts.<<set $saw_coins to true>>
<</if>><<if $met_priest>><div style="text-align: center;">//The Priest, Shaun//</div>\
<<if $priest_f lt -15>>He fails to hide a grimace each time he is forced in your vicinity\
<<elseif $priest_f lt -5>>He tries to not approach you unless strictly necessary\
<<elseif $priest_f lt 6>>He is on guard against you\
<<elseif $priest_f lt 25>>He regards you with a friendly smile\
<<elseif $priest_f lt 50>>He beams when you are nearby\
<<else>>He is the most loyal friend you can get\
<</if>>. <<if $priest_a gt 5>> <<if $priest_f lt 6>>Still, h<<else>>H<</if>><<if $priest_a lt 15>>is smile warms when he looks at you\
<<elseif $priest_a lt 30>>is gaze searches for your face in the crowd\
<<elseif $priest_a lt 45>>e views the time spent with you as the most precious\
<<else>>e is in love with you and it is clear in his eyes<</if>>.<<if $num>>
Platonic: $priest_f
Romantic: $priest_a<</if>><</if>><<if $met_knight>>
<div style="text-align: center;">//The Knight, Valerie Ekon//</div>\
<<if $num>>
Platonic: $knight_f
Romantic: $knight_a<</if>><</if>><<if $met_prince>>
<div style="text-align: center;">//The Crown Prince, Daimon Celeste//</div>\
<<if $num>>
Platonic: $prince_f
Romantic: $prince_a<</if>><</if>><<if $met_princess>>
<div style="text-align: center;">//The Princess, Daima Celeste//</div>\
<<if $num>>
Platonic: $princesst_f
Romantic: $princess_a<</if>><</if>><<if $met_assasin>>
<div style="text-align: center;">//The Assasin, Julian//</div>\
<<if $assassin_f lt -15>>He would kill you with ease if ordered to\
<<elseif $assassin_f lt -5>>He cares you no more than for a random passerby\
<<elseif $assassin_f lt 6>>He is amiable towards you\
<<elseif $assassin_f lt 25>>There is unmistakable warmth in his eyes when they fall upon you\
<<elseif $assassin_f lt 50>>He enjoys your company greatly\
<<else>>He won't hesitate to give up his own life for you\
<</if>>. <<if $assassin_a gt 5>><<if $assassin_f lt 15>>He would reget this deed for the rest of his life<<if $assassin_a gte 15>>, your image haunting him in his dreams<</if>>.\
<<elseif $assassin_a gte 30>><<if $assassin_f lt -5>>Or so it seems. His eyes linger on you when he thinks you aren't looking, dark with the words he cannot speak<<else>>He wants you to protect from the whole world, and his inability to do so haunts his dreams<</if>>.\
<<elseif $assassin_a gte 15>><<if $assassin_f lt -5>>And yet, h<<else>>H<</if>>is gaze lingers on your form with a silent promise.\
<<else>><<if $assassin_f lt -5>>And yet, h<<else>>H<</if>>e can't stop both his eyes and thoughts from lingering on you.\
<</if>><</if>><<if $num>>
Platonic: $assassin_f
Romantic: $assassin_a<</if>><</if>><<if $met_spider>>
<div style="text-align: center;">//The Crime Lord, $spider_name, Silver Spider//</div>\
<<if $spider_f lt -15>>They don't care whether you live of die, but you'd better not stand in their way.\
<<elseif $spider_f lt -5>>They don't remember about you unless you don't have something they need.\
<<elseif $spider_f lt 6>>They are curious about you.\
<<elseif $spider_f lt 25>>They can't help but relax when near you.\
<<elseif $spider_f lt 50>>They value your company and find excuses to stay near to you for longer.\
<<else>>You are the most precious thing in their life. They won't let you go.\
<</if>><<if $spider_a gte 30>><<if $spider_f lt -5>> And yet, t<<else>>T<</if>>hey want to kill anyone who touches you.<<if $spider_a gte 45>> Or lays their eyes on you.<</if>> You are driving them mad with the desire to keep you to themself.\
<<elseif $spider_a gt 15>> <<if $spider_f lt -5>>And yet, t<<else>>T<</if>>hey can't help but consider locking you away. This way, nobody else would lay their eyes on you.\
<<elseif ($spider_a gt 4 and $heterochromic) or $spider_a gt 7>> <<if $spider_f lt -5>>Still<<else>>Also<</if>>, you are pleasing to the eye.\
<</if>><<if $num>>
Platonic: $spider_f
Romantic: $spider_a<</if>><</if>><<else>>You have yet to meet anyone of interest.<</if>>You'd better not disturb the peace of the dead. But is it really because of your respect towards the deceased? Or are you simply too squeamish to touch the bones with your bare hands?
<span id ="react"><<linkreplace "♢ Let this poor soul rest in peace.">><<set $holiness += 1>>
<<replace #react>>You cast one last sad glance at the corpse before finally turning away. You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]<</replace>>
<</linkreplace>>
<<linkreplace "♢ Well, it //is// rather disgusting.">>
<<replace #react>>You turn away from the corpse. You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]<</replace>>
<</linkreplace>>
</span>You spend some time trying to straighten the skeleton's fingers, but eventually, you succeed.<<set $taken_sword_7 to true>><<set $holiness -= 1>>
<<if $weapon is "dagger">>You store your dagger away carefully.<<set $inventory.push("dagger")>>
<<else>>You can't carry two weapons at once, though. So you are forced to leave your old one near the corpse.<<set $left_weapon_in_7 to $main_weapon>>
<</if>><<set $weapon to "sword">><<set $main_weapon to "an old sword">>
You take the scabbard from the dead, slightly surprised by how well was the leather preserved, and hang the sword on your waist <<if $first_enemy is false or $secondary_skill is "martial arts">>easily<<else>>clumsily<</if>>.
You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]<<nobr>><<set _weapon7 to $left_weapon_in_7>>
<<if $weapon != "dagger">><<set $left_weapon_in_7 to $main_weapon>><<else>><<set $inventory.push("dagger")>><<set $left_weapon_in_7 to "">><</if>>
<<if _weapon7 is "an axe">><<set $weapon to "axe">><<else>><<set $weapon to "sword">><</if>>
<<set $main_weapon to _weapon7>>
<</nobr>>You feel like it actually suited you better. You don't hesitate to abandon _weapon7 you wielded before and take $main_weapon instead.
You should probably return. Regardless of your attitude towards the dead, you don't feel comfortable enough to rest here.
[[♢ Next|Corridor6][$came_from = 7]]<<set _toTake to true>>You spend some time looking around<<if $holiness gte 0>> carefully<</if>>. <<if $found_bow_and_arrows_in_9 is false and $per gt 4>>Your efforts aren't in vain. You find a surprisingly well-preserved bow. Curious about its almost immaculate state, you observe the weapon closely. Soon, you discover a thin line of unknown character spanning across the wooden frame. You have no way of knowing if this is a simple decoration, or if these carving hold some sort of power. Otherwise, nothing suspicious catches your eye.<<set $found_bow_and_arrows_in_9 to true>>
<<elseif $found_bow_and_arrows_in_9 and $took_bow_9 is false>>The bow you have found before is still were you left it.
<<elseif $exchanged_bow_9>>The bow you have left here before is still were you left it.
<<else>>Regrettably, your efforts remain fruitless.<<set _toTake to false>>
<</if>>
<<if _toTake>><<if $took_bow_27 and $exchanged_bow_9 is false>>You already have a bow, and this one doesn't seem to be on the same level as yours. Still, it doesn't have any <<if $insanity lt 1>>ominous<<else>>strange<</if>> feeling about it. Maybe, wielding it would prove safer in the long run.
<</if>><span id = "bow">[[♢ You take the bow.|Take bow 9]]
<<linkreplace "♢ You leave the bow where it is.">><<replace #bow>>Otherwise, you find nothing of value.
<<if $came_from is 4>>[[♢ Continue moving forward.|Corridor11][$came_from = 9]]
[[♢ Take a right turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor4][$came_from = 9]]
<<elseif $came_from is 11>>[[♢ Continue moving forward.|Corridor4][$came_from = 9]]
[[♢ Take a left turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor11][$came_from = 9]]
<<else>>[[♢ Take a left turn.|Corridor4][$came_from = 9]]
[[♢ Take a right turn.|Corridor11][$came_from = 9]]
[[♢ Return back.|Corridor10][$came_from = 9]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor9")>>
<</link>>
<</replace>><</linkreplace>></span>
<<else>><<if $came_from is 4>>[[♢ Continue moving forward.|Corridor11][$came_from = 9]]
[[♢ Take a right turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor4][$came_from = 9]]
<<elseif $came_from is 11>>[[♢ Continue moving forward.|Corridor4][$came_from = 9]]
[[♢ Take a left turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor11][$came_from = 9]]
<<else>>[[♢ Take a left turn.|Corridor4][$came_from = 9]]
[[♢ Take a right turn.|Corridor11][$came_from = 9]]
[[♢ Return back.|Corridor10][$came_from = 9]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor9")>>
<</link>>
<</if>><<nobr>><<if $ranged_w is "a white bow">>
<<set $bow_mastery -= 1>>
<<set $agi -= 1>>><set $str -= 1>><<set $end -= 1>>
<<set $int += 1>>
<<set $bow_9 = "a white bow">><<set $ranged_w to "an old bow">><<set $exchanged_bow_9 to true>>
<<elseif $ranged_w != "">>
<<set $bow_mastery += 1>>
<<set $agi += 1>><<set $str += 1>><<set $end += 1>>
<<set $int -= 1>>
<<set $bow_9 = "an old bow">><<set $ranged_w to "a white bow">>
<<else>><<set $bow_9 = "">><<set $ranged_w to "an old bow">>
<</if>><</nobr>><<if $took_bow_27 is false>>You decide that having a long-range weapon at your disposition won't harm at all.
<</if>><<if $took_bow_9 is false>>You also find a quiver that the dead archer possesed (in a much worse, but still acceptable state). You count exactly 5 arrows inside.<<set $arrows += 5>><<set $took_bow_9 to true>>
<</if>><<if $came_from is 4>>[[♢ Continue moving forward.|Corridor11][$came_from = 9]]
[[♢ Take a right turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor4][$came_from = 9]]
<<elseif $came_from is 11>>[[♢ Continue moving forward.|Corridor4][$came_from = 9]]
[[♢ Take a left turn.|Corridor10][$came_from = 9]]
[[♢ Return back.|Corridor11][$came_from = 9]]
<<else>>[[♢ Take a left turn.|Corridor4][$came_from = 9]]
[[♢ Take a right turn.|Corridor11][$came_from = 9]]
[[♢ Return back.|Corridor10][$came_from = 9]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor9")>>
<</link>><<set $saw_battlescene to true>><<if $searched_corpses_10 is false>>Your gaze lingers on corpses again. They might have other things on them, judging by the way they are preserved.
<span id = "loot"><<linkreplace "♢ Loot them.">><<set $holiness -= 1>><<set $searched_corpses_10 to true>><<set $fatigue += 0.25>><<set $gold += 6>><<set $crystal_shard += 1>><<set $medicine.push("bandage")>>
<<replace #loot>>Sure, why not? You take your time searching. It takes a while, but your gains are equally nice. You aren't surprised that the warriors were carrying bandages with them, its just that this roll of yellowish fabric shouldn't look this intact after all these years. Besides, you have found 6 golden coins and a small deep blue crystal.<<if $know_the_purpose_of_crystals>> This will be useful.<</if>><<if $found_first_crystal is false>> You never saw such crystals, but who knows, maybe it will come to be of use.<<set $found_first_crystal to true>><</if>>
<<include "Coin description">><<if $first_visit_10 is false>><<if $came_from is 9>>[[♢ Continue forward.|Corridor14][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor9][$came_from = 10]]
<<else>>[[♢ Continue forward.|Corridor9][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor14][$came_from = 10]]<</if>>
<<else>>[[♢ Next|Sphere control]]<<set $first_visit_10 to true>><<set $saw_sphere to true>><</if>>
<</replace>><</linkreplace>>
<<linkreplace "♢ No way, you can't fall this low.">>
<<if $first_visit_10>><<set $holiness += 1>><</if>>
<<replace #loot>>You direct your gaze elsewhere.
<<if $first_visit_10 is false>><<if $came_from is 9>>[[♢ Continue forward.|Corridor14][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor9][$came_from = 10]]
<<else>>[[♢ Continue forward.|Corridor9][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor14][$came_from = 10]]<</if>>
<<else>>[[♢ Next|Sphere control]]<<set $first_visit_10 to false>><<set $saw_sphere to true>>
<</if>><</replace>><</linkreplace>>
</span>
<<else>><<if $first_visit_10>><<set $first_visit_10 to false>><<goto "Sphere control">><<else>><<if $came_from is 9>>[[♢ Continue forward.|Corridor14][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor9][$came_from = 10]]
<<else>>[[♢ Continue forward.|Corridor9][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor14][$came_from = 10]]
<</if>><</if>><</if>>You look around and after some time, you discover several suitable pieces. It seems that you can choose only one set though.
<span id = "armour"><<linkreplace "♢ A heavy one">><<replace #armour>>You choose a pretty heavy set consisting of many pieces of metal that look pretty much like scales. It will be of a great help in defencive aspect, but will restrict your movements.
<<set $eq_body to "heavy armour">><<set $end += 3>><<set $agi -= 2>>[[♢ Next|Corpses 10]]
<</replace>><</linkreplace>>
<<linkreplace "♢ A leather one">><<replace #armour>>You choose an armour made of something that looks like leather. It won't restrict you, but will also offer less protection.
<<set $eq_body to "leather armour">><<set $end += 1>>[[♢ Next|Corpses 10]]
<</replace>><</linkreplace>>
<<linkreplace "♢ Neither">><<replace #armour>>[[♢ Next|Corpses 10]]<<set $holiness += 1>>
<</replace>><</linkreplace>>
</span>You almost turn away when something shining catches your attention. The light is unlike anything you saw in the dungeon so far. At one moment, it seems silverish. On the other, it takes on dangerous bloody hue.
...When did you approach the light source so closely? You find yourself crouching near a perfectly round, transparent sphere the size of your fist. You probably haven't noticed it before because it has rolled into a pretty large crevice near the base of the stone wall, invisible before it started shining on its own.
You look closer. Inside the sphere (what material is it, glass?), you notice something resembling a larva swimming about with a messy trajectory. It is this creature that emits the shine that attracted your attention in the first place.
<span id = "sphere"><<linkreplace "♢ Inexplicably, you feel a strong pull towards the sphere.">><<set _sec to 5>><<set $initiative to true>>
<<replace #sphere>>[[♢ You give in without resistance, taking it in your hands.|Sphere control 1][$resisted_to_the_sphere = false]]
[[♢ You pull back immediately, resisting the temptation.|Sphere control 1][$resisted_to_the_sphere = true]]
<<silently>><<repeat 1s>><<set _sec -= 1>><<if _sec is 0>><<set $resisted_to_the_sphere = false>><<set $initiative to false>><<goto "Sphere control 1">><</if>>
<</repeat>><</silently>>
<</replace>><</linkreplace>>
</span><<if $resisted_to_the_sphere is false>><<if $initiative>>Curiosity gets better of you.
You regret it the very next moment. <<else>>Your body moves without your command. You reach for the sphere.
<</if>>You feel like you are floating, your body getting out of your control at the increasingly high speed. The sphere shines even brighter. Soon, even your thoughts turn sluggish, as if whatever it is seized the control of your brain.
<<if $have_pets is 0>>Suddenly, everything stops. You can breath again — when have you even stopped breathing? What was it that saved you? You don't find an answer.<<set $hours_left -= 1000>><<else>>Suddenly, you feel sharp pain in your shin$plural. It abruptly snaps you out of the trance. Looking down, you see $pet1 <<if $gave_pets gt 1>>and $pet2 <</if>> biting your leg$plural, the canines sharp even through your clothes.<</if>>
<<else>>You try to step back, yet your body barely obeys your commands. But you persist, and are soon rewarded for your efforts. You take one, two, three steps, before you seem to have crossed an invisible line. Only now that it's disappeared, you recognise an absence on someone — or rather something — else's conciousness pressing down on your mind.
<</if>>The sphere shatters. The sound is almost deafening in the quiet corridor, its echo continuing to resound for a long while. You take your time calming your thoughts and analyzing what has just happened. (Well, at least trying to. What the hell was this situation again?)
This was dangerous.<<if $resisted_to_the_sphere is false>> And stupid.<</if>> But it's concerning overall. Whatever this creature inside the sphere was, it has gotten into your mind pretty easily. You try not to think what would have happened if you weren't able to break out of its control, but looking at the signs of the battles around, you have a rough idea. You might be mistaken, sure. But why else would this mind-controlling thing be lying here, as if it has fallen from someone's hands?<<if $inventory.includes("warning letter from an unknown author")>>
Your mind flits back to the strange note you found. 'Don't touch the sphere'. Could it be that the unknown author spoke of this exact object that tried to control your mind?<</if>>
You shake your head. You don't know nearly enough to come to a plausible conclusion. Better to move on. And with even more vigilance than before.
<<if $came_from is 9>>[[♢ Continue forward.|Corridor14][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor9][$came_from = 10]]
<<else>>[[♢ Continue forward.|Corridor9][$came_from = 10]]
[[♢ Return back to where you came from.|Corridor14][$came_from = 10]]
<</if>><<if $rested is false>><<set $corr to 12>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $came_from is 13>>You walk for a long while before notice something other than monotone gray stone. <</if>>There are several decimated corpses on the floor. The cause of death was most likely animals.<<if $saw_inhabitants_of_11>> Who else but the bats whose layer is nearby it could be?<</if>>
<<if $first_visit_12>>There's nothing to gain from these deceased. <<if $holiness lt 3>><<if $pers != "imp" and $pers != "ass">>You click your tongue in disappointment. You could have used some loot.<<else>>You clench your teeth in irritation, cursing whoever was first to loot these people.<</if>>
<</if>><<set $first_visit_12 to false>><</if>>Otherwise, there is nothing remarkable around here.
<<if $came_from is 11>>[[♢ Continue on.|Corridor13][$came_from = 12]]
[[♢ Return back.|Corridor11][$came_from = 12]]
<<else>>[[♢ Continue on.|Corridor11][$came_from = 12]]
[[♢ Return back.|Corridor13][$came_from = 12]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor12")>>
<</link>>
<<else>>Now you are ready to move on.
<<if $came_from is 11>>[[♢ Continue on.|Corridor13][$came_from = 12]]
[[♢ Return back.|Corridor11][$came_from = 12]]
<<else>>[[♢ Continue on.|Corridor11][$came_from = 12]]
[[♢ Return back.|Corridor13][$came_from = 12]]<</if>>
<<set $rested to false>>
<</if>>You walk forward<<if $careful>>, your $weapon on the ready<</if>>.
<<if $saw_inhabitants_of_11>><<include "Corridor 11 deeper">><<else>>Suddenly, a movement at the corner of your eye catches your attention. This part of the corridor is pretty dark so you are unable to clearly discern the creature, but it has definitely noticed you. <<if $careful>>You praise yourself for exercising caution when you are able to react at its attack just in time to block the sharp claws with a dangerous metallic luster.<<else>>You fail to react when the sharp claws with a dangerous metallic luster slash at you. Blood splutters.<<set $health -= 8>><</if>>
From up close, you are now keenly aware about the creature's appearance. It resembles a bat, but has a size of a large dog. Generally black in color, its claws are silverish and give off a feeling of being metallic.
<center><img src = "images/tendat_bat.png" width="70%"></center>You don't have much time to observe the monster as it attacks again. It seems dead set on taking your life.
<<include "First enemy">>[[♢ Defend!|First bat fight]]
<<set $saw_inhabitants_of_11 to true>><</if>><<set $corr to 11.5>><<if $came_from is 9>>You have to walk for quite a while before you encounter a branching path.<<else>>Shortly after, you encounter a branching path.<</if>> But you don't have time to think whether take a turn or not: from the depth of the corridor <<if $came_from is 9>>ahead<<else>>on your right<</if>>, several bats appear, their aggressive stance clear without any doubt. One of them screeches, the effect of the sound paralyzing you for a moment, which is enough for the monsters to attack.<<set _three to random(3, 4)>>
There are _three of them. They circle around you<<if $have_pets gt 0>> and your pet$plural<</if>>, keeping your neves on edge. The problem in fighting multiply opponents is that it's hard to predict, from where an attack will come.
The battle that ensues is messy and chaotic. <<if $per gt 4>>You easily notice most of the upcoming blows <<if $agi gt 4>>and are fast enough to react to them<<else>>but aren't fast enough to react to them<<set $health -= _three>><</if>>.<<else>>You fail to notice most of the upcoming blows<<if $agi gt 4>>, but at least your reaction speed is good<<set $health -= _three>><<else>> and are slow to react to them<<set $health -= 2*_three>><</if>>.<</if>><<if $str gt 4>> Your advantage lays in your power.<<else>><<set $health -= _three>><</if>><<set $fatigue += _three>><<if $fatigue gt ($max_fatigue - 0.5)>><<set $fatigue to ($max_fatigue - 0.5)>><</if>>
Finally, it's over. You sink to the ground, your breathing rough. This wasn't easy. But you can't stay here for long. You'd rather not wander deeper into the corridor where the bats' colony seems to reside<<if $pers is "ass" or $pers is "imp">>. Despite your unwillingness to reatreat, there can be hunderd of them — you don't know how long the corridor is. Even for you, it's still too risky<<elseif $pers is "cal">>, which is simply logical<</if>>.
<<if $came_from is 9>>[[♢ Continue walking towards the right.|Corridor12][$came_from = 11]]
[[♢ Return along the way you came.|Corridor9][$came_from = 11]]
<<else>>[[♢ Continue walking towards the left.|Corridor9][$came_from = 11]]
[[♢ Return along the way you came.|Corridor12][$came_from = 11]]
<</if>><<nobr>>
<<if $weapon is "sword">><<set $sword_mastery += 0.25>>
<<elseif $weapon is "dagger">><<set $dagger_mastery += 0.25>>
<<elseif $weapon is "axe">><<set $axe_mastery += 0.25>><</if>>
<</nobr>>You stare at the bat's corpse for a moment. If you continue forward, there is a high chance to meet more such creatures.
[[♢ Take the risk.|Corridor 11 deeper]]
<<if $came_from is 9>>[[♢ It's not too late to retreat yet.|Corridor9][$came_from = 11]]
<<else>>[[♢ It's not too late to retreat yet.|Corridor12][$came_from = 11]]<</if>>The creature flies towards you, screeching madly. The sound sends you almost tumbling to the ground, without knowing what is left and right, up and down.
<<if $have_pets gt 0>>Surprisingly, the paca dog$plural following you $pare almost unaffected, hurrying to defend your struggling form from the sharp claws that aim to take your life.<<else>>You more feel than hear the air swishing as the bat quickly approaches. <<if $end gt 5>>You pull yourself together, pushing through the tremendous dizziness, and barely manage to redirect the attack aimed to kill you to only inflict mild damage<<set $helth -= 4>><<else>>You try to raise your weapon, but have no idea where to aim. The world around you is a messy blur of colors. Then, sharp claws pierce the skin at your shoulder<<if $careful is false>>, the same one that suffered earlier<</if>>. Dangerously close to your neck.<<set $health -= 8>><</if>><</if>>
Finally regaining your senses, you quickly evaluate the situation. The giant thing, undettered by the previous failure in taking your life, readies to attack again.
[[♢ Evade.|First bat fight 1][$attack = 1]]
[[♢ Defend.|First bat fight 1][$attack = 2]]
[[♢ Counterattack.|First bat fight 1][$attack = 3]] <<switch $attack>><<case 1>><<if $agi gt 4>>You jump to the side just in time. The deadly claws leave deep scratches in the stone wall behind your previous position.<<else>>You jump to the side, but aren't fast enough to evade the attack entirely. The deadly claws pierce your side instead of your heart, but it still hurts as hell.<<set $health -= 5>><</if>>
<<case 2>>You raise your $weapon, blocking the deadly claws aimed at your heart. <<if $str gt 5 and $weapon != "dagger">>The power in the blow is substantial, but your hands hold firm.<<elseif $str lte 5>>But the power in the blow is too much, and you are thrown back, your body hitting the wall with substantial force.<<set $health -= 4>><<else>>But the difference is the size of your weapons is too substantial to neglect. The dagger is almost flung from your hands as you stagger, <<if $agi gt 4>>but you are quick to regain your balance. You evade the follow-up attack<<else>>trying and failing to regain balance on time. The bat's follow-up attack hits its target<<set $health -= 4>><</if>>.<</if>>
<<case 3>><<if $agi gt 6>>You sidestep, narrowly evading the dangerous strike, and perform your own attack before the bat manages to react to the new development. The first drops of the creature's blood splatter.<<set $hit += 1>><<else>>You sidestep, narrowly evading the dangerous strike, but your follow-up actions aren't fast enough. The bat evades your blow entirely, and for a moment, you are open. It doesn't miss its chance, adding <<if $health is 100>>a first<<else>>another<</if>> wound to your collection.<<set $health -= 5>><</if>>
<</switch>>
For a moment, you just stand there, staring at each other. <<if $have_pets gt 0>>$pet1 <<if $have_pets gt 1>>and $pet2 <</if>>growl$multi2. <</if>>Then, you rush forward at the same time.
The monster's claws aren't <<if $weapon is "axe">>much <<set $hit += 1>><</if>>worse than your own weapon. Definitely as sharp. At least, it doesn't seem like it's able to repeat its sound attack in the near future.<<set $health -= 5>><<set $hit += 1>>
<<if $agi lte 4>>You are much slower than your opponent, therefore missing most of the time you aim to land an attack.<<else>>You are on equal standing regarding the speed, landing as many successful attacks as the opponent.<<set $hit += 1>><</if>><<if $str gte 4>> But at least, the power of your blows is stronger most of the time.<<set $hit += 1>><</if>><<set $health -= 5>><<if $have_pets gt 0>> Your pet$plural $pare of a great help too, distracting the creature's attention.<<set $hit += 1>><</if>>
Finally, you manage to land a blow at the creature's wing (it would have been easier if the leather on there appendages wasn't resembling metal in terms of durability). Without its ability to fly, the bat is a much easier target. After the preliminary success, it doesn't take too long to take it down.<<set $health -= 2 - $hit>><<set $fatigue += 3>>
<<link "♢ A sigh of relief.">>
<<run setup.afterKill("After bat fight")>>
<</link>><<if $rested is false>><<set $corr to 13>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>The corridor widens, creating some sort of a cave at a juncture where it makes a turn. <<if $first_visit_13 is false>>The old capm seems unchanged.<<if $took_arrows_13 is false and $ranged_w != "">>
You recount you saw some arrows somewhere here. After a short search, you indeed find them. They very well might come to be of use.<<set took_arrows_13 to true>><<set $arrows += 7>><</if>>
<<if $came_from is 12>>[[♢ Continue moving forward.|Corridor14][$came_from = 13]]
[[♢ Return back.|Corridor12][$came_from = 13]]
<<else>>[[♢ Continue moving forward.|Corridor12][$came_from = 13]]
[[♢ Return back.|Corridor14][$came_from = 13]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor13")>>
<</link>>
<<else>><<set $first_visit_13 to false>>You definitely weren't the first to discover this place. You can see several crates of different sizes, made from both wood and metal. But there seems to be something strange. The chests you see are alarmingly well-preserved, the wood has barely started rotting despite the labirinth's pretty humid enviroment. And their layout... The crates stand disorganized, with the different size of emty spaces in between.
There is also a clear space where the sleeping bags seem to be placed at some point in time. There are still several of them on the ground, but too tattered to be of any use. A pity. On the stone floor, there are piles or rusty debris with occasional better recognisable pices of metal not larger than your palm.
You fight away a sinking feeling in your stomach. All these objects could have come from differring time periods, of course. But... You inspect both the intact chests and the larger pieces of debris, discovering that at the most of them, a similar symbol can be found: a four-rayed star with an indiscernible character in its center. There is still a chance of a certain group or country sending several expeditions, sure. You have no way of knowing the truth. But why do you have such a bad feeling about this? <<switch $pers>><<case "opt" "ass">>It's so unlike you.
<<case "ap">>...Oh well. You don't bother to dwell on this thought for long. You have no way to find out anyway.
<<case "imp">>You snort. You will deal with this ephemeric something if you encounter it yourself. No need to dwell on these paranoid thoughts.
<<default>>You have no way of knowing, but it's better to be even more careful from now on. Who knows how many more secrets this dungeon holds.
<</switch>>
[[♢ Next|Search 13]]
<</if>><<else>>Now, moving on...
<<if $came_from is 12>>[[♢ Continue moving forward.|Corridor14][$came_from = 13]]
[[♢ Return back.|Corridor12][$came_from = 13]]
<<else>>[[♢ Continue moving forward.|Corridor12][$came_from = 13]]
[[♢ Return back.|Corridor14][$came_from = 13]]<</if>>
<<set $rested to false>>
<</if>><<nobr>>
<<set $fatigue += 0.5>>
<<set $medicine.push("bandage")>><<set $medicine.push("bandage")>><<set $medicine.push("first aid kit")>>
<<if $per gte 8>><<set $medicine.push("medicine")>><</if>>
<<set $gold += 15>>
<</nobr>>Everything aside, you should probably look over this place. Who knows if you can find something useful. The camp looks abandoned for a long time, so you don't think you will stumble upon its owners. They have probably either died somewhere in this underground complex, or left in a hurry. <<if $pers != "opt">>(Neither option bodes well for you.)<<else>>Hm, maybe this labyrinth is even bigger than you thought, and it was simply counterproductive to come back for this luggage?<</if>> You get to work.
One of the crates seems to have contained medical supplies. You don't know how (maybe you should stop repeatedly asking yoursef this question), but a lot of content is still usable. You find two rolls of bandages and a box that seems to be of the same functionality as a first-aid kit you are familiar with inside.<<if $per gte 8>> At the corner, you also notice a small bottle with 'strong medicine, caution by consumption' written on it.<</if>> As you look over other chests, you are pretty surprised by your findings. Not only you discover 15 golden coins, but also gather several pieces of jewelry that feel somewhat strange.
<<include "Coin description">>You look at the amulet and two rings in your hands. The amulet is pretty simple, a teardrop-shaped violet gem you don't recognize and a thin silver chainlet. When it touches your skin, you get a strange feeling of all your senses sharpening. As for the rings, one is very pretty, in a shape of a feline holding a round pale blue gem in its mouth. It seems to have a strange effect on your mind, helping your thoughts to move a little bit faster. The other one is minimalistic: just a silver band with barely visible carvings of the unknown symbols. You get mixed feelings from it, but it seems to heighten your speed. Strangely, when you try holding both rings at the same time, they seem to cansel each other out. But neither conflicts with the pendant.
[[♢ You wear the pendant and the ring with a blue gem.|Wear 13][$eq_necklace = "pendant with a violet gem"; $per += 1; $eq_ring1 = "golden ring with a pale blue gem"; $int += 1]]
[[♢ You wear the pendant and the silver ring.|Wear 13][$eq_necklace = "pendant with a violet gem"; $per += 1; $eq_ring1 = "simple silver ring"; $agi += 1]]
[[♢ You only wear the pendant.|Wear 13][$eq_necklace = "pendant with a violet gem"; $per += 1]]
[[♢ You only wear the ring with a blue gem.|Wear 13][$eq_ring1 = "golden ring with a pale blue gem"; $int += 1]]
[[♢ You only wear the silver ring.|Wear 13][$eq_ring1 = "simple silver ring"; $agi += 1]]
[[♢ On second thought, you don't wear any of this suspicious jewelry.|Wear 13]]<<if $eq_necklace is "" and $eq_ring1 is "">>Better safe than sorry.
<</if>>Still, these aren't all of your findings. You also discover someone's stash. It's mostly empty, but there are a few or so arrows at the bottom of the chest. <<if $ranged_w != "">>They may come to be of use. You decide to take them.<<set $arrows += 7>><<set $took_arrows_13 to true>><<else>>You don't have any use for the though. So for now, you leave them be.<</if>>
<<if $came_from is 12>>[[♢ Continue moving forward.|Corridor14][$came_from = 13]]
[[♢ Return back.|Corridor12][$came_from = 13]]
<<else>>[[♢ Continue moving forward.|Corridor12][$came_from = 13]]
[[♢ Return back.|Corridor14][$came_from = 13]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor13")>>
<</link>><<if $rested is false>><<set $corr to 22>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $came_from is 23>>You notice that the soil you step on becomes less and less abundant.<<else>>You notice that the cave's floor changes, more and more soil covering the stone. The deeper you go, the less gray parts are visible.<</if>> <<if $found_beasts_22 is false and $percention gt 4>>You start noticing animal traces on the ground. They lead somewhere in the depth of the corridor<<if $came_from is 23>> and to the left<</if>>.<<if $per gte 8 or $secondary_skill is "hunting">> Judging by different sizes, there must be at least three different creatures. Hovewer, you can't pintpoint their spieces: probably canine, but something still feels off.<</if>><</if>>
Soon, you arrive at a crossroads.
<<if $came_from is 21>>[[♢ Continue deeper.|Deeper 22]]
[[♢ Taka a left turn.|Corridor23][$came_from = 22]]
[[♢ Return back.|Corridor21][$came_from = 22]]
<<else>>[[♢ Taka a left turn.|Deeper 22]]
[[♢ Taka a right turn.|Corridor21][$came_from = 22]]
[[♢ Return back.|Corridor23][$came_from = 22]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor22")>>
<</link>>
<<else>>You should consider where to go next.
<<if $came_from is 21>>[[♢ Continue deeper.|Deeper 22]]
[[♢ Taka a left turn.|Corridor23][$came_from = 22]]
[[♢ Return back.|Corridor21][$came_from = 22]]
<<else>>[[♢ Taka a left turn.|Deeper 22]]
[[♢ Taka a right turn.|Corridor21][$came_from = 22]]
[[♢ Return back.|Corridor23][$came_from = 22]]<</if>>
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 22.5>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>You press forward. A while after, you reach a dead end.
<<if $found_beasts_22 is false>>But what attracts your attention first is what seems to be a lair of probably the most bizzare creatures you have ever seen. There are four of them, a family with two little ones. They all sport bleak yellow fur and each have //three// golden eyes that seem to faintly glow. And — what the hell — six legs?!
The creatures aren't big, the largest barely reaching your knees, but their claws and fangs easily cover their deficiency in size. ...Well, they do somewhat resemble dogs — if only mutated under the influence of radiation.
<center><img src = "images/paca_dog.png" width="70%"></center>The biggest one growls, clearly hostile. Probably because you have intruded in their home. You have just enough time to react when the two mutants attack, leaving their kids to hide in the back.<<set $found_beasts_22 to true>>
[[♢ You urgently reach for your weapon.|Fight 22]]
<<else>>An empty lair greets you. <<if $killed_beast_kids_22 is false>><<if $have_pets is 2>>Your pets jump around for a bit, but otherwise don't show much interest in their old home.<<elseif $have_pets is 1>>$pet1 looks around, searching for her sibling in vain. In this environment, without any protection, it is probably already dead. <<if $holiness gte 0>>You sigh in pity, but there is nothing you could do about it.<<else>>You shrug indifferently. It isn't for you to concern yourself about.<</if>>
<<else>>The creatures you left here aren't anywhere around. For all you know, they are probably already dead.<<if $holiness gte 0>>You sigh in pity, but there is nothing you could do about it.<<else>>You shrug indifferently. It isn't for you to concern yourself about.<</if>>
<</if>><</if>>Soon, you turn around, leaving. After a while of walking, you arrive at a crossroads.
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]
<<link "♢ Rest here">>
<<run setup.rest("Deeper 22")>>
<</link>>
<</if>><<else>>Where should you go now?..
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 23>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<set _axe to false>><<if $came_from is 22>>As you travel, you notice that the layer of soil covering the ground becomes less and less apparent, until it nears disappearance.<<else>>You notice that as you travel forward, the stone under your feet becomes covered in a layer of soil, which seems to thicken with your every step. <</if>> <<if $visited_23 is false>><<set $visited_23 to true>>
The thing that attracts your attention is a weapon, sticking out of the floor near the wall, where earth is more abundant. Almost a meter long, clearly heavy, it's an axe made from dim, gray metal. It is covered is several stray old bloodstains. You wonder who and why left it here. <<if $str lt 4>>You try to lift it, but pathetically fail.<<else>>You lift it from its place without much resistance.<<set $lifted_axe to true>><<set _axe to true>><</if>>
<<elseif $lifted_axe is false>>
An axe you failed to get is in the same position it was before. <<if $str gte 4>>But when you try again this time, it leaves its place without much resistance.<<set _axe to true>><<else>>You can only walk past it.
<</if>><<elseif $weapon_left_23 != "">>
The <<if $weapon_left_23 is "an old sword">>sword<<else>>axe<</if>> is laying on the ground.<<set _axe to true>>
<<else>>Otherwise, the corridor is barren.
<</if>>
<<if _axe>>[[♢ This is the weapon you want.|Take weapon 23][$initiative = true]]
[[♢ Your current one is enough.|Take weapon 23][$initiative = false]]
<<else>><<if $came_from is 22>>[[♢ Go straight ahead.|Corridor24][$came_from = 23]]
[[♢ Return back.|Corridor22][$came_from = 23]]
<<else>>[[♢ Go straight ahead.|Corridor22][$came_from = 23]]
[[♢ Return back.|Corridor24][$came_from = 23]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor23")>>
<</link>><</if>>
<<else>>Where will you go now?
<<if $came_from is 22>>[[♢ Go straight ahead.|Corridor24][$came_from = 23]]
[[♢ Return back.|Corridor22][$came_from = 23]]
<<else>>[[♢ Go straight ahead.|Corridor22][$came_from = 23]]
[[♢ Return back.|Corridor24][$came_from = 23]]<</if>>
<<set $rested to false>>
<</if>><<set $several_enemies to true>><<include "First enemy">>The biggest one rushes straight at you while its partner slowly circles around. Clever: now you have to divert part of your attention in consideration of its threat.<<if $ranged_w>> Regrettably, they are too close for you to use the bow.<</if>>
You <<if $agi gt 5 or $weapon is "dagger">>evade the attack to the side opposite to where the second creature went<<else>>raise your $weapon to block the attack and redirect the mutant's tracjectory slightly to the side<</if>>. It leaves it open for a brief moment, but you don't manage to act upon it as the second monster quickly rushes at you, biting at your leg with its sharp canines. <<if $agi gt 5>>You quickly jump, allowing it to pass under you<<else>>You hiss in pain as your skin is torn. Blood splatters<<set $health -= 6>><</if>>. But this gives you a chance to counterattack, landing your weapon at its open back.<<if $str gt 5>><<set $hit += 2>><<else>><<set $hit += 1>><</if>>
The first mutant jumps at you, its teeth bared in a growl. Its golden eyes stare right at your neck, their glow predatory. At the same time, the second creature turns around and aims to bite at your legs again, seemingly intent to hold you in place. Their cooperation is impecable: they are probably used to hunt in pair.
[[♢ Allow the smaller monster to bite it and concentrate on blocking the other blow.|Fight 22 1][$attack = 1]]
[[♢ Concentrate on evasion.|Fight 22 1][$attack = 2]]
[[♢ Quickly calculate the trajectory of the jump and where to step for them both to miss.|Fight 22 1][$attack = 3]] <<if visited() is 1>>You look at the corpses of the creatures blankly as new information appears in your mind seemingly from nowhere. It is an extremely strange feeling. The sensation is somewhat like a long forgotten memory resurfacing in your mind. But at the same time, it resembles that sudden influx of information you received the first time you engaged in a fight here. You shake your head, slowly sorting the newly obtained knowledge.
...What does it mean, the meat of these creatures — paca dogs — is safe for consumption, even raw? You stare at the small corpses doubtfully.
[[♢ Believe the information.|After fight 22][$eat_paca_dogs = true]]
[[♢ ...You won't eat this.|After fight 22]]
<<elseif visited() is 2>><<nobr>>
<<set $hours_left -= 1>>
<<set $first_rest_with_pets to true>>
<</nobr>><<if $eat_paca_dogs>><<switch $pers>><<case "cal">>This is such a bad idea. But it's not that you haven't thought it through. In this place, the resources available are extremely limited. You are exactly in a position to take calculated risks.
<<case "imp">>To hell with it! You have no desire to waste time on pointless musings! If you see resources you need, why would you invent a reason not to do it?
<<case "ass">>Your gaze shines with determination when you come to a decision. You will use everything you can get. As for the possible consequences, you are confident you will be able to deal with them in due time.
<<case "opt">>Most likely, this knowledge is trustworthy. After all, fighting skills you received from (most likely) the same source were or great help. You don't see a reason reject much needed resources over some ungrounded doubts.
<<default>>You don't waste much time on musings. This won't have any use either way. After all, how much accurate knowledge do you possess? Even if something unfortunate happens as a consequence of your decision, so what? You take this risk being fully prepared for such an outcome.
<</switch>>
The other two creatures seem to be extremely terrified of you, trembling in their hiding spot. They seem to be of no threat for the time being. You kneel beside the corpses, brandishing your dagger. <<if $secondary_skill is "hunting">>It isn't the first time you engage in butchering, but the target is definitely exotic. You work with practiced precision.<<set $food += 5>><<else>>Your actions are rather clumsy and you definitely ruin several parts. But overall, you manage.<<set $food += 4>><</if>>
By the end, your hands stink of blood. But meat itself exudes weak but undoubtedly attractive fragrance. Maybe it won't be half awful to the taste.
You stare at the meat in doubt. Now, how do you carry it?
This issue proves to be easy to resolve. Because of the soily terrain, there are plants growing in this particular section of the cave (albeit rare). You find one with long and broad leaves Although you are a bit doubtful, it is growing near the beasts' lair, and you even noticed the same leaves laying inside. So, you wrap the meat in them and store it in your bag.
<<else>>You decide not to risk it. After all, you have no idea where this knowledge came from. Could you be having hallucination all along? Despite your desire to reject the possibility, you can't find absolute certainty in your mind.
<<switch $pers>><<case "opt">>You shake your head. There probably is a better explanation, you just don't have enough information. But for now, you decide to refrain from rash actions.
<<case "cal">>You don't have nearly enough facts to analyze. How could you possibly come to a conclusion that won't base on your imagination? No, you will follow your cautious nature and refrain from doing anything that can bring you even more trouble. Your hands are already full.
<<case "ass">>It rubs you in a wrong way, to doubt yourself this much. But you have already set your mind. It is better now to decide what to do next, there is no use in dwelling on past decisions.
<<case "imp">>You jerk your shoulder, already doubting your own decision. Would it really be that bad to have more food with a small price of taking a risk to believe this information? You shake your head fiercely. Whatever. You might revise this line of thoughts when you know something concrete.
<<default>>You sigh. What use do these musings have? You won't know the truth anyway. Maybe if you continue exploring this place, you will eventually find an answer? Either way, there is nothing else you could do.
<</switch>><</if>>
[[♢ Next|After fight 22]]
<<elseif visited() is 3>>A pitiful squeal attracts your attention. One of the pups dares to come out of its hiding spot, looking at you with big fearful eyes. It isn't courageous enough to come any closer, but its gaze keeps drifting towards the remains of its parents.
[[♢ Let it and its sibling be.|After fight 22][$reaction = 1]]
[[♢ Kill the two other paca dogs.|Kill pups][$holiness -= 3; $killed_beast_kids_22 = true]]
<<if $food gt 0>>[[♢ Leave some food behind before leaving.|Give food]]<</if>>
<<else>> You look at the creatures with <<if $holiness lt 0>>indifference<<else>>pity<</if>> and turn around, leaving. After a while of walking, you arrive at a crossroads.
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]
<<link "♢ Rest here">>
<<run setup.rest("Deeper 22")>>
<</link>>
<</if>>
<<nobr>>
<<if $pers is "imp" or $pers is "ass" or $pers is "opt">><<set _how to "smirk at them with a predatory glint in your eyes">><<set _how2 to "with satisfaction">>
<<else>><<set _how to "look at them coldly">><<set _how2 to "indifferently">>
<</if>>
<</nobr>>You _how. The one at the front lowers itself to the ground in fear but still bares its fangs. The other whines pitifully but comes to stand beside its sibling, ready to defend their lifes to the end.
It's more of a slaughter than a fight as you exceed the little creatures in all characteristics. Even if they hunted before, their prey was by no means as dangerous as you.
First, you cut down the brave one, <<if $weapon is "axe">>crushing its spine with one heavy strike. It wriggles its body for a bit, whimpering pitifully, before becoming completely still<<else>>driving your $weapon through its heart with precision<</if>>.
The other pup loses all morale seeing its sibling die. It backs off as you approach, letting out a half-growl, half-whimper. Its pitiful state <<if $holiness lte -5>>doesn't move you at all<<else>>slightly moves you, but it's not enough for you to stop<</if>>. Soon after, the small head rolls on the ground. The cut the little creature's neck suffered is <<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1)>>clean<<else>>messy<</if>>.
You look at the fresh corpses on the ground _how2. <<if $eat_paca_dogs>><<set $food += 2>>Without thinking for long, you busy yourself with transforming the creatures dead bodies into your future food. There is nothing more for you to do here. Y<<else>>Soon, y<</if>>ou turn around, leaving. After a while of walking, you arrive at a crossroads.
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]If so, how much? //(You have $food food.)//
<<numberbox "_amount" 1>>
<<button "Next">>
<<if _amount gte 1 and _amount lte $food>>
<<if _amount gte ($food - 1)>><<set $holiness += 3>><<else>><<set $holiness += 2>><</if>>
<<set $hours_left -= 1>>
<<if $eat_paca_dogs>><<set _init to 2>>
<<else>><<set _init to 0>><</if>>
<<if _amount gte (4 + _init)>><<set $have_pets to 2>><<elseif _amount gte (2 + _init)>><<set $have_pets to 1>><</if>>
<<set $food -= _amount>>
<<goto "Give food 1">>
<<else>>
<<replace #error>>Please enter a valid amount of food.<</replace>>
<</if>>
<</button>>
<span id = "error"></span>You crouch down, placing food on the ground. Then, you take several steps back to lessen the perceived danger of the creatures.
First doubtfully, the first, most corageous paca dog pup approaches you. It sniffs for a while before grabbing a piece in its mouth and carrying it back to the layer. Soon, the two of them return.
<<if $have_pets is 0>>They grab the food in terms, dragging it into their safe heaven. You watch them for a while before turning around and leaving.
After some walking, you arrive at a crossroads.
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]
<<link "♢ Rest here">>
<<run setup.rest("Deeper 22")>>
<</link>>
<<elseif $have_pets is 2>>They look at you pleadingly before carefully approaching and rubbing their sides against your leg. It seems, despite being the culprit behind their parents death, they don't deem you much of a threat. Furthermore, they seem to wish to follow you.
<<nobr>>
<<set $plural to "s">>
<<set $multi2 to "">>
<<set $multi22 to "">>
<<set $pare to "are">>
<<set $pdo to "do">>
<<set $phave to "have">>
<<set $pthey to "they">>
<<set $pThey to "They">>
<<set $pthem to "them">>
<<set $ptheir to "their">>
<</nobr>>
[[♢ Accept them.|Pets accept]]
[[♢ Reject them.|Pets reject]]
<<else>>One of them, the more corageous, looks at you pleadingly before carefully approaching and rubbing its side against your leg. It seems, despite being the culprit behind its parents death, it doesn't deem you much of a threat. Furthermore, it doseem to wish to follow you. The other one starts dragging the food into its safe heaven.
[[♢ Accept it|Pets accept]]
[[♢ Reject it|Pets reject]]
<</if>>You reach your hand to pet <<if $have_pets is 1>>it<<else>>them<</if>>. It will most likely be tough, but you are willing to accept the responsibility. Besides, who knows? <<if $have_pets is 1>>It<<else>>They<</if>> might even be of help.
You look at the brave creature. After some investigation, you are almost certain it is of a female gender. It looks at you expectantly (you think so, at least. Who knows what animals think in reality). If you are to keep her, you should probably give her a name.<<set $pet1 to "">>
[[♢ Aphrodite.|Pets accept 1][$pet1 = "Aphrodite"]]
[[♢ Hela.|Pets accept 1][$pet1 = "Hela"]]
[[♢ Rose.|Pets accept 1][$pet1 = "Rose"]]
[[♢ Vixen.|Pets accept 1][$pet1 = "Vixen"]]
<<textbox "$pet1" "">> \
<<button "Next">>
<<set _nameCheck = $pet1.trim()>> <!-— Prevents errors by ensuring a string value -->
<<if _nameCheck eq "" or _nameCheck.length lte 1>>
<<replace #error>>Come on, there must be something!<</replace>>
<<elseif _nameCheck.length gt 15>>
<<replace #error>>Isn't it... a bit excessive?<</replace>>
<<elseif _nameCheck.toLowerCase() is "shaun" or _nameCheck is "julian" or _nameCheck is "daima" or _nameCheck is "daimon" or _nameCheck is "jan" or _nameCheck is "valerie">>
<<replace #error>>This name is taken by one of the relevant NPCs, so it's not recommended.<</replace>>
<<else>>
<<set _trimmedName to $pet1.trim()>>
<<set _formattedName to _nameCheck.substr(0,1).toUpperCase() + _nameCheck.substr(1).toLowerCase()>>
<<set $pet1 to _formattedName>>
<<goto "Pets accept 1">>
<</if>>
<</button>>
<span id = "error"></span>You shoo <<if $have_pets is 1>>it<<else>>them<</if>> away. You even have problems looking after yourself, how could you possibly take on a responsibility of caring about others? Visibly disappointed, <<if $have_pets is 1>>it<<else>>they<</if>> accept$multi2 your decision nonetheless. <<if $have_pets is 1>>It<<else>>They<</if>> walk$multi2 back to the lair sadly. You turn away, leaving this place.
After some walking, you arrive at a crossroads.
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]
<<link "♢ Rest here">>
<<run setup.rest("Deeper 22")>>
<</link>>
<<set $have_pets to 0>><<if $have_pets is 2 and $pet2 is "">>Your gaze drifts to the other one. Now, this will be male. What about naming him?
[[♢ Ace.|Pets accept 1][$pet2 = "Ace"]]
[[♢ Dexter.|Pets accept 1][$pet2 = "Dexter"]]
[[♢ Noah.|Pets accept 1][$pet2 = "Noah"]]
[[♢ Quartz.|Pets accept 1][$pet2 = "Quartz"]]
<<textbox "$pet2" "">> \
<<button "Next">>
<<set _nameCheck = $pet2.trim()>> <!-— Prevents errors by ensuring a string value -->
<<if _nameCheck eq "" or _nameCheck.length lte 1>>
<<replace #error>>Come on, there must be something!<</replace>>
<<elseif _nameCheck.length gt 15>>
<<replace #error>>Isn't it... a bit excessive?<</replace>>
<<elseif _nameCheck.toLowerCase() is "shaun" or _nameCheck is "julian" or _nameCheck is "daima" or _nameCheck is "daimon" or _nameCheck is "jan" or _nameCheck is "valerie">>
<<replace #error>>This name is taken by one of the relevant NPCs, so it's not recommended.<</replace>>
<<else>>
<<set _trimmedName to $pet2.trim()>>
<<set _formattedName to _nameCheck.substr(0,1).toUpperCase() + _nameCheck.substr(1).toLowerCase()>>
<<set $pet2 to _formattedName>>
<<goto "Pets accept 1">>
<</if>>
<</button>>
<span id = "error"></span>
<<else>>As you turn around to leave, and your new pet$plural follow$multi2 after your every step.
After a while of walking, you arrive at a crossroads.
[[♢ Go straight ahead.|Corridor21][$came_from = 22]]
[[♢ Go to the right.|Corridor23][$came_from = 22]]
<<link "♢ Rest here">>
<<run setup.rest("Deeper 22")>>
<</link>>
<</if>><<switch $attack>><<case 1>><<set $health -= 4>><<if $end gt 5>>You wince when the sharp fangs pierce your skin, but don't allow the pain to ruin your concentration. You position your $weapon so that the attacking monster bites at it and not your flesh before exerting all the force in your hands to throw in down and to the side. <<if $str lt 4>>Your muscles strain, almost ripping, but you manage. <<set $health -= 2>><<else>><<set $hit += 1>><</if>>The creature hits the floor, the force in its jaws loosening for a moment. It is enough for you to rip away your weapon and strike down at its form, still sprayed on the ground. It <<if $weapon is "axe">>rips<<else>>pierces<</if>> the skin and flesh with a disgusting sound. After that, you throw off the thing still stubbornly clinging to your leg.<<set $hit += 2>>
<<else>>You can't contained a pained shout when the sharp fangs pierce your skin. Your concentration wavering, you somehow still manage to raise your $weapon, barely blocking the incoming assault. But your grip is relatively weak, and the weapon is ripped out of your hands by the strong jaws. It clings to the floor some distance away.<<set $health -= 4>>
You lunge after your only lifeline in this dangerous situation, <<if $str lt 5>>but are held in place by the other creature. You kick at it desperately, finally managing to free yourself, but are met with sharp claws fro other side.<<set $health -= 7>><<else>>sharing of the creature from your leg, even if it feels like you loose a part of your flesh together with its fangs.<<set $health -= 3>><</if>> Another cry slips past your lips, but you clench your teeth and quickly run to pick up your $weapon. The warm handle brings in your hand an unexplainable sense of security.
<</if>><<case 2>><<if $agi gte 5>>You sidestep the smaller creature, successfully avoiding the problem of having your actions restricted. You don't stop your movement, rushing to the side to avoid other attack. <<if $agi gt 7>>The monster lands to your side, completely missing your body. You make several more steps out of inertia and quickly turn back to your enemies, fully on guard.<<else>>You are sent tumbling when a body collides with your side. Luckily, the mutant doesn't land fully on top of you, and you hastily roll to the side, gathering all the dust and dirt on the floor on your clothes. Well, that was definitely a few new bruises on your skin.<<set $health -= 3>><</if>>
<<else>>You understand how miserably you failed when the sharp teeth dig into your shin, throwing you off balance mid-step. You don't even have enough time to cry out when another body collides with yours, sending you down to the floor. Another set of teeth digs into your shoulder, too close to your neck to feel any semblance of safety. You hurriedly thrust your $weapon at the enemy above, but it doesn't unclench its jaws even when a sharp blade pierces its flesh. <<set $hit += 2>><<if $str gt 4>>Eventually, you manage to throw the surprisingly heavy body off and scramble to stand up, pressing your hand to the wound in a bid to somehow stop the bleeding.<<set $health -12>><<else>>You don't know what deity smiled upon you when you finally manage to throw the surprisingly heavy body off by sheer chance. You bite back the pained curses and scramble to stand up, pressing your hand to the wound in a bid to somehow stop the bleeding.<<set $health -= 15>><</if>>
<</if>><<case 3>><<if $int gt 6>>Your mind works overtime, but it's not without results. You almost see the scenes of the future before your eyes. You tilt your body just at the right angle, move to the side — just a bit, for the enemy to be more confused when it misses... The teeth clench, biting at the air. Another creature lands beside you, having completely missed its target.
You don't waste an opportunity. Tightening the grip on your $weapon, you lower it with as much force as you can muster at the nape of the biggest canine. <<if $str gte 5>>It whines miserably as its fur quickly becomes coated in blood.<<set $hit += 2>><<else>>Which isn't too much, but you still deal some damage.<<set $hit += 1>><</if>>
<<else>>Your thoughts scrable as you search for a solution. You almost hit your temple in a bid to concentrate, but you can't afford such excessive movements. The pain in your calf brings you back to reality, just in time to see the open maw with sharp yellowish teeth quickly approaching. <<if $agi gt 5>>In an impressive feat of acrobatics, you tilt your body back almost horisontaly. You can swear you can see a surprise flash in the mutant's golden eyes as it flies above your body, landing some distance behind. You hurry to shake off the thing biting at your leg and scurry to the side, creating some distance between yourself and the monsters.<<else>>Your reaction speed is slower than desirable. The heavy body collides with yours, sending you both to the ground. It presses the clawed paws at your chest and aims to tear off your neck.
You don't feel like dying just yet, so you urgently raise your weapon in the way of the creature's jaws. It bites at the lifeless metal and growls in frustration. From up close, you can distinguish all the ruptured blood vessels in its eyes, the chipped left upper canine, the saliva slowly dripping from its maw and at your skin... You forcefully pull yourself together. These details are irrelevant for the current situation. You exert the strength in your hands, trying to push the mutant away. <<if $str gte 5>>Luckily, you succeed before the other monster joins in.<<set $health -= 6>><<else>>You strain your muscles to the fullest, but the monster barely bulges. You urgently rack your brain for ideas how to deal with it before its partner joins in.
You pretend to loose all strength as the head of your opponent inches closer and closer to your face. Then, you release one of the hands holding your $weapon up and twist the other one to the side. The claws dig into your chest as the creature tries to regain its balance, but this moment is enough for you to forcefully sit up. You tighten your grip on your weapon and manage to rip it away from the mutant's mouth. You quickly roll to the side, gathering all the dust and dirt on the floor on your clothes, before finally managing to get up.<<set $health -= 8>><</if>><</if>>
<</if>><</switch>>
The three of you stare at each other for a moment. You try to calm down your breathing. <<if $hit gte 2>>Your opponents aren't unscathed, but they are still far from dying<<else>>Your opponents are almost unscathed<</if>>. You contemplate how to proceed with the fight.
[[♢ If you drag this on, they will get tired and make mistakes.|Fight 22 2][$attack = 1]]
[[♢ You are sure you can avoid most of their attacks and still land yours if you act quick enough.|Fight 22 2][$attack = 2]]
[[♢ You have observed enough of their actions to analyze and act accordingly.|Fight 22 2][$attack = 3]]<<switch $attack>><<case 1>><<if $end gt 6>>Your body starts to feel heavy after a while, but not at the level when you can't ignore it temporarily. Your opponents aren't doing as well, though: because the both of them are constantly moving about, running and jumping, they are breathing heavily, their tongues dangling outside their mouths. You aren't completely passive either, landing your share of the blows, some of them hitting pretty hard.<<set $health -= 4>><<set $hit += 2>><<else>>Your body starts to feel heavy after a while, and you are forced to raise your free hand to wipe the sweat from your brow several times. It's not beneficial to your concentration, and you miss several brows, one of which seriously damages your weapon-holding hand. You aren't completely passive though:<<set $health -= 10>><<set $hit += 1>><</if>> the smaller creature sports a deep bleeding gash at its right hind leg<<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1)>> and the bigger one's right side is full of wounds<<set $hit += 1>><</if>>.
<<case 2>>You don't dare to drag the battle on. You take the initiative to rush forward, your eyes keenly following both of your opponents. <<if $agi gt 6>>The claws and teeth are aimed at you from different sides, but you twist and turn your body, evading <<if $agi gte 8>>each and every blow<<else>>most of the blows<<set $health -= 3>><</if>>. You strike back with the same vigour, <<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1)>>and both mutants are soon covered in their own blood. It's of the same color as yours<<set $hit += 3>><<else>>dealing plenty of damage<<set $hit += 2>><</if>>.
<<else>>Still, evading the attacks proves to be harder than you imagined. First, you evade a swing of a paw from the smaller mutants, only to be hit by its middle legs. The bigger one uses this opportunity to sink its teeth into you leg and drag it to the side, aiming to topple you down. <<if $agi lt 3>>Embarassingly, it succeeds, but you soon manage to regain your footing<<set $health -= 10>><<else>>but you hold your balance<<set $health -= 7>><</if>>. You also land your share of successful blows, but you are much less unscathed than you expected when constructing this plan.<<set $hit += 1>>
<</if>>
<<case 3>><<if $int gt 6>>You are able to predict most of the mutants' actions<<if $agi + $per gt 10>> and react accordingly, minimazing the damage received and maximizing the one dealt<<set $health -= 2>><<set $hit += 3>><<else>>, although sometimes your body doesn't manage to follow the commands your mind sends on time. Still, you don't suffer any major wounds, in contrast to the beings facing you<<set $health -= 5>><<set $hit += 2>><</if>>.
<<else>>Some of your predictions are indeed accurate, and you leave the bigger mutant with a nasty wound at its side, but most of them aren't this accurate. <<if $agi + $per gt 10>>Luckily, you are attentive and quick, mitigating the failure in your judgment with a lightning-fast reaction.<<set $health -= 6>><<else>>You grunt as more and more wounds bloom on your skin, but persevere.<<set $health -= 10>><</if>><<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1)>> You are masterful enough to retaliate most of the time.<<set $hit += 2>><<else>><<set $hit += 1>><</if>>
<</if>>
<</switch>>Luckily, nothing lasts forever. Even this battle eventually comes to a conclusion. The first to fall is the smaller canine: you manage to succesfully mangle most of its legs, restraining its mobility. Cutting it down afterwards proves easy enough.
The bigger creature proves to be a much tougher opponent. Seeing its partner being killed, it roars in undisguised anguish and rushes at you, not caring for its own safety any longer. You <<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1) or ($agi + $end gt 7)>>manage to deflect most of its frenzied attacks, but still suffer under its sharp teeth and claws<<set $health -= 5 + (6 - $hit)>><<else>>struggle to deflect most of its frenzied attacks<<set $health -= 8 + (6 - $hit)>><</if>>. But eventually, you <<if $weapon is "axe">>crush its ribs to pieces<<else>>draw your $weapon through its heart<</if>>.<<set $fatigue += 4>>
<<link "♢ A sigh of relief.">>
<<run setup.afterKill("After fight 22")>>
<</link>><<if $initiative>><<if $weapon is "dagger">>You store your dagger away carefully. The <<if $weapon_left_23 is "an old sword">>sword<<else>>axe<</if>> is comfortably heavy in your hands.<<nobr>>
<<set $inventory.push("dagger")>><<set $main_weapon to $weapon_left_23>>
<<if $weapon_left_23 is "an axe">><<set $weapon to "axe">>
<<else>><<set $weapon to "sword">><</if>>
<<set $weapon_left_23 to "">>
<</nobr>>
<<else>>You leave your $weapon where the <<if $weapon_left_23 is "an old sword">>sword<<else>>axe<</if>> was before and carefully weight your new posession. <<if $weapon_left_23 is "an axe">> This thing was definitely made with taking lives in mind.<</if>><<nobr>>
<<if $weapon_left_23 is "an axe">><<set $weapon to "axe">>
<<else>><<set $weapon to "sword">><</if>>
<<set _temp to $weapon_left_23>>
<<set $weapon_left_23 to $main_weapon>>
<<set $main_weapon to _temp>>
<</nobr>>
<</if>><<else>>You leave the <<if $weapon_left_23 is "an old sword">>sword<<else>>axe<</if>> be.
<</if>>
<<if $came_from is 22>>[[♢ Go straight ahead.|Corridor24][$came_from = 23]]
[[♢ Return back.|Corridor22][$came_from = 23]]
<<else>>[[♢ Go straight ahead.|Corridor22][$came_from = 23]]
[[♢ Return back.|Corridor24][$came_from = 23]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor23")>>
<</link>><<if $rested is false>><<set $corr to 24>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>Another long corridor awaits you. <<if $came_from is 23>>As you walk, the surface you step on loses all traces of soil, returning to being made completely out of stone.
<</if>><<if $found_stash_24 is false and $per gt 3>><<set $found_stash_24 to true>>You halt when you notice something unusual on the wall. As you approach, you discover that over one of the stone blocks, a crude 'X' is carved. You inspect it closer and are surprised to understand that this part of the wall can be easily removed from its position. The edges of the stone are battered. Clearly, someone has put quite an effort to make this possible.
Behind the stone, there is a relatively big empty space. Inside lays a small package. You find a handful of dried fruits in it. Surprisingly, despite the thick layer of dust covering the whole surface of the hidden stash, the fruits not only look edible but even tasty.<<set $food += 2>><<if $found_letter_24 is false and $per gte 8>>
<<include "Find warning">>
<<else>>You wonder who and why has left this here. Or for whom.
<</if>><<elseif $found_stash_24>>You stride past the hole in the wall where you have discovered someone's stash before. <<if $found_letter_24 is false and $per gte 8>>
<<include "Find warning">>
<</if>><</if>>After a while, you arrive at a crossroads.
<<if $came_from is 25>>[[♢ Forward.|Corridor23][$came_from = 24]]
[[♢ To the left.|Corridor26][$came_from = 24]]
[[♢ Back.|Corridor25]]
<<elseif $came_from is 26>>[[♢ To the left.|Corridor23][$came_from = 24]]
[[♢ To the right.|Corridor25]]
[[♢ Back.|Corridor26][$came_from = 24]]
<<else>>[[♢ Forward.|Corridor25]]
[[♢ To the right.|Corridor26][$came_from = 24]]
[[♢ Back.|Corridor23][$came_from = 24]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor24")>>
<</link>>
<<else>>Now, where to go...
<<if $came_from is 25>>[[♢ Forward.|Corridor23][$came_from = 24]]
[[♢ To the left.|Corridor26][$came_from = 24]]
[[♢ Back.|Corridor25]]
<<elseif $came_from is 26>>[[♢ To the left.|Corridor23][$came_from = 24]]
[[♢ To the right.|Corridor25]]
[[♢ Back.|Corridor26][$came_from = 24]]
<<else>>[[♢ Forward.|Corridor25]]
[[♢ To the right.|Corridor26][$came_from = 24]]
[[♢ Back.|Corridor23][$came_from = 24]]<</if>>
<<set $rested to false>>
<</if>>Something else inside the seemingly empty space catches your attention. You reach your hand inside and swipe away the dust, discovering a piece of an aged paper underneath. You take it out, suppressing a cough from the amout of dust that followed.
You unfold the paper, finding a piece of text inside. Although the letters are messy and somewhat faded, you can read them despite the language looking alien to your eyes. At the corners of the paper, there are several dried drops of blood.<<if $pers is "opt">> Or just red paint.<</if>>
<center><img src = "images/eery_note.png" width="70%"></center><<set $found_letter_24 to true>>You look at the letter, but the contents never changes. <<if $saw_sphere is false>>...This doesn't explain much.<<else>>...If it talks about what you think it does, then this warning is pretty late. Although you aren't sure how much of use would it be even if it wasn't.<</if>>
Just in case, you pocket the paper. You wonder who and why has left this here. Or for whom.<<set $inventory.push("warning letter from an unknown author")>><<if $rested is false>><<set $corr to 26>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $came_from is 27>>As you cross the corridor, you discover another way [[♢ leading to your left.|Corridor28][$came_from = 26]]. Besides that, t<<elseif $came_from is 28>>At quite a distance behind you, you notice another corridor, [[♢ leading to your right.|Corridor27]]. Besides that, t<<else>>T<</if>>he bleak corridor remains unchanging up until the crossroads far ahead.
<<if $came_from is 24>>[[♢ Head to the left.|Corridor27]]
[[♢ Head to the right.|Corridor28][$came_from = 26]]
[[♢ Return back to where you came from.|Corridor24][$came_from = 26]]
<<else>>[[♢ Head forward.|Corridor24][$came_from = 26]]
<<if $came_from is 27>>[[♢ Return back to where you came from.|Corridor27]]
<<else>>[[♢ Return back to where you came from.|Corridor28][$came_from = 26]]
<</if>><</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor26")>>
<</link>>
<<else>>Where will you head now?
<<if $came_from is 24>>[[♢ Head to the left.|Corridor27]]
[[♢ Head to the right.|Corridor28][$came_from = 26]]
[[♢ Return back to where you came from.|Corridor24][$came_from = 26]]
<<else>>[[♢ Head forward.|Corridor24][$came_from = 26]]
<<if $came_from is 27>>[[♢ Take the corridor at your left.|Corridor28][$came_from = 26]]
[[♢ Return back to where you came from.|Corridor27]]
<<else>>[[♢ Take the corridor at your right.|Corridor27][$came_from = 26]]
[[♢ Return back to where you came from.|Corridor28][$came_from = 26]]<</if>><</if>>
<<set $rested to false>>
<</if>><<set $corr to 25>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>As you walk, you start noticing spider webs covering the walls and the floor as well as hanging from the ceiling. Gradually, the web grows thicker. <<if $visited_deep_25 is false and $have_pets gt 0>>With a whine, $pet1<<if $have_pets gt 1>> and $pet2<</if>> tug$multi2 at your clothes, urging you not to continue going deeper.<<elseif $visited_deep_25>>Besides the cocoons with the long deceased and the corpse of the spider you defeated, there is nothing more.<</if>>
[[♢ Continue forward.|Deep 25]]
[[♢ Retreat|Corridor24][$came_from = 25]]<<set $corr to 27>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $visited_27 is false>>As you walk forward, a strange, ominous feeling washes over you.
It doesn't take long to reach a dead end. The place looks like there was a skirmish here at some point, but no corpse, whether human or animal, is in sight. All that is left is a bow and a quiver laying on the floor, several arrows scattered around. ...And a strange silhouette on the wall.
It barely resembles a human form, blurry at the edges. You can't help but look at it, as something in it is calling towards you, bekonning you to come closer, to touch it...
You blink, and the compulsion disappears. You are still a bit disoriented though. When did you approach the wall so closely?
[[♢ Next|Look at the silhouette]]
<<else>>You can't help but shudder as you step into this corridor again. The silhouette on the wall feels no less ominous than before.
<<if $stared_too_long_27 is false>><<include "Look at the silhouette">><<else>><<include "Next 27">><</if>><</if>><<if $rested is false>><<set $corr to 28>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $came_from is 26>>You are forced to slow down as you step over the pieces of stone harpazardly scattered over the floor.
<</if>><<if $inventory.includes("silver key")>><<set $used_silver_key_28 to true>><<set $inventory.delete("silver key")>>Suddenly, you feel strange warmth spreading from your bag. <<if $pers is "imp">>What the hell?! You haven't come into contact with radiation... Have you?<<elseif $pers is "ap">>You blink, bewildered.<<elseif $pers is "ass">>You clench your teeth, taking the bag in both arms.<<elseif $pers is "opt">>...There should be an explanation. Not everything that is unknown is bad.<<else>>This... is concerning. You frown deeply, carefully examining the sudden phenomenon.<</if>> Something inside is visibly glowing.
You open your bag. It isn't hard to find the source of the light. The silver key you found in the layer of the aggressive dog is emitting a clear radiance. <<if $pers is "cal">>Although with hesitation, you take it out, wrapping your hand in cloth to be on a safe side.<<else>>You wrap your hand in cloth just to be on a safe side and take it out.<</if>>
Futher experiments prove that the brightness of the key's glow changes with the change in your position. It's especially bright near a certain part of a wall.
When you press the key to the stone, a rumbling noise resounds through the labyrinth. You <<if $agi gt 5>>jump<<else>>stagger<</if>> back as the wall in front of you undergoes drastic changes. As if alive, the stones move to the side, forming an entrance in the solid wall.
The key in your hand flashes with a blinding light and crumbles to dust.
Remaining guarded, you peek inside the newly appeared passage. The sight is a bit underwhelming. A small room, about two square meters in size, is completely and utterly empty The only remarkable thing is the two drawings at the opposite wall.
[[♢ Enter.|Concealed room][$chamber_ritual = true]]
[[♢ Don't enter.|Concealed room]]
<<else>>You continue on your path. Not too long after, you reach the end of the corridor.<<if $inspected_path_28>> <<if $came_from is 26>>Luckily, the passage you created hasn't collapsed in on itself while you were away.<<else>>You brush the dust from your clothes.<</if>><<else>><<set $inspected_path_28 to true>> The wall before you is full of cracks, some of them deeper than the others. You step closer, looking if there is still a way forward. And indeed, through one of the cracks, you can observe the continuation of the path. Now, the question is how you can make a way for yourself.
After careful inspection, you find that one particular stone can be moved from its place without causing the wall to collapse on you. With<<if $str lte 5 and $main_skill != "construction worker">> substantial<<else>>out much<</if>> effort, you manage to get it out of the way.
The next period of time, although arduous, doesn't pose much danger. Feeling satisfied, you observe the narrow way you made in the wall.<</if>>
<<if $came_from is 26>>[[♢ Continue walking forward.|Corridor29]]
[[♢ Head back.|Corridor26][$came_from = 28]]
<<else>>[[♢ Continue walking forward.|Corridor26][$came_from = 28]]
[[♢ Head back.|Corridor29]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor28")>>
<</link>><</if>>
<<else>>Where are you heading now?
<<if $came_from is 26>>[[♢ Continue walking forward.|Corridor29]]
[[♢ Head back.|Corridor26][$came_from = 28]]
<<else>>[[♢ Continue walking forward.|Corridor26][$came_from = 28]]
[[♢ Head back.|Corridor29]]<</if>>
<<set $rested to false>>
<</if>><<if $rested is false>><<set $corr to 29>><<print setup.effects()>><<if $death>><<goto "Death">><</if>><<if $know_the_purpose_of_crystals is false>><<set $know_the_purpose_of_crystals to true>>You curiously take in your surroundings. The path you have to walk to reach the end isn't long, but what meets you at this point is what really matters. The wall before you has clear outlines of the door, like, a completely regular square door, just without a handle. Instead, there is a small circle or small oval slots with a crystal the size of a fingernail embedded in one of them. But the stone this 'door' is located on remains solid.<<if $saw_the_carving_in_1>> The message you saw on the wall near the place you have first appeared here surfaces in your mind. Is it the thing the writer told to be joyous about?
<</if>>You inspect the handle's replacement more closely. <<if $found_first_crystal>>You recognize the crystal: you have found <<if $crystal_shard is 1>>one<<else>>several<</if>> of them during your previous explorations of this place.<<else>>The crystal is of a deep blue color.<<set $found_first_crystal to true>><</if>> It fits perfectly in the slot, as if its very purpose was to be placed in it.
There are 7 slots overall, 6 of them empty. They are located in a perfect circle. ...Should you place the remaining crystals in place in order for this 'door' to function? What exactly would it do? <<if $pers is "opt">>A hopeful smile blooms on your face.<<else>>You can't help but feel hopeful.<</if>> Could this be your way out of this place? It's worth a try, isn't it?
<<else>>You are back to the place of the 'door' of the unknown purpose. Your gaze inevitably zeroes at the circle in the middle of it, $crystals_placed crystal<<if $crystals_placed gt 1>>s<</if>> faintly reflecting the dim light.
<</if>><<if $crystals_placed lt 7 and $crystal_shard gt 0>>[[♢ Put your crystals in place.|Place crystals]]
<</if>>[[♢ Retrace your steps.|Corridor28][$came_from = 29]]
<<link "♢ Rest here">>
<<run setup.rest("Corridor29")>>
<</link>>
<<else>>Continue on.
<<if $crystals_placed lt 7 and $crystal_shard gt 0>>[[♢ Put your crystals in place.|Place crystals]]
<</if>>[[♢ Retrace your steps.|Corridor28][$came_from = 29]]
<<set $rested to false>>
<</if>><<if $visited_deep_25 is false>><<set $visited_deep_25 to true>><<if $pers is "cal">>Carefully, y<<elseif $pers is "ass">>Determinedly, y<<elseif $pers is "imp">>With a shake of your head at your excessive hesitation, y<<else>>Y<</if>>ou continue forward.<<if $have_pets gt 0>> Although reluctant, your animal companion$plural still follow$multi2.<</if>>
Soon, you need to use your $weapon to cut down the spiderwebs that obstruct your path. Your hand halts before you slice a particulary big cocoon when you notice its form. Although hidden in the thick layer of threads, the outline of a human being is unmistakable.
You carefully cut a part of the cocoon and are met with a sight of a pretty old skeleton. Whoever lives inside this cave, its ration does include humans.
[[♢ Continue on.|Deep 2 25][$reaction = 0]]
[[♢ Pray for the poor soul.|Deep 2 25][$reaction = 1; $holiness += 1]]
[[♢ Cut the cocoon and the skeleton inside into pieces.|Deep 2 25][$reaction = 2; $holiness -= 1; $insanity += 1; $fatigue += 0.25]]
<<else>><<set $corr to 25.5>><<print setup.effects()>><<if $death>><<goto "Death">><</if>>You walk deeper into the spiders' den. You don't find anything of value but soon stumble upon a group of spiders. Each one is about a meter tall, a suspicious greenish liquid dripping from their maws. They don't seem to be friendly at all.<<set _am to random(2, 4)>>
The <<if _am is 2>>two<<elseif _am is 3>>three<<else>>four<</if>> of them simultaneously turn in your direction. In a split moment, <<if $ranged_w != "" and $arrows gt 0>>you draw your bow and fire at the closest creature. The arrow <<if $bow_mastery gt 1.25>>drives through one of its eyes and seemingly destroys part of its brain. The oversized spider crumples livelessly to the floor<<else>>blows away one of its thin legs. <<if $have_pets gt 0>>Your pet$plural use$multi2 this opportunity to lunge at it, intent to tear it to pieces<<elseif $arrows gt 1>>You send another arrow to finish it off.<<set $arrows -= 1>><<else>>You draw your $weapon and hurry to finish it off.<</if>>.<<set $arrows -= 1>><<set _am -= 1>><<set $bow_mastery += 0.25>><</if>>
Then, you look at the other<<if _am is 1>> one<<else>>s<</if>><<else>>you draw your weapon and rush towards the closest creatute.<</if>>
<<if _am gt 1>>They are<<else>>It is<</if>> fast but not very powerful. <<if $weapon is "axe">>Not to mention, <<if _am gt 1>>their<<else>>its<</if>> exoskeleton crumbles with your every blow.<<set _am -= 1>><<if _am is 0>> The battle is very quick as a result.<</if>><</if>>
<<if _am gt 0>>You struggle for a bit, for in the end, you are surrounded with the corpses of giant spiders. Disgusting. <</if>>Although you defeat the creatures with relative ease, the sound of battle seems to have attracted even more of them from the deepest part of the corridor. Who do they even feed on? Each other?
You can only retreat.
<<nobr>>
<<if $weapon is "sword">><<set $sword_mastery += 0.25>>
<<elseif $weapon is "dagger">><<set $dagger_mastery += 0.25>>
<<elseif $weapon is "axe">><<set $axe_mastery += 0.25>><</if>>
<<set $fatigue += 0.5>>
<<if $fatigue gt ($max_fatigue - 0.5)>><<set $fatigue to ($max_fatigue - 0.5)>><</if>>
<</nobr>>[[♢ Next|Corridor24][$came_from = 25]]
<</if>><<set $corr to 25.5>><<switch $reaction>><<case 0>>You concentrate your attention on more pressing matters.
<<case 1>>You bring your hands together in a silent prayer, but don't dare to linger for long.
<<case 2>><<if $insanity gt 1 or $holiness lt -4>>With glee,<<else>>In a sudden burst of crazyness<</if>> you bring your weapon down on your target. The spiderweb is a little sticky to cut through, but the old bones crumble satisfyingly under your blade. Soon, you stare down at a pile of bones and sticky threads <<if $end lt 5>><<set $fatigue += 0.25>>breathing heavily<<else>>with a slightly rugged breathing<</if>>. It takes some time to clean your $weapon afterwards though.
<</switch>>
You continue forward, more on guard. The deeper you go, the more large cocoons you encounter. Not only of a human form and size, of course. The majority of them seem to contain the remains of different creatures, most of which you don't have a name for.
You pause when you notice several objects scattered on the floor under one of the cocoons that has once spelled the death of a fellow human. They shine in the dim light of the natural illumination of this place, some of them golden, others blue.
[[♢ Collect them.|Spider queen][$initiative = false]]
[[♢ Leave them be.|Spider queen][$initiative = true]]<<if $initiative>>Your decision proves to be correct when a giant spider emerges from the deeper parts of the corridor.<<else>>You just crouch down to gather the objects when a strange noise catches your attention. <<if $agi lte 6 and $have_pets is 0>>Your reaction is just a little bit too late. A sharp claw pierces through you shoulder.<<set $health -= 7>><<else>><<if $fave_pets gt 0>>Your animal companion$plural alert$multi2 you in time.<<else>>Your reaction is good enough.<</if>> You roll to the side, just in time to evade the blow. A huge claw crushes the floor where you stood a moment ago.<</if>>
You enlarge the distance, finally able to see your attacker. Its a giant spider.<</if>> And by giant you mean that not only do you have to raise your head to observe it fully, but the top of its body almost rubs against the ceiling. Which exceeds eight meters in height. On the top of what you presume is its head, there is a peculiar protruding in its exoskeleton. Its form resembles a crude crown.
<center><img src = "images/cave_spiders.png" width="70%"></center>The spider emits a strange, rumbling noise you aren't sure spiders are supposed to make, as if frustrated that its trap failed. <<if $initiative>>Not caught off guard by its appearance, you are able to grasp initiative in the imminent battle.<<else>>Caught of guard, you can only brace yourself for the next attack.<</if>>
<<include "First enemy">><<if $initiative>><<if $ranged_w != "" and $arrows gt 0>>You quickly grab your bow and ready an arrow. You don't have much time to aim, <<if $bow_mastery gt 1>>but your mastery proves to be enough. The arrow pierces right through the monster's many eyes.<<set $hit += 3>><<else>>so the projectile doesn't hit anything critical. Nonetheless, the damage is dealt.<<set $hit += 2>><</if>><<set $arrows -= 1>><<set $bow_mastery += 0.25>>
<<else>>You rush forward, your weapon draw. The spider is surprisingly agile considering its size, but its most prominent feature turns out to be sturdiness. <<if $agi gt 5>>You jump to the air and change your trajectory by kicking off the walls when the monster tries to swipe you down. Its numerous eyes are an obvious target that is hard to miss. And you don't.
You drive your $weapon right through one of them.<<set $hit += 2>><<elseif $str gt 5 and $weapon != "dagger">>But the strikes you land at its joints are powerful enough to penetrate the monster'ss defence.<<set $hit += 2>><<elseif $int + $per gt 13>>You don't strike haphazardly, aiming to the areas you deem to possess less protection. As it happens most of the time, your judgement is precise.<<set $hit += 2>><<else>>Your blade only leaves a surface wound at the monster's body. For it, you are probably like a bug: not really a threat, but still bites painfully.<<set $hit += 1>>
<</if>><</if>>
The spider repeats the strange noise from before, but this time, the emotions it conveys are much more intense. And negative.
<</if>>Several of the giant legs are raised in the air. Then, they stomp down.<<if $hava_pets gt 0>> Your pet$plural scatter$multi2 to the side$plural. You aren't sure <<if $have_pets gt 1>>they<<else>>she<</if>> will be of any help against this enemy.<</if>>
You are hit with the wind before the appendages even land. <<if $agi gte 6>>You hurriedly <<if $agi lte 8>>retreat back and out of the attack's range<<else>>roll to the side and strike upwards with your $weapon, hitting the belly. It is less protected than most of the creature's body, so you quickly close your eyes so that the blood that streams on your face doesn't cloud your vision<<set $hit += 1>><<if $str gt 6>><<set $hit += 1>><</if>><</if>>.<<elseif $str + $end gte 12>>You don't have enough time to evade, so you clench your teeth and raise your weapon in a block. <<if $weapon is "dagger">>Sure, a dagger isn't most suitable for such applications, but you don't have much choice.<set $health -= 5>><<else>><<set $health -= 4>><</if>>
You slide back several steps when a staggering force collides with your blade. Still, you grit your teeth and persevere. (Your hands will definitely hurt afterwards.) The problem is, the giant spider has more legs than you have arms. The second appendage approaches you from the side. If it hits, your body will be swiped like a rag doll, hitting the wall with more force than it can harmlessly withstand. So you break your standstill with the monster and use the remaining force in its attack to fling yourself back, far enough for its incoming leg to miss. It collides with the floor heavily, sending the stone chips flying.<<else>>You only manage to turn your body to the side, hiding the critical area, before the heavy limb reaches you. You are sent flying like a rag doll.
The collision with the wall is by no means harmless. Through the mad pounding in your ears, you swear you hear the bones cracking. <<if $end gte 6>>You groan but force your body in a standing position<<set $health -= 10>><<else>>You groan as your vision blurrs. You struggle to stand up and sway unsteadily on your feet when the action finally succeeds<<set $health -= 14>><</if>>. Nothing is over yet.<</if>>
You don't hesitate to enlarge the distance as much as possible. <<if $ranged_w != "" and $arrows gt 0>>Then, you pull out your bow and ready an arrow.<<set $arrows -= 1>><<set $hit += 2>>
Breathe in.
Concentrate.
Fire.
The projectile pierces right through one of the spiders too many eyes<<if ($bow_mastery gt 1.5 or $agi gte 8) and $arrows gt 0>> and you quickly reach for the next<<set $hit += 1>><</if>>. Regrettably, you can send no more as the monster starts to flail about with its many legs, rendering your aiming fruitless.<<set $bow_mastery += 0.25>><<else>>You need to take a breather.<</if>>
[[♢ Risk getting closer to land a critical blow.|Spider queen 1][$attack = 1]]
[[♢ Tire it out, forcing it to react to the attacks you don't intend to land.|Spider queen 1][$attack = 2]]
[[♢ Drag it out, waiting for a chance to end it in one strike.|Spider queen 1][$attack = 3]]<<switch $attack>><<case 1>>You rush forward at the highest speed possible considering you have to constantly zigzag to evade the giant legs of the spider that aim to crush you.
<<if $agi gt 6>>You duck under its belly almost unscathed<<set $health -= 2>><<else>>The sharp claw at the end of the limb almost tears off your hand. You grit your teeth, <<if $end gte 4>>stifling<<else>>biting at your tongue to stifle<</if>> a cry. With the blood running down your sleeve, you still succesfully duck under its belly<<set $health -= 8>><</if>>. You <<if $weapon is "axe">>swing<<else>>thrust<</if>> your $weapon upwards, <<if $str gt 6>>piercing through the skin that offers less protection that the exoskeleton does at the most parts of the spider's body. The blade is immediately<<set $hit += 3>><<else>>barely piercing through the skin, even though it offers less protection that the exoskeleton does at the most parts of the spider's body. The wound isn't very deep, but your blade is still quickly<<set $hit += 1>><</if>> coated in red blood, as well as your hands holding its handle.
You hurry to roll away, emerging from under the monster just a moment before its giant body hits the ground with a rumble, aiming to squash the dangerous annoyance under its weight.
You jump back to your feet, readying your $weapon yet again. Noz wasting another second, rushing at your giant opponent again.
<<case 2>>Tricking it <<if $cha gt 6>>is as easy as bullying a child. The spider is dangerous, sure, but its intelligence is by no means comparable to that of a human. It falls for almost every one of your feints, and in return, you severely damage the joints on its legs, noticeably lowering its speed<<set $hit += 3>><<set $health -= 2>><<else>>proves harder than you expected: the spider's instincts somehow warn it about most of your advances, so it's you who suffers most of the time. Still, you land several pretty successful blows<<if $weapon is "axe">>, your axe easily shattering the joints on its legs when you exert enough power in your hands<<set $hit += 2>><<else>><<set $hit += 1>><</if>><<set $health -= 8>><</if>>.<<if $end lte 6>>
Soon, you feel like your weapon starts weighing tens of kilograms, pulling you to the ground. Subsequently, your movements become more sluggish. No wonder you miss a limb approaching.
You are sent flying through the air. You manage to save your head from hitting the wall, avoiding a concussion, but your back will be a one solid bruise.<<set $health -= 8>><</if>>
<<case 3>>You take more of a defensive approach, but still try not to move much as to not waste all of your energy before you find a chance to end it all. <<if $end lt 6>>Still, your body struggles to hold on after several minutes<<if ($weapon is "axe" and $axe_mastery gt 1) or ($weapon is "dagger" and $dagger_mastery gt 1) or ($weapon is "sword" and $sword_mastery gt 1)>> and only your mastery in wielding your $weapon keeps you from receiving a serious wound<<set $health -= 4>><<else>>, and you are soon bleeding from more than one newly aquired wound.<<set $health -= 8>><</if>><</if>>
<<if $int gt 6>>Then, you notice an opening. You don't hesitate to act this very moment, unsure if the opportunity will be seen again anytime soon. You sidestep one landing leg, duck under another and soon arrive under the spider's belly<<else>>Your eyes dart about the scene, looking for an opportunuty to strike, but even after a long while, you fail to see any. With no other choice, you have to improvise. You <<if$agi gt 6>>are quick enough to evade most of the danger<<set $health -= 4>><<elseif $per gt 6>>are able to follow and subsequently evade the trajectories of most of the attacks<<else>>grit your teeth and aim to minimize the damage you suffer<</if>> as you dart forward, sliding under the monster's belly<</if>>. You <<if $weapon is "axe">>swing<<else>>thrust<</if>> your $weapon upwards, <<if $str gt 6>>piercing through the skin that offers less protection that the exoskeleton does at the most parts of the spider's body. The blade is immediately<<set $hit += 3>><<else>>barely piercing through the skin, even though it offers less protection that the exoskeleton does at the most parts of the spider's body. The wound isn't very deep, but your blade is still quickly<<set $hit += 1>><</if>> coated in red blood, as well as your hands holding its handle. You hurry to roll away, emerging from under the monster just a moment before its giant body hits the ground with a rumble, aiming to squash the dangerous annoyance under its weight.
<</switch>>
<<if $have_pets gt 0>>$pet1 <<if $have_pets gt 1>>and $pet2 <</if>>notice$multi2 that the enemy is close to falling and rush$multi22 to help you out. <<if $have_pets gt 1>>They<<else>>she<</if>> bite$multi2 and tear$multi2 at the vulnerable parts of its legs, bringing it down completely.
<</if>>You almost don't dare to believe this is over when the giant body finally hits the floor. You wipe away the sweat and blood from your face to the best of your abilities and approach it. A controlling blow won't hurt.<<set $fatigue += 4.5>>
<<link "♢ A sigh of relief.">>
<<run setup.afterKill("After fight spider queen")>>
<</link>>You silently watch as a large corpse lays on the floor, almost blocking the way forward. If such encounters continue, you really can't guarantee your safety. <<if $know_the_purpose_of_crystals>>You just have to find all the items needed to activate the door and hope that it really is the exit<<else>>There must be an exit from this place. You just have to find it<</if>>.
A muted 'thud' from the corpse attracts your attention. Your eyes trace the source. The part of the spider that reminded you of a crown fell of the now dead body, looking like it never was attached to it in the first place. Black all over, you find that its texture resembles that of the bones. It is clearly too big to be worn as a real crown, not to mention how little sense doing so would make.
[[♢ Pick the item up.|After fight queen 1][$initiative = true]]
[[♢ Don't touch the suspicious thing.|After fight queen 1][$initiative = false]]<<if $initiative>>You lift the 'crown' up, finding it surprisingly heavy. You aren't sure what the use of this object is, but you hope you won't be carrying an unnecessary weight with you.<<set $inventory.push("crown from the giant spider")>><<else>>You have better things to do than carry most likely useless objects on you. You direct your attention elsewhere.<</if>>
Your gaze lands on the items scattered on the floor again. You feel a cold chill at the thought that the spider monster was actually clever enough to use them as a trap. You pick up seven golden coins and four small deep blue crystals. <<if $found_first_crystal>>Wonderful, you are one step closer<<else>>The purpose for the strange crystals is alien to you, but it probably won't hurt to keep them<</if>>.
<<if $saw_coins is false>>As for the coins... <<include "Coin description">><</if>>The last object you find is a thin gray metal wristband full of scratches. Nothing too fancy, but while holding it, you weirdly feel a bit more energetic.<<set $gold += 7>><<set $crystal_shard += 4>><<set $found_first_crystal to true>>
<span id = "choice"><<linkreplace "♢ Wear it">>
<<replace #choice>>[[♢ Go deeper.|Deep 25]]
[[♢ Pull back.|Corridor24][$came_from = 25]]<<set $eq_bracelet2 to "gray metal wristband">><<set $end += 1>>
<</replace>><</linkreplace>>
<<linkreplace "♢ Leave it">>
<<replace #choice>>You <<if $pers is "cal" or $pers is "ap">>leave the item be<<else>>toss the item aside<</if>>.
[[♢ Go deeper.|Deep 25]]
[[♢ Pull back.|Corridor24][$came_from = 25]]
<</replace>><</linkreplace>>
</span>You look at the strange silhouette again. ...Maybe, the attraction towards it hasn't disappered and was just dampened for a reason yet unknown. Immediately, you are overcome with a wave of nausea.
<span id = "look"><<linkreplace "♢ Persist and continue looking">>
<<set $stared_too_long_27 to true>><<set $insanity += 1>>
<<replace #look>>You stare at it without blinking. Suddenly, as if something has snapped, you don't feel any pull anymore. You chuckle to yourself, feeling strange but not unvelcome lightness in your head.
<<include "Next 27">>
<</replace>><</linkreplace>>
<<linkreplace "♢ Turn away">>
<<replace #look>>Your nausea intensifies, but you force yourself to tear your gaze away.
<<include "Next 27">>
<</replace>><</linkreplace>>
</span><<if $visited_27 is false>><<set $visited_27 to true>>You shake your head, turning your gaze away. Inevitably, your eyes land on the weapon laying quietly on the floor. You crouch down, inspecting the bow.
It is created from strange white material, completely unlike any wood you have ever seen. Both its upper and lower limbs are covered in intricate designs. You find yourself almost hypnotized by the interconnected gray lines.
Have you just noticed one of them moving?
The weapon looks very inviting, as if promising additional assurance of your security in this dangerous environment.<<if $insanity lt 1>> But something about it feels off.<</if>><<if $took_bow_9>>
This weapon looks much more powerful than the bow you have on you.<</if>>
[[♢ Take it.|Take cursed bow][$took_bow_27 = true]]
[[♢ Don't touch it.|Take cursed bow]]
<<else>>
<<if $took_bow_27 is false and $thrown_away_27 is false>>The bow you saw the last time lays on the ground, its elegant form full of quiet allure.<<if $took_bow_9>>This weapon looks much more powerful than the bow you have on you.<</if>>
[[♢ Take it.|Take cursed bow][$took_bow_27 = true]]
[[♢ Don't touch it.|Take cursed bow]]
<<else>>You feel like you don't want to stay here any longer, the atmosphere strangely oppressive. Therefore you turn around, tracking back your steps.
Soon, the corridor takes a turn to the right.
[[♢ Next|Corridor26][$came_from = 27]]
<</if>><</if>><<if $took_bow_27 is false>><<if $insanity lt 1>>Better not to risk it.<<else>>You leave the bow be.<</if>>
You feel like you don't want to stay here any longer, the atmosphere strangely oppressive. Therefore you turn around, tracking back your steps.
Soon, the corridor takes a turn to the right.
[[♢ Next|Corridor26][$came_from = 27]]
<<else>>You pick up a weapon and immediately, a strange, ominous feeling washes over you. You almost drop the bow, but it remains in your hands, as if glued to your skin.
A moment passes, and everything is back to normal.You would have doubted that something has happened in the first place... If not for the peculiar and unsettling feeling you get from just looking at it.<<set $insanity += 1>>
<span id = "bow"><<linkreplace "♢ Throw the bow away.">>
<<set $thrown_away_27 to true>><<set $took_bow_27 to false>>
<<replace #bow>>You drop the thing immediately, as if it's a poisonous snake ready to bite. But despite that, you aren't sure touching it hasn't left any effects on you. Only time will tell.
You feel like you don't want to stay here any longer, the atmosphere strangely oppressive. Therefore you turn around, tracking back your steps.
Soon, the corridor takes a turn to the right.
[[♢ Next|Corridor26][$came_from = 27]]
<</replace>><</linkreplace>>
<<linkreplace "♢ Keep it.">>
<<set $bow_mastery += 1>>
<<set $ranged_w to "a white bow">>
<<set $agi += 1>><<set $str += 1>><<set $end += 1>><<set $int -= 1>>
<<replace #bow>>Whatever. This weapon is useful, and use will use all the help you can get.
You feel like you don't want to stay here any longer, the atmosphere strangely oppressive. Therefore you turn around, tracking back your steps.
Soon, the corridor takes a turn to the right.
[[♢ Next|Corridor26][$came_from = 27]]
<</replace>><</linkreplace>>
</span><</if>><<if visited() is 1>><<if $chamber_ritual>>Carefully, you step inside. There is no source of light in this room, but you can still see with the help of the illumination from the main corridor.
You examine the old drawings on the opposite wall. They are located symmetrically at a distance of about a meter from one another. At the left side, you recognize a crude picturing of a fist. The right drawing resembles an eye.
Now that you are close, you notice something else. Under each picture, there are shallow indentaton in the wall, in the form of the left and right palm respectively. It's just the size of these 'palms' is much bigger than a normal human hand.
[[♢ You place your hand under the drawing of a fist.|Concealed room][$str += 2; $end += 1; $reaction = 1]]
[[♢ You place your hand under the drawing of an eye.|Concealed room][$per += 2; $int += 1; $reaction = 2]]
[[♢ ...Why would you do something so stupid? You exit the room.|Concealed room][$chamber_ritual = false; $reaction = 3]]
<<else>><<if $pers is "ass" or $pers is "imp">>Although it may not be your usual choice, you don't hesitate after making a decision.<<else>>You take a step back. It's better to not take any unnecessary risks.
<</if>><<include "Concealed room exit">>
<</if>>
<<else>><<switch $reaction>><<case 1>>You feel strange warmth envelop your body. It spreads through your skin, bones, muscles, leaving strange invigoration behind.
You reel back, but the unknown changes are already settling in your body. Your legs a bit unsteady, you stumble back from this strange place.
Just in time. \
<<case 2>>You feel strange coolness envelop your body. It concetrates in your head, permeating your eyes and as if following the nerves into your very brain.
You reel back, but the unknown changes are already settling in your body. Your legs a bit unsteady, you stumble back from this strange place.
Just in time. \
<</switch>><<include "Concealed room exit">>
<</if>>The wall returns to its previous state, as if nothing has happened in the first place. You blink, reassuring yourself that you weren't delusional. The absence of the silver key among your things serves as a prove that what you saw is real (albeit not too reliable). You bite your lip. There are too many things you don't understand. With a sigh, you put the strange occurrence at the back of your mind.
You direct your attention to the corridor around.<<if $inspected_path_28 is false>><<set $inspected_path_28 to true>> The wall at the end of it is full of cracks, some of them deeper than the others. You step closer, looking if there is still a way forward. And indeed, through one of the cracks, you can observe the continuation of the path. Now, the question is how you can make a way for yourself.
After careful inspection, you find that one particular stone can be moved from its place without causing the wall to collapse on you. With<<if $str lte 5 and $main_skill != "construction worker">> substantial<<else>>out much<</if>> effort, you manage to get it out of the way.
The next period of time, although arduous, doesn't pose much danger. Feeling satisfied, you observe the narrow way you made in the wall.<</if>>
<<if $came_from is 26>>[[♢ Continue walking forward.|Corridor29]]
[[♢ Head back.|Corridor26][$came_from = 28]]
<<else>>[[♢ Continue walking forward.|Corridor26][$came_from = 28]]
[[♢ Head back.|Corridor29]]
<</if>><<link "♢ Rest here">>
<<run setup.rest("Corridor28")>>
<</link>><<nobr>>
<<set _am to Math.min($crystal_shard, (7 - $crystals_placed))>>
<<set $crystal_shard -= _am>>
<<set $crystals_placed += _am>>
<</nobr>>You put _am crystal<<if _am gt 1>>s in the array, each of them sliding<<else>> in the array, it slides<</if>> perfectly in the designated slot.<<if $crystals_placed lt 7>> There are now $crystals_placed of them in place.
[[♢ Retrace your steps.|Corridor28][$came_from = 29]]
<<link "♢ Rest here">>
<<run setup.rest("Corridor29")>>
<</link>><<else>>
As you put the last crystal in its place, all seven of them begin to glow. Almost imperceptible at first, the dark blue light from them brightens with every passing moment. When it lands on your skin, it leaves a prickling sensation behind.
[[♢ You back off.|Portal][$reaction = 1]]
[[♢ You stay where you are.|Portal][$reaction = 2]]
<</if>><<if $reaction is 1>>You try to back off, but find yourself held in place by the unknown power. <</if>>Strange runes on the 'door' (were they here from the start, completely invisible on the stone?) start glowing in the same light as the crystals. You barely notice that their spread is restricted by the square surface, your attention directed at the other things. At the fact that you are gradually loosing control over your movements, for example. You feel like you are deep under the water, even the simple act of blinking being met with an unvisible resistance.
<<timed 6500ms>>And then, everything stops. The world turns into the scene of complete whiteness.
<<next 6800ms>>...Do you even exist in the first place?
<<next 6900ms>>You can think... Barely, each thought requiring heightened concentration.<<if $crystal_shard gt 0>>
Distantly, you feel strange power permeating your body from nowhere.<<set $lost_shards_in_portal to true>><<set $mana += $crystal_shard * 5>><<set $crystal_shard to 0>><</if>>
<<next 7200ms>><div style="text-align: center;"><<link "♢ ''...''" "Emergence">><</link>></div><</timed>>
<<nobr>>
<<unset $found_first_crystal>>
<</nobr>><<nobr>>
<<set $vegetarian to false>>
<<set $alcohol to false>>
<<set $smoke to false>>
<<set $touch_averse to false>>
<<set $belief to 0>>
<<set $fav_drink to "">>
<<if $weakness is "alcohol">><<set $alcohol to true>><</if>>
<<set $etiquette to 0>>
<<set $heterochromic to false>>
<<set $nick_sp to $name>>
<<set $clean_clothes to false>>
<<set $cautious_attitude to false>>
<<set $like_priest to false>>
<<set $like_knight to false>>
<<set $like_prince to false>>
<<set $like_princess to false>>
<<set $like_spider to false>>
<<set $like_assasin to false>>
<<set $told_amnesia to false>>
<<set $told_otherworlder to false>>
<<set $told_joke_normal to false>>
<<set $suspicious_of_bluff to false>>
<<set $tell_surname to false>>
<<set $saw_temple to false>>
<<set $know_cursed_lands to false>>
<<set $know_creator to false>>
<<set $know_clergymen_mission to false>>
<<set $asked_shards to false>>
<<set $showed_mysterious_note to false>>
<<if $ranged_w is "a white bow">><<set $bow_refused to false>><<set $bow_destroyed to false>><</if>>
<<set $saw_rune_magic to false>>
<<unset $found_first_crystal>>
<</nobr>><center><img src = "images/Ch1.png" width="70%"></center>It is strange to suddenly feel solid ground under your feet. <<if $agi lt 6>>You fail to regain your balance in time and fall to the ground. The soft grass cushions your landing.<<else>>You sway precariously, but manage to regain your balance.<</if>>
Still terribly lost, you look around. Anywhere you land your gaze, you are met with a scene of greenery. Lush grass covers the ground. The color is so vibrant that you almost squint your eyes. You have seen too much grayness as of late. The trees, too high to be alive for less that a century, seem endless. As if the forest is the only thing that could possibly exist in this world.
You take a deep breath, fresh air filling your lungs. You didn't realize how still it was in the labyrinth before exiting it. You allow yourself to close your eyes for a short while, simply breathing in the subtle aroma of the forest. The faraway chirping of birds, the faint rustling of leaves... For a moment you almost believe that you returned home, on a camping trip with your friends.
You silently take in the sight.
The trees around are majestic. They look like they stayed unmoving for centuries and will continue covering the ground with their shadows for even longer. You look back, but there is no sign of the labyrinth you finally escaped. Only even more trees greet your sight. The wind blows suddenly, causing the branches to sway and the leaves to rustle much louder than before. You don't feel at peace anymore.
[[♢ Damn it! You are fuming with rage.|Emergence 1][$pers = "imp"]]
[[♢ Breathe in, breathe out. Control is everything.|Emergence 1][$pers = "cal"]]
<<if $health lt 80>>[[♢ Hey, you are alive!|Emergence 1][$pers = "opt"]]
<<else>>[[♢ Hey, you are alive and well!|Emergence 1][$pers = "opt"]]
<</if>>[[♢ You clench your fist, your expression determined.|Emergence 1][$pers = "ass"]]
[[♢ All's well that ends well. Why dwell on the past?|Emergence 1][$pers = "ap"]]<<switch $pers>><<case "imp">>Oh, you are angry indeed. At, well, everything.
You stomp the ground. So frustrating you don't even know who the culprit behind all of this is! There must be one, right? No way it has just happened randomly!
<<case "cal">>Well, you are certainly deprived of control now, but there is hope to get it back. After all, you emerged alive despite the terrible circumstances<<if $health lt 80>> (although not unscathed)<</if>>.
<<case "opt">>Surely, it will be easier to deal with what will come after reaching the civilisation! There must be one: the traces of humans you discovered were more than transparent.
<<case "ass">>All the hurdles, you shall overcome. If there is something you are confident in, it will be yourself.
<<case "ap">>If there is nothing you can change, then so be it. You will just go with the flow if swimming against it brings more disadvantages than benefits. Worrying too much will only hurt.
<</switch>>
Your train of thought is cut short by the ominous howl resounding in the distance. You shiver uncontrollably, the only thought pounding in your skull. Nothing is over yet.
<<if $have_pets gt 0>>$pet1 <<if $have_pets gt 1>>and $pet2 <</if>>stir$multi2 restlessly beside your feet. Oh. You've completely forgotten about <<if $have_pets gt 1>>their<<else>>her<</if>> presence while under the portal's (?) effect. But you are grateful <<if $have_pets gt 1>>they are<<else>>she is<</if>> still by your side. You bend down, patting <<if $have_pets gt 1>>their<<else>>her<</if>> fur reassuringly. Although nothing is clear, you aren't alone.
<<else>>You clench your fingers at the hilt of your weapon. <</if>>So much has happened in a short amount of time, leaving you completely overwhelmed. But most of all,
<<if $main_skill != "businessperson" and $main_skill != "police officer" and $secondary_skill != "psychology">>[[♢ you can't help but shiver, not looking forward to the interaction with the natives of this world.|Emergence 2][$weakness = "awkward"]]
<</if>><<if $main_skill != "construction worker" and $secondary_skill != "hunting" and $secondary_skill != "martial arts" and $secondary_skill != "athleticism">><<if $pers is "opt" or $pers is "ass">>[[♢ it's a miracle how you haven't succumbed to any illnesses during your recent adventure.|Emergence 2][$weakness = "health"]]
<<else>>[[♢ it's a miracle how you haven't succumbed to any illnesses during your recent misfortune.|Emergence 2][$weakness = "health"]]
<</if>><</if>>[[♢ you need a drink. The stronger, the better.|Emergence 2][$weakness = "alcohol"]]
<<if $secondary_skill != "tactics">>[[♢ for the first time ever, you almost praise your forgetful mind.|Emergence 2][$weakness = "memory"]]
<</if>><<if $resisted_to_the_sphere is false and $pers != "ass">>[[♢ you just want it to be over. Heavens, you are about to faint!|Emergence 2][$weakness = "will"]]<</if>><<if visited() is 1>><<if $weakness is "alcohol">>If you don't, you'll soon go insane<<if $insanity gte 2>> (or more insane that you already are. Oh well, whatever)<</if>>.
<<elseif $weakness is "memory">>At least you won't remember the details of this <<if $pers is "opt" or $pers is "ass">>not really nice adventure<<else>>misfortune<</if>>
<</if>>Either way, you are once again at a loss about what to do next. Of course, you can probably stay in place, hoping for a miracle to happen. But what are the chances that you won't simply starve to death? (In case you aren't murdered and eaten my these woods' inhabitants first.) <<if $pers is "opt" or $pers is "cal">>You deliberate for a moment<<else>>You don't think too much about it<</if>> and decide if there is no difference, then you might as well look around this forest more purposefully. After all, despite all the dangers around, you can't help but be curious. You are already pretty sure that this world is not the one you used to live in. Why not take a look when you have a chance?
[[♢ Off you go.|Emergence 2]]
<<else>>Several branches snap under your feet when you make your way deeper into the forest. The sun shines down through the thick greenery. It is still much brighter tham whatever lightning was there in the cursed caves. You wish you could bask in the sunlight properly.
You get a chance not long after, when you step in a pretty large clearing. The sight almost takes your breath away. The clearing is occupied by a lake. The clear water simmers under the sunlight. You can easily see the golden sand at the bottom, as well as small colorful fish swimming around without a care in the world. You approach the lake, your feet sinking in the tall grass, and crouch down near the edge of the water surface.
[[♢ Your reflexion looks back at you.|Emergence 3]]
<</if>><<if visited() is 1>>In the mirror-like surface, you see a <<listbox "$person">>
<<option "♢ man" "man">>
<<option "♢ woman" "woman">>
<<option "♢ person" "person">>
<</listbox>>, <<listbox "$they">>
<<option "♢ his" "he">>
<<option "♢ her" "she">>
<<option "♢ their" "they">>
<<option "♢ zir" "ze">>
<</listbox>> eyes <<listbox "$eye_color">>
<<option "♢ black" "black">>
<<option "♢ brown" "brown">>
<<option "♢ hazel" "hazel">>
<<option "♢ gray" "gray">>
<<option "♢ blue" "blue">>
<<option "♢ green" "green">>
<<option "♢ black and brown" "black and brown">>
<<option "♢ black and hazel" "black and hazel">>
<<option "♢ black and gray" "black and gray">>
<<option "♢ black and blue" "black and blue">>
<<option "♢ black and green" "black and green">>
<<option "♢ brown and hazel" "brown and hazel">>
<<option "♢ brown and gray" "brown and gray">>
<<option "♢ brown and blue" "brown and blue">>
<<option "♢ brown and green" "brown and green">>
<<option "♢ hazel and gray" "hazel and gray">>
<<option "♢ hazel and blue" "hazel and blue">>
<<option "♢ hazel and green" "hazel and green">>
<<option "♢ gray and blue" "gray and blue">>
<<option "♢ gray and green" "gray and green">>
<<option "♢ green and blue" "green and blue">>
<</listbox>> and <<if $fatigue gt ($max_fatigue - 5)>>dim from exhaustion<<elseif $health lte 50 or $insanity gt 0>>misty<<else>>sparkling<</if>> on a <<listbox "$skin_color">>
<<option "♢ pale" "pale">>
<<option "♢ beige" "beige">>
<<option "♢ olive" "olive">>
<<option "♢ light brown" "light brown">>
<<option "♢ brown" "brown">>
<<option "♢ ebony" "ebony">>
<</listbox>> face. You can't help but notice just the dirt on your skin. You didn't have a chance to clean yourself properly for quite a while. You bend further down to wash your...
<<link "♢ hair." "Emergence 3">><</link>>
<<link "♢ head." "Emergence 3">><<set $bald to true>><</link>>
<<else>><<if not $bald>>The tangled strands are <<listbox "$hair_color">>
<<option "♢ black" "black">>
<<option "♢ brown" "brown">>
<<option "♢ auburn" "auburn">>
<<option "♢ red" "red">>
<<option "♢ russet" "russet">>
<<option "♢ blond" "blond">>
<</listbox>>, <<listbox "$hair_texture">>
<<option "♢ straight" "straight">>
<<option "♢ wavy" "wavy">>
<<option "♢ curly" "curly">>
<<option "♢ coily" "coily">>
<</listbox>> and <<listbox "$hair_length">>
<<option "♢ short" "short">>
<<option "♢ reaching your chin" "chin-length">>
<<option "♢ reaching your shoulders" "shoulder-length">>
<<option "♢ reaching your waist" "waist-length">>
<<option "♢ reaching your hips" "hip-length">>
<</listbox>>. <</if>>The surface is <<listbox "$height">>
<<option "♢ easy to reach" 4>>
<<option "♢ easy enough to reach" 3>>
<<option "♢ a bit hard to reach" 2>>
<<option "♢ daunting to reach" 1>>
<</listbox>> from your spot on a shore.
Now you are feeling stupid. If there is danger in the water, you doubt staying at the edge is too secure. And you never had a chance to take a bath since your appearance in this world... Everything you got is a surface cleaning with the water from that bottomless bottle. A sole thing the one (?) responsible for your appearance here didn't mess up completely.
Although you don't smell anything from yourself, it doesn't mean you don't stink — just that you became used to the smell. You had other things to worry about before, but you feel like you deserve a bath — and at least a bit cleaner clothes — after all you've been through. So you undress (are these clothes even salvageable? You'll have to do with what you have for now though), revealing your <<listbox "$body_type">>
<<option "♢ slender" "slender">>
<<option "♢ lean" "lean">>
<<option "♢ average" "average">>
<<option "♢ muscular" "muscular">>
<<option "♢ plump" "plump">>
<<option "♢ curvy" "curvy">>
<</listbox>> body. Oh damn. So this is what they mean by 'being covered in dirt'. Maybe a bit too quickly, you enter the water. (But you are keeping your weapon close. Just in case.)
[[♢ Next|Emergence 4]]
<</if>><<nobr>>
<<if $eye_color.length gt 6>><<set $heterochromic to true>><</if>>
<<switch $they>>
<<case "he">><<set $their to "his">>
<<set $theirs to "his">>
<<set $them to "him">>
<<set $They to "He">>
<<set $themself to "himself">>
<<case "she">><<set $their to "her">>
<<set $theirs to "hers">>
<<set $them to "her">>
<<set $They to "She">>
<<set $themself to "herself">>
<<case "ze">><<set $their to "zir">>
<<set $theirs to "zirs">>
<<set $them to "zir">>
<<set $They to "Ze">>
<<set $themself to "zirself">>
<<case "they">><<set $are to "are">>
<<set $were to "were">>
<<set $do to "do">>
<<set $have to "have">>
<<set $multi to "">>
<</switch>>
<<switch $person>>
<<case "man">><<set $child to "boy">>
<<set $spouse to "husband">>
<<set $royal to "prince">>
<<set $Consort to "King Consort">>
<<case "woman">><<set $child to "girl">>
<<set $spouse to "wife">>
<<set $royal to "princess">>
<<set $Consort to "Queen Consort">>
<</switch>>
<<set $fatigue -= 3>><<if $fatigue lt 0>><<set $fatigue to 0>><</if>>
<<set $health += 5>><<if $health gt $max_health>><<set $health to $max_health>><</if>>
<</nobr>>A shiver runs through your body because of the coolness that envelopes your form. But the only thing you care about right now is the feeling of finally becoming clean. You will never view such simple things like baths so casually anymore.
You rub your skin with such intensity that live the scratches in your wake, but you don't care. The only thing you mourn is lack of the toiletries. You could use some soap. And a toothpaste. Your mouth must stink.
Luckily, nobody attacks you while you soak in the almost freezing water. You climb to the shore before you catch a cold<<if $weakness == "health">>, but you force back a coughing fit nonetheless. You really hope it's nothing serious<</if>>. At least, you feel much fresher than before.
Your gaze gravitates towards the clothes pile on the shore. Honestly, they look more like dirty rugs than anything. You have a negative desire to put them back on.
[[♢ Wash them first.|Emergence 5][$clean_clothes = true]]
[[♢ Wear them nonetheless.|Emergence 5]]<<if visited() is 1>><<if $clean_clothes>>Shivering as the wind blows at your cold and wet body, you grab your cloths and kneel before the water. You don't have any soap to supplement you, but you try to clean them to the best of your abilities.
It's by no means nice to put the wet things on, but you don't trust your surroundings to be safe for you to dry both them and your skin<<if $bald is false>> and hair<</if>>.<<if $eq_body != "">> You then put your $eq_body over your soaked top.<</if>>
<<else>>Although it's by no way pleasant, you prefer to have at least something that is dry abióut your person. You shake the water from your body to the best of your abilities before putting your clothes back on.
<</if>>
<<if $weakness is "health">>You sneeze once, then twice. <<if $clean_clothes>>And then once again. You frown<<if $pers is "cal" or $pers is "ap">> subtly<</if>>. This might be the last straw your organism won't be able to endure.<<else>>...At the very least, your clothes can keep you somewhat warm.<</if>>
<</if>>Now, the question is... How to proceed from this point on? You don't have even a slightest idea about where are you.<<if $secondary_skill is "tactics">> It is pretty troublesome to make plans with this little information.<<elseif $secondary_skill is "hunting">> You can probably find a way to the civilisation eventually, but how long will it take?<</if>><<set _dir to random(1, 2)>>
[[♢ Explore your surroundings first|Emergence 5]]
<<if _dir is 1>>[[♢ Go in the random direction.|Go left]]
<<else>>[[♢ Go in the random direction.|Go right]]<</if>>
<<else>>You wander around the lake, your senses at the high alert. <<if ($secondary_skill is "hunting" and $per gt 2) or $per gt 6>>And <<if $pers != "opt">>regrettably, <</if>>you were totally correct to keep your vigilance.<<if $insanity gt 3>> Not to mention all the gazes you can feel on your back. You try to find their sources, but gain no results. You press a hand to your mouth and bite back the nervous chuckles, your eyes darting around erratically.<</if>>
On some of the trees at the right side of the water body, you notice long and deep scratches, most likely left behind by the animal claws. You are left wondering what kind of creature would it be.<<elseif $have_pets gt 0>>Your pet$plural drag$multi2 you by the hem of your clothing, preventing you from going deeper into the forest at the right side of the water body. <<if $have_pets gt 1>>They<<else>>She<</if>> seem$multi2 apprehensive, almost frightened.<<else>>Despite your nerves being taut, you don't notice anything that would indicate danger.<<if $insanity gt 3>> Still, you can feel countless gazes on your back. You try to find their sources, but gain no results. You press a hand to your mouth and bite back the nervous chuckles, your eyes darting around erratically.<</if>><</if>>
[[♢ Go along the right side.|Go right]]
[[♢ Go along the left side.|Go left]]
<</if>><<nobr>>
<<if $first_enemy>><<set $initiative to true>><<else>><<set $initiative to false>><</if>>
<</nobr>>You walk along the left side of a lake, slowly going deeper into the forest. The woods seem innocent. You can hear the birds singing, the small animals scattering away from your presence. And of course, insects are an ever-present nuisance, seemingly common for each world. You swat away something suspiciously resembling a mosquito.
Although the air is pretty warm, you still can't help but shudder each time wind blows at you. Regrettably, the sun can barely reach through the thick foliage. Maybe you should've stayed at that open clearing for longer... It would be a waste to return now though.<<if $weakness is "health" and $clean_clothes>>
You press your hand to your lips, suppressing another cough.<</if>>
Suddenly, you hear a swish, and something lands beside your feet. A nut, quite a big one at that. Your eyes follow the trajectory of its flight and you momentarily freeze in place. Hanging upside down from a thick tree branch, an animal similar to a monkey is making offending grimaces at you, its lumiscent green eyes full of hostility. The animal's fur is of deep green color, almost the same as the leaves. This was probably the reason you haven't noticed it sooner.<<if $per gte 7>> You frown when you notice the monkey isn't alone: there are at least three more hiding between higher branches of the neighboring trees.<</if>>
The monkey weights another nut in its hans before letting out a shrill cry and taking aim. It doesn't seem like it's sharing its food.
<<include "First enemy">><<if $ranged_w != "" and $arrows gt 0>><<set $arrows -= 1>>You react similarly, aiming at it with your bow. Seemingly recognising your intentions, it lets out an offended shout, actively gesticulating something with its hands. You don't wait for the animal to finish expressing its emotions and <<if $pers is "cal" or $pers is "ap">>calmly <</if>>release an arrow. It flies through the air, hitting the creature's <<if $bow_mastery gt 1.5 or $agi gt 6>>forehead<<set $hit to 4>><<else>>stomach<<set $hit += 2>><</if>>, sending it tumbling to the ground. <<if $hit lt 3 and $arrows gt 1>> Another arrow you send cleanly finishes it off.<<set $arrows -= 1>><<set $hit += 2>><<elseif $hit lt 3>>
Then, you quickly replace your bow with the $weapon and carefully approach the place where the monkey fell. A nut <<if $agi + $per lt 11>><<set $health -= 5>><<else>>almost <</if>>colliding with your forehead takes you by surprise, <<if $agi + $per lt 11>>and you wince, rubbing the sore spot<<else>>, but you notice it in time and manage to avoid a light but unpleasant trauma<</if>>. <</if>><<else>>You <<if $agi gte 6>>successfully<<else>>don't manage to<<set $health -= 3>> evade the not really harmful projectile<<if $agi lt 6>>, but resist the urge to caress the sore spot<</if>> and quckly ready your weapon.<</if>><</if>>
<<if $hit lt 4>>Another nut flies towards you the next moment, together with a much bigger shadow. You block the extended palms with a sharp-edged stone in them with the blade of your $weapon and immediately kick the smaller creature not far away. <<if $str lt 5 and $agi lt 5>>The cursed nut still hits your head though<<set $health -= 3>><<elseif $agi gt 4>>It's not hard to tilt your head to the side just in time to let the nut harmlessly fly by<<else>>You use the inertion from the kick to tilt your body enough for let the nut harmlessly fly by<</if>>.
Not willing to give the monkey a chance to recover, you quickly reach its position on the ground and bring your $weapon down at its exposed stomach, <<if $weapon != "dagger">>almost cutting it in half<<else>>then add a controlling slice at its neck.<</if>>
<</if>>You don't let down your guard and check the monkey's condition, but its breathing is absent.<<if $have_pets gt 0>> Your pet$plural didn't even have the need to participate in a short battle.<</if>>
<<link "♢ A sigh of relief.">>
<<set $reaction to 1>>
<<run setup.afterKill("After kill monkey/bear")>>
<</link>><<nobr>>
<<if $first_enemy>><<set $initiative to true>><<else>><<set $initiative to false>><</if>>
<</nobr>>You walk along the right side of a lake, slowly going deeper into the forest. The woods seem strangely quiet. You can barely hear the birds singing, not to mention the absence of small animals that are normally an integral part of such places. But insects are an ever-present nuisance, seemingly common for each world. You swat away something suspiciously resembling a mosquito.
Although the air is pretty warm, you still can't help but shudder each time wind blows at you. Regrettably, the sun can barely reach through the thick foliage. Maybe you should've stayed at that open clearing for longer... It would be a waste to return now though.<<if $weakness is "health" and $clean_clothes>>
You press your hand to your lips, suppressing another cough.<</if>>
The greenery around you thickens. <<if ($secondary_skill is "hunting" and $per gt 2) or $per gt 6>>Now you can see the scratches on the tree bark every other step you take.<<else>>You squint your eyes, thinking you notices something at one of the trees you passed by. You step closer and trace your fingers along the deep scratch in the ancient bark.<</if>> You wonder who are the creatures that marked this part of the forest their territory.
...Your question is answered very soon. You hear a low growl at your right and urgently turn in that direction. You observe as a giant animal slowly stands up from its laying position in the thick bushes. It resembles you of a bear, with the same brown fur color and general form, but it's definitely bigger than any bear you could have seen, in reality or otherwise. And it seems to be less then friendly towards you.
Hell, it also moves pretty fast considering its huge body! You brandish your $weapon.
<<include "First enemy">><<if $agi gt 6>>You don't dare to take the attack head on, so you bide your time and take a step to the side almost at the last moment, letting the bear to rush past you and collide heavily with a tree behind your previous position. You strike at it immediately while it's open, <<if $str lt 6>>but your blade barely scratches the tough hide<<set $hit += 1>>
<<else>>piercing through the tough hide and coating your weapon red<<set $hit += 2>><</if>>.<<elseif $str gt 6 and $weapon != "dagger">>You take a few steps back when the two of you collide, but soon find a stable position and hold your ground for several seconds. Thereafter, you take a sharp step to the side and follow with a downwards strike when the bear lurches forward, briefly loosing its balance.<<set $hit += 2>><<elseif $int gt 6>>In the brief moments until the bear reaches your position you evaluate the situation and drop to the ground and roll to the side, letting the huge body to pass right above you in its lunge. You <<if $agi gt 4>>jump to your feet<<else>><<set $health -= 2>>scramble to stand up<</if>> and follow with an attack at the temporarily open creature. <<if $str lt 6>>Still, your blade only scratches the tough hide<<set $hit += 1>><<else>>You pierce through the tough hide, coating your weapon red<<set $hit += 2>><</if>>.<<else>>unable to react in time, you are sent flying backwards, heavily colliding with the tree behind.
<<if $end gt 6>>You wince, but quickly compose yourself<<set $health -= 7>><<else>>You cry out as your vision momentarily darkens, but you don't have a luxury to tarry, so you forcefully pull yourself together<<set $health -= 11>><</if>> and move away from the follow-up attack.
Now the bear is the one to collide with the tree that wavers dangerously from the heavy force, and you don't miss an opportunity to strike at its open side.<<set $hit += 1>><</if>>
<<if $have_pets gt 0>> $pet1<<if $have_pets gt 1>> and $pet2 don't<<else>>doesn't<</if>> wait at the side, using <<if $have_pets gt 1>>their<<else>>her<</if>> sharp teeth and claws to tear at the skin at the opponent's hind legs.<<set $hit += $have_pets>><</if>>The bear roars and you hasten to make some distance beetween you before you are swiped away by a mighty paw.<<if $gave_pets gt 0>> The paca dog$plural also scatter$multi2 to the side$plural.<</if>>
<<if $ranged_w != "" and $arrows gt 0>>You use this opportunity to quickly grab the bow from your back and ready an arrow. The target is close, so you don't have to aim too precisely. <<if $bow_mastery gt 1.5>>The creature roars, one of its eyes gone forever<<set $hit += 3>><<else>>The projectile embeds itself deep into the flesh of the creature's shoulder<<set $hit += 2>><</if>>.<<set $arrows -= 1>><<set $bow_mastery += 0.25>><<else>>You tighten your grip on the hilt of your $weapon, your eyes sharply following your deadly opponent. The creature rises to its hind legs and roars again, swiping down at your form. You <<if $agi gt 6>>evade<<elseif $str gt 6>>meet the blow head on<<else>>evade it partially, gaining yourself deep claw marks on the shoulder<<set $health -= 7>><</if>> and strike back at the bear's unprotected stomach.<<set $hit += 1>><</if>>
<<if $hit lt 5>>The animal lunges at you yet again, and you continue to fend it off, landing your own blows each time you see an opening.<<if $have_pets gt 0>> The presence of your pet$plural really helps to disctract the bear's attention at the critical moments.<<set $hit += $have_pets>><</if>><<set $health -= 5 + (5 - $hit)>>
<</if>>You almost don't believe your eyes when the massive body topples to the ground. Carefully, you check if there are any signs of life left, but find none.
<<link "♢ A sigh of relief.">>
<<set $reaction to 2>>
<<run setup.afterKill("After kill monkey/bear")>>
<</link>><<if $reaction is 1>><<if $initiative>>When you snap out of your temporary daze<<if $per gt 6>>, surprised you weren't attacked by other monkeys yet,<</if>> and look around<<else>>You turn away from the fallen creature<<if $per gt 6>> ready to take on the other ones<</if>><</if>> but freeze your movements the very next second. How could you not notice other people's arrival?! You look just in time to observe as the last monkey<<if $per lt 7>> (another problem: you've missed their presence entirely)<</if>> is slayed by a person wearing knight armour.
<<else>><<if $initiative>>You snap out of your temporary daze<<else>>You turn away from the fallen creature<</if>> and turn around, but your movements freeze the very next second. How could you not notice other people's arrival?! You look just in time to observe as the last bear is slayed by a person wearing knight armour. ...Of course there were more.
<</if>>
<<include "Meeting">><<set $health_before_meet to $health>>On the first glance, you count five knights, only three of whom have participated in the recent battle, and three... priests? A man and two women are wearing plain dark brown robes with peculiar wooden pendants resting on their chests.
<center><img src = "images/symbol.png" width="75%"></center>The three of them seem to be protected by the knights, although you somewhat doubt if this is really required. One of the women has both her fists completely covered in blood, and the other holds a menacingly looking axe (also pretty bloodied). Only the male priest seems to have abstained from participating in recent battle.
The newly arrived group turns towards you. The priest raises his hands in the air as if to show you he isn't armed (you look sideways at his fist-fighter companion). You also get a better look of a man himself.
He seems to be in his early twenties, on a shorter side and of average build, with short and all-too-messy reddish-brown hair and light skin. The features of his face are plain, but the combination makes him look strangely cute and innocent. His light blue eyes look at you with surprising gentleness, but there is something deep inside his pupils that unsettles you.
He calls out in a language that sounds too alien to your ears yet you can understand the meaning of each word. (You wonder if he will hear the same language from your mouth were you to speak.) Although not loud, his calm voice almost forced you to listen, as if you were out under a spell.
"I am Shaun, the priest of Creator. These people near me also belong to the Church. We mean no harm, so let us help you!"<<if $health lt 70>> He brings his hands together in front of his chest as if in actually begging you to let him assist.<<elseif $holiness lt -7>> You notice a slight crease in his brow as he speaks, but his voice betrays nothing.<</if>>
It is <<if $weakness is "awkward">>unnerving<<else>>strange<</if>> to be suddenly addressed by an actual human after all this time you spent alone with only bizarre monsters to keep you company<<if $have_pets gt 0>> (even if $pet1 <<if $have_pets gt 1>>and $pet2 are<<else>>is<</if>> friendly and even loyal, <<if $have_pets gt 1>>they are<<else>>she is<</if>> still a creature you believed to only exist in movies and books)<</if>>. You can't help yourself. What if they are dangerous? Humans can be an even bigger threat than animals.
<<switch $pers>><<case "ass">>You barely hold back from slapping your own cheeck, muttering silently, "Come on, $name, get yourself together!"
<<case "imp">>Screw this, you'll just wing it! Wouldn't be the first time.
<<case "cal">>You take in a deep, calming breath. You need to keep your wits about you.
<<case "opt">>You take a deep breath. For all you know, they might just be unfortunate souls like yourself, caught up in a situation beyond their grasp. But even if they aren't, you shouldn't judge them before even speaking face to face!
<<default>>You exhale, your raging emotions swiftly fading. It's more of a numbness than calm, but it helps to keep your mind thinking straight nonetheless.
<</switch>>
<<if $weakness is "awkward" and $pers != "ap">> It soothes your frayed nerves, if just a bit.
<</if>>[[♢ Accept his help.|Meeting 1]]
[[♢ You have questions you want answered first.|Questioning][$hours_left -= 1; $fatigue += 0.25]]
<<nobr>>
<<if $person != "man">><<set $priest_a += 1>><</if>>
<<if $skin_color is "pale" or $skin_color is "beige">><<set $priest_a += 1>><</if>>
<<if $hair_color is "blond">><<set $priest_a += 1>><</if>>
<<if $body_type is "slender" or $body_type is "lean" or $body_type is "of average build">><<set $priest_a += 1>><</if>>
<<set $initial_attr to $priest_a>>
<<if $holiness lte -7>><<set $priest_f -= 10>><<elseif $holiness lte -3>><<set $priest_f -= 5>><<elseif $holiness gte 7>><<set $priest_f += 10>><<elseif $holiness gte 3>><<set $priest_f += 5>><</if>>
<<set $priest_f += (Math.round($cha / 2) - 1)>>
<<set $met_priest to true>>
<</nobr>><<if $priest_f gt 0 or $priest_a gt 0>><<set _shaun_help to true>><</if>>Shaun smiles faintly, as if relieved you let him help. <<if _shaun_help>>He almost takes another step towards you when he halts, as if remembering something. Shaun turns towards his companions and asks in a gentle voice, "Maria, please, bring me some healing potions here."
One of the priestesses, with the short, neatly combed blond hair and bright blue eyes, immediately approaches him with a satchel in her hands. She bows politely before handing Shaun several glass bottles with a semi-transparent pink liquid inside. The woman returns to her previous position immediately afterwards while Shaun gives one of the bottles to you.
"Just drink it. We only have the highest quality potions<<if $told_amnesia or $told_otherworlder>> — ah, it is the product of one of the most popular schools of magic. A liquid created from specific ingredients and imbued with mana in order to show different effects when consumed<</if>>."
You observe the bottle he handed to you with some doubt. When you twirl the glass container, the liquid inside sparkles in the sparse sunlight. Eventually, you uncork it and bring it to your mouth. If Shaun wanted to harm you in some way, he could have easily done it in a much less elaborate way.
<<else>>He hesitates for a moment before turning to look towards his companions. "Maria, if you don't mind..."
One of the priestesses, with the short, neatly combed blond hair and bright blue eyes, immediately bows and approaches you with a satchel in her hands. She takes out several glass bottles with a semi-transparent pink liquid inside. Then, she hands one of them to you, smiling friendlily.
"Just drink it. We only have the highest quality potions<<if $told_amnesia or $told_otherworlder>> — ah, it is the product of one of the most popular schools of magic A liquid created from specific ingredients and imbued with mana in order to show different effects when consumed<</if>>."
You observe the bottle she handed to you with some doubt. When you twirl the glass container, the liquid inside sparkles in the sparse sunlight. Eventually, you uncork it and bring it to your mouth. If they wanted to harm you in some way, they could have easily done it in a much less elaborate manner.
<</if>><<set $health += 35>>As the potion slides down your throat, it brings comfortable warmth together with it. It spreads through your whole body, soothing all the wounds and bruises you suffered during the past days.<<if $weakness is "health" and $clean_clothes>> Your burgeoning cold also vanishes without a trace.<</if>> You inadvertantly exhale in relief.<<if not ($god_mode is false and $fatigue gte 15) or ($fatigue gte 70)>> Although you are still pretty tired, the feeling of your body recovering is still gratifying.<</if>>
<<if $health lt $max_health>>Still, your wounds seems to be too severe for only one potion to restore the damage. <<if _shaun_help>>Shaun<<else>>Maria<</if>> seems to have expected this result as <<if _shaun_help>>he<<else>>she<</if>> hands you another potion that you consume with much less suspicion.<<set $health += 35>><<if $health lt $max_health>> And then one more, with a sad smile on <<if _shaun_help>>his<<else>>her<</if>> lips.<<set $health += 35>><</if>>
<</if>><<if $health gt $max_health>><<set $health to $max_health>><</if>><<if $health lt $max_health>>Finally<<else>>Fully<</if>> healed, you thank them for the help sincerely. The <<if _shaun_help>>priest<<else>>priestess<</if>> smiles benevolently. "God values all of Their children. But how should I address you?"
Before you can answer, one of the knights interrupts you with a tense voice. "We should be moving. Although it's not the nighttime yet, staying in the territory claimed by a huge group of animals is alwasy dangerous."
"Especially after we provoked them," another knight mumbles to himself.
Shaun nods seriously to their words and turns to look at you. "I can't let you just wander the Cursed Lands by yourself<<if $priest_f lt 0>>, without proper direction and supplies<</if>>. At least follow us to our camp. There, you can get a safe night's sleep."<<if $ranged_w is "a white bow">> You notice a strange, forceful undercurrent in his voice. Maybe he's just worried? You surely hope so.<</if>>
Even if you contemplate declining, your thoughts are halted by the endless forest around. You have no idea where to head, and this people have already proved they don't have any ill intentions towards you.
[[♢ You respond to Shaun's suggestion with a grateful nod.|Meeting 2]]
[[♢ "Of course, thank you for your offer," you smile gratefully.|Meeting 2]]
[[♢ "How can I refuse you?" you smile at him pointedly.|Meeting 2][$priest_a += 1; $bold += 1]]
[[♢ You nod dryly.|Meeting 2]]
[[♢ "Fine..." You drawl, your brows settling into an unhappy frown.|Meeting 2][$priest_f -= 1]]The man might be speaking like coming from the 'Church' is everything you need to hear to be convinced he won't harm you. Regrettably, 'Creator' of this world doesn't ring a bell. You raise your hands in a stopping gesture and all the knights simultaneously take a step forward. It takes you a second to realize the problem and you hurry to release your grip on your weapon, letting it drop to the ground.<<if $health lt 65>>
"But..." The priest looks over your battered form in <<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>what seemed like genuine concern<<else>>concern<</if>>. "You are bleeding... Why don't you at least apply the bandages first?
Shaun waits politely until you nod in reply and turns towards his companions, soon receiving a fresh roll of bandages from one of them. Seeing you still being on guard, he throws the object towards you from a distance. You don't even need to bother to catch it as it lands precisely in your hands.<<set $health += 10>><<if $health lte 0>><<set $health to 1>><</if>>
The group patiently waits until you wrap the gauze around the wounded parts of your body. The priest speaks only after you are fully done.<</if>>
"What do you wish to know?" With a <<if $priest_f lt 5>>calm face<<else>>light smile<</if>>, Shaun approaches closer so as to it was more comfortable to carry out a conversation.<<if $have_pets gt 0>> He throws a cursory glance at the animal$plural sitting near your legs, but doesn't say a word as <<if $have_pets gt 1>>they don't<<else>>she doesn't<</if>> seem$multi2 hostile towards him.<</if>> He gestures for his companions to stay where they are, and all of them oblige without a question. This man seems to be a leader of their group. You survey his face for several moments<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> and notice that he is creasing his brows slightly. He is very likely suspicious of you.<<else>>, but he just smiles at you gently.<</if>>
<<if $know_cursed_lands is false>>[[♢ '"Where are we right now?"'|Where is it]]
<</if>><<if $know_creator is false>>[[♢ '"Who is 'Creator' exactly?"'|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ '"Do you know the purpose of small blue crystals?"'|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ '"What's you group's purpose here?"'|Tell purpose]]
[[♢ '"And what is a pretty boy like you doing here in the wilderness?"'|Tell purpose][$flirt = true]]
<</if>><<if $showed_mysterious_note is false and $inventory.includes("warning letter from an unknown author") and $weakness != "memory">>[[♢ '"Do you know who might have written this note? It looks like blood."'|Show note]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]<<set $know_cursed_lands to true>>Shaun gives you a very, very long look. He is silent for a while before he finally speaks. "We are currently deep in the Cursed Lands. It's the place corrupted by the Outer God, hostile to all the God's creations."
"...I see." When he doesn't elaborate any further, just looking at you as if searching for something, you decide to ask other questions you have.
<<if $know_creator is false>>[[♢ '"Who is 'Creator' exactly?"'|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ '"Do you know the purpose of small blue crystals?"'|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ '"What's you group's purpose here?"'|Tell purpose]]
[[♢ '"And what is a pretty boy like you doing here in the wilderness?"'|Tell purpose][$flirt = true]]
<</if>><<if $showed_mysterious_note is false and $inventory.includes("warning letter from an unknown author") and $weakness != "memory">>[[♢ '"Do you know who might have written this note? It looks like blood."'|Show note]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]The look Shaun gives you this time contains undiluted suspicion.
"You... don't know about the Creator God," he asks as if unsure if his ears served him well. Judging by his reaction, the religion is a crucial part of life in this world, just like in the Middle Ages.
<span id = "tell"><<linkreplace "♢ I don't remember anything but the last several days.">>
<<set $told_amnesia to true>>
<<replace #tell>>"I don't remember anything but the last several days," you tell part of the truth with a rueful smile.
Shaun gasps, bringing a hand to his mouth. "I am deeply sorry you had to go through such an ordeal! I hope you can recover your memories as soon as possible. If there is something the Church can help you with, we will try our best. It's our job to serve the God's creations to the best of our abilities."
It's hard to tell if he has believed you.
[[♢ "Thank you for your consideration," you smile politely.|Listen about god][$reaction = 1]]
[[♢ You silently nod.|Listen about god][$reaction = 1]]
[[♢ "If you will be the one helping, I'm afraid I'll be bothering the Church a lot," you send Shaun a charming smile.|Listen about god][$reaction = 2]]
[[♢ "T-thank you," you stammer, his gentle and sympathetic gaze making you blush.|Listen about god][$reaction = 1; $priest_a += 1; $bold -= 1]]
[[♢ "I'll keep that in mind," you nod dryly.|Listen about god][$reaction = 1]]
<</replace>><</linkreplace>>
<<linkreplace "♢ I have no idea how I ended up here, but... I'm likely not from this world.">>
<<set $told_otherworlder to true>><<set $priest_f += 2>>
<<replace #tell>>"I have no idea how I ended up here, but... I'm likely not from this world." You wait for his reaction with a bated breath.
Shaun tilts his head to the side, baffled. Well, your words are indeed hard to believe...
"I should check the Church's records... I do remember reading something about the invaders- ah, travellers from other dimensions..." He recovered much quicker than you expected — which sort of makes sense considering the contents of his mumblings.
Shaun turns to face you with a subtly warmer expression. "Thank you for telling me this. I don't know the details myself, but I can inquire my seniors upon return. I want to believe you, I hope you understand," his smile turns somewhat bashful, "but it's not easy to."
[[♢ "I understand," you smile in relief.|Listen about god][$reaction = 1]]
[[♢ You silently nod.|Listen about god][$reaction = 1]]
[[♢ "Of course, anything for you," you send Shaun a charming smile.|Listen about god][$reaction = 2]]
[[♢ Your eyes linger on his smile a moment too long before registering the silence. Trying to hide your creeping blush, you hastily nod.|Listen about god][$reaction = 1; $priest_a += 1; $bold -= 1]]
[[♢ "I hope you can share some of the information." The more you know, the better.|Listen about god][$reaction = 3]]
[[♢ You frown, not satisfied, but eventually keep silent.|Listen about god][$reaction = 1]]
<</replace>><</linkreplace>>
<<linkreplace "♢ Ha-ha, sorry, bad joke! Uh, maybe I'm not too well after all.">>
<<set $told_joke_normal to true>>
<<if ($weakness is "awkward" and $cha lt 7) or $cha lt 4>>
<<set $suspicious_of_bluff to true>><<set $priest_f -= 2>>
<<else>><<set $priest_f -= 1>><</if>>
<<replace #tell>>"Ha-ha, sorry, bad joke! Uh, maybe I'm not too well after all," you try your best to appear innicent as you laugh the question off.
<<if $suspicious_of_bluff>>Shaun gives you a long disappointed look, but doesn't call out your clumsy lie.<<else>>Shaun looks you in the eyes for a while, as if trying to gauge whether you are lying or not.<</if>> Eventually, he forces a polite smile. "Ah, I apologise. Such jokes are not really my thing."
[[♢ "It's me who should apologise," you smile politely.|Listen about god][$reaction = 1]]
[[♢ You nod, looking for a topic change.|Listen about god][$reaction = 1]]
[[♢ "Then I'll have to try harder," you send Shaun a charming smile.|Listen about god][$reaction = 2]]
[[♢ You blush aggressively, wanting to just disapper. What will he even think of you now? ...Hold on a moment, why does his impression matter this much? You quickly shake your head, gathering your thoughts.|Listen about god][$reaction = 1; $priest_a += 1; $bold -= 1]]
<</replace>><</linkreplace>>
</span><<set $asked_shards to true>>You do your best to describe the crystals' appearance<<if $lost_shards_in_portal>>, then remember you haven't used all of them in a bid to activate the portal. You motion for Shaun to wait a moment and rummage through your things, trying to ignore the scalding gazes the priest's companions cast upon you.
Soon, you frown, as you find no crystals where you have put them. You check again, but still find nothing. Confused, you are forced to settle for a verbal description<</if>>.
Shaun listens to your words carefully, his head tilted lightly to the side. When you fall silent, he doesn't speak immediately. It's hard to say what he's thinking about with such a concentrated expression on his face.
"I do have an idea, but I can't be fully certain," when he finally opens his mouth, you <<if $pers is "opt" or $pers is "imp">>lean forward<<else>>listen<</if>> in curiosity. "A long time ago, there was a methodology, now irrevocably lost. It allowed our ancestors to condence mana in their bodies in a solid form and use the resulting objects in rituals. The descriptions I once read seem to match with what you've encountered. Shards, they called it. I would like to later hear the details about where exactly have you found them."
You hum noncommittally, not yet certain about what exactly you should and shouldn't tell. But you can't help but echo another part Shaun mentioned: "Mana..."
He nods. "Indeed surprising — I also thought there is no other way to use it but in spells of the school the person chooses before I found information about shards. But alas, many people with resources tried to replicate this method, but failed for a reason unknown. The only way we can get shards now is by finding them in the tombs, ruins or similar ancient places."
<<if $know_cursed_lands is false>>[[♢ '"Where are we right now?"'|Where is it]]
<</if>><<if $know_creator is false>>[[♢ '"Who is 'Creator' exactly?"'|Creator who]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ '"What's you group's purpose here?"'|Tell purpose]]
[[♢ '"And what is a pretty boy like you doing here in the wilderness?"'|Tell purpose][$flirt = true]]
<</if>><<if $showed_mysterious_note is false and $inventory.includes("warning letter from an unknown author") and $weakness != "memory">>[[♢ '"Do you know who might have written this note? It looks like blood."'|Show note]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]<<set $know_clergymen_mission to true>><<if $flirt>><<set $priest_a += 1>><<set $bold += 1>>Trying to hide his creeping blush<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> (it doesn't seem like he is used to being flirted with) <</if>>, Shaun frowns at you accusatory, as if commanding you to set your mind straight. He takes in a deep breath to regain his composure.<<else>>The priest looks at you thoughtfully, weighting his options.<</if>>
"As I said, just an expedition. The Church often sends its people on such," he smiles lightly.<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> He is hiding the truth from you. Understandable, if it concerns the secrets of his organisation, but you still can't help but be curious.<</if>>
He doesn't seem inclined to continue this topic.
<<if $know_cursed_lands is false>>[[♢ '"Where are we right now?"'|Where is it]]
<</if>><<if $know_creator is false>>[[♢ '"Who is 'Creator' exactly?"'|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ '"Do you know the purpose of small blue crystals?"'|Ask about shards]]
<</if>><<if $showed_mysterious_note is false and $inventory.includes("warning letter from an unknown author") and $weakness != "memory">>[[♢ '"Do you know who might have written this note? It looks like blood."'|Show note]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]<<set $showed_mysterious_note to true>>You remember about the note you've found in one of the stashes in the labyrinth, the one most likely written in blood, and fish it out from where you have put it at the time.
<center><img src = "images/eery_note.png" width="70%"></center>Shaun, the innocent priest, takes out the thin gloves from his pockets <<if $secondary_skill is "tactics" or $int gt 5>>(they were definitely laying so that they are easy to retrieve) <</if>> and puts them on before accepting the paper from your hands.
He studies it for a while, his expression not giving away anything<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> but a faint interest<</if>>. Eventually, he speaks, returning the note to you. "Do you know what sphere is it talking about?"
<span id = "answer"><<if $saw_sphere>><<linkreplace "♢ You nod and tell him the details.">>
<<replace #answer>>You nod and tell him the details. Shaun listens quietly for your recounting, before warning in a most severe you've heard from him: "Your luck was pretty bad, to stumble upon an almost extinct parasite. Regrettably, I don't know how it's called. I'm almost surprised you can actually stand here before me, without any influence of in in your brain. And believe me, if there was even a trace of influence, it would've been much much harder for us to speak peacefully."
You shudder, inadvertently remembering the less that nice experience of that thing controlling you from inside your brain. Seeing your discomfort, Shaun returns to speaking about the letter in general. "The text is indeed written in blood. The poor soul probably has no other material available, but still wanted to leave a warning behind. Regrettably, I don't think I can help you much in finding out who they where — and judging by the age, even if they were alive after leaving this note, they have long died from natural causes. Creator is just, giving everyone the time they are destined to walk on Their land. Maybe I could do more if I knew where have you found this letter — but we can speak about it in more detail later, if you wish to."
<<if $know_cursed_lands is false>>[[♢ Where are we right now?|Where is it]]
<</if>><<if $know_creator is false>>[[♢ Who is 'Creator' exactly?|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ Do you know the purpose of small blue crystals?|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ What's you group's purpose here?|Tell purpose]]
[[♢ And what is a pretty boy like you doing here in the wilderness?|Tell purpose][$flirt = true]]
<</if>>[[♢ How do you intend on helping me? (continue)|Meeting 1]]
<</replace>><</linkreplace>>
<<linkreplace "♢ You nod, but don't elaborate.">>
<<replace #answer>>You nod, but don't continue.
Shaun waits for you elaborate. But when you don't, he smiles politely and drops the subject. "The text is indeed written in blood. The poor soul probably has no other material available, but still wanted to leave a warning behind. Regrettably, I don't think I can help you much in finding out who they where — and judging by the age, even if they were alive after leaving this note, they have long died from natural causes. Creator is just, giving everyone the time they are destined to walk on Their land. Maybe I could do more if I knew where have you found this letter — but we can speak about it in more detail later, if you wish to."
<<if $know_cursed_lands is false>>[[♢ Where are we right now?|Where is it]]
<</if>><<if $know_creator is false>>[[♢ Who is 'Creator' exactly?|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ Do you know the purpose of small blue crystals?|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ What's you group's purpose here?|Tell purpose]]
[[♢ And what is a pretty boy like you doing here in the wilderness?|Tell purpose][$flirt = true]]
<</if>>[[♢ How do you intend on helping me? (continue)|Meeting 1]]
<</replace>><</linkreplace>>
<<linkreplace "♢ You shake your head in negative despite knowing the answer.">>
<<replace #answer>>You shake your head in negative despite knowing the answer. Shaun looks at you for a moment too long before continuing with a sigh. "The text is indeed written in blood. The poor soul probably has no other material available, but still wanted to leave a warning behind. Regrettably, I don't think I can help you much in finding out who they where — and judging by the age, even if they were alive after leaving this note, they have long died from natural causes. Creator is just, giving everyone the time they are destined to walk on Their land. Maybe I could do more if I knew where have you found this letter — but we can speak about it in more detail later, if you wish to."
<<if $know_cursed_lands is false>>[[♢ '"Where are we right now?"'|Where is it]]
<</if>><<if $know_creator is false>>[[♢ '"Who is 'Creator' exactly?"'|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ '"Do you know the purpose of small blue crystals?"'|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ '"What's you group's purpose here?"'|Tell purpose]]
[[♢ '"And what is a pretty boy like you doing here in the wilderness?"'|Tell purpose][$flirt = true]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]
<</replace>><</linkreplace>>
<<else>><<linkreplace "♢ You can only shake your head in denial.">>
<<replace #answer>>You can only shake your head in denial.
He looks at you for a moment too long before continuing with a sigh. "The text is indeed written in blood. The poor soul probably has no other material available, but still wanted to leave a warning behind. Regrettably, I don't think I can help you much in finding out who they where — and judging by the age, even if they were alive after leaving this note, they have long died from natural causes. Creator is just, giving everyone the time they are destined to walk on Their land. Maybe I could do more if I knew where have you found this letter — but we can speak about it in more detail later, if you wish to."
<<if $know_cursed_lands is false>>[[♢ '"Where are we right now?"'|Where is it]]
<</if>><<if $know_creator is false>>[[♢ '"Who is 'Creator' exactly?"'|Creator who]]
<</if>><<if $asked_shards is false>>[[♢ '"Do you know the purpose of small blue crystals?"'|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ '"What's you group's purpose here?"'|Tell purpose]]
[[♢ '"And what is a pretty boy like you doing here in the wilderness?"'|Tell purpose][$flirt = true]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]
<</replace>><</linkreplace>><</if>></span><<set $know_creator to true>><<if $reaction is 2>><<set $priest_a += 1>><<set $bold += 1>>Shaun looks slightly unconformable, but you still notice a faint redness at the tips of his ears. He hurries to continue speaking. \
<<elseif $reaction is 3>>"I'll see what I can do," Shaun brushes you off politely. \
<</if>>"Anyway, Creator is the one who created everything in this world, be it humans, animals, other living creatures of inanimate objects." ...It seems you provoked the side of the priest that is responsible for preaching<<if $told_joke_normal>>", even if you brushed the previous question off as a joke<</if>>.
"Of course, They don't interfere much in the life of Their children much anymore, but the believers such as myself can access Their power to uphold the world They strived for. Creator God is the only rightful God of this land, and although there exist others who tried to invade the world, They succesfully chased them away each time."
Shaun clasps his hand around the pendant on his chest in whats seems like a praying gesture and bows his head, his eyes closed. The silence lasts for no more than three seconds before the priest opens his eyes again.
"If you want to hear the full preaching, you should visit any church. I'm afraid we aren't in a right place for this. Do you have any more questions you want answered right now?"
<<if $know_cursed_lands is false>>[[♢ '"Where are we right now?"'|Where is it]]
<</if>><<if $asked_shards is false>>[[♢ '"Do you know the purpose of small blue crystals?"'|Ask about shards]]
<</if>><<if $know_cursed_lands and $know_clergymen_mission is false>>[[♢ '"What's you group's purpose here?"'|Tell purpose]]
[[♢ '"And what is a pretty boy like you doing here in the wilderness?"'|Tell purpose][$flirt = true]]
<</if>><<if $showed_mysterious_note is false and $inventory.includes("warning letter from an unknown author") and $weakness != "memory">>[[♢ '"Do you know who might have written this note? It looks like blood."'|Show note]]
<</if>>[[♢ "How do you intend on helping me?" (continue)|Meeting 1]]<<set $hours_left -= 4>><<set $fatigue += 1>>The group with you as its new addition walks for several hours through the seemingly endless forest, easily finding their way through the wilderness.<<if $have_pets gt 0>> $pet1<<if $have_pets gt 1>> and $pet2<</if>> keep$multi2 close to you, keeping on guard againts the armed strangers. Most of the knights are also clearly vigilant against <<if $have_pets gt 1>>them<<else>>her<</if>>. You wonder if it's related to <<if $have_pets gt 1>>their<<else>>her<</if>> species — you don't know much about paca dogs, after all. Maybe you should ask later — or find a way to get access to the literature at this and many other topics you have no knowledge of.<</if>> The same knight that reminded you not to stay in place — Shaun introduced them as captain Ciel, the leader of the guardians that accompany him and his collegues — leads the way, consulting with the map in their gloved hands from time to time.
<<if ($god_mode is false and $fatigue gte 15) or $fatigue gte 85>>At the end of the journey, you barely drag your legs so tired you are. <<elseif ($god_mode is false and $fatigue gte 10) or $fatigue gte 65>>At the end of the journey, you stumble much more often as before, but the exhaustion isn't at the level you can't deal with. <</if>>It is by no means easy to traverse through the woods: sometimes you need to tear through the thick bushes<<if $bald is false>> (you still pluck the leaves and small branches from your hair long after) <</if>>, not to mention you are all on guard against a possible attack. It indeed happens once: several birds you could have mistaken for owls if not for their size and metallic luster at the beak and claws, but the knights deal with them quickly and efficiently. Overall though, Ciel does an impressive job of keeping your group from wandering into the animals' territories.
The sky has considerably darkened by the time you arrive at the promised camp. It has gotten significantly colder too<<if $clean_clothes>>: you shiver in your still somewhat damp clothes<</if>>. Shaun notices how you hug your shoulders to preserve more warmth<<if $priest_f lte 0 and $priest_a lte 3>>, but doesn't comment on it<<else>> and quietly promises you a warm beverage once you arrive<</if>>.
The camp is small: several simple tents that can accomodate up to three people each, a bonfire in the middle, and two soldiers guarding it, one of them seemingly holding guard near the fire.<<if $per gt 6>> You notice a small metal box with something akin to a golden-colored powder at his feet.<</if>> You wrinkle your nose: something stinks.
"It's nothing much, but it's incomparably safer than wandering through the Cursed Lands at night," Shaun gestures around, a reserved smile at his lips.
One of the knight you are yet to be introduced to chuckles darkly. "Yeah, you'll be torn to shreds immediately — or maybe in a few mitutes if you are especially lucky. Each of us is a very appetizing walking pile of flesh for all monsters in the vicinity."
"Hazel," Ciel throws her a highly disapproving look. She shots them back an extremely innocent one. "What? Am I wrong?"
The captain sighs in exasperation, but doesn't seem surprised at all. "Watch your tongue in the presence of Their blessed." They bow at Shaun apologetically, but the priest quickly waves their concerns away with an amused smile. "No problem, really!" Still, you notice nobody has contradicted Hazel's words.
The priestess you saw before, Maria — now you also remember her as the one preferring to fight with just her fists — approaches the four of you, a pile of clothes in hands. "I found something for our guest to wear — something close to $their size," she addresses Shaun first before handing you the objects she carries.
Ah. With all the hussle to leave, you completely forgot to give them your name.
<<link `'"You can call me ' + $name + " " + $surname + '."'`>>
<<set $tell_surname to true>>
<<goto "Meeting 3">>
<</link>>
<<link `'"You can call me ' + $name + '."'`>>
<<goto "Meeting 3">>
<</link>>
<<link `'"Nice to meet you, I\'m ' + $name + " " + $surname + '."'`>>
<<set $tell_surname to true>>
<<set $priest_f += 1>>
<<goto "Meeting 3">>
<</link>>
<<link `'"Nice to meet you, I\'m ' + $name + '."'`>>
<<set $priest_f += 1>>
<<goto "Meeting 3">>
<</link>>
<<link `'"...' + $name + " " + $surname + '."'`>>
<<set $tell_surname to true>>
<<goto "Meeting 3">>
<</link>>
<<link `'"...' + $name + '."'`>>
<<goto "Meeting 3">>
<</link>><<if $tell_surname>>The eyes of the people around you widen, either slightly or showing an unconcealed surprise. ...What did you do wrong?
Still, Shaun only <<else>>Shaun<</if>> bows at you politely. "I've introduced myself before, but it's my pleasure to get to know your name."
The priestesses and knights also introduce themselves in turn<<if $weakness is "memory">>, but the knowledge evaporated from your memory the very next moment. Though you<<else>> and you try to remember them all. You also<</if>> notice that nobody<<if $tell_surname>> but you<</if>> included their last names into the introduction. A peculiar detail you can ask about later.
With the pleasantries finally over, you direct your attention to the clothes you were handed. It's a simple brown robe not unlike what the priests themselves wear. There are also a simple shirt and trousers to wear undearneath, and, surprisingly, a pair of sturdy leather boots. They are definitely much more suitable for traveling in the wilderness than the shoes you have on you.
You are guided to the empty tent to put the new clothes on.<<if $eq_body != "">> You are surprised to discover how well does your $eq_body fit under the robe.<</if>> The attire isn't of the best quality, but it's still unimaginably better than your tattered set of clothes. They are beyond salvation.<<set $clothes to "a simple brown robe">>
When you exit the tent, you are greeted with a steaming hot cup of something with a strong smell of herbs that overpowers the awful stench that has seemingly permeated the whole camp. You accept the cup and thank Maria.
"It will help you to quickly warm up," the woman comments kindly before leaving you to drink your beverage, seemingly busy with other things. You are never alone though: at least one of the knights maintains a close distance to you<<if $per gt 5>>, and you feel several more pairs of eyes follow your every movement<</if>>. This is unsettling, but you are a stranger to them, so the caution is understandable.
The drinks indeed chases away the persistent cold, and you can't help but relax a little.
[[♢ You should lower your guard: these people have shown their goodwill many times over.|Meeting 4]]
[[♢ Still, you don't believe these people have no hidden motives in helping you.|Meeting 4][$cautious_attitude = true]]Soon, you are called to join them by the fire. The knight — or should you call them guardians — who was tending for a meal cooking in a pot hands you a bowl full of the vegetable soup.<<set $fatigue -= 1>>
"Didn't know if to add meat," she comments, a silent question in her voice. <<cycle "$vegetarian" autoselect>>
<<option "♢ You nod gratefully at her consideration." false>>
<<option "♢ Although you don't mind having meat in your food, you are still grateful for her consideration." true>>
<</cycle>> Most of the others also receive a portion, exept for the several soldiers at the guard duty.<<if $per gt 5>> You notice that neither of the priests has meat in their bowls. Is this a religious thing, or do all three of them have matching tastes?<</if>><<if $have_pets gt 0>> Your paca dog$plural also receive$multi2 their share of the raw meat.<</if>>
The fresh, warm food is a blessing for your taste buds. You don't even notice how fast you were eating until your spoon scrapes the empty bottom of the bowl. <<if $pers is "ap" or $pers is "cal">>You contemplate whether to ask<<else>>You rise, intent on asking<</if>> for another portion when Shaun appears near you.<<if $ranged_w is "a white bow">><<set $health -= 5>>
He eyes the upper part of the bow seen from its position behind your back, his gaze stiff. You automatically follow the direction of his stare<<if $pers is "imp" or $pers is "opt">>, your brows pricked in confusion<</if>>. "This bow… hand it over," the priest demands. The steel in his suddenly cooling voice surprises you.
<<linkreplace '♢ "Why?" you ask in puzzlement.'>>"Why?" you ask in puzzlement.
Shaun looks at you sternly. "This item is cursed. It won't do you any good if you hold onto it, even if it seems it only brings benefits. I can't determine the curse's origin at a glance, but believe me, it can't be safe both for you and the people around you."<</linkreplace>>
<span id = "answer"><<linkreplace "♢ You oblige.">>
<<set $priest_f += 3>>
<<set $saw_rune_magic to true>>
<<set $bow_destroyed to true>>
<<set $ranged_w to "">><<set $bow_mastery -= 1>><<set $agi -= 1>><<set $str -= 1>><<set $end -= 1>><<set $int += 1>>
<<replace #answer>>You remove the bow from behind your back and hand it to Shaun. The man smiles reservedly, his satisfaction at the fact you didn't argue palpable. Then, he turns to one of the guardians, the woman with a strange sense of humour.
"Hazel, please, I need your fire."
Hazel smiles sharply and aceepts the bow from his hands before retreating at a safe distance from the people gathered. She places the weapon on the ground and raises her spear. Her eyes close for a moment, and then the sharp tip becomes covered in angry bluish flames. You stare at it, your mouth <<if $pers is "cal" or $pers is "ass">>almost <</if>>agape. Now //this// is the real magic. You wonder if there is a possibility to learn something like this.
The spear lands at the quietly laying bow, but basically bounces back off. The air around it darkens almost imperceptibly. Still, Hazel is undeterred by the first failure, striking with her weapon again and again and again. Finally, the bow cracks, and it seems to be a turning point. Soon, there are only small pieces of wood and a string scattered on the ground, but she still burns it to ashes.
Only after it is over does Shaun turn back to look at you, his gaze considerably more at piece.
[[♢ Next|Meeting 5]]
<</replace>><</linkreplace>>
<<linkreplace "♢ You refuse.">>
<<set $priest_f -= 3>>
<<replace #answer>>You shake your head, indicating your refusal. Shaun's eyes narrow.
"It is dangerous," he emphasizes. "To yourself, most of all. It would be too late to regret when the curse displayes its true power."
<span id = "burn"><<linkreplace "♢ Still, you are unwilling to part with this weapon.">>
<<set $bow_refused to true>>
<<set $priest_f -= 2>>
<<replace #burn>>You refuse yet again, and Shaun's frown deepens considerably. Still, he doesn't press the matter any futher.
[[♢ Next|Meeting 5]]
<</replace>><</linkreplace>>
<<linkreplace "♢ You hesitate for a few seconds, but eventually give in.">>
<<set $bow_destroyed to true>>
<<set $saw_rune_magic to true>>
<<set $ranged_w to "">><<set $bow_mastery -= 1>><<set $agi -= 1>><<set $str -= 1>><<set $end -= 1>><<set $int += 1>>
<<replace #burn>>You hesitate for a few seconds, but eventually hand your bow over to Shaun. He nods reservedly and turns to one of the guardians, the woman with a strange sense of humour.
"Hazel, please, I need your fire."
Hazel smiles sharply and aceepts the bow from his hands before retreating at a safe distance from the people gathered. She places the weapon on the ground and raises her spear. Her eyes close for a moment, and then the sharp tip becomes covered in angry bluish flames. You stare at it, your mouth <<if $pers is "cal" or $pers is "ass">>almost <</if>>agape. Now //this// is the real magic. You wonder if there is a possibility to learn something like this.
The spear lands at the quietly laying bow, but basically bounces back off. The air around it darkens almost imperceptibly. Still, Hazel is undeterred by the first failure, striking with her weapon again and again and again. Finally, the bow cracks, and it seems to be a turning point. Soon, there are only small pieces of wood and a string scattered on the ground, but she still burns it to ashes.
Only after it is over does Shaun turn back to look at you, his gaze considerably more at piece.
[[♢ Next|Meeting 5]]
<</replace>><</linkreplace>>
</span><</replace>><</linkreplace>>
</span>
<<else>>
[[♢ Next|Meeting 5]]<</if>><<if visited() is 1>>"Let's go to a quiter place. There are some matters we need to discuss." Although the people gathered by the fire aren't loud, the lively atmospere is indeed not suited for a serious conversation.
The two of you go deeper into the camp after he waves off Ciel who intended to follow. You notice that none of the guardians insist on going with you. They seem to be sure that Shaun is able to defend himself were things to go south.<<if $have_pets gt 0>> You also order your pet$plural to stay back.<</if>>
Shaun leads you to the border of the camp. The air is clear, but the unpleasant stench lingers. At the very least, it's not as potent as by the fire, and you can stop holding back with each breath you take.
The forest is charming despite its danger. There is no wind, so the leaves barely rustle, but it is never silent. Not far away, you hear a small animal pass through the bush. Someone howls in the distance, and they are answered from another place, even further away. You wonder for how long the camp will remain as peaceful as at this moment.
The priest leans against a wide tree trunk and looks you in the eyes.<<if $height gt 2>> Even with your height difference, his gaze is no less potent.<</if>>
<</if>><<if visited() gt 1 or $told_amnesia or $told_otherworlder>>A brief silence ensues before Shaun opens his mouth to speak. "Would you mind telling me about your experiences in the Cursed Lands?"
You have //so// many questions about the mysterious labyrinth you want answered, so you don't hide much in your retelling.<<if $weakness is "memory">> Although you struggle with the details.<</if>> The man listens carefully, not stopping you or commenting even once. Even when you finally finish talking, your throat dry, he remains silent for an exceedingly long while.
When Shaun finally speaks, his voice is thoughtful. "What you describe... sounds a lot like a Reality Crawler's den. But it's a creature from legends, the one of many attempts of the Outer Gods to breach this world's defenses. The one Creator has successfully dealt with." He frowns deeply, his expression uncertain, "Could it be what we are searching for?"
Before you can inquire about what he means by this, Shaun continues. "If you were teleported away, there is no chance of finding an entrance. But it's a miracle you could wander through the den and escape it without its master showing itself. Could it already be dead? But this way, the labyrinth wouldn't have existed in the first place."
He falls silent once again, not expecting your input into his contemplation. You also don't speak, the bits of information the priest provided leaving you with a lot to think about.
"Where can I learn more about what I encountered?" you ask carefully after the lull in the conversation becomes too long. Shaun's head jerks as he looks at you, snapping out from the world of his mind.
"Ah, you should visit the libraries... The best ones are under the Church's and royal family's control. I can arrange a guest visit to the one at the cathedra back in the capitall for you."
"Thank you," you answer sincerely. Reagrdless of your impression of this man, you //need// the information. Maybe you will even find some clues about how you have gotten into this world — and how to get back into your original one, if the desire arises?...<<if $told_otherworlder>>
Shaun gives you another glance before adding. "There also should be some information about the otherworlders there. The more in-depth knowledge won't be accessible, but I don't believe you would have found it useful either way."
You nod silently, contemplating the possibilities.<</if>>
"How will you inform me if when I will be able to visit the library? And how soon will it be?" You inquire, <<if $pers is "cal" or $pers is "ap">>reigning in<<else>>not bothering to hide<</if>> your impatience.
Shaun thinks for several moments. "After we return, and it will happen in a day or two as my group still has an unfinished business in this place, I will pass on your request. It will take afew weeks to be processed and satisfied."
Bureaucracy. It seems to be an issue even in the medieval setting. Still, you are compelled to ask. "Are you sure it won't be declined?"
Shaun smiles. You can't be sure in the faint illumination of the sunset and start, but you seem to detect pride in his expression. "If it's me who passes on your request, you don't have to worry about it being rejected."
He doesn't elaborate on the topic, but you can't help but feel slightly reassured by the confidence in his voice.
<<if $holiness gte 7>>The priest pauses, as if uncertain. Then, he exhales and speaks, his eyes no longer wavering. "There is another thing I meant to ask you. I can see that you are similar to me — to the priest that God accepts as his blessed. If you ever think about joining the Church, I have no doubt you will be easily accepted. Think about it."
Before you can think about an answer, Shaun takes out a rectangular object from the inside pocket of his robe and presses it into your hand. You inspect it: it's a slip of thick paper, with the name 'Shaun' and a symbol similar to one on the man's pendant on it. Why does it look like a business card?
"If you decide to accept my proposition, you can visit the cathedral and show it to the priest in charge. It's my recomendation. With it, becoming a priest<<if $person is "woman">>ess<</if>> yourself. You don't have to answer now."
You stare at the recommendation card before stuffing it into your pocket. You should probably learn more about... well, everything before making any important decision.<<set $inventory.push("Shaun's recommendation")>>
<</if>><<if $asked_shards is false>><<linkreplace "♢ You would like a clarification on some matters. For instance, what the strange blue crystals you used to get out of that cursed labyrinth actually are.">>You would like a clarification on some matters. For instance, what the strange blue crystals you used to get out of that cursed labyrinth actually are. <<if $lost_shards_in_portal>>You remember you haven't used up all of them, so you ask Shaun to wait for a moment and rummage through your backpack.
Soon, you frown, as you find no crystals where you have put there. You check again, but still find nothing. Confused, you are forced to just ask a question directly. You have described them to him already either way<<else>>You have already described them to the priest with as much details as possible, so you just ask about them directly.<</if>>.
Shaun doesn't speak immediately after he hears your inquiry. It's hard to say what he's thinking about with such a concentrated expression on his face.
"I do have an idea, but I can't be fully certain," when he finally opens his mouth, you <<if $pers is "opt" or $pers is "imp">>lean forward<<else>>listen<</if>> in curiosity. "A long time ago, there was a methodology, now irrevocably lost. It allowed our ancestors to condence mana in their bodies in a solid form and use the resulting objects in rituals. The descriptions I once read are just like the things you describe. Shards, they called it. I would like to later hear the details about where exactly have you found them."
You hum noncommittally, not yet certain about what exactly you should and shouldn't tell. But you can't help but echo another part Shaun mentioned: "Mana..."
He nods. "Indeed surprising — I also thought there is no other way to use it but in spells of the school the person chooses before I found information about shards. But alas, many people with resources tried to replicate this method, but failed for a reason unknown. The only way we can get shards now is by finding them in the tombs, ruins or similar ancient places."<</linkreplace>>
<</if>><<if $showed_mysterious_note is false and $inventory.includes("warning letter from an unknown author") and $weakness != "memory">><<nobr>>
<<set $showed_mysterious_note to true>>
<</nobr>><<linkreplace "♢ You remember about the note you've found in one of the stashes in the labyrinth, the one most likely written in blood, and fish it out from where you have put it at the time.">>You remember about the note you've found in one of the stashes in the labyrinth, the one most likely written in blood, and fish it out from where you have put it at the time. It would be better to show it to Shaun directly.
<center><img src = "images/eery_note.png" width="70%"></center>Shaun, the innocent priest, takes out the thin gloves from his pockets <<if $secondary_skill is "tactics" or $int gt 5>>(they were definitely laying so that they are easy to retrieve) <</if>> and puts them on before accepting the paper from your hands.
<<if $saw_sphere is false>>He studies it for a while, his expression not giving away anything<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> but a faint interest. Eventually, he speaks, returning the note to you. <</if>>"Do you know what sphere is it talking about?"
You can just shake your head in response.
He looks at you for a moment too long before continuing with a sigh. \
<<else>>"It seems to be talking about the sphere that has almost taken you under control. Your luck was pretty bad, to stumble upon an almost extinct parasite. Regrettably, I don't know how it's called. I'm almost surprised you can actually stand here before me, without any influence of in in your brain. And believe me, if there was even a trace of influence, it would've been much much harder for us to speak peacefully."
You shudder, inadvertently remembering the less that nice experience of that thing controlling you from inside your brain. Seeing your discomfort, Shaun returns to speaking about the letter in general.
<</if>>"The text is indeed written in blood. The poor soul probably has no other material available, but still wanted to leave a warning behind. Regrettably, I don't think I can help you much in finding out who they where — and judging by the age, even if they were alive after leaving this note, they have long died from natural causes. Creator is just, giving everyone the time they are destined to walk on Their land."<</linkreplace>>
<</if>><<if visited("Concealed room") gt 0>><<linkreplace '♢ "And what was that strange chamber I found near the portal?"'>>"And what was that strange chamber I found near the portal?" You remember the sudden abnormality with the key you found in another part of the labyrinth, how it disappeared after the usage.<<if $chamber_ritual>> The strange surge of power that swept across your body after you placed your hand on one of the drawings there.<</if>>
After momentary hesitation, Shaun speaks. "I believe I read something about such things. The danger of the Reality Crawlers is not only in their power but also in their cunning nature. Who would enter the predator's mouth without enough incentive? The workings of these creatures' minds might be alien, yet they understand human nature surprisingly well. In the Den you entered, the bait was power. In others, it could be riches or knowledge."
"Is it dangerous?" You inquire<<if $chamber_ritual>>, your heart beating in your throat<</if>>.
Shaun shakes his head. "There weren't many survivors altogether, but the lucky few never suffered any side effects."
<<if $chamber_ritual>>You exhale in relief<<else>>You almost regret not taking the opportunity that was just at your fingertips<</if>>.<</linkreplace>>
<</if>>Shaun exhales at pushes himself off the tree with his shoulder. "We should return before Ciel starts panicking," he smirks slightly and leads the way back to the fire. You follow, not keen to stay alone in the dangerous forest.
[[♢ The sounds of people conversing soon reaches your ears.|Meeting 6]]
<<else>><<nobr>>
<<if ($weakness is "awkward" and $cha lt 7) or $cha lt 4>>
<<set $suspicious_of_bluff to true>>
<</if>>
<</nobr>>"I would like to speak about why you are wandering the Cursed Lands alone. Even though you are a capable fighter, it is still no less dangerous for various reasons."
<span id = "answer"><<linkreplace "♢ Lie to him.">>
<<set $told_joke_normal to true>>
<<replace #answer>>"I was with a group — we were curious about this place. They... we stumbled upon mosters — a large group, too big for us to handle. I survived alone, escaped as quick as I could. Lost everything but the things I carried on my person."
You take a deep breath, thankful you had enough time to think of a believable story. Correct emotions are harder to showcase though<<if $suspicious_of_bluff>><<set $priest_f -= 1>> and you aren't sure Shaun fully believes your tale<<else>>, but your mastery is enough to deceive Shaun<</if>>.
"I lost the map too — it was one of my companions who carried it. So I could only wander without a direction before I met you. I am sorry for my distrust..."
"It's okay. You have been through a lot," Shaun nods softly<<if $priest_f gt 5 or $priest_a gt 1>>, placing a warm hand at your shoulder<</if>>.
[[♢ Next|Meeting 5]]
<</replace>>><</linkreplace>>
<<linkreplace "♢ Avoid the question.">>
<<set $told_joke_normal to true>><<set $suspicious_of_bluff to false>>
<<replace #answer>>You look away, your expression distorting. It isn't hard to emulate: you just have to remember everything that has happened to you during past several days. ...Now that you think about it, how long have you actually been here? It way basically impossible to keep track of time in the constantly dimly lit labyrinth.
Snapping out of your thoughts, to say in a somewhat stifled voice. "I don't want to speak about it."
Shaun nods gently, understanding shining in his blue eyes. "Of course, I won't press you. I must have been hard."
It seems he has his own idea of what has most likely happened. You let him think whatever he wishes to.
[[♢ Next|Meeting 5]]
<</replace>>><</linkreplace>>
<<if $told_joke_normal>><<linkreplace "♢ It's not too late to tell about your actual situation.">>
<<set $told_joke_normal to false>><<set $told_otherworlder to true>><<set $suspicious_of_bluff to false>>
<<set $priest_f += 2>>
<<replace #answer>>"I had no way to trust you before," you start carefully.<<if $cautious_attitude>> You don't still, but you decide to reveal this information nonetheless. Maybe you just desperately wish for answers.<</if>> "The truth is, I am likely not from this world." You wait for his reaction nervously.
Shaun tilts his head to the side, baffled. Well, your words are indeed hard to believe...
"I should check the Church's records... I do remember reading something about the invaders— ah, travellers from other dimensions..." He recovered much quicker than you expected — which sort of makes sense considering the contents of his mumblings.
Shaun turns to face you with a subtly warmer expression. "Thank you for telling me this. I don't know the details myself, but I can inquire my seniors upon return. I want to believe you, I hope you understand," his smile turns somewhat bashful, "but it's not easy to."
You release a breath you didn't know you were holding.
[[♢ Next|Meeting 5]]
<</replace>>><</linkreplace>>
<<linkreplace "♢ Claim that you actually have amnesia.">>
<<set $told_joke_normal to false>><<set $told_amnesia to true>>
<<if $suspicious_of_bluff>><<set $priest_f -= 1>><</if>>
<<replace #answer>>"It wasn't the best situation to tell the truth, not to mention you were a complete stranger..." You fall silent for a moment before continuing. "To be honest, I have no idea how have I gotten here. I can barely remember my own name, much less how have I gotten in this dangerous place, alone!"
Shaun listens silently, his gaze racking over your face in search for any hints of deceit. <<if $suspicious_of_bluff>>He doesn't like what he sees. Still, he doesn't call you out, and for this, you are thankful.<<else>>He finds none.<</if>>
"I deeply regret you had to suffer such a fate," he briefly clasps his pendant in a short payer. "May the brilliance of God guide your way through the darkness to what you have forgotten."
[[♢ Next|Meeting 5]]
<</replace>>><</linkreplace>>
<<else>><<linkreplace "♢ Tell him about your actual situation.">>
<<set $told_otherworlder to true>><<set $suspicious_of_bluff to false>>
<<set $priest_f += 2>>
<<replace #answer>>You look at him for a moment, not sure how to start. "The truth is, I don't have even a slightest idea how have I gotten in this place. Truth be told... I am likely not from this world."
You wait for his reaction nervously.<<if $cautious_attitude>> You aren't even fully sure why are you telling him this. You don't trust the man, after all. Maybe you just desperately wish for answers.<</if>>
Shaun tilts his head to the side, baffled. Well, your words are indeed hard to believe...
"I should check the Church's records... I do remember reading something about the invaders— ah, travellers from other dimensions..." He recovered much quicker than you expected — which sort of makes sense considering the contents of his mumblings.
Shaun turns to face you with a subtly warmer expression. "Thank you for telling me this. I don't know the details myself, but I can inquire my seniors upon return. I want to believe you, I hope you understand," his smile turns somewhat bashful, "but it's not easy to."
You release a breath you didn't know you were holding.
[[♢ Next|Meeting 5]]
<</replace>>><</linkreplace>>
<<linkreplace "♢ Pretend to have amnesia.">>
<<set $told_amnesia to true>>
<<if $suspicious_of_bluff>><<set $priest_f -= 1>><</if>>
<<replace #answer>>"It wasn't sure if to trust you before, but you have proven your good intentions more than once," you fall silent for a moment before continuing. "To be honest, I have no idea how have I gotten here. I can barely remember my own name, much less how have I gotten in this dangerous place, alone!"
Shaun listens silently, his gaze racking over your face in search for any hints of deceit. <<if $suspicious_of_bluff>>He doesn't like what he sees. Still, he doesn't call you out, and for this, you are thankful.<<else>>He finds none.<</if>>
"I deeply regret you had to suffer such a fate," he briefly clasps his pendant in a short payer. "May the brilliance of God guide your way through the darkness to what you have forgotten."
[[♢ Next|Meeting 5]]
<</replace>>><</linkreplace>>
<</if>>
</span><</if>>When you approach the rest of the group, the gazes most the guardians zero on Shaun, checking his condition. Not finding anything abnormal, they return to their conversations.
You sit at one of the tree logs arranged in a circular fashion around the bonfire, letting the peaceful atmosphere seep into your body. The last rays of the sun disappear, leaving a moon and a scattering of stars in their wake. It doesn't look any different than a regular forest you saw back at home, but you know better.
Your shoulders sag, and a strange sense of lostness envelops your mind.<<if $have_pets gt 0>> $pet1<<if $have_pets gt 1>> and $pet2<</if>> settle near your legs, drifting into peaceful sleep. <<if $have_pets gt 1>>They don't<<else>>She doesn't<</if>> seem to be on guard anymore.<<else>> There is nobody you know around<<if $cautious_attitude>> and you aren't even sure you can trust the people who helped you in the time of need<</if>>.<</if>>
You snap out of your reverie when someone lands heavily at the log beside you. You turn your head, meeting gazes with the female guardian, Hazel. She looks at you appraisingly before offering. "You look awfully down. Here, drink this and you will immediately feel better."
She shoves a glass in your hand, the dark liquid emitting a faint smell of alcohol.<<if $weakness is "alcohol">>
You grab the glass, your hand almost shaking as the partially forgotten craving rears its head. You down the drink in one gulp, enjoining the feeling of how the cold and sligtly bitter liquid slides down your throat. For several moments, you are in heaven.
Hazel laughs, not concealing her amusement. "My, isn't someone thirsty? If you ask nicely, I can get you another glass!"
"Don't tease $them, Haze," one of her collegues who overheard the conversation chimes in, an understanding smile on his lips. "Here, we all need a proper drink on some occasions." He hands you an almost full bottle which you accept with gratitude.
<<else>> <<cycle "$alcohol" autoselect>>
<<option "♢ You nod gratefully, acceptiong the drink." true>>
<<option "♢ You shake your head. Although you do enjoy alcohol at certain occasions, now you aren't in the mood." true>>
<<option "♢ You wave it away. You don't drink." false>>
<</cycle>>
<</if>>Hazel doesn't seem to be able to keep silence for long, and soon she is chattering about different topics. She may be the best person to ask some of the questions that still bother you.
<<linkreplace "♢ Ask about their purpose here.">>"Why are you here?" You ask curiously, remembering Shaun's unclear muttering. "Shaun mentioned you are searhing for something."
Hazel wags her finger in the air. "No-no, dear $name, you won't get anything out of me. Well, besides my inner organs, but I don't thinks they will be very useful to you."
You click your tongue in disappointment. She isn't as easy as she seems. Or does she really know nothing and is just messing with you?<</linkreplace>>
<<linkreplace "♢ Ask about the stench permeating the whole camp.">>"What is this stench?" You query, wrinkling your nose. "It is everywhere around the camp, but here near the fire, it is especially awful."
Hazel looks at you, her eyes lacking the understanding you expected. She starts sniffing actively.
"Nah, nothing stinks," the woman gives her verdict after about ten seconds.
You frown. How come she can't sense anything when you can barely hold back a grimace?
You look at the fire absently just in time to see the one responsible for it pick up a handful of the golder-colored powder from the box at his feet<<if $per gt 6>>, the same one you have noticed before but didn't pay much attention to<</if>>. With a sneaking suspicion, you ask Hazel, "What is he throwing in the flames?"
She gives you a strange look before answering in a voice that doubts your intelligence. "The sun dust, the powder of the sun flowers blessed by Creator. It chases the Outer Gods' abominations away because the smell of it is unbearably disgusting to them." She squints her eyes at you, suddenly suspicious, "What were you talking about, a disgusting smell?"
Your heartbead accelerates at the implications, but you force your emotions under control. It doesn't mean anything. You force a smile. "Maybe I just have to take a proper shower. I have only washed in a lake once during the last several days."
"Yes, you should," Hazel nods bluntly. "We all need this," she raises her hand and sniffs at her armpit, immediately scrunching her face. "But only after we return to the capital."
You both fall silent for a short while.<</linkreplace>>
<<linkreplace "♢ Ask why isn't any of them using surnames.">>Remembering the question that arouse in your mind during the intriductions, you use this chance to satisfy your curiosity. "Why isn't any of you using surnames?"
Hazel snorts. "Do we look like nobles to you? There are mostly commoners serving the Church. No wonder, those with privileges are all just arrogant bastards who know nothing about life<<if $tell_surname>> — no offence."
"None taken," you answer automatically, mulling<<else>>."
You mull<</if>> over her words. If you think of this world as the one closer to the medieval era you know of (the royal family Shaun mentioned serves as another evidence in support of this theory), it makes sence.<<if $tell_surname>> You hope that your introductions won't have any repercussions. You aren't even from this world, much less a noble.<</if>><</linkreplace>>
<<if $per gt 5>><<linkreplace "♢ Ask if the priests are forbidden from eating meat.">>"Are the priests forbidden from eating meat?" you ask in curiosity.
Hazel chuckles, amused. "You don't seem to be a pious believer, do you?" Her voice lacks a bite a real accusation would contain, so you don't pay her comment much attention. "Of course they aren't. God doesn't restrict out actions for They are benevolent. But most of the devotees that serve Them prefer not to view more sentient of Their creations as food."
When she speaks about the god she believes in, the warrior's voice takes on a calmer, reverent tone. She is undoubtedly serious in her devotion.<</linkreplace>>
<</if>>[[♢ You have nothing more to ask.|Meeting 7]]After the darkness descended upon the land completely, the forest's inhabitants are becoming increasingly more active. None of them approaches your camp, but you can hear the different noises not too far away: the strange screeches, howling, a pained cry that ends alarmingly abruptly... It send a shiver down your spine. You don't want to imagine what would have happened to you were you not found by the priests' group.
There is no wind, but you notice the branches of the tree close to the camp's border move unnaturally, coiling around something not unlike a snake before jerking closer to the trunk, its leaves shaking.
<<if $insanity gt 3>>You tilt your head, your lips extending into a curious smile. You draw closer, ignoring the warning gazes and exclamations the people around throw at you.
You are forced to a stop when a firm hand grabs at your shoulder. You turn around to look at Ciel, your lips pursing. There is a firm expression on their face, more pronounced than usually. "Don't be rash," they warn. "The sun flowers powder isn't all powerful."
You frown, not sharing their wariness. You intend to ignore the warning and approach the source of your curiosity, but the captain drags you back forcefully, muttering something about dealing with the madmen. Unwillingly, you have to stop your exploration of the night forest before it has even began.
Already back near the fire, you feel your mind clearing. What the hell were you thinking a minute ago? <<if $pers is "ass" or $pers is "imp">>You aren't that surprised you tried to check on the tree, but what is with that action that ignores all the instincts of self-perservation?<<else>>It's unlike you to jump into something suspicious and most likely dangerous head on!<</if>> You frown deeply, not sure whar to think about your own behavior.
<<elseif $pers is "ass" or $pers is "imp">>You draw in, curious. A firm grip on your shoulders stops you from taking another step. You turn to see Ciel, a firm expression on their face even more pronounced. "Don't come closer," they warn. "The sun dust isn't all-powerful."
You purse your lips, your curiosity still nagging at your mind, but eventually relent as the self-preservation prevails.
<<else>><<if $pers is "cal">>You frown, your mind racing at the implications. So the danger in this place doesn't only stem from animals. The plants aren't safe either.
<</if>>You squint your eyes, trying to make out more details from your spot near the flames. But alas, you detect no more movements from that tree, as well from those near it. You sigh, your curiosity unsatisfied, and reluctantly turn away. It's better to not approach it.
<</if>>The supper comes to an end, and most of the people retreat into their tents to sleep. Only two of the soldiers remain on the night watch. You are given a separate tent to sleep in, either for you to be more comfortable or to not leave their back open in their sleep.
You curl in a sleeping bag, delighted to rest on something relatively soft.<<if $have_pets gt 0>> Your pet$plural, still somewhat groggy from the previous nap, settle$multi2 at your side, <<if $have_pets gt 1>>their<<else>>her<</if>> presence an additional source of comfort.<</if>> Despite all the agitation of the day, the sleep comes to you almost immediately.
<<nobr>>
<<set $fatigue -= 6 + ($end / 4)>>
<<set $hours_left -= 8>>
<<if $ranged_w is "a white bow">>
<<set $health -= random(1, 5)>><</if>>
<<if $health lt 1>><<set $health to 1>><</if>>
<<if $fatigue lt 0>><<set $fatigue to 0>><</if>>
<</nobr>>[[♢ Your sleep isn't peaceful.|Dream 0]]//You walk through the endless grayness. You don't know where you are headed, but the unexplainable feeling of purpose guides you forward. Step after step.
Is it an illusion or the surroundings start to become lighter? No, your eyes aren't playing tricks on you. Soon, the only dark spot is the outline of a human figure in the distance. You hasten your steps, knowing instinctively that this is the purpose of your journey.
But as if taunting you, the figure starts to slowly melt into its surroundings. The feeling of despair engulfs you as you switch to running.
But all your efforts remain fruitless. The figure disappears entirely and you stop, with nothing to drive you forward.
The only thing you hear is the rhythmical sound of the clock. Was it always accompanying you in this place, without you noticing?
''Tic tac. Tic tac.''//
[[♢ You wake up with a gasp.|Travel]]You sit up, breathing heavily. The eery ticking of a clock is still resounding in your ears.
Gradually, the sound winds down.
Still slightly dazed, you feel something wet under your nose. Instinctively, you touch the skin. When you look at your fingers, they are covered in blood.
Wiping the blood with the cloth with the slightly shaking hands, you hurriedly exit the tent, desperate for the fresh, if stinking, air. The sun has risen long ago, and most of the camp inhabitants aren't asleep. They are mulling about: cooking a meal, gathering some of the supplies in the backpacks you saw them carry yesterday... You see Shaun standing motionlessly near the fire and approach him.
"Are we leaving this place?"
He turns his head in the direction of your voice, the movement abrupt. He hasn't noticed your approach.
Before you can consider if you should apologise for scaring him, he answers to your question as if nothing has just happened. "We will depart for the capital tomorrow. There is still part of the territory we haven't investigated, but we should be done by the evening."
You nod, wondering what their mission here was.<<if $priest_f gt 5>> Shaun pauses, looking you in the eyes, before offering as if you have known each other for years and haven't first met the day before. "Do you want to come with us?"
[[♢ Actually, you do.|Temple]]
[[♢ You'd better stay at the camp.|Day at camp]]<<else>>
[[♢ Ask to go with them.|Temple]]
[[♢ You are fine staying at the camp.|Day at camp]]<</if>><<if $priest_f gt 5>>Shaun smiles gently. "Don't worry about the danger of this land. <<if $priest_a gt 3>>I- w<<else>>W<</if>>e will make sure <<if $priest_a gt 3>>you aren't<<else>>nobody is<</if>> hurt.
<<else>><<if $cha lt 7 and $priest_f lte 0>>Shaun frowns, clearly unwilling to let you follow. "You'd be better staying behind," he persuades.
Still, you are firm in your desire, and eventually, he gives up.
"You have to follow my and Ciel's instructions," he warns after giving a hesitant agreement. "And don't wander on your own. We may be unable to save you were a danger to arouse."
<<else>>Shaun sighs, giving in to your persuasion without much resistance.
"You can come with us, but please, be careful. Don't wander away from the group and follow the instruction I or Ciel give."
<</if>><</if>>You nod in response, looking forward to seeing something interesting during the explorations. Even though they clearly haven't found anything of notice before (you don't count), there is still a chance for a discovery.
You eat breakfast: warm rye flatbreads with a sweet syrup, and depart soon after. Only two protectors stay behind to watch over the camp.<<if $have_pets gt 0>> (And your pet$plural. Ciel was absolutely against <<if $have_pets gt 1>>them<<else>>her<</if>> following.)<</if>>
You are directed to stay in the middle of the group, near Shaun and the two priestesses. You walk through the thick greenery, following after Ciel who holds a map in one hand and a sword in another. Nothing happens for about an hour.
Then, Ciel stops, raising their paper-holding hand in the air as a forewarning. Everyone tenses, looking around in a search for the source of danger. <<if $per gt 6>>Almost instantly, you understand what has made the captain halt. Someone's heavy strides echo through the forest, the steps sounding closer with each passing second. You turn your head to the right, but can see nothing abnormal behind the trees and bushes.<<else>>You listen in, but hear nothing abnormal. Niether do you notice anyone approaching or hiding. Could they be mistaken?<</if>>
A creature appered suddenly, dashing from the thick foliage on your right. It is huge, its broad and heavy frame covered in pale gray scales. Its four legs are short, its muzzle elongated and its eyes pale white without any sign of a pupil. You can see long and sharp teeth in its half-open mouth. It's long tale collides with a tree trunk and leaves a deep indent in it. You don't know what name should you give to this bizzare creature.
<center><img src = "images/forest_lizard.png" width="70%"></center><<if $per gt 6>>Prepared, you <<if $ranged_w != "">>raise your bow to fire<<else>>raise your $weapon in a defensive position<</if>>, but you don't have to make a move in the end<<else>>Surprised and alarmed, you reach for <<if $ranged_w != "">>the bow on your back<<else>>your $weapon<</if>>, but in the end, you don't have to make a move<</if>>. The protectors move calmly and with a lot of experience, forming a defencive formation. A knight carrying a shield steps forward, halting the monster in its advances.
The creature roars, the extremely loud sound seemingly carrying some sort of strange power within. You bend over, desperately pressing your hands against your ears.<<if $end gt 5>><<set $health -= 2>><<else>><<set $health -= 4>><</if>> Still, the movements around you don't stop. You are dragged back by someone's hands and when you regain your bearings, you observe as Hazel drives her spear that crackles with the electricity right through the creature's mouth<<set $saw_rune_magic to true>>. It exits on the other side, piercing its thick scales without much resistance.
The battle is over before you were able to properly access the situation. Feeling somewhat embarrassed, you meet gazes with Shaun who stands by your side. It seems he was the one to drag you away from danger while you were dealing with the effects of the monster's roar.
[[♢ "Thank you," you tell him sincerely.|Temple 1][$reaction = 1; $priest_f += 2]]
[[♢ "My saviour," you purr.|Temple 1][$reaction = 2; $priest_a += 1; $bold += 1]]
[[♢ Blushing, you mumble a quiet 'thank you'.|Temple 1][$reaction = 3; $priest_a += 1; $bold -= 1]]
[[♢ "What was this creature?" You question curiously.|Temple 1][$reaction = 0]]
[[♢ "I can take care of myself," you glare at him, your voice sharp.|Temple 1][$reaction = 4; $priest_f -= 1]]
<<set $saw_temple to true>><<if $priest_f gt 5>>Shaun nods gently, showing no desire to convince you.
<</if>>After you all eat you breakfast: warm rye flatbreads with a sweet syrup, the group departs, leaving only you and a trio of protectors behind. The soldiers disperse around the camp and you consider what to occupy yourself with for the day.
With nothing to spend your time on, you approach one of the protectors.<<if $weakness != "memory">> Daniel, if you remember correctly.<</if>> He sits by the bonfire, looking absently at the quetly burning flames. You sit at the log beside him and follow his gaze.
"Are you unsatisfied to be left behind?" you inquire but are met with silence. "I heard you haven't found anythin of notice during your whole expedition. Do you think something will change today?"
This time, <<if $weakness is "memory">>the man<<else>>Daniel<</if>> turns to look of you. "Hardly."
He turns back to look at the flames before deciding to continue speaking. "I expected that there will be more to the Cursed Lands than just the overly agressive flora and fauna. I guess I read to much novels."
Huh, you never expected this quiet and stoic man to be interested in the fictional stories. Well, at least, he seems to be more inclined to converse now. You have several questions you would like to ask.
<<linkreplace '♢ "Can you tell me more about Shaun?"'>>"Can you tell me more about Shaun?" <<cycle "$like_priest" autoselect>>
<<option "♢ You would like to know more about the person who helped you so much." false>>
<<option "♢ You can't cast away your suspicions, so you would like to know more about this group's leader." false>>
<<option "♢ You try your best to ignore the warmth that spreads on your cheeks when you think about the kind priest. You are just curious, that's all." true>>
<<option "♢ You are interested in the man in more ways than one." true>>
<</cycle>>
<<if _noname>>The knight<<else>>Daniel<</if>> contemplates your question for several seconds. "I heard his teacher is a powerful figure, but not many know who exactly. Still, this was probably the reason he was elected to lead one of the groups to investigate the Cursed Lands despite not even being a bishop."
Huh, you didn't take this man as the one to gossip. And what, is it a blush on his cheeks?
Your companion coughs when he notices your gaze on his face and he hastily continues, "A-anyway, Blessed Shaun is mostly known for the blessing he received when stepping into his position."
"Which blessing?" you ask, curious.
"The Blessing of Truth. He has a rare gift of seing a person's soul. Whether they adhere to morals or prefer to act according to their own selfish desires, he can see it all. It is no wonder only people with the same blessing as him can judge if a person should be accepted by the Church or not." There is a clear admiration in <<if _noname>>the man<<else>>Daniel<</if>>'s voice as he speaks, and this time, you highly doubt it is because of his probable infatuation. This gives you a lot to think about.<<if $holiness gte 7>> No wonder he assured you his recommendation is enough for you to join the Church's ranks.<</if>> <</linkreplace>>
<<linkreplace '♢ "Have you went on such expeditions before?"'>>"Have you went on such expeditions before?" You question in interest.
<<if _noname>>The knight (should you ask for his name again?)<<else>>Daniel<</if>> shakes his head. "No, it's the first time I receive an assignment not in the capital or its vicinity."
"Could you have declined?"
"Of course," he smiles slighly, a condescening tinge in his voice. "All God's creations possess a free will. But although the Cursed Lands are very dangerous, this team is led by Blessed Shaun and captain Ciel. With them in charge, there isn't much threat to our lives."
You listen to his words thoughtfully. The confinence <<if _noname>>the protector<<else>>Daniel<</if>> feels in his assigned commanders is hard to miss. From this impression, both Ciel and Shaun must be highly competent people. It is hard to deny, considering how neatly have they handled the attack on the way here.<</linkreplace>>
<<linkreplace '♢ "Do the trees only mutate at night?"'>>"Do the trees only mutate at night?" you ask, remembering the moving of the branches you saw at the previous evening.
The soldier nods, his gaze sliding towards the normally looking tree line. "Yes. The corruption becomes much more potent without the sun keeping it at bay. This is why it is always advised to never wander the Cursed Lands at night."
You nod thoughtfully, wondering which powers does the sun of this world possess. "And if there are clouds that hide the sun completely?"
Your companion shakes his head in condescension. "What does it matter? Even when They are asleep, God still looks over Their creations. And the sun is equivalent to Their gaze that can't be hindered by such minor inconveniences as a cloudy sky."<</linkreplace>>
[[♢ The two of you lapse into silence.|Day at camp 1]]<<switch $reaction>><<case 1>>"You are welcome," the priest smiles at you warmly. \
<<case 2>>Shaun blushes aggressively. "It's nothing — you would have been fine either way!"
"Relax," you chuckle, interrupting his hasty words. "I just wanted to thank you. You chose to help me get to the safety, even if it wasn't necessary in the end."
The priest nods, his tense expression easing. \
<<case 3>>"You are welcome," Shaun smiles at you warmly and places a steadying hand on your shoulder. Has he taken your nervousness for you being rattled by the sudden attack?
<<case 4>>Shaun takes a step back, his forehead creasing. "I never doubted your abilities-" he starts speaking before cutting himself off. He sighes. "I apologise if my actions were against your will. It was never my intention."
You fall into a tense silence.
<</switch>>Shaun rubs his temple, casting his gaze as the fresh corpse. <<if $per + $cha gt 12>>You recognise sadness and even remorse in his eyes. <</if>>"It is- was a forest lizard. Normally, they aren't aggressive and prefer feeding on trees. But the corruption of this land warps even the most peaceful of creatures."
The two of you are silent before Ciel approaches Shaun and informs him that they are ready to continue.
As you follow after the captain along with the group, you notice that everyone is much more on guard than before the encounter with the forest lizard. It is understandable but doesn't help your tense nerves.
When Ciel stops again, you immediately reach for your weapon. But it turns out, this time, there was no danger. They crouch down, looking intently at something at the ground.
"Blessed Shaun," they call out to the man walking beside you, and he immediately moves to approach them. You tag along, curious.
Ciel cuts the thick grass with their sword and reveals what is underneath. Shaun gasps. There are the traces of a stone road here. Even though it is damaged by time and nature, it is still recognizable.
Shaun straigtens abruptly, the expression on his face much more spirited than before. "We will follow along this road," he commands, and nobody objects.
There is only one end of the road you can trace as it doesn't seem to continue past where you found its traces.<<set $fatigue += 4>> It's a considerably long walk, but at the end, you aren't disappointed.
You exit the forest and step upon a flat rocky ground. Here, you can clearly see your destination. It is the old ruins of some building. In the past, it must have been high and grand, most likely even opulent, if the intricate carvings on the outer walls that didn't fully disappear with time are of any evidence.
Shaun audibly gasps. Maria and the other priestess also tense considerably. They seem to easily recongnize what these ruins once were.
"This cursed place," Shaun mutters in quiet anger before turning to Ciel. "We will explose the ruins, but be extremely careful. The corruption in there can be very potent."<<if $int gt 6>> Is this building related to the Outer Gods he has mentioned before?<</if>>
"What is it?" you question curiously.
"It was once a temple that worshipped one of the Outer Gods," Shaun answeres, his voice still tense.
"One of them? Whom?"
"I don't know which one as it isn't safe to even think about their names. Only the highest ranking members of the Church are close enough to God to not fear such things," there are traces of fear in his voice.
Shaun turns to nearest guardian and gives a command, "Stay here with $name." He then turns back towards you and instructs, "Wait here for now. It isn't safe for you to enter."
[[♢ You don't argue with his judgement.|Temple 2][$reaction = 1; $priest_f += 1]]
[[♢ You persuade him to let you enter with the main group.|Temple 2][$reaction = 2]]<<if $reaction is 2>>You frown, an objection rising in your mind. You open your mouth to speak, but Shaun raises his hand in interruption, his gaze stern.
"I can't allow it," he emphasizes. "Only those blessed by Creator do not fear the Outer Gods' corruption, and I don't sense Their holy power in you."
He turnes towards the guardian he called over, "Look out for $them. Don't allow $them to approach the ruins until we confirm it is safe."
The man bows and leads you to stand near the tree line. You frown, unsatisfied with the result, but making a scene now would have only been counterproductive.
<<else>>Shaun smiles. "You will be able to take a look around the ruins if we find them safe. <<if $priest_f gt 0 or $priest_a gt 2>>I<<else>>We<</if>> don't want you to get hurt."
<</if>>The group led by Shaun enters the long abandoned temple and you are left to wait for who knows how long. You look at the guard instructed to stay back with you. What was his name? <<if $weakness is "memory">>Your mind is blank.<<set _noname to true>><<else>>Dan? Ah, Daniel!<</if>>
"<<if _noname>>H<<else>>Daniel, h<</if>>ow long do you think we will have to wait?" you inquire, your gaze still fixed at the ruins.
He mulls over your question. "It depends. If they find anything dangerous or extremely valuable, it will take pretty long, no less than several hours. The Blessed will have to seal them either for the transportation or to await the arrival of a person with a qualification to decide what to do with them next."
"And if they find nothing?"
"Then it should be pretty quick," <<if _noname>>he<<else>>Daniel<</if>> squints at the half-collapsed building. "They will just need to be extra careful not to bring the roof falling on theor heads. Well, half an hour, I assume? Maximun sixty minutes if Blessed Shaun is being paranoid. But it's unlikely. This temple belonged to one of the Outer Gods, after all. They were a bane to the world, and even now, some of the problems they brought still remain." There is a clear derision in his voice when he talks about these seemingly evil entities.
You nod in thought. "Was this temple what you were looking for in the Cursed Lands?"
The guardian shakes his head. "I'm not sure either. Probably only the captain and the Blessed are aware. I just follow my oath to protect."
Hm, Hazel seemed to be more informed. But <<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>he isn't<<else>>it doesn't look like he's<</if>> lying.
After several minutes of silence, you grow bored. <<if _noname>>Your companion<<else>>Daniel<</if>>, on the contrary, seems to be used to such assignments. Your gaze glides aimlessly along the trees, more peaceful in the day than in the night. Under sunlight, they don't look dangerous at all. You sigh, deciding to ask some of the other questions that bother you.
<<linkreplace `'♢ "You call the' + " priests 'blessed', but the protectors have also entered the ruins and Shaun mentioned that only those blessed by god don't need to fear" + ' corruption."'`>>"You call the priests blessed, but the protectors have also entered the ruins and Shaun mentioned that only those blessed by god don't need to fear corruption."
<<if _noname>>The knight<<else>>Daniel<</if>> turns to look at you. You can see the confusion on his face as the visor of his helmet is lifted.<<if $told_joke_normal is false>> It quickly disperses as the understanding alights in his brown arises.<</if>> "We have also received Their blessing. The difference is in the potency.<<if $told_joke_normal>> How could you not know it?"
"I... wasn't very invested in religion before," you answer vaguely, not willing to make up the details until you get more information about this world's situation. You can only hope he drops the subject.
The protector casts you another suspicious gaze, but doesn't pry any futher. Whatever his reasons are, you are grateful.<<else>>"<</if>><</linkreplace>>
<<linkreplace '♢ "Can you tell me more about Shaun?"'>>"Can you tell me more about Shaun?" <<cycle "$like_priest" autoselect>>
<<option "♢ You would like to know more about the person who helped you so much." false>>
<<option "♢ You can't cast away your suspicions, so you would like to know more about this group's leader." false>>
<<option "♢ You try your best to ignore the warmth that spreads on your cheeks when you think about the kind priest. You are just curious, that's all." true>>
<<option "♢ You are interested in the man in more ways than one." true>>
<</cycle>>
<<if _noname>>The knight<<else>>Daniel<</if>> contemplates your question for several seconds. "I heard his teacher is a powerful figure, but not many know who exactly. Still, this was probably the reason he was elected to lead one of the groups to investigate the Cursed Lands despite not even being a bishop."
Huh, you didn't take this man as the one to gossip. And what, is it a blush on his cheeks?
Your companion coughs when he notices your gaze on his face and he hastily continues. "A-anyway, Blessed Shaun is mostly known for the blessing he received when stepping into his position."
"Which blessing?" you ask, curious.
"The Blessing of Truth. He has a rare gift of seing a person's soul. Whether they adhere to morals or prefer to act according to their own selfish desires, he can see it all. It is no wonder only people with the same blessing as him can judge if a person should be accepted by the Church or not." There is a clear admiration in <<if _noname>>the man<<else>>Daniel<</if>>'s voice as he speaks, and this time, you highly doubt it is because of his probable infatuation. This gives you a lot to think about.<<if $holiness gte 7>> No wonder he assured you his recommendation is enough for you to join the Church's ranks.<</if>> <</linkreplace>>
<<linkreplace '♢ "Have you went on such expeditions before?"'>>"Have you went on such expeditions before?" you question in interest.
<<if _noname>>The knight (should you ask for his name again?)<<else>>Daniel<</if>> shakes his head, "No, it's the first time I receive an assignment not in the capital or its vicinity."
"Could you have declined?"
"Of course," he smiles slighly, a condescening tinge in his voice. "All God's creations possess a free will. But although the Cursed Lands are very dangerous, this team is led by Blessed Shaun and captain Ciel. With them in charge, there isn't much threat to our lives."
You listen to his words thoughtfully. The confinence <<if _noname>>the protector<<else>>Daniel<</if>> feels in his assigned commanders is hard to miss. From this impression, both Ciel and Shaun must be highly competent people. It is hard to deny, considering how neatly have they handled the attack on the way here.<</linkreplace>>
[[♢ The two of you lapse into silence.|Temple 3]]After about an hour after they have entered, you see one of the priestesses, Maria, exit the ruins. She beckons the two of you over.
You and your temporary companion <<if $weakness is "memory">>(Daniel, you asked)<</if>> exchange glances before approaching her. The protectors asks your mutual question, "Have you found anything?"
Maria shakes her head. "Barely. There aren't any artifacts left, nothing containing corrupted powers at all." She casts a gaze at you. "You are safe to enter." <<switch $pers>>
<<case "ass">>You don't have to be told twice.<<case "imp">>You are already walking past her inside.<<case "cal">>They seem competent enough<<if $cautious_attitude>>, although you still have your reservations<<else>> so you have no reason to doubt her words<</if>>. You nod at her and carefully step inside.<<case "ap">>You nod calmly at her words and proceed to enter.<<default>>You smile. It means you can look around the ruins safely. You nod at her and step inside.<</switch>>
You have to check where you step as there is a lot of debris on the ground. And dust, but certainly not as much as there was before the group has entered first. Still, despite the delapidation, the temple's grandeur is evident. The parts of the ceiling that remain are held up by the thick, squarish columns decorated with various geometrical patterns. They were once probably of a pure white color, but now are dull and gray, full of cracks and imperfections brought by time. At the center of the main hall, there is a slab of stone that was probably once used as an altar. When you approach, you notice the dark rad stains on its surface. Is it blood? <<if $holiness gt 5>>You gasp at the implications<<elseif $holiness lt -5>>You turn away indifferently, looking for something more interesting<<else>>You sigh, your mood souring slightly, but you can't say you didn't partially expect such a scene<</if>>.
The walls are covered in frescoes. The paint has mostly peeled, but the contents of some of the pictures are still recognizable. You approach one of the better preserved and study it closer.
Depicted on it is a figure, blurry as if ever-changing, barely resembling a person. It stands at the very edge of a cliff, and underneath, there is a sea of darkness slowly creeping upwards, towards its outstretched palm. And above, the sky is dark and peaceful, countless stars shining upon the unsuspecting world.
You shudder, an ominous feeling enveloping you from just a short glance at the one depicted on the fresco. Is this the Outer God Shaun and the others have repeatedly mentioned? This temple is dedicated to one of them, so it's highly likely.
You walk along the wall until you notice another relatively intact piece. On this fresco, the eery personage is absent, but the contents are even more ominous. You see a city being devoured by the flame the same color as the darkness in the previous picture. It melts the stone of the outer wall and buildings like glass. It is daytime, but the sun in the sky is tinged dark purple.
[[♢ Next|Temple 4]]"This is what would happen were the Outer Gods allowed to enter our world," a familiar voice snaps you out of your thoughts.
You turn around to look at Shaun whose approach you haven't noticed. He wears a grim expression that looks alien at his soft features. He sighes.
"Are these frescoes the only things worth of notice here?" You inquire, swiping your gaze around the main hall.
Shaun nods shortly. "Regrettably, yes. It seems we will have to return almost empty-handed."
"Were you looking for the Outer Gods' traces?" You question, <<if $int gt 6>>almost <<else>>un<</if>>certain.
After a brief pause, the priest nods again. Then, he shakes his head. "I suspect so, but we can't be sure. We are looking for any abnormalities in different regions, and the Cursed Lands with their corruption are the most suspicious. But we have only encountered you, and you can't be the source. Even your magic is untapped."
"What for?" You press for futher answers. "The source of what can't I be?"
Shaun turns his face away, looking at the half-collapsed temple in silence for almost a minute. He doesn't look back at you when he speaks again. "You don't have to worry about it. The Church will make sure to take care of the safety of each of Their creations."
But are you one of them?
Ciel approaches the two of you, breaking the uneasy silence. "We investigated all the rooms at the back. Nothing."
Shaun nods gently in response. "If so, we should be leaving. It's best to not remain in this place longer than strictly necessary. Has you marked the temple's location?"
"Yes, sir," they nod curtly. "I will give out orders to depart then."
"Yes, please," Shaun's smile is a bit strained. He is first to leave the ruins, and with nothing to do, you follow after.
[[♢ "Are you alright?" You ask worriedly.|Temple 5][$reaction = 1; $priest_friensdhip += 2]]
[[♢ "You looked pretty uncomfortable back there," you comment, curiosity coloring your tone.|Temple 5][$reaction = 2]]
[[♢ "Your smile looks much prettier when it's genuine," you joke, trying to lighten the atmosphere. Well, maybe also to see him blush.|Temple 5][$reaction = 3; $priest_a += 1]]
[[♢ "Why in such a hurry?" You question, barely hiding your dissatisfaction.|Temple 5][$reaction = 4; $priest_friensdhip -= 1]]<<switch $reaction>>
<<case 1>><<if $like_priest>><<set $priest_a += 1>><</if>>Shaun's features soften. "Yes, I am fine. It's just... \
<<case 2>>Shaun chuckles humorlessly. "Yes, I suppose I was." He is silent for about ten seconds before deciding to continue speaking. "\
<<case 3>>You succeed in both your goals. Shaun tries his best to ignore his reddened cheeks, his expression turning flustered but loosing the nervousness from before.
He takes a deep breath before smiling at you, a small but warm thing<<if $like_priest>> that makes something in your stomach twist<</if>>. This time, it is certainly genuine. "I'm fine truly. It's just... \
<<case 4>>Shaun frowns at you. "Even if we didn't find anything dangerous, it doesn't mean there aren't any hidden threats. We should remain careful in anything that is related to those entities." He sighes. "\
<</switch>>This place reminds me about all the disasters the Outer Gods brought into our world. I don't want those tragedies to repeat."
You mull over his words. You wonder if all these gods are real, or it's just the clergymen who speaks about them with such certainty. This brings you back to another question. "Are we leaving these lands tomorrow?"
Shaun nods. "Yes. We've accomplished what we were instructed to. We will leave the early morning, so be ready to depart immediately after we eat."
You voice your understanding.
Soon, all the protectors are organized and ready to depart. Just as before, you and the priests and kept in the middle, defended from all sides. The journey back is mostly uneventful. When you step into the camp, the sunset isn't far away.
//[[♢ Interlude|Interlude Shaun]]<<if visited() is 1>><<nobr>>
<<set $health to $max_health>>
<<set $hours_left -= 24>>
<<set $fatigue -= 5>>
<<if $end gt 7>><<set $fatigue -= 1>><</if>>
<<if $end gt 12>><<set $fatigue -= 1>><</if>>
<</nobr>>The night is uneventful, both in the real world and in your dreams. You are awoken by the smell of food. Yawning, you climb out of your tent.
You are met by a scene of a quiet and organised assembling of the camp. <<cycle "_h" autoselect>>
<<option "♢ You approach Ciel who seems to be in charge of the whole activity and ask how you can help. You are directed to assist with the cooking. It seems you were politely asked to not get in the way." 1>>
<<option "♢ You stay at the very edge, not in the mood to help." 2>>
<</cycle>>
You all eat a simple but nutritious breakfast and depart in the organized fashion. Yet again, Ciel leads the way. Several knights carry the light-looking backpacks they somehow managed to fit all the things the camp consisted of in. Magic, it seems.
The atmosphere is tense, <<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>must be both because of the danger the Cursed Lands possess as well as the yesterday's discovery<<else>>probably because of the danger the Cursed Lands possess<</if>>. You mostly proceed in silence, <<cycle "$reaction" autoselect>>
<<option "♢ your dominant hand resting at the hilt of your weapon." 1>>
<<option "♢ your hand hovering close to your weapon." 1>>
<<option "♢ looking around with equal curiosity and apprehension." 2>>
<<option "♢ sinking deeper into your mind, lost in the musing about your future." 3>>
<</cycle>>
It's not until someone falls into step right beside you that you shift your attention.
<<if $priest_f gt 0 or $priest_a gt 3>>[[♢ It is Shaun.|Departure]]
<<else>>[[♢ It is Hazel.|Departure]]<</if>>
<<else>><<nobr>>
<<if $priest_f gt 0 or $priest_a gt 3>><<set _shaun to true>>
<<else>><<set _shaun to false>>
<</if>>
<</nobr>><<if _shaun>><<if $reaction is 1>>He must have noticed your tension as he offers you a calming smile. "Leave the excessive worry to Ciel: they play the role of being eternally on guard well enough."
It makes you chuckle faintly. <<if $like_priest>>Your gaze lingers on his face before you realize you are staring and shift it to the side, hoping to seem nonchalant. Shaun shows no reaction, so you are left wondering whether he didn't notice or just politely ignored it. <</if>> "We are in a place where <<if $saw_temple>>even the most friendly creatures are our enemies<<else>>the danger might arise at any moment<</if>>. It's better to be vigilant."
Shuan offers you another smile. "Sure, but don't overdo it. You aren't alone."
<<if $cautious_attitude>>This isn't very reassuring.<<else>>His words make you relax a little. Indeed. You don't have to rely solely on yourself anymore.<</if>>
<<elseif $reaction is 2>>"It almost seems like you like it here," he comments good-naturedly.
You <<if $pers is "ap">>shrug<<else>>smile<</if>>. "Can't say I'm not curious, but I understand the danger."
"You can leave the job of looking for threats to Ciel. They are a professional," Shaun smiles in response.
<<else>>"What are you thinking about with such concentration?" He asks and adds before you can reply. "I'm sorry. You don't have to answer."
You shake your head<<if $pers != "imp">> faintly<</if>>. "It's alright. I'm just contemplating what to do next."
<<if $told_joke_normal is false>>Shaun nods seriously. "If you need my help, I will do what I can."
"Thank you," you smile<<if $like_priest>>, warmth spreading through your being<</if>>.
<</if>><</if>>The priest reaches to place a hand on your shoulder. <<cycle "$touch_averse" autoselect>>
<<option "♢ You allow it." false>>
<<option "♢ You shake your head slightly, not because you dislike the touch, but you don't want it from him right now." false>>
<<option "♢ You shake your head, indicating your aversion to the close skin contact." true>>
<</cycle>> "I understand that you are going through a lot right now. <<if $told_amnesia or $told_otherworlder>>I won't lie <</if>>I can imagine your feelings. But God never leaves Their children alone in their misfortune. Have faith, and you will be surprised how everything can be resolved." <<cycle "$belief" autoselect>>
<<option "♢ You force a smile. You have never believen in any higher beings, and you don't intend to start now." 0>>
<<option "♢ You force down a frown. You have your own religion and beliefs, and there is no place for his god in your soul." 1>>
<<option "♢ You can't help but think over his words. Does this 'Creator' he speaks about actually exist? And if so, will having faith in them actually be of help in your situation?" 2>>
<</cycle>>
<<else>>She throws a hand over your shoulders. <<cycle "$touch_averse" autoselect>>
<<option "♢ You allow it." false>>
<<option "♢ You shake it off, not happy with her actions. She doesn't seem fazed even a bit." false>>
<<option "♢ You tense, greatly uncomfortable with the touch. Noticing it, she immediately removes her hand with an apology." true>>
<</cycle>>
<<if $reaction is 1>>"You are just like captain," Hazel comments, noticing your alert stance. "Why so tense, friend? You aren't even in charge of the safety here!"
"We are in a place where <<if $saw_temple>>even the most friendly creatures are our enemies<<else>>the danger might arise at any moment<</if>>. It's better to be vigilant," you shrug in response.
"Man, $they even speak<<if $they != "they">>s<</if>> like captain!" The protector exclaims exaggeratedly, waving her hands in the air. If she wanted to convey something this way, you miss the point entirely.
<<elseif $reaction is 2>>"Like it here?" Hazel smirks, opening her arms wide. "A lovely place, I told them all. Minor inconveniences don't count: who here can't defeat a monster or two?"
She leans towards you, her brown eyes sparkling in amusement. "And now, I met the person of the same mind! We must be soulmates!"
You chuckle, infected by her energy.
<<else>>"What are you daydreaming about?" Hazel drawls, squinting her eyes. "Or is it a 'who'? Come on, spill the beans!"
<<if $weakness is "awkward">>You stammer for a moment before getting yourself together<<else>>You wave her away<</if>>. "Just thinking about some future plans."
"Aw, come on!" She exclaims, making a face.
You chuckle at her exaggerated reaction.
<</if>>"Now that I think about it, never saw you pray," Hazel comments after a moment.
You recall how you ocassinally saw both the priests and the protectors stop and clasp their hands together, lowering their heads and muttering something for a few seconds before continuing what they were doing before. Not in the middle of a battle, but while doing some more mundane tasks. <<cycle "$belief" autoselect>>
<<option "♢ You don't believe in any higher entities, so you just shrug, letting the question pass." 0>>
<<option 'You force down a frown. You have your own religion and beliefs, and there is no place for his god in your soul. "I prefer to do so when alone," you answer succinctly.' 1>>
<<option "♢ You can't help but think over her words. Does this 'Creator' she speaks about actually exist? And if so, will having faith in them actually be of help in your situation? Lost in your musings, you end up not answering the question at all." 2>>
<</cycle>>
"I'm not judging," Hazel throws her hands in the air. "I myself was a shallow believer most of my life. My point is, if you end up in a hopeless situation, God may be the only lifeline you can grasp."
<</if>>The conversation gradually winds down.
<<if $per gt 7>>Suddenly, you halt, having heard something you can't instantly identify. <<if _shaun>>Shaun<<else>>Hazel<</if>> also pauses in <<if _shaun>>his<<else>>her<</if>> tracks, looking at you in puzzlement. "What is it?"
You gesture to <<if _shaun>>him<<else>>her<</if>> to keep silent.
<<elseif $have_pets gt 0>>Suddenly, you skid to a halt, almost tripping at $pet1's body. She lets out a low growl, her tail wagging around nervously.<<if $have_pets is 2>> $pet2 leeps his body closer to the ground, his ears pressed low.<</if>>
You frown. What's up with <<if $have_pets is 1>>her<<else>>them<</if>>?
<</if>>[[♢ The next moment, Ciel passess a commant to stop.|Departure 1]]<</if>><<if visited() is 1>>You should decide on what to busy yourself with for the day. You can't possibly spend hours just staring into the flames.
[[♢ You ask if anyone has a book with them they can lend you. The expedition seems to have taken quite a while so there is a high chance someone has taken one with them, either for entertaintment or to rerfresh some knowledge when needed.|Day at camp 1][$reaction = 1]]
[[♢ You chat with other guards. Maybe they will turn out to be more talkative.|Day at camp 1][$reaction = 2]]
[[♢ You ask for the tips about how to increase your accuracy in battles.|Day at camp 1][$reaction = 3]]
[[♢ You ask for the tips about how to increase the power of your blows in battles.|Day at camp 1][$reaction = 4]]
[[♢ You ask for the tips about how to better act in the drawn-out battles.|Day at camp 1][$reaction = 5]]
[[♢ You decide to walk around the woods near the camp. It shouldn't be too dangerous if you're careful and you can track the sun dust's effect by its smell you feel so sharply.|Day at camp 1][$reaction = 6]]
<<else>><<if $reaction != 2 and $reaction != 6>>You cast another gaze at Daniel<<if $weakness is "memory">> (you asked and repeated his name several times internaly in hopes to not forget it anymore)<</if>>. The man seems to feel it as he turns his head to look at you. "Yes? Is there something else?"
You nod, weighting your words. <</if>><<switch $reaction>>
<<case 1>>"Do you per chance have a book to pass the time?"
The looks he gives you is somewhat incredulous. "Why would I need a book in the wilderness?"
Seeing your expression that almost begs him to think with his brain, the man shrugs. "You might ask Al. He likes such things." He vaguely waves his hand in the direction of one of the two other protectors.
You thank him and stand up, approaching the person he pointed out. "Al?" You call out, reaching his position.
He almost jumps, turning to look in your direction. So much for standing on watch. "A-ah, yes?" He clears his throat before repeating. "Yes? Do you need something?"
You repeat your request and Al readily leads you to one of the tents, presenting you with several choices.
<span id = "book"><<linkreplace "♢ You choose the book about adventures.">><<replace #book>>You choose the book about adventures and spend the next several hours following the main character on his exploration of the abandoned temples, ruins and other places that the author deemed to possibly contain treasures.
It helps you to delve a little deeper into what is common knowledge for the locals of this world.<</replace>><</linkreplace>>
<<linkreplace "♢ You choose an interestingly looking detective.">><<replace #book>>You choose an interestingly looking detective. The mystery murder the author concocted is indeed solid and you have a lot of fun guessing who the culprit is. <<if $int gt 7>>Of course you are correct<<else>>The result is a surprise<</if>>.
It helps you to delve a little deeper into what is common knowledge for the locals of this world.<</replace>><</linkreplace>>
<<linkreplace "♢ You choose the book telling about different spieces of creatures.">><<replace #book>>You choose the book telling about different spieces of creatures. It is pretty loaded, but it is the information you need. After several hours, your head is close to hurting, but your knowledge has expanded significantly.<</replace>><</linkreplace>>
</span><<set $int += 1>><<set $fatigue += 0.5>>
<<case 2>>You stand up and walk away from Daniel<<if $weakness is "memory">> (you asked and repeated his name several times internaly in hopes to not forget it anymore)<</if>> who has fallen deep into his thoughts again. You decide to approach another guardian and lean against the tree near her position.
The woman<<if $weakness != "memory">> — Lena, if you aren't mistaken —<</if>> looks at you with a friendly smile.<<if $weakness is "memory">> Noticing your somewhat absent gaze while you are trying to recall her name, she chuckles. "It's Lena. Don't you dare to forget it again!" Well, you'll try.
<</if>>"Has Daniel bored you?" she asks amusedly.
"I have never said that," you smile at her in return.
"Sure, you just wanted a change in the scenery," Lena barks out a curt laughs and throws her hands to the side. "It's charming, isn't it? Some with the taste for danger might even fall in love with this place."
You swipe your gaze along the seemingly regular trees and let out a faint sign. "Charming indeed," you repeat, various emotions coloring your voice.
The female protector turns out to be a wonderful conversationalist. You chat about the Cursed Lands, the monsters you encountered or even the completely unrelated things about you nad herself that you don't mind sharing. You barely notice the passage of time.<<set $cha += 1>><<set $fatigue += 0.5>>
<<case 3>>"Yes. I wanted to ask if you can give me some tips about the battles. I find the accuracy of my attacks and the speed of reaction lacking."
Daniel shrugs. "Just observe your opponent. The smallest twitching of the muscles can notify you about what to expect and you can react accordingly."
You frown at the flippancy of his advice. "Sure, but... Aren't there any tricks I could use? Any common knowledge?"
He gives you an appraising look before standing up. You follow immediately after. "I can show you some moves. But don't expect me to be a patient instructor." You nod and follow after him towards the camp border.
"You are wielding the $weapon, right?" Daniel eyes the weapon striped to your belt. After you give a nod of confirmation, he continues. "<<if $weapon is "dagger">>It is suited for the fast flowing battle rather well, although the daggers are normally used in pairs." You know it to, from the knowledge you mysteriously received the first time you had to fight in this world. "You have to approach very close to the opponent to land a strike, which is prone to many dangers if you aren't agile enough. What I can advise you is to concentrate on the split-moment reactions and evasion<<elseif $weapon is "axe">>Your style should be more about powerful strikes, but strong and precise is an ideal combination. I prefer the sword, but I have sparred with several friends who use axes. We can perform a few mock battles with a focus on speed. But don't expect me to be lenient<<else>>A universal weapon," he smiles approvingly. Not a surprise, considering he has the same scabbard at his hip. "I can show you some techniques I find the most useful. We can spar, concentrating on dealing quick and precise blows<</if>>."<<set $agi += 1>>
<<case 4>>"Yes. I wanted to ask if you can give me some tips about the battles. I feel like I waste too much of the power I could have used in my blows."
Daniel shrugs. "Find a tree and practice. I can lend you a sharpening stone afterwards."
You frown at the flippancy of his advice. "I hoped I could spar with someone with more experience. You should have received professional trainings, right?"
He gives you an appraising look before standing up. You follow immediately after. "I can show you some moves. But don't expect me to be a patient instructor." You nod and follow after him towards the camp border.
"You are wielding the $weapon, right?" Daniel eyes the weapon striped to your belt. After you give a nod of confirmation, he continues. "<<if $weapon is "dagger">>It is more suited for the fast flowing battles, but the strikes need to also be powerful if you don't want to only scratch your opponent. Especially if you are fighting against creatures whose strongest trait is their defence. But the daggers are usually used in pairs." You know it to, from the knowledge you mysteriously received the first time you had to fight in this world. "Well then, first show me your form against a stationary object... We will see how to proceeed later<<elseif $weapon is "axe">>You need a lot of strength to wield it correctly. Hm, if you want to practice, we can do it. I'm a bit of tired of inly fighting the mindless monsters<<else>>A universal weapon," he smiles approvingly. Not a surprise, considering he has the same scabbard at his hip. "I can show you some techniques I find the most useful. We can spar, concentrating on the blows that should deal the most damage in each situation<</if>>."<<set $str += 1>>
<<case 5>>"Yes. I wanted to ask if you can give me some tips about the battles. If the fight continues for long, I find it hard to hold my ground."
Daniel shrugs. "Try running. It does wonders for the endurance."
You frown at the flippancy of his advice.
...Soon, you find yourself circling around the camp in a moderate jog. You see Daniel dragging a log from its position near the fire to place in at your route. It will be a long day.
Your lungs burn.<<set $end += 1>><<set $fatigue += 3>><<if $fatigue gte 20>><<set $fatigue to 19.75>><</if>>
<<case 6>>You get up and strech before making sure your weapon<<if $inventory.includes("dagger") or $ranged_w != "">>s<</if>> Daniel<<if $weakness is "memory">> (you asked and repeated his name several times internaly in hopes to not forget it anymore)<</if>> follows you with his gaze.
"Where are you going?" Even as he asks this question, there is barely a hunt of curiosity in his voice.
"I'll take a look around," you answer, seeing no reason to conceal the truth he can so easily discover.
He humms, turning away indifferently.
"Shout loudly if there's danger."
Just like that, you find yourself alone in the forest again. Under the wide-spanning and lush branches, it is much darker than at the clearing the camp is set on. The wind blows lighty, <<if $bald>>caressing your skin<<else>>gently moving the strands of your hair<</if>>. Still, you don't dare to let your guard down, looking carefully around, beneath your feet and even above.
You circle the camp several times, but only notice the traces that are several days old. It seems, after the group from the Church arrived here, they have successfully kept the dangerous creatures at bay. Having considerably abated the concerns for your safety, you return back to your temporary place of residence.<<set $per += 1>><<set $fatigue += 1>>
<</switch>><<if $reaction is 3 or $reaction is 4>>You don't have wooden weapons, so Daniel warns you not to go overboard and the impromtu lesson begins. Just as the guardian warned you before, he isn't the best teacher, but you just need a lot of practical experience to make your knowledge the muscle memory you are accustomed to.
After several hours with too few breaks for your liking, you fall flat on the ground, your body aching all over. Daniel crouches down beside you, his breathing uneven but by no means as rough as yours.
"Not bad," he comments pleasantly and passes you a small jar with a light green balm inside. "Smear it on your cuts and bruises." You nod listlessly, barely managing to raise yourhand and take the balm before dropping it back down. You will do it... eventually. After you get some rest.<<set $fatigue += 3>>
<</if>><<if $fatigue gte $max_fatigue>><<set $fatigue to ($max_fatigue - 0.5)>><</if>>Several more hours pass. The group that left early morning returns only when the sky grows darker, the sun inching closer and closer to the horizon. They seems tired from the long day but considerably agitated.
Curious, you approach Shaun, who has sat down near the firepit, stretching his hands above the warm flames.
"Have you found what you were looking for here?" you question, taking a seat on his left.
The priest turns his head to look at you, his lips quickly forming a smile.<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> Still, you detect worry in his gaze.<</if>> "No, not really. We have indeed discovered something: an ancient ruins of the temple where one of the Outer Gods was praised. But there was nothing there."
You ask him several more questions about what they saw, but the answers Shaun gives you are succinct. Either there really was nothing of notice at all, or he just hates anything related to these deities he claims are the natural enemies of the god he believes in.
Eventually, you leave him to his thoughts after he informs you that you will depart at the early morning the next day, heading for the capital.
//[[♢ Interlude|Interlude Shaun]]
<</if>><<if visited("Start2") is 0>>You have yet to discover yourself.
<<else>>You are $name $surname, a lost $person, too far away from home.<<if $main_skill != "">> You were once a<<if $main_skill eq "office worker">>n<</if>> $main_skill.<</if>><<if $secondary_skill != "">> You have always <<switch $secondary_skill>>
<<case "tactics">>been pretty good at tactics.\
<<case "athleticism">>been rather athletic.\
<<case "creativity">>enjoyed creating things.\
<<case "martial arts">>enjoyed martial arts.\
<<case"hunting">>deemed hunting as the best weekend activity.\
<<case "psychology">>been fascinated by the workings of the human mind.<</switch>><</if>><<if $weakness != "">> But you <<switch $weakness>>
<<case "awkward">>tend to feel awkward when interacting with people\
<<case "health">>succumb to illnesses more easily and have weaker health overall\
<<case "will">>are somewhat weak-willed\
<<case "alcohol">>are addicted to alcohol\
<<case "memory">>tend to forget some things\
<</switch>>.<</if>><<if $pers != "">> Besides, you tend to act more <<switch $pers>>
<<case "imp">>impulsively\
<<case "cal">>calculatingly\
<<case "ass">>assertively\
<<case "ap">>apathetically\
<<case "opt">>sanguinely\
<</switch>>.<</if>><<if visited("Emergence 4") gt 0>>
You are <<switch $height>><<case 1>>short<<case 2>>of average height<<case 3>>tall<<case 4>>very tall<</switch>> and <<if $body_type != "average">>$body_type<<else>><<if $height is 2>>build<<else>>of average build<</if>><</if>>, with <<if $bald>>bald head<<else>>$hair_length $hair_color $hair_texture hair<</if>>, $eye_color eyes and $skin_color skin.
<</if>><<set _acc to [$eq_necklace, $eq_bracelet1, $eq_bracelet2, $eq_ring1, $eq_ring2]>> <<set _acc to _acc.filter(function(item) { return item !== ""; })>>
<<if $clothes != "">>You are wearing $clothes. <<if $eq>><<if $eq_head != "">>On your head, you wear $eq_head. <</if>><<if $eq_body != "" or $eq_shoes != "">>Your equipment consists of <<if $eq_body != "" and $eq_shoes != "">>$eq_body and $eq_shoes<<elseif $eq_body != "">>$eq_body<<else>>$eq_shoes<</if>>. <</if>><<if _acc.length gt 0>>As for the accessories, you have <<print _acc.join(', ')>>.<</if>><</if>><</if>><<if $main_weapon != "">>
As your main weapon, you are wielding $main_weapon. <</if>><<if $ranged_w != "">>For the long range you have $ranged_w.<</if>>
<</if>><<if $have_pets gt 0>>You are followed by a <<if $pet is 1 or not $pet>><<if $pet1 != "">>female paca dog named $pet1<</if>><<if $pet2 != "">> and a male one with the name $pet2<</if>><<else>><<if $pthey is "he">>male<<else>>female<</if>> <<switch $pet>><<case 2>>steel-feathered eagle<<case 3>>crowned viper<<case 4>>two-tailed fox<</switch>> named $pet1<</if>>.<</if>><<if visited() is 1>><<if $per gt 7>>Of course this wasn't your imagination. You tense, ready to defend yourself at any moment.
<</if>>Your eyes skim across the thick greenery around, but you fail to notice anything of order. You glance at the people around you. They are on a high alarm their weapons in hand (or fists raised). Shaun starts muttering something quietly under his breath.
The vicinity sinks into a silence that is only breached by the natural noises of the forest. Seconds stretch into hours. Still, nothing happens.
[[♢ You open your mouth to speak. Maybe the danger hasn't approached.|Departure 1][$initiative = false]]
[[♢ You keep your silent vigilance.|Departure 1][$initiative = true]]
<<else>><<if $initiative is false>>Before you can say a word<<else>>Suddenly<</if>>, Ciel shouts, "Guard!" and the three guardians, each with a medium-sized shield strapped to the armor on their off-hand, raise them in unison. Several figures collides with the barrier, but even more appear from other sides, circling the group.
They are felines, reaching the size of about an average adult's chest. Their fur is short and of different shades of brown, not concealing the powerful muscles they each possess. The similar greenish-yellow eyes stare at you as at a delicious prey.
<center><img src = "images/tah.png" width="70%"></center>The protectors and priests immediately engage in the battle against the animals. There are ten people ony our side, eleven, if you are included. As for the felines ('tahs', you heard <<if $weakness is "memory">>someone<<else>>Daniel<</if>> cry out, his voice panicking), there are at least thirty of them.<<if $int gt 7>> 34, to be exact.<</if>> You aren't at an advantage here at all.
The creatures are amazingly fast. <<if $ranged_w != "" and $arrows gt 0>>You don't have a chance to use your bow at all. <</if>>The two of them pass through the guardians around and rush straight at you. A quick look to the sides tells you everyone's engaged in their battles, with no time to spare to help you out. There is also nowhere to flee.
<<if $agi gt 6>>You are quick anough to react to the tahs' launch, but there isn't much place to evade<<else>>You fail to react to the tahs' launch in time. Sharp claws graze your thigh<<set $health -= 5>><</if>>. You collide with Shaun and <<if $agi gt 4>>quickly steady youself<<if $priest_friendshup gte 5 or $priest_a gt 3>>. He drops the hand he intended to use to help you regain your balance<</if>><<else>>he <<if $priest_f gt 5 or $priest_a gt 3>>quickly <</if>>reaches to help you regain your balance<</if>>.
The improvised battlefield is too packed. It isn't of much hindrance to the attacking pack, but for your group, it poses a considerable problem. Not to mention, you are in the middle of the forest. If you don't pay enough attention, you might transform in an almost stationary target.
"Disperse," you hear Ciel's curt order. Immediately, most of the warriors dive in between the thick trees. Now you at least have the space to move.
<<if $priest_f gt 5>>Shaun appears by your side. "I've got your back," he musters a tense smile. In his hands, a pair of curved daggers glint faintly.
You nod, concentrating at the now five animals eyeing the two of you.<<if $have_pets gt 0>>
Your pet$plural, the brave thing$plural, $pare by your side, but <<if $have_pets gt 1>>they are<<else>>it is<</if>> too small. What can <<if $have_pets gt 1>>they<<else>>it<</if>> do, trip them?<</if>>
[[♢ You swipe your gaze across the area, looking for any advantage.|Departure 21][$attack = 1]]
[[♢ You look at the priest by your side. "How strong are your blows? I can lure them in the range of your attacks."|Departure 21][$attack = 2]]
[[♢ You glance at Shaun. "Can you distract them for a bit?" You need to land a precise blow to finish at least one of them off.|Departure 21][$attack = 3]]
[[♢ "We can tire them out," you think out loud.|Departure 21][$attack = 4]]
<<else>><<if $priest_a gt 3>>Shaun gives you a wavering look before shifting his gaze away, his shoulders tense. He<<else>>Shaun<</if>> moves towards the other two priestessess who fight off almost the ten of the tahs.
You are left to face the original two that rushed at you plus another one that joined at the unknown point in time. In this chaos, it's of no surprise.<<if $have_pets gt 0>> Your pet$plural, the brave thing$plural, $pare by your side, but <<if $have_pets gt 1>>they are<<else>>it is<</if>> too small. What can <<if $have_pets gt 1>>they<<else>>it<</if>> do, trip them?<</if>>
[[♢ You swipe your gaze across the area, looking for any advantage.|Departure 2][$attack = 1]]
[[♢ They are fast? Well, you can be even faster.|Departure 2][$attack = 2]]
[[♢ They may be fast, but you just have to calculate the correct timing to land a blow.|Departure 2][$attack = 3]]
<</if>><<set $hit to 0>><</if>><<switch $attack>><<case 1>><<set $hit += 1>>Your gaze swipes across the trees, bushes and other greenery around, as well as all the imperfections on the ground. Can you use any of this to help you in this fight?
<<if $per gte 8>>Oh you can. Your eyes land at the tree not far away, its roots sticking from the ground, almost unnoticable under the cover of the tall grass and fallen leaves. You don't waste any time, acting upon your plan immediately.
You move quickly, as if retreating from the assault. One of the tahs growls lowly and sprints to intercept. Others follow immediately after.
You barely look down, stepping over the roots you noticed. Another tah jumps in the air, aiming to topple you over. <<if $agi gt 6>>You take a swift step to the side<<else>>you take a clumsy step to the side, almost tripping yourself. Pain shoots through your ankle, but you ignore it with the clenched teeth<<set $health -= 5>><</if>>.
Another animal reaches your 'trap', this time not in the air. Its eyes are glued to its prey, so it doesn't notice the danger the nature poses. One of its paws get stuck under the protruding root. Its body lurches forward because of inertia. You hear a <<if $holiness gt 0>>sickening <<elseif $holiness lt -3>>satisfying <</if>>crunch of bones and a loud and painful meow. You don't waste the opportunity. Your $weapon cleaves rigth through the animal's exposed neck, half-severing its head. Blood gushes out, covering your blade.
<<else>>You bite your lip, your mind frustratingly empty.
Suddenly, you notice a movement in the corner of your eye. A tah is in the middle of a jump, aiming straight for your neck. Throwing your musings to the back of your mind, you rush to evade. The animals won't wait for you to plan.
<<if $agi gt $str>>You are quick on your feet, evading most of the blows with relative ease. \
<<if $agi gt 6 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>>The counterattacks you land are precise. Soon, one of the felines falls. The others seem to become even more ferocious.<<set $health -= 6>><<else>>It is hard to land your own attacks when the tahs are moving around with an even greater speed, but eventually, you see an opportunity. One of the tahs is open in your $weapon's reach. You don't hesitate, slashing down at it. It lets out a pitiful whine<<if $str gt 6 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>> and you quickly strike again, finishing it off effectively<<else>> but almost manages to scurry away, its wounds not as deep as you hoped. You<<if $have_pets is 0>> chase after, eventually finishing it off<<set $health -= 4>><<else>>r pet$plural chase$multi2 after it, eager to help. You don't even need to land a finishing blow.<</if>><</if>>.<<set $health -= 12>><</if>>
<<else>><<if $agi lt 6>>Your reaction isn't nearly enough to catch all the creatures' movements, much less land a blow. You clench your teeth, finally settling to exchange: getting wounded for a chance to finish one of the tahs off. The pain racks through your being, but you succeed.<<set $health -= 12>><<else>>Still, you manage to successfully react to most of the attacks.
<<set $health -= 4>>Eventually, you see an opportunity. One of the tahs is open in your $weapon's reach. You don't hesitate, slashing down at it. It lets out a pitiful whine<<if $str gt 6 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>> and you quickly strike again, finishing it off effectively<<else>> but almost manages to scurry away, its wounds not as deep as you hoped. You chase after, eventually finishing it off<<set $health -= 4>><</if>>.<</if>><</if>>
<</if>><<case 2>><<if $agi gt 7>>Your speed is indeed highter than that of the tahs, even if slightly. But it is enough for then to fail in in their attacks, the creatures's frustration growing with each passing second. Not willing to drag this much futher, you quicken your movements even more.<<set $health -= 1>>
<<if $int gt 6>>The whole battle is in the palm of your hand. You lead one of the tahs to rush behind a tree, temporarily loosing you from its sight. The other two jump at you simultaneously, but you twist your body just enough for the two of them to miss. The $weapon in your hand guts the closest one while it is still on the air. The intestines fall from its stomach, now sliced open.<<set $hit += 1>><<if ($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)>><<set $hit += 1>> Not wasting even a second, you strike at the other one before it regains its bearings. Your attack is precise as your blade takes yet another life.<</if>>
<<elseif $str gt 6>><<set $health -= 4>>Each of your strike contains force that sends the animals stumbling and crying in pain. You aren't intact either, but are in a much better condition than the three of them. <<if $holiness gt 0>>Even as your heart clenches, y<<else>>Y<</if>>ou don't relent, pressing on and on. Soon, the wounds you inflict reach a tipping point and one of the tahs falls to the ground, its eyes glazing over.<<set $hit += 1>><<if ($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)>><<set $hit += 1>> Not wasting even a second, you strike at the other one that failed to retreat in time. Your attack is precise as your blade takes yet another life.<</if>>
<<else>>Although your strikes aren't as potent as you intend them to be, the quantity eventually prevails over quality. The wounds you inflict reach a tipping point and one of the tahs falls to the ground, its eyes glazing over. The remaining two growl at you, even more aggressive than before.<<set $hit += 1>><<set $health = 5>>
<</if>><<else>>Your reaction isn't nearly enough to catch all the creatures' movements, much less land a blow. You circle around each other, as you try your best to find an opportunity to strike.
<<if $per gt 6>><<set $health -= 8>>Eventually, you do. One of the tahs is open in your $weapon's reach. You don't hesitate, slashing down at it. It lets out a pitiful whine<<if $str gt 6 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>> and you quickly strike again, finishing it off effectively<<else>> but almost manages to scurry away, its wounds not as deep as you hoped. You<<if $have_pets is 0>> chase after, eventually finishing it off<<set $health -= 4>><<else>>r pet$plural chase$multi2 after it, eager to help. You don't even need to land a finishing blow.<</if>><</if>>.
<<else>>Regrettably, you fail to see an opening. You clench your teeth, finally settling to exchange: getting wounded for a chance to finish one of the tahs off. The pain racks through your being, but you succeed.<<set $health -= 12>>
<</if>><<set $hit += 1>><</if>><<case 3>>You take in a deep breath and fully concentrate on the fight ahead.<<set _hit to true>> <<if $int gt 7>><<set $reaction to 1>>You'll have to observe for a bit, but once you grasp the tahs' movements, it wouldn't be hard to land a blow on one of them.<<elseif $per gt 7>><<set $reaction to 2>>Your eyes are keen. You will look out for an opportunity to land a hit, and you are certain you won't overlook one.<<elseif $agi gt 7>><<set $reaction to 3>>During the battles like these, the split-second reactions matter the most. And your speed doesn't fall behind by any standards.<<elseif $cha gt 7>><<set $reaction to 4>>It will be tricky, but if you bait one of the tahs to recklessly charge ahead... You might suffer some damage, but the chance will be guaranteed.<<else>><<set $reaction to 5>>You might have to rely on the factor of luck here, but you will never know until you try.<<set _hit to false>><</if>>
<<switch $reaction>><<case 1 2>>You take it slow. Well, try to: the felines apparently prefer the active approach. <<if $agi + $per gt 12>>A good thing you are able to follow<<else>>You struggle to follow, but do your best to hold the three of them off<<set $health -= 5>><</if>>
Eventually, you start seeing order in the chaos of the creatures' lunges. First, you catch one of them in the middle of the movement, damaging the ligaments on one of it's front legs. It's the matter of techunique to finish it off.
You track the other two with your gaze. They hiss at you, their gazes turning even more aggressive. You don't relent, now much more confident.
Soon, you get another of your opponents jump at you just for it to collide head first with the tree trunk. You hasten to slit its throat while it is wobbling from the concussion and the other creature is some distance away.
<<case 3>>You match the creatures' speed as you dance around wach other. A good thing everyone has dispersed. You would have definitely collided with someone otherwise.<<set $heath -= 4>>
You catch the chance when you see it. You have just jumped to the side, using the tree trunk as a leverage to propel your body in the different direction. So you choose the trajectory that allows you to land at one of the feline's back, pressing it to the ground. You don't have the luxury of hesitation as you <<if $weapon is "dagger">>slice its throat<<else>><<if $weapon is "axe">>chop<<else>>slice<</if>> off its head<</if>>.
You immediately jump to the side, letting the now-corpse to lay on the ground. You and the two tahs continue to circle each other. Their eyes seem to become even more aggressive than before. You wonder if this madness was in them from the start, or is it the result of these lands' influence.<<if $insanity gt 3>> Regardless, you find yourself grinning back, mirrowing their gazes.<</if>>
<<case 4>>You lead the fight for a while, letting the creatures think they almost have you cornered. Your shoulder sports fresh bloody gashes and your weapon-wielding hand aches from blocks, but it's a necessary sacrifice you can make. Much better than loosing your life, especially after everything you went through.<<set $health -= 10>>
You purposefully make a too wide swing and feign loosing your balance. The tahs immediately rush at you, but only the two are close enough. Your $weapon slices right through the shoulder of the first and you twist your body, kicking away the second.
The wounded feline cries out in pain and you <<if $holiness gt 0>>you filnch but nonetheless <</if>> strike again, effectively ending its life.
The tahs growl lowly, approaching you from the two sides. Stare at them, not daring to make a reckless move. Then, they rush at you at once.
<<if $agi gt 5>>You evade the sharp claws and<<else>>don't manage to evade the sharp claws that mangle your thigh but<<set $health -= 6>><</if>> duck just in time for the teeth to click above your head. From your crouching position, you thrust your weapon upwards without looking. A meow full of agony follows right after and a body falls right beside you. You <<if $str lt 7>><<set $health -= 2>><</if>>struggle to push your weapon deeper, ripping the feline's stomach open. <<if $holiness lt -5 or ($holiness lt -1 and $insanity gt 0)>>The sight of the spilling intestines is pleasing to the eye. <</if>>You don't have the luxury of granting it the quick death as the last animal still hasn't lost its intentions of feasting on your flesh.
<<case 5>>The battle proceeds for a while without much changes, although it is considerably troublesome to deal with the three opponents at once. <<if $str gt 7>>Each of your strikes is powerful and one of the tahs is limping and the other lacks an eye, but it isn't easy to land a solid hit<<set $health -= 6>><<else>>No wonder you are soon covered in multiple wounds while the attacks you landed didn't deal much visible damage.<<if $have_pets gt 0>> If not for your pet$plural timely assistance, the situation for you would have been even worse.<<set $health -= (12 - $have_pets * 2)>><<else>><<set $health -= 12>><</if>><</if>>
It's only after another several minutes that you notice an opening. You don't hesitate.
You twist your body to the side, evading the tah's lunge, and end up just beside the other one who is just tensing in preparation to kick off the ground. Your $weapon draws a beautiful arch as it plunges deep into the creature's side. You rip it away and strike again, cutting its windpipe. This ends the animal's life for good.
<</switch>>
<<set $hit += 1>><<if _hit>><<set $hit += 1>><</if>><</switch>>You take a moment to catch your breath. You have finished <<if $hit is 1>>one<<else>>two<</if>> of the creatures, but the other<<if $hit is 1>>s<</if>> remain<<if $hit is 2>>s<</if>>. Battered, but no less ferocious.
[[♢ Go all in. If you can land a clean blow, the target won't stand up again.|Departure 3][$attack = 1]]
<<if $hit is 2>>[[♢ Drag this even more. The tah won't retreat, so it would be much easier when it is more tired.|Departure 3][$attack = 2]]
[[♢ You can wind it even more without wasting much of your energy.|Departure 3][$attack = 3]]
<<else>>[[♢ Drag this even more. The tahs won't retreat, so it would be much easier when they are more tired.|Departure 3][$attack = 2]]
[[♢ You can wind them even more without wasting much of your energy.|Departure 3][$attack = 3]]<</if>><<if visited() is 1>>Throught the short fight, your cooperation with Shaun has become considerably better. \
<</if>><<switch $attack>><<case 1>>So whan you ask him to cover your back, you don't even wait for an answer before rushing forward, your eyes trained on the target.
Shaun doesn't dissapoint, shielding you from the tah that leapt at you at the same moment. It allows you to arrive before your prey without any delay. You don't hesitate to strike, aiming to <<if $weapon != "dagger">>pierce the creature's heart<<else>>chop off the creature's head<</if>>. <<if $agi gt 7 or ($agi gt 4 and (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)))>>Your movements are precise, hitting just as you intended<<else>>your hands veers slightly off course<<if $str gt 7>>, but the power you used is enough even when precision is lacking. You take another life with a clean strike<<if $holiness lt -3>>. Dark satisfaction bubbles in your mind<</if>><<else>> and the animal escapes with just a relatively deep wound.
It doesn't hesitate to jump right back at you, a low growl resonating in your surroundings. You are amost swept from your feet. You clench your teeth, <<if $end lt 7>>barely <<set $health -= 3>><</if>><<set $health -= 6>>enduring the piercing pain, and hit the tah again before it jumps at you another time.
It is by no means clean. Blood splatters at your face. But at least, you are the one who emerges victorious from this scuffle<</if>><</if>>.<<set $hit += 1>>
You spin on your heels, observing the situation vigilantly. The battle is far from over.
<<case 2>><<if visited() is 1>>You exchange glances, nodding at each other in unison.
<</if>>You stay back to back, ready to assist each other when needed. The tahs are used to hunt in groups, so you have to act united to get an upper hand. <<if $cautious_attitude>>So you temporarily shift your distrust to the recesses of your mind<<else>>You have no qualms against it<</if>>.
<<if $end gt 7 and $fatigue lt ($max_fatigue - 5)>>You hold on pretty well. You and Shaun try to mostly stay in place, warding off the attacks rather than fighting actively. Tahs, on the other hand, jump and rush and circle, so no wonder one of them is the first to make a mistake.
The animal's lunge is too wobbly, <<if $per gt 6>>you notice<<else>>Shaun notices<</if>> it immediately. With no further ado, <<if $per gt 6>>you attack<<else>>he attacks<</if>>.
The sharp blade slices right through the creature's stomach and it lets out a pained cry. <<if $per gt 6>>Shaun follows<<else>>You follow<</if>> immediately after, ending <<if $holiness gt 3>>the poor thing'<<else>>it<</if>>s suffering.<<set $hit += 1>>
<<else>>You clench your teeth, chasing away the fatigue that clouds your mind. You have to persevere. You can't falter now.
"Watch out!" The warning by your side snaps you out of your temporary daze. You barely manage you raise your $weapon to block the teeth that aim to tear off your throat. <<if $weapon is "dagger">>Still, they graze your skin a little. <<set $health -= 1>><</if>><<if $str gt 5>>You push the tah back forcefully<<else>>You struggle to push the tah back. It growls lowly, bit eventually you manage. But the claw marks on your chest remain<<set $health -= 6>><</if>>.
"You are too tired to continue like this," Shaun states the obvious, moving to intercept another deadly lunge. You <<if $pers is "ap">>just grunt in response<<elseif $pers is "ass">>curse your poor judgement internally, but are forced to agree<<elseif $pers is "imp">>curse under your breath, but have to choice but to agree. Your judgement before wasn't thought through enough<<elseif $pers is "opt">>immediately agree<<else>>wonder how have you miscalculated so severely. But clearly, you need another plan<</if>>.
<</if>>You trace the creatures with your gaze, your eyes alert. One of them wobbles slightly with each step, the skin of its paw torn and bloodied. It tries to maintain the same nimbleness as before, but the weakness is apparent. Especially as the fatigue weighs on each of its movements.
You <<if $agi gt 6>>evade<<else>>redirect<</if>> another ludge, steadily moving towards the most wounded tah. Shaun is at your side again, his blades serving as a shield better than most actual ones. You exchange understanding glances.
Even when limping, the feline doesn't loose its agressiveness. It jumps at you the very moment you inch close, its teeth bared. This is exactly what you were waiting for.
You swing your $weapon, <<if $weapon is "dagger">>plunging the sharp blade in the open chest <<if $str gt 6>>up to the hilt<<else>><<if>>and dodge the claws that it swings at you<<else>>hiss as the sharp claws leave bloody gashes just under your collarbones<<set $health -= 5>><</if>><</if>>.<<elseif $weapon is "axe">>and send it stumbling to the ground, an indent left it its chect cavity.<<else>>piercing it deep into the open chest.<</if>> The tahs slumps on the grass lifelessly, and you exhale.<<set $hit += 1>>
<<case 3>>You exchange glances and consider your options. \
<<if $int gt 7 or $per gt 7>>Ideas soon fill your mind, so you choose the one that has the highest chance of success.
You have observed the tahs long enough to roughly understand their pattern of movements. And considering they are clearly creatures that lack intelligence, this is a glaring weakness you can concentrate on. You look at Shaun from the corner of your eye. The man is visibly tense, his hand gripping at his daggers so hard that his knuckles whiten. You don't know what's going on on his mind, but whatever it is, his thoughts are by no means pleasant.<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>And you doubt it is only because he has to fight to death with the animals in front of you.<</if>>
"They prefer to jump at their prey," you mutter, both to him and yourself. "They are most vulnerable while in the air."
Shaun nods simply. "I'll bait them."
Before you can voice your opinion, he is already on the move. With the swift steps, he circles around the tahs, swaying his body with unmost precision out of the fervent attacks' range. And although his clothes are soon tattered, you see no blood at the brown fabric. He is no doubt a much more experienced fighter than you.
You stay at the sidelines, waiting for an opportune moment to strike. <<if $ranged_w != "" and $arrows gt 0>>Only now you have enough time to grab your bow from behind your back and ready an arrow. The priest casts a glance towards you and nods, immediately creating some distance between him and tahs. Of cource, they jump.
You don't hesitate, releasing the taut string. The arrow swishes through the air, embedding itself deep into one of the creatures' side. It is hurled to the ground at a distance.<<set $arrows -= 1>>
<<if $arrows gt 0 and $bow_mastery gt 1>>You fire another arrow, flinging the second tah into the tree trunk a few steps away.<<set $arrows -= 1>><<set $hit += 1>><</if>><<set $bow_mastery += 0.25>><<set $hit += 1>> You hurry to finish the wounded off while Shaun <<if $hit is 5>>takes a much needed breather<<else>>wards off the other. He looks tired yet confident.<</if>>
<<elseif $weapon != "dagger">>You rummage through your belongings, taking out the dagger. Your first weapon in this world. You grip it in your dominant hand. It will be more useful than your $weapon from the distance.
The priest casts a glance towards you and nods, immediately creating some distance between him and tahs. Of cource, they jump. You hurl the dagger forward.
It slams into one of the creatures' side <<if $str + $agi gt 10>>with staggering force and precision. The tah is hurled to the ground at a distance. You quickly approach the prone animal to finish it off.<<else>>and it stumbles to the ground. You quickly approach the prone animal to finish it off, yet it still manages to put up some resistance. Well, with its deep wound, it is easy to quell.<<set $health -= 2>><</if>><<set $hit += 1>> Meanwhile, Shaun can take a breather, the pressure on him diminishing significantly.
<<else>>You tighten the hand that holds your $weapon, the heat of the battle making you impatient<<if $pers is "ap" or $pers is "cal">> despite yourself<</if>>. You don't have to awit for long.
The priest casts a glance towards you and nods, immediately creating some distance between him and tahs. Of cource, they jump. You rush forward.
Your blade collides with the tah suspended in the air with all the force you can muster. Without any chance to maintain its balance, it tumbles to the ground, colloiding with the tree not far away.
Another creature twists its body whily still in flight, its claws <<if $agi lt 7>>almost shredding your open back<<set $health -= 8>><<else>>swishing just past your open back as you dodge.<</if>> You don't waste any time in approaching the fallen animal to quickly finish it off. Meanwhile, Shaun can take a breather, the pressure on him diminishing significantly.<<set $hit += 1>><</if>>
<<elseif $end gt 7 and $fatigue lt ($max_fatigue - 5)>><<set $attack to 2>><<goto "Departure 31">>
<<else>>The two of you try to minimize your movements as the battle drags on. Still, it isn't easy. \
<<if $agi gt 7>>You are quick on your feet, but it means you swirl around a lot in evasions. feinting and occasional jumps. Shaun also seems to prefer the same tactic. <<if $str gt 6>>At least, both of your attacks knock the breath out of the creatures. And your increasingly close cooperation is what allows you to kill off another one while suffering only minor injuries.<<set $health -= 4>><<else>>And although your attacks aren't strong anough most of the time, his are. Even though with some hurdles, your increasingly close cooperation eventually allows you to kill off another one of the tahs.<<set $health -= 8>><</if>>
<<else>>You struggle to keep up, but <<if $str gt 7 or ($str gt 4 and (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)))>>each of your attacks are powerful. Meanwhile, Shaun displayes both speed and strength, showing the mastery you can only admire. Working together, you eventually kill another one while suffering only minor injuries.<<set $health -= 4>><<elseif $cha gt 7>>your attacks are tricky while Shaun displayes both speed and strength you can only admire. Working together, you eventually kill another one while suffering only minor injuries.<<set $health -= 4>><<else>>Shaun manages to hold them back, displaying both speed and strength you can only admire. Working together, you eventually kill another one, although you suffer a deep would on your thigh.<<set $health -= 10>><</if>><<set $hit += 1>><</if>>
<</if>><</switch>>
There <<if $hit is 2>>are still three<<elseif $hit is 3>>are still two<<else>>is still one of the<</if>> enemies left, but you are all exhausted, so it isn't long before the fight is finally over.<<set $health += (3 * (5 - $hit) - 2 * $have_pets)>><<set $fatigue += 5>> You slump to the ground, <<if $health lt ($max_health - 10)>>both in pain and <</if>>drained of energy.<<if $have_pets gt 0>> Your pet$plural scurr<<if $have_pets is 1>>ies<<else>>y<</if>> to your side and you bury your hand$plural in <<if $have_pets gt 1>>their<<else>>her<</if>> now coarse fur, muttering quiet words of gratitude. If not for $pet1<<if $have_pets gt 1>> and $pet2<</if>>'s help, you would have suffered even more.<</if>>
Shaun lowers himself down not far away. He looks pale and no less tires than you feel. Still, he offers you a<<if $priest_a gt 3>> warm and<<else>>n<</if>> encouraging smile.
<<link "♢ A sigh of relief.">>
<<run setup.afterKill("Departure 4")>>
<</link>><<switch $attack>><<case 1>>Your gaze swipes across the trees, bushes and other greenery around, as well as all the imperfections on the ground. Can you use any of this to help you in this fight?
<<if $per gte 8>>Oh you can. Your eyes land at the tree not far away, its roots sticking from the ground, almost unnoticeable under the cover of the tall grass and fallen leaves. You inch closer to Shaun and whisper. "Help me lure them to the tree on the right. The one with the perfectly oval leaves. But watch your steps."
He nods slightly, not asking any questions. The two of you move quickly, as if retreating from the assault. One of the tahs growls lowly and sprints to intercept. Others follow immediately after.
The daggers in Shaun's hands move so quickly that they almost blur. With surprising strength, he throws the feline that jumped at him several meters back. It lands on its four legs steadily.
You barely look down, stepping over the roots you noticed. Another tah jumps in the air, aiming to topple you over.
<<if $agi gt 6>>You take a swift step to the side<<else>>you take a clumsy step to the side, almost tripping yourself. Pain shoots through your ankle, but you ignore it with the clenched teeth<<set $health -= 5>><</if>>.
Another animal reaches your 'trap', this time not in the air. Its eyes are glued to its prey, so it doesn't notice the danger nature poses. One of its paws gets stuck under the protruding root. Its body lurches forward because of inertia. You hear a <<if $holiness gt 0>>sickening <<elseif $holiness lt -3>>satisfying <</if>>crunch of bones and a loud and painful meow.
You don't waste the opportunity. Your $weapon cleaves right through the animal's exposed neck, half-severing its head. Blood gushes out, covering your blade.<<set $hit += 2>> At the side, you notice Shaun finish another tah.<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> You can't see his face, but you get a feeling he must have a remorseful expression plastered all over it.<</if>>
<<else>>You bite your lip, no ideas in your mind.
"Careful!" An exclamation forces you to concentrate on the immediate problems. Shaun blocks the attack aimed at your neck. But there are too many creatures for him to fend off alone.
<<if $agi gt $str>>You are quick on your feet, evading most of the blows with relative ease. <<if $agi gt 6 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>>The counterattacks you land are precise but you aren't sure they deal much damage as the felines' speed barely decreases. Shaun helps you out by your side, finishing the animal you wounded the most<<set $health -= 4>><<else>>But it is hard to land your own attacks when the tahs are moving around with an even greater speed.
<<if $have_pets is 0>>A blessing that Shaun is here, his speed a match for the felines. It's him who finishes one off<<set $health -= 7>><<else>>Good thing you aren't alone. $pet1 is at one of the felines' heels, biting at its hind legs like there is no tomorrow. The creature hisses and swats her away, sending the paca puppy stumbling.<<if $have_pets gt 1>> Her brother abandons his attempts to catch its tail in his mouth and rushes at her side.<</if>>
This distraction is all you need. In a flash, you sever the tah's neck. <<if $str lt 6>>The head is left wobbling at the wide piece of flesh you didn't manage to cut through. Still, i<<else>>I<</if>>t will, without a doubt, not live past the next minute.<</if>><</if>><<else>><<if $agi lt 6>>Your reaction isn't nearly enough to catch all the creatures' movements, much less land a blow. Shaun by your side isn't struggling as much though, managing to defend the both of you from most of the damage<<set $health -= 7>><<else>>You successfully react to most of the attacks. Shaun also isn't falling behind at all<<set $health -= 4>>. The curved daggers in his hand move at the speed that makes them blur in your eyes.
Finally, you see an opportunity. One of the tahs is open in your $weapon's reach. You don't hesitate, slashing down at it. It lets out a pitiful whine<<if $str gt 6 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>>and you quickly strike again, finishing it off effectively<<else>>but manages to scurry away, its wounds not as deep as you hoped. <<if $have_pets is 0>>Shaun rushes to finish it off while you fend off yet another attack<<set $health -= 4>><<else>>Your pet$plural chase$multi2 after it, eager to help. You don't have to worry about at least one opponent anymore<</if>><</if>>.<</if>><</if>><<set $hit += 1>>
<</if>><<case 2>>"Strong enough," Shaun smiles at you reassuringly.<<if $priest_a gt 3>> He then looks you straight in the eyes and adds. "Please be careful."
You only nod in response<<if $like_priest>>, your heartbeat accelerating. This time, it's not because of the fight ahead<</if>>.<</if>>
You inhale slowly and grip your $weapon tightly. The next moment, you rush forward, your eyes taking in all five of the tahs whose prey you aren't planning on becoming. <<if $agi gte 8>>Your movements are quick and light. Even the agile creatures like them have trouble catching you. You weave between them, evading their lunges <<if $int gt 7>>just in the right direction. The battle is in the palm of your hand<<else>>approximately in the planned direction<</if>>.
The felines' attention isn't completely away from your partner, but the attention they pay to you is still much greater. Your constant evasions seem to be getting on their nerves, making the animals become more impulsive, more reckless. Nobody likes slippery prey.<<if $int gt 7>>
Your planning was immaculate, so even before you regain your balance, you graze the sharp edge of your weapon on another tah's open stomach. Airborne, it can't defend itself and stumbles to the ground where Shaun finishes the job. <<set $hit += 1>><</if>>
You immediately straighten, not letting your guard down.
<<else>>
...You may have overestimated your speed. This thought flashes through your mind at the same time as the sharp claws pierce through the clothes<<if $eq_body != "">>, amour<</if>> and skin on your left side. You hiss in pain<<if $end lt 7>>, your movements halting even more<<set $health -= 10>><<else>> but your movements don't waver<<set $health -= 6>><</if>>. Curses. You force yourself to concentrate. <<if $int gt 7>>You can still follow through with your initial plan, it just won't go as smoothly as you intended. Your eyes dart around the forest in vicinity as new ideas formulate in your mind. Even if you fail to react in time to the spontaneous attacks, you can predict and subsequently evade them. <<if $per gt 6>>With these changes, everything goes as planned<<else>>It's not as easy as you've hoped for, but you manage<<set $health -= 4>><</if>>.
<<elseif $str gt 7>>Change of the plan. You are much better with the brute force yourself. You stop your fruitless evasions and rush forward in your own attack.
<<if $agi gt 5 or (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5))>>Even though the tahs weave around you much faster than you can react, you successfully defend from most of their advances and guide them with your own<<set $health -= 4>><<else>>You are soon covered in scratches of varying severity as <<if $per gt 6>>even though your eyes can follow the tahs' movements, <</if>>your body can't react in time. Still, you endure and follow with your plan<<set $health -= 10>><</if>>.<<else>>This is much tougher than you imagined. <<if ($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)>>Your mastery of the $weapon is your last saving grace<<set $health -= 8>><<else>>Your plan didn't take your skills into account<<set $health -= 14>><</if>>. You clench your teeth and perservere. At the very least, your now bloodied figure serves as a fine distraction for the overly aggressive animals. They rush at you with reckless abandon, already anticipating the taste of the fresh meat in their mouths.<</if>>
This is exactly where you want them. You meet gazes with Shaun and he nodes slightly, the mutual understanding passing between the two of you.
You feigh stumbling. One of the tahs immediately rushes at you. Passing right beside Shaun, who doesn't hesitate to strike<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>, even though you can see how taking a life pains him<</if>>.<<set $hit += 1>>
<</if>><<case 3>>Shaun nods at you. "No problem."
He springs into action immediately, his daggers dancing with the speed you <<if $per gt 6>>didn't expect<<else>>fail to follow<</if>>. There are the five of the tahs, but the priest evades each of the attacks, forcing them to growl lowly in frustration. You observe the scene, waiting for a moment to join the fray.
<<if $per + $int gte 14>>Soon, you notice the opening. You dash forward, your $weapon raised and ready to strike. <<if $str gt 7>>It cleaves cleanly through one of the creatures' side, almost slicing it in half. It struggles for about ten seconds before going still. You retract your weapon and hurry to assist Shaun in finishing the animal that jumped at him.<<set $hit += 2>><<else>>It doesn't cut as deeply as you hoped, so you yank your weapon away and land another blow at the agonizing creature's neck. This time, it goes completely still.<<set $hit += 1>><</if>>
You don't have time to relax as another tah jumps at you from behind, almost toppling you over. Shaun appears at your side, helping you to fend it off.<<set $health -= 2>>
<<else>>When you realize you are dallying too long, you decide to improvise. You rush forward, striking at the tah that has just readied itself for a jump.
<<if $str gt 7 or ($str gt 5 and (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)))>>Your strike is clean. It hasn't even realised it is dead when its head rolled on the ground. You have just enough time to react before its compatriots notice the tah's death and rush at you. Shaun also soon joins your side, so you aren't hurt much in the end<<set $health -= 4>><<else>>The creature lets out a loud wail, and you hurry to finish it off. Still, it has attracted attention, and the next moment you have to desperately fend off several aggressive felines at once. <<if $have_pets is 0>>Shaun joints in to help, but still, your clothes are soon ruined by both their claws and your blood<<set $health -= 10>><<else>>Good thing you aren't alone.
$pet1 is at one of the felines' heels, biting at its hind legs like there is no tomorrow. The creature hisses and swats her away, sending the paca puppy stumbling.<<if $have_pets gt 1>> Her brother abandons his attempts to catch its tail in his mouth and rushes at her side.<<set $health -= 4>><<else>><<set $health -= 6>><</if>>
This small distraction is all you need to get your bearings.<</if>><</if>>
<</if>><<case 4>>Shaun gives you a thoughtful look. "If you are certain." You nod silently and grip your weapon tighter.
Three tahs jump at you simultaneously. <<if $int gt 6>>You turn your body just enough to let their attacks interrupt with each other, giving you a leeway to evade.<<elseif $agi gt 6>>You are concentrated to the point when the rest of the world ceases to exist. Still, you weave in between the attacks, evading them by a hair's breadth.<<elseif $per gt 6>><<set $health -= 3>>Your eyes track all their movements, yet your body fails to follow your thoughts at the sufficient speed. The sharp claws graze your skin, but you manage to avoid most of the damage.<<else>><<set $health -= 7>>You fend off one of them without much problem, but the others follow. One of the creatures collides with your body, sending you tumbling to the ground. The sharp teeth click dangerously close to your neck. You <<if $str gt 6>>throw it off immediately<<else>><<set $health -= 3>>strain to throw it off<</if>> while Shaun rushes to your side to hold back the other feline.<</if>>
<<if $end lt 8 or $fatigue gte ($max_fatigue - 5)>>Soon, you are breathing heavily, the tempo of the battle too much for you to follow.
Shaun throws you a concerned glance. "Are you sure you can manage?" His voice is surprisingly stable, no hint of fatigue creeping in. No, you aren't. You may have overestimated yourself.<<set $health -= 4>> With a moment to catch a breather, you reevaluate your options.
<<if $agi gt 7>>Tahs are fast, but in the battle of speed, you rarely lose. You don't hesitate to change your approach, pooling the remaining of your energy in the movement. You bait one of the animals to jump at you just to sidestep at the last moment. The other one rushes at you but you jump over it, changing the position of your body in the air and landing right atop of the third tah. Your $weapon plunges right through its neck, almost shattering the spine. You jump off the falling corpse and wipe the sweat from your brow.<<elseif $int gt 7>>You need to think of something. And fast. Your eyes dart around, mapping the forest in vicinity in your mind. A new plan quickly outlines itself. You make your movements more scarce, converving what is left of your energy. Each step you take is calculated, and Shaun goes along with your actions, easily understanding your intentions from the few breathless words you share. The intelligence oh tahs isn't nearly enough to understand what is going on until the five of them are in a complete mess, colliding with each other.
Shaun uses this opportunity to strike down at the closest one, his daggers cutting the creature's neck like large scissors.<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> Still, you don't miss the pained grimace on his face. And it isn't from wounds.<</if>>
<<else>><<if ($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)>><<set $health -= 7>>The mastery with which you wield your $weapon is your last saving grace. Otherwise, y<<else>><<set $health -= 11>>Y<</if>>ou are on a brink of collapse. If you don't do anything soon, you will be cornered and torn to shreds. Luckily, you aren't alone. <<if $have_pets gt 0>><<set $health += 2*$have_pets>>$pet1<<if $have_pets gt 1>> and $pet2 are<<else>>is<</if>> helping to the best of <<if $have_pets gt 1>>their<<else>>her<</if>> abilities, even if <<if $have_pets gt 1>>they<<else>>she<</if>> mostly can only distract. <</if>>Shaun is <<if $have_pets gt 0>>also <</if>>by your side, each of his movements graceful and filled with power. He mutters something again and his speed increases, allowing the priest not only to defend the two of you from the multiple opponents but also successfully counterattack. His breathing gets much rougher, but you also don't stay by the side, <<if $cha gt $str>>distracting the tah just enough for him<<else>>finding an opportunity<</if>> to land a killing blow.<</if>><<set $hit += 1>>
<<else>>After a while, you and Shaun are still mostly fresh, but the tahs' movements start slowing down. You don't waste your chance. You dash forward, your $weapon raised and ready to strike. <<if $str gt 7>>It cleaves cleanly through one of the creatures side, almost slicing it in half. It struggles for about ten seconds before going still. You retract your weapon and hurry to assist Shaun in finishing the animal that jumped at him. Even tired, they don't seem intent on giving up. The madness of these lands drives them towards their deaths.<<set $hit += 2>><<else>>It doesn't cut as deeply as you hoped, so you yank your weapon away and land another blow at the agonizing creature's neck. This time, it goes completely still.<<set $hit += 1>><</if>>
<</if>><</switch>>You take a moment to catch your breath. You and Shaun have finished <<if $hit is 1>>one<<else>>two<</if>> of the creatures, but the others remain. Battered, but no less ferocious.
[[♢ Go all in. If you can land a clean blow, the target won't stand up again.|Departure 31][$attack = 1]]
[[♢ Drag this even more. The tahs won't retreat, so it would be much easier when they are more tired.|Departure 31][$attack = 2]]
[[♢ You can wind them even more without wasting much of your energy.|Departure 31][$attack = 3]]<<nobr>>
<<set $hit to 3 - $hit>>
<</nobr>><<switch $attack>><<case 1>>You take a deep breath and rush forward, your $weapon on the ready. The tah<<if $hit gt 1>>s<</if>> don't shy away from the challange. <<if $agi gt 6>>Still, you are nimble enough to evade all <<if $hit is 1>>its<<else>>their<</if>>advances before you<<else>>The sound of your skin ripping forces you to wince <<if $have_pets gt 0>>but your pet$plural rush forward to help. It allows you to<<set $health -= 4>><<else>>yet you persevere. With clenches teeth, you<<set $health -= 8>><</if>><</if>> land your own strike.
<<if $str gt 7>>The force of it sends the tah crashing to the ground. You follow, cutting its throat clean. Blood splutters on your hands as well at the blade of your $weapon, but the crature ceases to breathe immediately.
<<else>>The wound is messy but not lethal. The creature bares its fangs in a growl before rushing at you with the same vigour as before. You barely evade the fate of being toppled to the ground and hit again and again and again. Soon the grass around is covered in blood, both the tah's and yours. Still, your emerge vistorious from this messy fight.<<set $health -= 7>>
<</if>><<set $hit -= 1>><<case 2>><<if $end gt 7 and $fatigue lt ($max_fatigue - 5)>>You hold on pretty well. You try to mostly stay in place, warding off the attacks rather than fighting actively. Tahs, on the other hand, jump and rush and circle, so no wonder one of them is the first to make a mistake.<<set $hit -= 1>>
The animal's lunge is too wobbly, you notice it <<if $per lte 6>>almost <</if>>immediately. With no further ado, you attack. The sharp blade slices right through the creature's stomach and it lets out a pained cry. <<if $have_pets gt 0>>$pet1<<if $have_pets gt 1>> and $pet2<</if>> immediately rush$multi22 towards its wobbling form, <<if $have_pets gt 1>>their<<else>>her<</if>>small yet sharp teeth tearing into the flesh. You don't even have to make a move to finish it off.<<else>>You immediately rush to finish it off<<if $hit is 1>>, but the other tah jumps at you again. You <<if $agi gt 6>>evade fluently<<elseif $str gt 6>>push it away<<else>><<if $end gt 6>>hiss<<else>>cry out<</if>> in pain but persevere<</if>> and finish your intended action<</if>>.<</if>>
<<else>>You clench your teeth, chasing away the fatigue that clouds your mind. You have to persevere. You can't falter now.<<set $health -= 4>>
A movement at the corner of your eye catches your attention. You jerk your head to the side and barely manage you raise your $weapon to block the teeth that aim to tear off your throat. <<if $weapon is "dagger">>Still, they graze your skin a little. <<set $health -= 1>><</if>><<if $str gt 5>>You push the tah back forcefully<<else>>You struggle to push the tah back. It growls lowly, bit eventually you manage. But the claw marks on your chest remain<<set $health -= 6>><</if>>.
You can't continue like this. You are too tired already.
You trace the creatures with your gaze, your eyes alert. One of them wobbles slightly with each step, the skin of its paw torn and bloodied. It tries to maintain the same nimbleness as before, but the weakness is apparent. Especially as the fatigue weighs on each of its movements.
You <<if $agi gt 6>>evade<<else>>redirect<<set $health -= 1>><</if>> another ludge, steadily moving towards the most wounded tah.
Even when limping, the feline doesn't loose its agressiveness. It jumps at you the very moment you inch close, its teeth bared. This is exactly what you were waiting for.
You swing your $weapon, <<if $weapon is "dagger">>plunging the sharp blade in the open chest <<if $str gt 6>>up to the hilt <</if>>and <<if $agi gt 5>>dodge the claws that it swings at you<<else>>hiss as the sharp claws leave bloody gashes just under your collarbones<<set $health -= 5>><</if>>.<<elseif $weapon is "axe">>and send it stumbling to the ground, an indent left it its chect cavity.<<else>>piercing it deep into the open chest.<</if>> The tahs crumples on the grass lifelessly, and you exhale.<<set $hit -= 1>>
<</if>><<case 3>>You consider your options.<<set $hit -= 1>> \
<<if $int gt 7 or $per gt 7>>Ideas soon fill your mind, so you choose the one that has the highest chance of success.
You have observed the tahs long enough to roughly understand their pattern of movements. And considering they are clearly creatures that lack intelligence, this is a glaring weakness you can concentrate on. Now, the next step is to act upon your inferences.
What is the most eye-catching is that the preferred attack of these animals is by jumping on their prey. And in the air, they are the most vulnerable. \
<<if $weapon != "dagger">>When you get a moment, you take out the dagger from your backpack. Your very first weapon in this world... Also more suitable than your $weapon for what you have in mind.
So the next time the tah jumps at you, you act. You roll to the side, hurling the dagger at its exposed stomach. <<if $agi lt 7>>Your aim is slightly askew, but its enough to interfere with the trajectory of the lunge. You rush to the rolling feline, aiming to finish it off before it regains its bearings.<<if $hit gt 0>> The other tah rushes to intercept, its sharp teeth biting at your calf, but you manage to shake it off for the time being.<<set $health -= 5>><</if>><<else>>It embeds itseld deep into the chest, fracturing the ribs with a distinct sound. A faint wheezing noise escapes the creature as it tumbles helplessly to the ground. You may have damaged its lung.<<if $hit gt 0>> You make a move to end its suferings when the other tah rushes at you again. You easily evade its advance and reach your target.<</if>><</if>> You crouch beside the wounded creature and <<if $weapon is "axe">>chop its head off<<else>>slice its neck open<</if>>.
<<else>>You follow the attacks with your gaze, each of your steps precisely calculated. You wait for a opportunity.
And soon, it arrives.
The tah soars in the air, its yellow eyes trained to your open neck. You don't have much time to think as you fling your body to the ground, your $weapon risen above your head. <<if $str gt 7 or ($str gt 4 and $dagger_mastery gt 1.5)>>It plunged deep into its chest, crushing the ribs and eliciting a desperate meow from the feline. You press futher and feel the sharp tip piercing the heart. Immediately, you forcefully rip your weapon away and roll to the side.
<<if $agi gt 6>>Just in time: another tah lands where you were mere moments ago, its outstrethced claws leaving traces on the ground.<else>>Not quick enough though: your hand it pirced with blinding pain as another tah lands beside you, one of its paws pressing on your forearm. You endure the agony and manage to free your limb, but it is unbearable to move it even slightly. You might have a bone or two broken.<<set $health -= 10>><</if>><</if>>
<</if>><<elseif $end gt 7 and $fatigue lt ($max_fatigue - 5)>><<set $attack to 2>><<goto "Departure 31">>
<<else>>You try to minimize your movements as the battle drags on. Still, it isn't easy. \
<<if $agi gt 7>>You are quick on your feet, but it means you swirl around a lot in evasions, feinting and occasional jumps.<<if $str gt 6>>At least each of your attacks knocks the breath out of the creature<<if $hit gt 0>>s<</if>>. It allows you to kill off another one while suffering only minor injuries.<<set $health -= 4>><<else>>And although your attacks aren't strong anough most of the time, you manage to land several successful ones. Even though with some hurdles, you manage to kill off another tah. Eventually.<<set $health -= 8>><</if>>
<<else>>Not many useful thoughts linger in your mind. You struggle to keep up, but <<if $str gt 7 or ($str gt 4 and (($weapon is "axe" and $axe_mastery gte 1.5) or ($weapon is "dagger" and $dagger_mastery gte 1.5) or ($weapon is "sword" and $sword_mastery gte 1.5)))>>each of your attacks are powerful. Eventually, you manage to kill another tah while suffering only minor injuries.<<set $health -= 4>><<elseif $cha gt 7>>your attacks are tricky and you eventually kill another tah while suffering only minor injuries.<<set $health -= 4>><<else>>even though you don't have much advantage in this fight, you eventually manage to kill another tah. Still, you suffer a deep would on your thigh.<<set $health -= 12>><</if>>
<</if>><</if>><</switch>><<if $hit gt 0>>Only one opponent remains. You are both at your last breaths, but niether has an intention to give up.
<<if $have_pets gt 0>>Your pet$plural come$multi2 to be of much help at this moment. <<if $have_pets gt 0>>They<<else>>She<</if>> interfere$multi2 with the tah's movements, throwing <<if $have_pets gt 0>>their bodies<<else>>her body<</if>> in its way. A small distraction considering <<if $have_pets gt 0>>their<<else>>her<</if>> size, but a distraction nonetheless. It suffices. Soon, you plunge your $weapon through the back of battered creature's neck.
<<else>>Still, the subsequent battle doesn't last long. After several exchanges and a few additional wounds on both parts, you <<if $weapon is "axe">>land a crushing blow on its skull<<else>>plunge the blade of your weapon through its chest<</if>>. You add an additional attack just to be sure. After this, the tah surely breathes no more.
<</if>><<set $health -= (6 - 2 * $have_pets)>><</if>>You slump to the ground, <<if $health lt ($max_health - 10)>>both in pain and <</if>>drained of energy.<<if $have_pets gt 0>> Your pet$plural scurr<<if $have_pets is 1>>ies<<else>>y<</if>> to your side and you bury your hand$plural in <<if $have_pets gt 1>>their<<else>>her<</if>> now coarse fur, muttering quiet words of gratitude. If not for $pet1<<if $have_pets gt 1>> and $pet2<</if>>'s help, you would have suffered even more.<</if>>
<<set $fatigue += 5>><<link "♢ A sigh of relief.">>
<<run setup.afterKill("Departure 4")>>
<</link>>Finally, the battle seems to come to an end. You <<if $holiness lt -3>>curiously <<elseif $holiness gt 3>>clench your teeth as you <<elseif $pers is "ap">>detachedly <</if>>observe the aftermath of the animals' attack. Grass that was lush green before is now mostly colored in red.<<if $holiness lt -5 and $insanity gt 0>> You reach your hand, smearing some of the liquid that is yet to dry on your fingertips. You raise it above your head, smiling at how it glistens in the sunlight.
You a snapped out of your contemplation when the movements around become considerably more active.<</if>>
Surprisingly, you see a pair of protectors finish extinguishing fire at blossomed on a particular heap of broken tree branches. You wonder what has caused it.
Everyone gathers together, inspecting the wounds and losses. Maria and the other priestess distribute healing potions to everyone present.<<set $medicine.push("healing potion")>>
<<if $priest_f gt 5>>"Are you okay?" Shaun looks over you worriedly as he slowly gets up from the questionably comfortable ground, not minding his own injuries.<<if ($max_health - $health) gt 14>> Although to be honest, he is doing much better.<</if>><<if $like_priest>> You can't help the light blush that creeps onto your cheeks, his concern stirring a warmth in your stomach. Or are those butterflies?<</if>>
<<if $touch_averse is false>>He offers you a hand as you stand up yourself<<else>>He makes a move to help as you stand up yourself, but ultimately refrains from doing so.<</if>>.
[[♢ You smile back reassuringly. "I'm fine, don't worry."|Departure 5][$reaction = 1]]
[[♢ "I'm fine. What about you though?"|Departure 5][$reaction = 2; $priest_f += 1]]
[[♢ You wave his concerns away. You don't need him mothering you.|Departure 5][$reaction = 3; $priest_f -= 1]]
<<if $like_priest>>[[♢ You blush even harder at his attention and manage a nod.|Departure 5][$reaction = 4; $priest_a += 1; $bold -= 1]]
<<else>>[[♢ You blush at his attention and manage a nod.|Departure 5][$reaction = 4; $priest_a += 1; $bold -= 1]]
<</if>>[[♢ You wink. "I am. All thanks to my guardian angel."|Departure 5][$reaction = 5; $priest_a += 1; $bold += 1]]
[[♢ You smirk. "Don't worry. You played your role as my protector wonderfully."|Departure 5][$reaction = 6]]
<<else>>With a sigh, you climb back to your feet. Your gaze sweeps around the group before landing on one of the knights. \
<<include "Departure 5">>
<</if>><<nobr>>
<</nobr>><<if visited() is 1>>Even when most of his companions retreat into their tents, Shaun still lingers near the fire. His mind, never at peace during the last several weeks, is more tumulous than ever before.
He has indeed much to ponder about. When his teacher summoned him to speak privately, he didn't think much of it. The cardinal wasn't concealing the fact that she expects him to inherit her position. But the stern look at his teacher's usually tranquill face made an uneasy feeling creep into his gut.
The subsequent conversation did nothing to ease Shaun's mind.
Teacher Aria was never a straightforward woman, but this time, her words just left her only student more confused than before the meeting. She spoke of prophesies, old and new. Of the Outer Gods and their history with Creator. Of the imminent changes that will happen in the world sooner than she hoped.
But when Shaun asked for the details, she only brushed him off with meaningless 'It's not the time'. Still, he could see the worry in her dark eyes.
When he was passed the instructions about this mission, all that was mentioned in the papers was that God passed a message. They want Their followers' assistance more than ever before. What is the source of danger, what measures should they take, what exactly to look out for — no information altogether.
Is it because he is just a regular priest? Even though his teacher is one of the upper echelon of the Church? What demands such secrecy?
Shaun frowns subconciously. He knows he shouldn't doubt either teacher Aria or other leaders. But he can't help but wonder. What does this imply for the world's future?
[[♢ Next|Interlude Shaun]]
<<else>>Shaun sighs, forcing his thoughts out of the loop. He can't get knowledge from thin air. He will patiently wait for the moment what his teacher deems appropriate to tell him the truth.
His mind wanders at the recent events. When departing for his investigation of the Cursed Lands, he never expected to meet a $person there. $They $were <<if $health_before_meet lt 20>>barely standing, covered in wounds and blood most of which must have been $their own<<elseif $health_before_meet lt 50>>battered, but still standing tall<<else>>not as battered as one would expect a person wandering these lands alone to see<</if>>, $their eyes <<switch $pers>>
<<case "ass">>full of unyielding determination\
<<case "cal">>surveying the surroundings in silent vigilance\
<<case "opt">>bright as the twin stars\
<<case "ap">>still as ice\
<<default>>burning with fire\
<</switch>>.<<if $initial_attr gt 2>>
And beautiful. A fleeting thought that had Shaun reeling, his eyes snapping back to the stranger's figure with more intensity than politeness requires. He had to forcefully clear his mind.<</if>>
The first thing the priest did was of course activating his blessing and taking a look at the $person. The thing that had him immediately lose part of his weariness was the familiar sight of a soul. If it were a corrupted creature masquerading as a human, it wouldn't have any.
<<if $holiness gte 7>>And Creator, what a pure soul it was. The white halo radiated from the $person, an attestation of $their purity. Even among the priests one can rarely meet someone of such a high moral standing. No wonder Shaun passed $them an invitation to join the Church despite knowing so little about $their origin.
<<elseif $holiness gte 3>>It was a pleasant sight. Although not overly bright, the soul in his eyes was purer than most. Being near such people has always put Shaun at ease.
<<elseif $holiness gt -3>>An average person indeed. $They didn't seem to possess any outstanding moral values, but niether was $their soul tainted with the darkness the amoral actions bring.
<<elseif $holiness gt -7>>An unconscious frown crept upon his face. The soul in Shaun's field of vision was full of blemishes, darkness creeping from the edges, threatening to color it black. $They aren't past the point of no return yet, but such a sight doesn't speak well of $their character.
<<else>>The frown immediately settled in his features. The sight before his eyes was uneven blackness. How much evil has this $person commited? Shaun's nails dug into his palms as he forced himself to not judge $them harshly. After all, he knows too little about the circumstances $they $were in. But still... It wasn't easy to look at $them without prejudice.
<</if>>
<<if $insanity gt 3>>But, there was something else he couldn't help but notice. The color of the $person's soul was too dull, lacking the expected vibrancy. Shaun frowned, trying to remember where he has seen something similar. Yet the memory eluded him then.
Now though, in a more peaceful enviroment, it recurfaces in his mind.<<if $priest_friendship gt 5 or $priest_attraction gt 3>>The concern that floods him is surprising even to the man himself.<</if>>
Once, he has accompanied his teaches in her visit to the mental hospital. An asylum. A trully saddening sight, people whose actions aren't guided by their own will. And each of their souls barely has any colors recognizable, so dull they were.
$name's is nowhere near this level, but the signs are concerning indeed. Shaun falls in a brief silence, concidering how to bring it up. He contemplates consulting with his teacher. She was always much better at healing than he was.
He takes in a deep breath, shifting this problem for the time after they are back to the civilization.
<</if>>As for $name $themself... <<if $priest_a gt 5>>Shaun suppresses a blush. Stunned at his own reaction, he quickly redirects his train of thoughts.
<</if>><<if $tell_surname>>$name $surname. A noble? <</if>>$They claimed to <<if $told_amnesia>>have lost $their memories. Shaun isn't sure if he believes $them<<if ($weakness is "awkward" and $cha gte 8) or $cha gt 5>>, but he didn't see any deceit in $their expression at the time. After all,<<else>> and the tale $they spun lacked proper conviction, but<</if>> in this world, everything is possible.
<<elseif $told_otherworlder>>not be from this world at all. A tale almost everyone else would find impossible to believe, but Shaun is a student of Blessed Aria, a cardinal. He has access to more resources than even some bishops. So he read the tales. If this $person $were lying, $their sources of information must be top notch.
Still, nobody has seen otherworlders for centuries...
Shaun's mind wanders back to the bits and pieces of information his teacher shared. If $they really $are who $they claim$multi to be, could it be related to the danger she spoke of? He has so much more questions than answers.
<<elseif $told_joke_normal and $suspicious_of_bluff is false>>have lost their group in the Cursed Lands. It was incredibly reckless to wander in here in the first place, but Shaun can understand. There are many reasons people resort to such actions: curiosity, greed, thirst for risks and adventure...
But it is sad that so many lifes are lost in result.
<<else>>have lost their group in the Cursed Lands. Still, something in this story feels off. Shaun can't determine what $they $are lying about, but $they certainly are. He just hopes it is nothing dangerous. But what are the chances? $They $were found in the place full of corruption just when the Church's upper echelons are concerned about something that might very well be ralated to the Outer Gods.<<if $priest_friendship gt 5 or $priest_attraction gt 3>> And yet Shaun can't help but hope $their secret is just something that is painful or embarassing to tell. He doesn't want $them to be a threat.<</if>>
<</if>><<if $saw_temple>>$name, yes. $They accompanied his group at the last outing.<<else>>But there are other matters to consider.<</if>> The abandoned temple his group encountered, although lacking any noticable danger, has considerably rattled them all. But Shaun especially. Each time he thinks about the Outer Gods and all their evil deeds, he is flooded with quiet rage. These vile entities care not for the lives of the people. If not for the Creator's benevolence, Them protecting Their creations even while asleep, humanity would have ceased to exist centuries, if not millennia, ago. And he can't let any of the tragedies of the past happen again. All people deserve a peaceful existence. Without the dark fires burning down the cities, with the bright sun in the sky above.
"Let God watch over us all," Shaun mutters quietly, bringing the sacred symbol piously to his lips.
His gaze returns to the steadily burning flames.
//[[♢ End of the interlude|Departure]]<</if>><<if $priest_f gt 5>><<switch $reaction>><<case 1>>Shaun exhales in relief. "It's good to hear."
He then turns around to look at the rest of the group. "\
<<case 2>>Shaun smiles gently<<if $max_health - $health gt 14>>, although concern doesn't disappear from his gaze<</if>>. "I'm mostly uninjured, but thank you for asking.
He then turns around to loot at the rest of the group. "\
<<case 3>>Shaun frowns at your dismissive attiture, but drops the topic. "\
<<case 4>>"It's good to hear."
Shaun either doesn't notice or politely ignores<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> (the latter. It's definitely the latter)<</if>> your bashful reaction. He lets out a sight as his gaze swoops around the two of you. "\
<<case 5>>Shaun seems to understand what you meant even though you weren't sure the term 'angel' won't be alien to him. He blushes strongly, lowering his gaze.
"A-anyway, I'm glad to hear you are feeling well. \
<<case 6>><<if $max_health - $health gt 14>>Shaun looks over your form with some doubt.
"If you say so..." He relents eventually. <<if $priest_a gt 4>>Still, his cheeks redden slightly.<<set $priest_a += 1>><<else>>Your joke is completely ignored.<</if>> "\
<<else>>Although Shaun doesn't seem completely convinced, he still nods. <<if $priest_a gt 4>>You notice his cheeks reddening slightly.<<set $priest_a += 1>><<else>>Your joke elicits no reaction altogether.<</if>> "\
<</if>>
<</switch>>I will go check if anyone needs my help."
He smiles at you <<if $reaction is 5>>bashfully <<elseif $reaction is 4 or $priest_attraction gt 4>>gently <</if>>one more time before hurrying to approach one of the knights. \
<</if>>His leg looks badly mutilated, the white bone visible from under the uneven layers of flesh. Blood constantly trickles down from the gruesome wound.<<if $holiness gte -3 and $pers != "ap" and $pers != "ass">> You turn away quickly, fighting away sudden nausea.<</if>>
You spend some time cleaning your weapon from the tahs' blood before sheathing it back.
In about ten minutes, the group is finally ready to depart. Ciel looks visibly relieved when the healed soldiers fall back into formation. This whole time they were stalking around your location, looking for any other threat that might suddenly emerge.
Hazel catches your gaze and mouths: 'Worrywart'.
[[♢ You chuckle.|Departure 6]]
[[♢ You frown at her. The captain has every right to worry.|Departure 6]]
[[♢ You roll your eyes internally and ignore her.|Departure 6]]<<nobr>>
<<set $fatigue += 1.25>>
<<set $hours_lived -= 5>>
<<if $fatigue gte $max_fatigue>><<set $fatigue to ($max_fatigue - 0.25)>>
<</if>>
<</nobr>>The remaining part of the journey is surprisingly peaceful. Ciel doesn't seem to believe you are this lucky until the very end.
You know that you've arrived at your destination when you see bright lights ahead, especially conspicuous with how the sun inches closer to the horizon with every passing minute.
"The post!" Someone announces happily. Even though everyone is tired, the travelers' pace subconciously quickens. You<<if $pers is "ap" or $pers is "calculating">>, surprisingly,<</if>> are no exception.
No long after, you step foot on a solid stone of a road. It starts from nowhere at some point in time and leads to the cluster of houses that can hardly be even called a village. The most noticable building is a watch tower of at least six storey high. It is build of solid stone while all the houses around are just wooden.
"As it is necessary to keep an eye on the Cursed Lands' situation, several guards are constantly present at the post," Shaun seems to notice your curiosity as he comments. "And as the assignment takes from ten to twenty years, some bring their families with them. As there usually isn't much danger: the corrupted creatures can't leave these grounds, it is allowed. This way, the small settlements are build around the watchtowers."
When you enter the village, you are greeted by a deserted street. Nobody seems to pay attention by the lack of residence as Ciel determinedly leads everyone to the central square.
It is surprisighly spacious, paved with the same rough brown stone as the previous road. In the middle of the square, there is a large symbol drawn with the white paint. Either the paint is renewed every once in a while, or there is magic in place with how immaculate each line looks.
When you approach, you recognize it: the priests wear the same insignia on their chests.
"Enter the formation," Ciel commands. Everyone seems to be used to such proceedings as they cluster in the drawing's confines.
You hesitate, but eventually follow. <<if $int gt 5>>Is in another portal, like the one you used to escape the labirinth?<<else>>What could its purpose be?<</if>>
Shaun and two other priestesses as well as the captain themself kneel at the corners and place their palms at the pained bricks. Slowly, the white glow begins to spread across the lines. Then, the familiar whiteness.
[[♢ You shut your eyes tight.|Arrival][$reaction = 1]]
[[♢ You squint, trying to discern something among the blinding lights.|Arrival][$reaction = 2]]
[[♢ In panick, you grab at the nearest person's hand.|Arrival][$reaction = 3]]A few moments later, your surroundings return to normal. <<switch $reaction>><<case 1>>You cautiously open your eyes.
<<case 2>>You blink several times, chasing away the dark spots clouding your vision. Alas, the light around didn't allow you to discern anything — if there was something at all.
<<case 3>>You <<if $touch_averse>>quickly<<else>>slowly<</if>> release the grip of your fingers on Daniel's sleeve. Slightly embarrased, you turn away from the man. He pretends he noticed nothing.
<</switch>>
The first thing that assaults you is the noise. A lot of different sounds, to be exact. Many people in different attires mull about, chatting with acquaintances, barganing at the stalls that line up at the sides of the large plaza you yourself in, laughing and arguing... The bustling life leaves you <<if $weakness != "awkward">>almost <</if>>dizzy all of a sudden.
You take in a calming breath and observe your surroundings more attentively.
Your group is separated from the street by the large glass window that takes up the whole front wall of the room you appeared in. It doesn't ward off any noise from the outside though. It seems to be used as a receiving point of the teleportation: besides the one you appeared at, there are three more identical symbols on the floor. But they aren't drawn. Instead, the lines consint of small white tiles while the other parts of the floor are covered with the black ones.
Beside your group, the room is empty. There doesn't even seem to be anyone controlling the transportations.
Ciel surveys the group, a rare smile tugging at their lips. "The expedition is over," they announce formally. You can almost see the tension dissipate from the protectors' postures. "We'll drop by the barracks to leave the equipment there, and then you all can have three days of. Although I'll be still expecting your reports by the time you return to your duties."
The murmours follow, but nobody objects their orders out loud. Still, the soldiers don't leave yet, their gazes focused on the priests — the target of their protection — until they are officially dismissed.
<<if $priest_f gt 7 or $priest_a gt 5>>Shaun's gaze flickers toward you in what seems like concern before he addresses them, "We'll follow you to the cathedral."
Then, he turns towards you. \
<<else>>"We'll follow you to the cathedral," Shaun addresses them with a mild smile. Then, reluctantly, he turns towards you. \
<</if>>"Do you have a place to stay in the Golden City?"
The name is alien to you, but you can <<if $int lt 6>>barely <</if>>deduce it is what the capital you were heading to is called.
[[♢ You shake your head silently.|Arrival 1][$reaction = 1]]
[[♢ "Uh, no," you smile awkwardly.|Arrival 1][$reaction = 1]]
[[♢ "Regrettably, no," you answer calmly.|Arrival 1][$reaction = 1]]
<<if $told_otherworlder or $told_amnesia>>[[♢ You give him a slightly irritated gaze. You already told him your story; why does he ask such a stupid question?|Arrival 1][$reaction = 2]]
[[♢ "Obviously not," you snap.|Arrival 1][$reaction = 3; $priest_f -= 1]]
<<else>>[[♢ You glare, but reply with a 'no'.|Arrival 1][$reaction = 3; $priest_f -= 1]]
<</if>><<if visited() is 1>><<switch $reaction>><<case 1>>Shaun nods, accepting your reply. \
<<case 2>>Shaun smiles somewhat awkwardly. "Yes, sorry. Of course you don't<<if $told_amnesia>> know<</if>>." He nods to himself. \
<<case 3>><<if $priest_a gt 5 or $priest_f gt 14>>For a moment, Shaun looks hurt. He frowns slightly<<else>>Shaun frowns slightly at your rudeness<</if>> but proceeds to speak. \
<</switch>>"I would hate to see you spend this night without a roof over your head." <<if $priest_f lt 0 and $priest_a lt 4>>His voice is a picture of politeness.<<else>>The worry in his voice <<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>is<<else>>seems<</if>> genuine.<</if>> "Here, take it," he ruffles through his clothes and takes a heavy-looking leather pouch from an inner pocket. When he opens it, you see that it is full of silver coins with a few gold ones. <<if $gold gt 0>>The latter are a perfect copy of <<if $gold gt 1>>those<<else>>the one<</if>> you've found in the labyrinth. Not as old though.<</if>> All of them sport an image of a crowned woman with long curly hair on one side and a drawing of a griffin with its wings spread on the other.
While you study the coins, Shaun counts thirty silver pieces and drops them in another pouch Maria helpfully offered. Then, he hands it to you. "Here, it should be enough for a few nights' stay and proper meals.<<if $priest_f gt 3 or $priest_a gt 5>> You should rest properly."<<else>>"
"You should rest properly," the priestess adds with a friendly smile.<</if>>
[[♢ You hurry to speak in slight embarrassment. "You don't have to!"|Arrival 1][$reaction = 1]]
[[♢ '"Thank you, but you don't have to go this far. You have helped me a lot as it is."'|Arrival 1][$reaction = 2]]
[[♢ "I'll repay it." You hesitate before accepting. You need all resources you can get before you understand your circumstances better.|Arrival 1][$reaction = 3]]
[[♢ "Thank you," you smile in sincire gratitude, accepting the money.|Arrival 1][$reaction = 4]]
[[♢ "Thank you," you fake a smile, accepting the money.|Arrival 1][$reaction = 4]]
[[♢ You nod and take the pouch without much ceremony.|Arrival 1][$reaction = 5]]
<<else>><<switch $reaction>><<case 1>>Shaun gently presses the pouch into your hands. "I insist."
<<case 2>>Shaun smiles gently and presses the pouch into your hands. "It's only natural to help those in dire circumstances."
<<case 3>>Shaun shakes his head. "It's a gift. You don't owe me anything."
<<case 4>>Shaun smiles gently in return.
<</switch>>The small leather bag isn't very heavy. <<if $gold gt 0>>You remind yourself to later add your own gold to it. Such coins seem to also be in circulation.<</if>><<set $gold += 3.0>> You place it in an inner pocket of your own robe.
<<switch $pers>><<case "ap" "imp">>"Where do you suggest I stay?" You ask directly\
<<case "cal" "ass">>"Any places you would recommend for a night's stay?" You ask carefully\
<<case "opt">>You glance out of the window. "Any places you recommend for a night's stay?" You ask lightly\
<</switch>>, your gaze swiping across the people present. Almost immediately, you receive several recommendations, but Hazel's voice is the loudest. "'Fox's Tail'! You'll regret staying anywhere else!"
You spot Ciel and several other protectors nodding slightly. Shaun, on the other hand, looks somewhat lost. He opens his mouth to speak several times but gives up eventually.
'Fox's Tail' then. This place has received the best reccomendations from your travelling companions. You inquire about the detailed directions and Hazel gladly explains the route to you. It should be about a fifteen minute walk if you aren't in a hurry.
You thank them for all the help, previous and current. You are first to exit the building.
The noise around immediately intensifies. You are forced to push through the bodies to follow in the direction you need. There seem to be more going out and about than you expected.
Even though the sky has already turned completely dark, the plaza and the surrounnding roads are lit brightly with the abundant street lamps and the individual illumanations on some buildings. People mostly walk on foot, but you also spot several horses and carriages passing by.
<<if (($weakness is "awkward" or $weakness is "health") and ($str lt 8 and $end lt 8)) or ($weakness is "will" and $cha lt 8)>>[[♢ You are swept with the crowd. When you regain your bearings, the plaza is nowhere to be seen.|Lost before inn]]
<<elseif $weakness is "memory" and ($int lt 8 and $per lt 8)>>[[♢ It's only after a while that you realize that you've messed up the instructions in your head.|Lost before inn]]
<<elseif $weakness is "alcohol" and ($int lt 8 and $per lt 8)>>[[♢ Your gaze lingers at the bar at the neighboring road. Before you know it, you've veered off course, your surroundings completely unfamiliar.|Lost before inn]]
<<else>>[[♢ You weave through the crowd, and soon after, you see the sign you are looking for.|Inn]]<</if>>
<</if>><<if visited() is 1>>The inn is distinguished from the buildings around by numerable painting of foxes scattered across the pale yellow outer walls. The door is of red wood, with the handle in the form of the same animal's snout. The building itself is three storey high, with the pitched roof. The tiles are, without a surprise, also red.
The warm light spils from the matt windows. A muted conversation and occasional laugter can be heard coming from the inside.
You are suddenly hit by all the fatigue from the previous days, both physical and mental. You almost can't believe you'll be able to sleep on a normal bed, not on a rough stone or in a tent in a dangerous wilderness. You take in a deep breath, tuning yourself to do the last mission of today: to book a room. You sincerely hope there is at least one available.
[[♢ You push the door of the inn open.|Inn]]
<<else>>You are hit with the warm air and the multitude of smells. The latter makes your stomach churn: the last decent meal you had was in the morning, and you've travelled the whole day with just consuming an occasional snack.
You look around the inn's interior curiously. The room is spacious, with many small tables placed at a moderate distance from one another. There are only a dozen or so people seated in separated groups.
At the opposite side of the room, there is a bar counter with the only person looking like an emoployee leaning on it with a bored expression on her face. The woman looks to be in her late fifties, with dark skin with distinct wrinkles. She wears a plain dress and a white scarf on her head. She doesn't even look in your direction, as if the gentle chiming of the bell that rang the moment you opened the door didn't reach her ears.
You cross the hall, stopping just before the counter.<<if $have_pets gt 0>>$pet1 <<if $have_pets gt 1>>and $pet2 <</if>>plop$multi2 down at your feet. $pThey $pare no less tired than you are. The animal<<if $have_pets gt 1>>s'<<else>>'s<</if>> breathing$plural $pare heavy, $pthem tongue$plural dangling outside $pthem mouth$plural.<</if>>
[[♢ You clear your throat. "Good evening."|Inn 1][$reaction = 1]]
<<if $personlaity != "ap">>[[♢ "Hello," you greet cheerfully.|Inn 1][$reaction = 1]]
<<else>>[[♢ "Hello," you greet with a smile.|Inn 1][$reaction = 1]]
<</if>>[[♢ You lean against the hard wood. "Any rooms available?"|Inn 1][$reaction = 2]]
[[♢ You prop yourself on one of the bar stools. "Not even a greeting for the customer?"|Inn 1][$reaction = 3]]
<</if>><<set $per to 10>><<if visited() is 1>>You look around <<if $pers is "imp" or $pers is "opt">>frantically <</if>>, trying to recreate your previous route. <<if $int gt 4>>There should be more people near such a big plaza, shouldn't there?<</if>><<set _way to true>>
<<if (($secondary_skill is "tactics" and $int gt 5) or $int gt 7) and $weakness != "memory">>You lean against the wall and focus on your memories. Slowly, your recent path outlines itself in your mind. You exhale slowly and push agaist the rough bricks. You know where to proceed next.
<<elseif ($weakness != "awkward" and $cha gt 5) or $cha gt 7>>You approach one of the passersby and put on a charming smile. It doesn't take long for a woman not only point you the correct way towards the inn you are looking for — she even volunteers to show you the way herself. You don't turn away her good intentions.
<<elseif ($cha gt 3 and $weakness != "awkward") or $cha gt 5>>You approach one of the passersby and ask for the direction to the inn you are looking for. A friendly woman helpfully supplies you with the new route.
<<elseif $per gt 7>>You stop and observe. Soon, you spot a group of people with similarly worn from the road clothing. You inch closer, and when a name "Fox's Tail" is mentioned, you know your hunch wasn't wrong. You just have to follow them and your destination will be reached without further issues.
<<else>>Your attempt to retrace your steps only leads to a deeper confusion. The road you walk on becomes more deserted, the lights scarces. Somehow, you seem to have left the prosperous areas of the city and wandered into the poorer ones.
You turn on your heels. It's better to return a bit and try another path. You have definitely whirred off course, and significantly.
<<if $per gt 6>>Suddenly, you notice a movement out of the corner of your eye. A figure walking right at you.
You step to the side, letting them pass, and quicken your own pace.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<<else>><<set _way to false>>Someone bumps into you and continues walking without apologizing. You don't pay the encounter much mind as you take another step forward. Then, you stop dead in your tracks, your hand reaching to check the leather pouch in your inner pocket. It is absent.
You are being robbed.<<set $gold -= 3>>
[[♢ Quickly chase after the thief.|Lost before inn][$reaction = 1]]
[[♢ Throw something heavy at the retreating figure.|Lost before inn][$reaction = 2]]
[[♢ Pursue them with the determination if not speed.|Lost before inn][$reaction = 3]]
[[♢ Shout at them to stop.|Lost before inn][$reaction = 4]]
[[♢ Just let it be.|Lost before inn][$reaction = 5]]
<</if>><</if>><<if _way>>[[♢ Soon after, you see the sign you are looking for.|Inn]]<</if>>
<<else>><<set _back to false>><<switch $reaction>><<case 1>><<set $fatigue += 0.75>>You dash after the retreating person<<if $have_pets gt 0 or $agi gt 7>><<set _back to true>><<if $have_pets gt 0>>. Your pet$plural $pare keen to give chase, surpassing even you in $her hurry. $pThey bite$multi2 at the escaping person's shin$plural, almost toppling them over. At the moment, you catch up to them and grab them — him — by his elbow.
<<else>>, your speed first matching and then exceeding theirs. His. You overtake the running thief and stop so abruptly the man whose face you can now barely see from beneath his hood barely manages to avoid another, more damaging collision. He wheers to the side but you grab him by his elbow.
<</if>><<if $holiness lt 0>>"Not so fast. I want my money back first," you place your other palm at the hilt of your $weapon<<if $insanity gt 2 or $holiness lt -3>>, a <<if $holiness gte -3>>deranged<<else>>sharp<</if>> smile tugging at your lips as if daring him to resist<<if $holiness lt -3 and $insanity gt 3>>. You crave to see his blood spilling<</if>><</if>>.
The man shudders under your gaze, but still hesitates to obey. You draw your weapon with deliberate slowness.
As the metal covered in dry blood glints under the uneven lights, he finally cracks. The thief quickly reaches to his pocket, taking out a pouch you immediately recognize.
"H-here," he says in a quivering voice. "I haven't gotten any more tonight. I swear!"
You roll your eyes, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"Scram," you command, and the man immediately starts running away. He doesn't turn back a single time.
<<else>>"Let's not escalate," you warn <<switch $pers>><<case "ap" "cal">>calmly\
<<case "opt">>with a bright smile\
<<case "ass">>sternly\
<<default>>with a frown\
<</switch>>. Yet your grip on the thief's hand is firm.
"Or what?" He demands with a feigned boldness. It's hard to take his braveness at a face value when his frantic gaze repeatedly slips to look at your weapon.
"I'd rather it didn't come to this," you sigh and weight your $weapon in your other hand.<<if $holiness gt 3>> You'd hate to harm him if something goes awry.<</if>> The silent threat hangs in the air for several seconds. Then, the man caves.
"H-here," he says in a quivering voice. "I haven't gotten any more tonight. I swear!"
You smile, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"You can go," you release your grip on his hand and the thief immediately starts running away. He turns back a single time to check you haven't moved to pursue him. Then, he disappears around the corner.
<</if>>More cautious of your surroundings, you turn on your heels and start walking at a quick but still restrained pace. You don't want to give an impression of running.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<<else>> yet they are too fast. You are only halfway through the alley when the thief already rounds the corner. When you reach the turn yourself, they are already nowhere to be seem.
You swear under your breath and slow down your running. You doubt you'll be able to catch up to this person even if you haven't lost the sight of them.
Dejected and with less money on your person, you turn on your heels, determined to leave this dangerous area until another accident happens.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<</if>><<case 2>><<set $fatigue += 0.25>>You dart your eyes around, looking for a suitable projectile. The search doesn't take long: there is quite a lot of debris laying about. You pick a decently heavy chuck of wood and hurl it at the running figure.
<<if $str gt 7>><<set _back to true>>It hits them in the back, with enough force to knock the person down yet not damage their spine.
You approach the crumpled figure in wide strides and croach in front of their — his — face. The man's features are contorted in a mixture of pain and fear. You <<if $holiness lt -3>>smile<<elseif $holiness lt 4>>look at him <<if $pers is "ap" or $pers is "cal">>impassively<<else>>in irritation<</if>><<else>>wince slightly<</if>>. "My money, please."
"W-what money?" He tries to feign ignorance. Poorly. You place your hand on your $weapon. <<if $holiness gt 3>>You don't really intend to use it, but you need the intimidation factor.<<elseif $holiness lt -3>>You won't hesitate to put it to use if needed.<<else>>You hope you won't need to use it.<</if>>
The thief caves quickly. "H-here," he says in a quivering voice. "I haven't gotten any more tonight. I swear!"
<<if $holiness lt 0>>You roll your eyes, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"Scram," you command, and the man immediately scrables to his feet. The adrenaline must have made his pain milder, considering how fast he's running away. He doesn't turn back a single time.
<<else>>You smile, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"You can go." The man immediately scrables to his feet. The adrenaline must have made his pain milder, considering how fast he's running away. He turns back a single time to check you haven't moved to pursue him. Then, he disappears around the corner.
<</if>>More cautious of your surroundings, you turn on your heels and start walking at a quick but still restrained pace. You don't want to give an impression of running.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<<else>>It collides with the cracked pavement sentimeters away from the target. Their speed only hightens in the face of danger.
<<if $have_pets gt 0>><<set $fatigue += 0.75>>You dash after the retreating person<<set _back to true>>. Your pet$plural $pare keen to give chase, surpassing even you in $her hurry. $pThey bite$multi2 at the escaping person's shin$plural, almost toppling them over. At the moment, you catch up to them and grab them — him — by his elbow.
<<if $holiness lt 0>>"Not so fast. I want my money back first," you place your other palm at the hilt of your $weapon<<if $insanity gt 2 or $holiness lt -3>>, a <<if $holiness gte -3>>deranged<<else>>sharp<</if>> smile tugging at your lips as if daring him to resist<<if $holiness lt -3 and $insanity gt 3>>. You crave to see his blood spilling<</if>><</if>>.
The man shudders under your gaze, but still hesitates to obey. You draw your weapon with deliberate slowness.
As the metal covered in dry blood glints under the uneven lights, he finally cracks. The thief quickly reaches to his pocket, taking out a pouch you immediately recognize.
"H-here," he says in a quivering voice. "I haven't gotten any more tonight. I swear!"
You roll your eyes, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"Scram," you command, and the man immediately starts running away. He doesn't turn back a single time.
<<else>>"Let's not escalate," you warn <<switch $pers>><<case "ap" "cal">>calmly\
<<case "opt">>with a bright smile\
<<case "ass">>sternly\
<<default>>with a frown\
<</switch>>. Yet your grip on the thief's hand is firm.
"Or what?" He demands with a feigned boldness. It's hard to take his braveness at a face value when his frantic gaze repeatedly slips to look at your weapon.
"I'd rather it didn't come to this," you sigh and weight your $weapon in your other hand.<<if $holiness gt 3>> You'd hate to harm him if something goes awry.<</if>> The silent threat hangs in the air for several seconds. Then, the man caves.
"H-here," he says in a quivering voice. "I haven't gotten any more tonight. I swear!"
You smile, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"You can go," you release your grip on his hand and the thief immediately starts running away. He turns back a single time to check you haven't moved to pursue him. Then, he disappears around the corner.
<</if>>More cautious of your surroundings, you turn on your heels and start walking at a quick but still restrained pace. You don't want to give an impression of running.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<<else>>You swear under your breath and start running after the thief. Alas, you are only halfway through the alley when the thief already rounds the corner. When you reach the turn yourself, they are already nowhere to be seem. You slow down your pace. You doubt you'll be able to catch up to this person even if you haven't lost the sight of them.
Dejected and with less money on your person, you turn on your heels, determined to leave this dangerous area until another accident happens.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<</if>><</if>><<case 3>><<if $have_pets gt 0>><<set $reaction to 1>><<goto "Lost before inn">><</if>><<set $fatigue += 1>><<if $end gt 7>><<set _back to true>>You are fast enough to not loose the sight of the thief and persistent enough to pursue them as long as needed. After several minutes, they turn to look behind them and shout an obscenety in a somewhat panicking voice. You aren't deterred.
It seems this person isn't used to being chased after so single-mindedly. After another while, their tempo slowly dies down. You speed up in a sprint and reach the thief in a matter of moments. Your hand clasps their — his — elbow in a grip of steel.
"Let go!" Completely out of breath, the thief struggles to free his limb.
"Only after I get my money back," you <<switch $pers>><<case "imp">>scowl and shake his form a little.
<<case "ass">>state in a demanding tone.
<<case "ap">>state impassively.
<<case "cal">>tighten your fingers slightly, your gaze intense.
<<case "opt">>tilt your head, waiting for his compliance.
<</switch>>
"W-what money?" He tries to feign ignorance. Poorly. You place your hand on your $weapon. <<if $holiness gt 3>>You don't really intend to use it, but you need the intimidation factor.<<elseif $holiness lt -3>>You won't hesitate to put it to use if needed.<<else>>You hope you won't need to use it.<</if>>
The thief caves quickly. "H-here," he says in a quivering voice. "I haven't gotten any more tonight. I swear!"
<<if $holiness lt 0>>You roll your eyes, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"Scram," you command, and the man immediately starts running away. He doesn't turn back a single time.
<<else>>You smile, snatching the coins away. You should keep a closer eye on your money and other posessions from now on.
"You can go," you release your grip on his hand and the thief immediately starts running away. He turns back a single time to check you haven't moved to pursue him. Then, he disappears around the corner.
<</if>>More cautious of your surroundings, you turn on your heels and start walking at a quick but still restrained pace. You don't want to give an impression of running.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<<else>>You run after the thief, but they are hard to follow. Clearly, they know these streets very well, and you are in this city for no more than an hour. In addition to that, your throat and legs burn as you continue to push your body forward. You are tired.
And lost.
The person you chased after is no more within your sights, and you don't have even a slightest idea where you are. Just beautiful.
You stop, your palms resting heavily on your knees as you try to stabilize your breathing. It takes a while, but eventually you are back to normal. Now, how to get out of here?
It takes a while, but you eventually emerge out of the darker part of the city and to the normal one. After some more wandering you finally manage to find someone willing to point out the directions.
<</if>><<case 4>>You shout after the retreating person but their tempo only speeds up. You clench your teeth as they disappear around the corner. If you wanter to pursue the thief, you should've acted sooner.
Dejected and with less money on your person, you turn on your heels, determined to leave this dangerous area until another accident happens.
To your relief, you soon emerge out of the darker part of the city and to the normal one. It takes some wandering, but you eventually manage to find someone willing to point out the directions.
<<case 5>>You exhale slowly. Your money are as good as gone. No need to delve deeper into these streets.
You turn around, backtracking your previous journey to the best of your abilities. Soon, the road becomes brighter, the atmosphere livelier. After some more wandering you finally manage to find someone willing to point out the directions.
<</switch>><<if _back>><<set $gold += 3>><</if>>[[♢ At long last, you see the sign you are looking for.|Inn]]<<set $fatigue += 0.25>>
<</if>><<if visited() is 1>>The woman turns her head leisurely to look at you. <<switch $reaction>><<case 1>>"Well, good evening to you too," her voice is hoarse, like a person prone to excessive smoking. "What brings you here?"
"I need a room. And a meal," you answer readily, hoping to get done with it as soon as possible.
The woman smiles. \
<<case 2>>"Not even a 'hello'? What a rude young $person," she chastises without any bite in her hoarse voice. Without waiting for an answer, she continues. \
<<case 3>>Her dark eyes swipe over your figure as she frowns. "Young people these days. No respect for their elders." Without waiting for an answer, she continues, "What brings you here, rude $child?"
"I need a room. And a meal," you answer readily, hoping to get done with it as soon as possible.
<</switch>>"Well, a normal roon will be 10 silver per night. If you want something more luxurious, it will be 15. And if you are short on money, heh," she chuckles, her eyes crinkling at the corners. "One of my employees has left recently, so their room is temporarily empty. You can stay there for just 7 silver."
She snaps her fingers. "You can also receive three meals a day for just additional 6 coins. Per day, of course.<<if $have_pets gt 0>> Plus, <<set _for_pets to ($have_pets * 2)>> _for_pets silver for your animal friends here.<<else>><<set _for_pets to 0>><</if>> And if you want to eat something now, here's the menu," the woman slides a thin booklet she took out from somewhere under the counter in your direction.
You contemplate your options.
"Can I lengthen my stay later?"
She nods. "As long you pay on time, you can stay as long as you wish."
You should probably pay for this and two subsequent nights first. You are hesitant to plan too much in advance.<<set $room to 0>><<set $room_day to (6 + _for_pets)>>
"Ah," the woman claps her hands abruptly<<if $per gt 4>>, her eyes darting briefly towards your bloodied and tattered clothes<</if>>. "We provide a basin of water to all of our clients each evening, but it's cold. Heating will cost you another silver per day. Interested?"
You <<if $pers is "ap" or $pers is "cal">>suppress a <</if>>wince. This society is still closer to medieval era, after all.
[[♢ Even though it's not a proper shower, you need the water to be warm.|Inn 1][$warm_water = true]]
[[♢ You will manage without additional expenses. It's only an inconvenience.|Inn 1][$warm_water = false]]
<<elseif visited() is 2>><<if $warm_water>>The woman smiles. "A wise choice. These nights a pretty chilly. <<set $room_day += 1>>\
<<else>>The woman shrugs. "Don't some complaining if you catch a cold. \
<</if>>Now, are you planning on staying here or not?"
[[♢ Negotiate for a lower price.|Inn 1]]
<<if $gold gte 1 + (3 * ($room_day + 15)) / 10>>[[♢ Take a luxurious room.|Inn 2][$room = 1; $room_day += 15]]
<</if>><<if $gold gte 1 + (3 * ($room_day + 10)) / 10>>[[♢ Take a normal room.|Inn 2][$room = 2; $room_day += 10]]
<</if>>[[♢ Take a cheap room.|Inn 2][$room = 3; $room_day += 7]]
<<else>><<set _red to 0>><<if $cha gt 7>><<set _red to 2>>She throws her hands up in an indignation. "Do you want me to go broke? Kids this days..."
You smile charmingly. "I might very well be a repeated customer. It will only benefit you in the long run."
After a few half-joking exchanges, although the woman continues to frown, you know you've swayed her.
"Sly fox. Your luck I like these animals," she relents, her posture easing. "I can forgive you two coins per night. But not a silver more, you pest!"
You suppress a satisfied smile.
<<else>>She scoffs. "Nice try, $child. But you should practice your eloquence more if you want anyone to fall for it. Now decide, I'm getting bored."
<</if>><<if $gold gte 1 + 3 * ($room_day + (15 - _red)) / 10>>[[♢ Take a luxurious room.|Inn 2][$room = 1; $room_day += (15 - _red)]]
<</if>><<if $gold gte 1 + 3 * ($room_day + (10 - _red)) / 10>>[[♢ Take a normal room.|Inn 2][$room = 2; $room_day += (10 - _red)]]
<</if>>[[♢ Take a cheap room.|Inn 2][$room = 3; $room_day += (7 - _red)]]
<</if>><<nobr>>
<<set $spider_f += ($cha / 2 - 1)>>
<<if $heterochromic>>
<<set $spider_a += 5>>
<<set $nick_sp to "Pretty Eyes">>
<</if>>
<<set $met_jan to false>>
<<set $met_ada to false>>
<<set $dislike_ada to false>>
<<set $met_thomas to false>>
<<set $merchant_f to 0>>
<<set $discount to false>>
<<set $know_pet_shop to false>>
<<set $know_guild to false>>
<<set $days_paid to 3>>
<<set $tell_surname_2 to false>>
<</nobr>><<set _two to 3 * $room_day>><<set $gold -= _two / 10>>She smiles. "Wonderful. It'll be _two silver for three nights' stay. I'll get you your keys. Ah, and by the way, you can call me Cindy. Not ma'am or other superfluities."
<<if $name != "Cindy">>You nod. "And I'm $name."<<else>>You chuckle. "I'm Cindy too! Well met."<</if>>
Cindy humms. "You seem pretty tired. A rough journey, huh? Why don't you check the menu? You look like you urgently need something to fill your stomach!"
It's a suggesion you can't decline. You sift through the not so abundant menu. After settling on the main course<<if $have_pets gt 0>><<set $gold -= 0.1>> and a meat dish for $pet1<<if $have_pets gt 1>><<set $gold -= 0.1>> and $pet2<</if>><</if>>, your eyes halt at the section with the drinks. It's been a while since you had a peaceful moment to enjoy your favourite <<if $weakness is "alcohol">><<listbox "$fav_drink">>
<<option "♢ wine" "wine">>
<<option "♢ bier" "bier">>
<<oprion "♢ champagne" "champagne">>
<<option "♢ cider" "cider">>
<<option "♢ sake" "sake">>
<</listbox>><<elseif $alcohol>><<listbox "$fav_drink">>
<<option "♢ wine" "wine">>
<<option "♢ beer" "beer">>
<<oprion "♢ champagne" "champagne">>
<<option "♢ cider" "cider">>
<<option "♢ sake" "sake">>
<<option "♢ tea" "tea">>
<<option "♢ iced tea" "iced tea">>
<<option "♢ coffee" "coffee">>
<<option "♢ fruit juice" "juice">>
<<option "♢ steel water" "water">>
<<option "♢ sparkling water" "water">>
<</listbox>><<else>><<listbox "$fav_drink">>
<<option "♢ tea" "tea">>
<<option "♢ iced tea" "iced tea">>
<<option "♢ coffee" "coffee">>
<<option "♢ fruit juice" "juice">>
<<option "♢ still water" "water">>
<<option "♢ sparkling water" "water">>
<</listbox>><</if>>.<<if $weakness is "alcohol">> Gosh, you need this!<</if>>
You list your order to Cindy and pay another<<set _price to (2 + $have_pets)>> _price silver for the food.<<set $gold -= 0.2>> She waves you away.
"Go, take a seat somewhere. I'll bring your meal soon. Ah, and here's your key." She shoves a simple brass key into your hand. "Don't lose it."<<set $inventory.push("key from the inn room")>>
Your eyes flit around the room. There are only three tables with people.
One is occupied by the tired-looking travellers. They have just received their food and drinks from a waiter you haven't noticed before and are devouring the sustenance with barely any chatter.
So there is another worker in this establishment. A young teenager, finished with is current duties, leans against the wall near the stairs leading to the upper floors. The boy is so unassuming in both appearance and presence that you've overlooked him before.
Another group consists just out of four people yet they are the most loud. They all are wearing clean and nearly exorbitant clothing. The only drinks present on their table are visibly expensive wine and champagne. Not to mention the amoung of jewelry on each person. They are wealthy and want everyone to know about it.
The last but not least is the lone person sitting in the corner near the window. They are wearing a long black cloak with the hood concealing the upper half of their face. They are consuming what seems to the the fourth cup of coffee.
[[♢ Approach the travellers.|Travellers inn]]
[[♢ Approach the rich group.|Merchants inn]]
[[♢ Approach the person in the corner.|Hooded inn]]
[[♢ Find a table to sit by yourself.|Self inn]]<<if visited() is 1>><<set $met_ada to true>>When you approch the chosen table, barely any of its occupants pay you any attention. They must be no less hungry than you yourself. Although you still have to wait for your food to arrive.
[[♢ You cough, attracting their attention. "May I join?"|Travellers inn][$reaction = 1]]
[[♢ You plop down at one if the few unoccupied chairs.|Travellers inn][$reaction = 2]]
<<if $pers != "ap">>[[♢ "Hi there," you greet them cheerfully. "Mind if I join?"|Travellers inn][$reaction = 3]]
<<else>>[[♢ "Hi there," you greet them with a smile. "Mind if I join?"|Travellers inn][$reaction = 3]]
<</if>><<elseif visited() is 2>><<if $reaction is 1>>A man with curly blond hair waves you over. You move to sit down when a\
<<elseif $reaction is 2>>A man with curly blond hair gives you an awkward smile. "Um, hello-"
He is interrupted by an abrupt movement at your right. A\
<<else>>"Hello," a man with curly blond hair gives you an awkward smile. "Uh, yes, sure-"
He is interrupted by an abrupt movement at your right. A\
<</if>> woman, seemingly the oldest in the group, scurries to move to the side, her arms wrapping protectively around as many plates on the table as she can reach. You blink, bewildered.
The same man that invited you over chuckles. "Come on, Ada, $they must have ordered $their own food."
The woman snorts, blowing away a strand of her bright red hair from her face. You notice a white strand among its naturally colored ones. It immediately falls back over her left eye. The color of her irises, in contrast, is pale gray. "How can you know? As far as I can tell, $they $do\
n't carry $their own plate. You'll come to know, young Trevor, that many people will take advantage of your kindness if your don't nip thei pathetic attempts in the bud-"
The one who appears to be called Trevor waves his hands in the air. "Just eat your meat, Ada, I beg you!"
The woman huffs, unpacified. Reluctantly, she stops hugging the dishes, and you notice that the few closest to her barely contained anything but various kinds of meat. She seems to be quite a fan.<<if $vegetarian>> It's not something you will ever understand.<</if>>
"Ah, whatever," Ada grumlbes, sticking her fork into a particularly juicy piece. <<if $vegetarian is false>>You can't but follow the dripping gravy with your gaze. Man, you are so hungry! <</if>>"What's your name, food thief?"
<<link `'♢ "I\'m not a thief. And it\'s ' + $name + '."'`>>
<<set $reaction to 1>>
<<goto "Travellers inn">>
<</link>>
<<link `'♢ "I\'m not a thief. And it\'s ' + $name + ' ' + $surname + '."'`>>
<<set $reaction to 1>>
<<set $tell_surname_2 to true>>
<<goto "Travellers inn">>
<</link>>
<<link `'♢ "I\'m ' + $name + ', nice to meet you."'`>>
<<set $reaction to 2>>
<<goto "Travellers inn">>
<</link>>
<<link `'♢ "I\'m ' + $name + ' ' + $surname + ', nice to meet you."'`>>
<<set $reaction to 2>>
<<set $tell_surname_2 to true>>
<<goto "Travellers inn">>
<</link>>
<<link `'♢ You sigh. You don\'t like her already. "' + $name + '."'`>>
<<set $reaction to 3>>
<<goto "Travellers inn">>
<</link>>
<<link `'♢ You sigh. You don\'t like her already. "' + $name + ' ' + $surname + '."'`>>
<<set $reaction to 3>>
<<set $tell_surname_2 to true>>
<<goto "Travellers inn">>
<</link>>
<<else>><<switch $reaction>><<case 1>>Ada snorts. "Uh-huh, and I'm a noble.<<if $tell_surname_2>> But you also don't look like one though. Let me guess, a bastard? Thrown away by your parent yet not willing to give up on your roots?
You frown. This was rude — and you seem to have created <<if $tell_surname>>yet another<<else>>a<</if>> misunderstanding.<</if>>"
She doesn't have a chance to continue <<cycle "$dislike_ada" autoselect>>
<<option "♢ speaking" false>>
<<option "♢ being ridiculous" false>>
<<option "♢ getting on your nerves" true>>
<</cycle>> when Trevor butts in, his expression bordering on panic. "Ada, please! There is no need to be so hostile! Here, look — $their food is being brought. You don't need to continue causing a scene!"
<<case 2>>"Can't say likewise<<if $tell_surname_2>>, noble kid<</if>>," Ada rebutts, although her voice seems to loose some of the previous bite.
Trevor lets out a relieved sigh. "And look, $their food is being brought. Why don't you just eat yourself?"
<<case 3>><<set $dislike_ada to true>>Ada snorts. "A rude thief, even!<<if $tell_surname_2>> Although what could I expect from a noble wearing rugs?<</if>>"
<<switch $pers>><<case "imp">>Seething, you move up to jump from your seat when\
<<case "opt">>Your lips thin. Noticing your distress, \
<<case "cal">>You take in a deep breath, reigning in your irritation. \
<<case "ass">>You cross your arms, staring right back at her. But before you can say anything, \
<<default>>You look at her, unamused. You aren't the one to flare up easily, but this woman is getting on your nerves.
<</switch>>Trevor butts in, his expression bordering on panic. "Ada, please! There is no need to be so hostile! Here, look — $their food is being brought. You don't need to continue causing a scene!"
<</switch>>
The waiter is indeed approaching your table, a tray with your order in his hands. He drops it before you with a bland 'Enjoy your meal' and leaves as quickly as he appeared.
Your <<if $reaction != 2>>annoyance almost wanishes as your <</if>>gaze is immediately trained to the food before you. Sitting here with all the smells assaulting you was bad enough, but at this moment you feel the full extent of your hunger.
You aren't interrupted when you dig into your meal <<cycle "$etiquette" autoselect>>
<<option "with barely any consideration of manners" 0>>
<<option "yet you still pay attention not to look too sloppy" 1>>
<<option "as elegantly as possible" 2>>
<</cycle>>. Ada seems pacified (what's her deal with being so excessively protective of her plate?), Trevor — relieved, while the others present weren't paying the exchange much attention in the first place.
<<if $have_pets gt 0>>Only after you've satisfied your initial hunger do you remember that you aren't the only one you have to feed. You take the meat you ordered especially for $pthem and throw it to the ground where $pet1 <<if $have_pets gt 1>>and $pet2<</if>> $pare waiting with relative patience. <<set _Her to $ptheir.toUpperFirst()>>_Her tail immediately starts wagging as paca dog$plural start$multi2 devouring $ptheir treat.
"Oh!" You turn towards the exclamation and see Trevor staring at your pet$plural. He blushes immediately, almost stuttering. "I didn't mean anything wierd, I swear! It's just I don't often see the wild beasts adapted as companions... It's often more hussle than it's worth."
He reaches in his bossom and fishes out\
<<else>>After a few minutes, you slow down your eating pace, no longer frantic. You look up, just in time to see Trevor reaching in his bossom. To your surprise, the thing he fishes out is\
<</if>> a small white rabbit. The cute thing hangs in his hands, looking indifferently at the world with its red beady eyes. It doesn't seem to care that it was relocated at all.
<<if $have_pets is 0>>He notices your gaze and smiles. <</if>>"It's Snowflake. She's sweet, isn't she?"
[[♢ You smile. "She is indeed."|Travellers inn 1]]
[[♢ You nod silently in agreement.|Travellers inn 1]]
[[♢ You shrug noncomitally.|Travellers inn 1]]
<</if>><<if visited() is 1>><<set $met_thomas to true>>When you approch the chosen table, the engaging conversatoin there comes to a stop as all the four heads turn in your direction. A heartbeat passes in silence, and then one of them smiles.
"Welcome to the golden city, traveller," the middle-aged man smiles amiably. "Why don't you join us in our small feast?"
[[♢ "Thank you," you smile politely, settling down on an empty chair.|Merchants inn][$reaction = 1; $merchant_f += 1]]
[[♢ You nod shortly and settle down on an empty chair.|Merchants inn][$reaction = 2]]
[[♢ "Are you qualified to welcome me?" You sneer, dragging a chair from the table and plopping down on it.|Merchants inn][$reaction = 3; $merchant_f -= 2]]
[[♢ "My, I'm honored!" You smirk cheekily as you sit down.|Merchants inn][$reaction = 4; $merchant_f += 2]]
<<elseif visited() is 2>><<switch $reaction>><<case 1>>The man guffaws. "What a polite young $person. It's always good to realize that other people's impression is based on your own attitude."
<<case 2>>"So we have a silent one on out hands," the man chuckles merrily.
<<case 3>>The man scoffs. "Now this is straight out rude. If you find our company unpleasant, you are free to choose any other table to sit at. There are plenty available."
<<case 4>>The man barks out a laugh. "Young //and// humorous. Don't you remind me of myself back in the days?" \
<</switch>>He extends his hand towards you. There is an assortment of heavy rings with colorful gems on his fingers. "My name is Thomas, the representatile of Merchants' Guild here in the Golden City."
<<if $touch_averse is false>><<link `'♢ You return the handshake with a smile. "I\'m ' + $name + '. Nice to meet you, Thomas."'`>>
<<set $reaction to 1>>
<<set $merchant_f += 1>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ You return the handshake with a smile. "I\'m ' + $name + " " + $surname + '. Nice to meet you, Thomas."'`>>
<<set $reaction to 1>>
<<set $tell_surname_2 to true>>
<<set $merchant_f += 1>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ Reluctantly, you shake his hand. "It\'s ' + $name + '."'`>>
<<set $reaction to 2>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ Reluctantly, you shake his hand. "It\'s ' + $name + " " + $surname + '."'`>>
<<set $reaction to 2>>
<<set $tell_surname_2 to true>>
<<goto "Merchants inn">>
<</link>>
<<else>><<link `'♢ You smile faintly. "Sorry, I\'d rather we do without touching. I\'m ' + $name + '."'`>>
<<set $reaction to 3>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ You smile faintly. "Sorry, I\'d rather we do without touching. "I\'m ' + $name + " " + $surname + '."'`>>
<<set $reaction to 3>>
<<set $tell_surname_2 to true>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ You make a move to shake his hand but stop mid-gesture. "Sorry," you apologize briefly before introducing yourself. "It\'s ' + $name + '. Nice to meet you, Thomas."'`>>
<<set $reaction to 4>>
<<set $merchant_f += 1>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ You make a move to shake his hand but stop mid-gesture. "Sorry," you apologize briefly before introducing yourself. "It\'s ' + $name + " " + $surname + '. Nice to meet you, Thomas."'`>>
<<set $reaction to 4>>
<<set $merchant_f += 1>>
<<set $tell_surname_2 to true>>
<<goto "Merchants inn">>
<</link>>
<</if>><<link `'♢ You don\'t spare his hand a second glance. "' + $name + '," you answer dryly.'`>>
<<set $reaction to 5>>
<<set $merchant_f -= 1>>
<<goto "Merchants inn">>
<</link>>
<<link `'♢ You don\'t spare his hand a second glance. "' + $name + " " + $surname + '," you answer dryly.'`>>
<<set $reaction to 5>>
<<set $tell_surname_2 to true>>
<<set $merchant_f -= 1>>
<<goto "Merchants inn">>
<</link>>
<<else>><<switch $reaction>><<case 1 4>>Thomas smirks.\
<<case 3>>Thomas shrugs, retracting his hand.\
<<case 5>>Thomas frowns, retracting his hand.\
<</switch>> <<if $tell_surname_2>>"A noble, huh? No wonder you\
<<else>>"I'm surprised you actually\
<</if>> payed in solid gold despite your," he surveys your damaged clothing, "lackluster apearance. I rarely see these coins used in small transactions."
The man leans forward, whispering as if he's sharing a great secret, "To be honest, I was reluctant to let you join us at first. Reputation, you must know, is a fickle thing. One wrong action, a puff! It's gone!" Thomas throws his hands in air animatedly. You eye the numerous bottles with alcohol lined up on the table. You doubt he is sober.
Other merchants laugh, one woman even rises her glass in the air as if toasting. Yes, they all are drunk. <<if $weakness is "alcohol">>You are nearly envious.<<elseif $alcohol is false>>You will never understand the allure of such things.<</if>>
You are distracted by the approaching waiter. He stops by your side and places your order at the tabletop in front of you. After a bland 'Enjoy your meal', the teenager leaves as quickly as he appeared.
Your gaze is immediately trained to the food before you. Sitting here with all the smells assaulting you was bad enough, but at this moment you feel the full extent of your hunger. So you immediately dig into your meal <<cycle "$etiquette" autoselect>>
<<option "with barely any consideration of manners" 0>>
<<option "yet you still pay attention not to look too sloppy" 1>>
<<option "as elegantly as possible" 2>>
<</cycle>>. <<if $have_pets gt 0>>Only after you've satisfied your initial hunger do you remember that you aren't the only one you have to feed. You take the meat you ordered especially for $pthem and throw it to the ground where $pet1 <<if $have_pets gt 1>>and $pet2<</if>> $pare waiting with relative patience. <<set _Her to $ptheir.toUpperFirst()>>_Her tail immediately starts wagging as paca dog$plural start$multi2 devouring $ptheir treat.<</if>>
You raise your head and your eyes immediately meet Thomas's highly amused gaze. "Goodness, how long has it been since you last ate? Judging by the speed you've devoured this food, it must've been weeks!" The man barks out a laugh. He pushes a plate with a sweet dessert towards you. It looks pretty similar to a cheesecake, but with several berries on top. "I'm pretty full, so you can have it. I hate seeing people starve!"<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> Yet the look in his eyes makes you doubt it's an act of pure goodwill. It's too smug, belonging to a person who just wants to satisfy his ego, to feel good receving the gratitude of others.<</if>>
[[♢ You accept the treat with a polite 'Thank you'. Who will say 'no' to free food?|Merchants inn 1][$reaction = 1; $merchant_f += 1]]
[[♢ You decline politely. Your own meal is enough.|Merchants inn 1][$reaction = 2]]
[[♢ You snort. "I don't need your charity!"|Merchants inn 1][$reaction = 3; $merchant_f -= 2]]
<</if>><<if visited() is 1>><<if visited("Self inn") gt 0>>You walk towards the table occupied by the hooded person and stop just in front of the sitting figure. They look up, revealing a thin line of their mouth at the ghostly pale face. The dark fabric obscures all the features above the sharp tip of their nose.
[[♢ You lean forward, placing your palms on the table. "You were staring. Why?"|Hooded inn][$reaction = 1]]
[[♢ "I know my face is stunning, but I'm not as sure about my nape. Or do you like my hair so much that can't look away?"|Hooded inn][$reaction = 2]]
[[♢ You fidget, fighting back the awkwardness. "You- it was you who was staring at me, wasn't it?"|Hooded inn][$reaction = 3]]
[[♢ You direct them a smile. "Mind if I join?"|Hooded inn][$reaction = 4; $spider_f += 1]]
[[♢ You pull out an empty chair and plop down on it, staring at the person in front with the same intensity.|Hooded inn][$reaction = 5]]
<<else>>When you approch the chosen table, the person sitting there looks up, revealing a thin line of their mouth at the unhealthily pale face. The dark fabric obscures all the features above the sharp tip of their nose.
[[♢ "Good evening," you greet politely. "Mind if I join?"|Hooded inn][$reaction = 1]]
[[♢ You plop yourself down at the empty chair across from them.|Hooded inn][$reaction = 2; $spider_f -= 2]]
<</if>>
<<elseif visited() is 2>><<if visited("Self inn") gt 0>><<switch $reaction>><<case 1>>They tilt their head lightly, as if projecting their confusion to the world. You continue staring, undeterred by their solent denial.
After a dozen seconds of standstill, the stranger's lips suddenly curl into a smile. Still not saying a word, they gesture at the chair across from them. You briefly wonder why they wear such a robe, with only the tips of their gloved fingers visible beneath the long sleeves.
You hesitate for a few moments yet eventually lower yourself down at the suggested spot.
<<case 2>>The stranger smiles sharply, yet doesn't say a word. They gesture at the chair across from them. You briefly wonder why they wear such a robe, with only the tips of their gloved fingers visible beneath the long sleeves.
You hesitate for a few moments yet eventually lower yourself down at the suggested spot.
<<case 3>>They tilt their head lightly, as if projecting their confusion to the world. You falter. Were you mistaken?
After a moment, the stranger's lips pull into a smile. They gesture at the chair across from them. You briefly wonder why they wear such a robe, with only the tips of their gloved fingers visible beneath the long sleeves.
Happy to dispell the awkwardness lingering in the air, you quickly sit down at the suggested spot.
<<case 4>>After a moment of silence, they nod sharply and gesture at the chair across from them. You briefly wonder why they wear such a robe, with only the tips of their gloved fingers visible beneath the long sleeves.
You lower yourself down at the suggested spot and lean against the back of your seat wearily.
<<case 5>>Their lips curl into an amused smile yet they say nothing, directing their attention back to the cup in hand. There isn't much of the dark liquid left.
<</switch>>
They aren't going to comment on it, are they? You sigh, not sure if your initial judegement was correct anymore. Maybe you are so tired that you started imagining things?<<if $insanity gt 3>> You ignore an amused chuckle at the back of your mind.<</if>>
<<else>><<switch $reaction>><<case 1>>After a moment of silence, they nod sharply and gesture at the chair across from them. You briefly wonder why they wear such a robe, with only the tips of their gloved fingers visible beneath the long sleeves.
You lower yourself down at the suggested spot and lean against the back of your seat tiredly.
<<case 2>>Their lips curl into a frown yet they say nothing, directing their attention back to the cup in their hand. There isn't much of the dark liquid left.
<</switch>>
<</if>>[[♢ "You can't speak?" you inquire carefully, not wishing to seem rude.|Hooded inn][$reaction = 1]]
[[♢ "Are you mute?"|Hooded inn][$reaction = 2]]
[[♢ "Can't you speak at all or is it just with me?" you question, feeling irritation rise up in your mind.|Hooded inn][$reaction = 3]]
<<else>>The person chuckles, a faint sound rumbling deep in their throat. Then, they lean forward abruptly, the fabric of their hood brushing against the skin of your cheek. <<switch $reaction>><<case 1>>"Why, would you be disappointed if I couldn't?" \
<<case 2>>"Wouldn't you like me to be?" \
<<case 3>>"Oh, nothing personal, I assure you." \
<</switch>>Their breathing warms the shell of your ear as they speak, their voice no louder than a whisper. <<cycle "$like_spider">>
<<option "You blush furiously, jerking away from them." true>>
<<option "Their proximity and words send a shiver down your spine." true >>
<<option "You chuckle in amusement at their actions." false >>
<<option "You shift away, a frown settling in your features." false>>
<</cycle>>
The person whose name you still don't know sink back into their chair, the smirk on their lips all too smug. Before you can reacts properly though, you are distracted by the alluring fragnace of food.
The waiter approaches your table, a tray with your order in hands. He drops it before you with a bland 'Enjoy your meal' and leaves as quickly as he appeared.
Your thoughts halt as your gaze is immediately trained to the food before you. Sitting here with all the smells assaulting you was bad enough, but at this moment you feel the full extent of your hunger.
You aren't interrupted when you dig into your meal <<cycle "$etiquette" autoselect>>
<<option "with barely any consideration of manners" 0>>
<<option "yet you still pay attention not to look too sloppy" 1>>
<<option "as elegantly as possible" 2>>
<</cycle>>. <<if $have_pets gt 0>> Only after you've satisfied your initial hunger do you remember that you aren't the only one you have to feed. You take the meat you ordered especially for $pthem and throw it to the ground where $pet1 <<if $have_pets gt 1>>and $pet2<</if>> $pare waiting with relative patience. <<set _Her to $ptheir.toUpperFirst()>>_Her tail immediately starts wagging as paca dog$plural start$multi2 devouring $ptheir treat.<</if>>
The other occupant of your table just silently observes as you eat, nursing yet another cup of coffee the waiter brought in their gloved hands. There are no plates on the table beside your own, only cups.
[[♢ They might be hungry. You suggest to share your food with them.|Hooded inn 1][$reaction = 1; $holiness += 1; $spider_f -= 3]]
[[♢ They must have their reasons. It's not your place to interfere.|Hooded inn 1][$reaction = 2; $spider_f += 2]]
[[♢ You don't really care, so you just concentrate on your own meal.|Hooded inn 1][$reaction = 2; $spider_f += 1]]
<</if>><<if visited() is 1>>There is an abundance of empty tables, so you are free to choose one to your liking. You settle down and lean tiredly into a chair. It isn't easy to suppress your impatience while you wait for your food to arrive.
But something is gnawing at your mind, not allowing you to relax fully. A stare, boring into your skull. You <<if $pers is "cal">>carefully <<elseif $pers is "imp">>jerk your head to <</if>>look around, looking for the source of disturbance.
The two groups seem to be engaged with each other, although you can't rule out the possibility of someone still observing you covertly. The lone person though... When you look into their direction, you find their hooded face to be turned right towards you. The suspicion becomes a certainty. But why did you attarct their attention?
[[♢ You approach them.|Hooded inn]]
[[♢ Whatever. You'll just ignore them.|Self inn]]
<<else>>It takes a while for the gaze to disappear, but you are intent to ignore its existence. Eventually, you are left in peace.<<set $spider_f += 2>>
Soon, the waiter drops by, placing your order at the tabletop in front of you. After a bland 'Enjoy your meal', the teenager leaves as quickly as he appeared.
Your gaze is immediately trained to the food before you. Sitting here with all the smells assaulting you was bad enough, but at this moment you feel the full extent of your hunger. So you immediately dig into your meal <<cycle "$etiquette" autoselect>>
<<option "with barely any consideration of manners" 0>>
<<option "yet you still pay attention not to look too sloppy" 1>>
<<option "as elegantly as possible" 2>>
<</cycle>>. <<if $have_pets gt 0>>Only after you've satisfied your initial hunger do you remember that you aren't the only one you have to feed. You take the meat you ordered especially for $pthem and throw it to the ground where $pet1 <<if $have_pets gt 1>>and $pet2<</if>> $pare waiting with relative patience. <<set _Her to $ptheir.toUpperFirst()>>_Her tail immediately starts wagging as paca dog$plural start$multi2 devouring $ptheir treat.<</if>>
[[♢ You finish your meal.|After conv inn]]<</if>><<if visited() is 1>>The small and cute animal like a rabbit seems to suit Trevor's character nicely.
The man rambles on, "Snowflake is very obedient, although more apathetic than I'd like, but I love her nonetheless. And she is helpful too: a good assistance when hunting. Predators deem my Snowflake as a harmless prey. They aren't ready when she bites them and escapes towards the trap."
Your eyebrows raise as you look over the small animal in doubt. Noticing your expression, Trevor smiles brightly.
"She is a mutant rabbit. One of those bred specifically as a companion."
He feeds Snowflake a carrot. The small thing opens its mouth impossibly wide, demonstrating the long sharp teeth to the world. She bites down, consuming a not-so-small vegetable in an instant.
Trevor looks excessively pleased with your surprised reaction. ...Maybe you were mistaken not only with an animal but also her owner. This guy is nowhere as sweet as he seems.
"Here he goes again, flaunting his animal around as if it is something special," Ada grumbles from the side.
Trevor's smile wavers. "I- You are just jealous no animal likes you!" he exclaims, literally pouting.
Ada snorts. "Nonsence! Here, see," she extends her hand to pet Snowflake on the head. She doesn't even geta chance to touch the fur. The rabbit squeaks something vaguely belligerent and lurches to bite at the extended fingers. The woman barely pulls her hand back on time, a frown settling in her features.
The laughts ring across the table. Trevor smiles apologetically<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>>, yet you see he is still satisfied to having proved his point<</if>>. "Uh, you shouldn't have tried again knowing the outcome..."
Ada just snorts indignantly.
You observe the interaction in amusement. It seems it isn't the first time something like this takes place.
<<linkreplace '♢ "Have you known each other for long?"'>><<set $know_guild to true>>Have you known each other for long?" you question curiously.
Trevor smiles. "Yes, we had. Ada is like a mentor to all of us."
The woman snorts again but doesn't contradict his words, stuffing her mouth with another piece of meat.
You take a sip of your $fav_drink. "Are you in some sort of organiastion?"
"We are," Trevor nods, petting his rabbit on the head. "It's too tough to earn money without any backing. We all are members of the Adventurers' Guild."
"Adventurers' Guild?" you probe curiously.
"You don't believe him? See for yourself!" Ada exclaims, unexpectedly provoked. Nonetheless, it seems they interpreted your question as disbelief, not ignorance.
The woman fishes out a small silver token from her inner pocket. It is oval, smooth on one side. On the other though, there is a carved emblem and her name in cursive letters underneath. You curiously observe the detailed image of horseman rushing forward, his spear raised in an attacking position. The armor the man is wearing consists of several unmatching pieces.
"I'm the silver member of the guild," Ada informs you proudly, almost showing the token into your face. "Mind you, I'll surely get the golden membership soon!"
"At your age? See the reality, old woman!" someone comments and bursts into laughter. The merriment is soon interrupted when a bone lands squarely at the speaker's forehead. Ada, satisfied with her retaliation, theatrically dusts off her hands. "Even at my deathbed, I will still be better than you greenhorns. But it seems you have too much energy. What, wants to take another mission tomorrow?"
The silence that envelops the table the next moment is deafening. You offhandedly wonder if Ada can actually force her guildmates to do tasks. You know too little about their rules and hierarchy.<</linkreplace>>
<<linkreplace '♢ "Trevor, where did you get Snowflake?"'>><<set $know_pet_shop to true>>"Trevor, where did you get Snowflake?"
The man looks at his pet, then at you. "Ah, her? Her species is created by the famous breeders right here, in the Golden City."
You tilt your head, curiosity sparkling in your mind. "Is there a shop?"
He nods. "Yeah, in the Trading district. Look for the 'Bestial Paradise'."
You thank him for the information. This shop might be worth visiting. Even if you don't intend to buy anything, just to expand your horizons and the understanding of this world.<</linkreplace>>
[[♢ You listen in the conversations.|Travellers inn 1]]
<<else>>"Remember the rumors we heard when passing the last town?"
"About the increase in financing? Do you honestly believe it?"
"Well, if it's Her Highness Daima... She was the sponsor of the guild since her teenage years."
"Yeah... A pity she isn't the Crown Princess... It's like she's born for this position!"
"Shut up, you brainless idiot! You know perfectly well that Her Highness wholly supports her brother's ascention to the throne!"
"But honestly, don't you think she would be a better empress?"
"It's not for us to even ponder about! Do you want to be accused in treason?"
Ada claps her hands loudly, interrupting all the discussions.<<if ($secondary_skill is "psychology" and $per gt 4) or ($per + $cha gt 13)>> The looks the throws at you is nothing short of suspicious. She doesn't seem to like you overhearing their conversations.<</if>>
"All I want now is to hit the pillow. Aren't you all done with your food? Wonderful."
The woman stands up, stretching her body with a grunt. As if given a command, other adventurers get up as well.
"Good night," Trevor wishes you with a smile. Ada just waves her hand lazily.
[[♢ "Good night to you guys too," you wish with a friendly smile.|After conv inn]]
[[♢ You similarly wave back.|After conv inn]]
[[♢ You just grunt noncommitally, finishing the last portion of your meal.|After conv inn]]
<</if>>You drag your feet slightly as you <<if $room lt 3>>ascend the stairs<<else>>enter the back of the inn<</if>>. The key turns easily, unlocking the door to your new temporary dwelling. You step inside.
<<switch $room>><<case 1>>The room is pretty spacious, with a double bed, a wide desk with a window above, and a soft chair. \
<<case 2>>The room isn't big, with a single bed, a desk, and a chair with a thin cushion. \
<<case 3>>The room is pretty small, just enough space for a single bed, a desk with an impressive amount of scratches on the tabletop, and a wooden chair. \
<</switch>> At the side of the room, you find a door leading to a separate bathroom.
Well, calling it a bathroom is kind of a stretch, considering it has no shower and the water is offered in a bucket. You can scoop it with a pitcher. And the toilet is just another, larger bucket that needs to be cleaned manually.
...Well, it is still better than having nothing in the wilderness.
Just after you finish taking in the sight of your accommodations for the next few days, there is a knock on the door. You invite your guest to enter, and two servants you are unfamiliar with walk in, straining under the weight of the large wooden bucket full of water.<<if $warm_water>> The steam is clouding the air above it.<</if>>
They place it down at the bathroom floor with visible relief, and one of them places several items on the desk in the bedroom. They wish you good night and retreat with polite bows.
You check what they've left besides water and discover it to be a small piece of soap, a towel, and a flimsy-looking yet surprisingly contemporary toothbrush. No toothpaste; you wonder if it exists in this world at all. If it does, you should probably get one into your possession. You have a lot of shopping to do as soon as possible.
You undress and take a<<if $warm_water is false>> quick<</if>> bath. <<if $height is 4>>The water splashes to the floor when you try to fit your body in the bucket. Finally, you manage to settle down, but your knees press uncomfortably against your chest<<elseif $height is 3 or $height is 2 and ($body_type is "plump" or $body_type is "muscular")>>You barely manage to fit in the bucket, your kness pressing uncomfortably against your chest<<elseif $height is 1 or $body is "slender" or $body is "lean">>The bucket is bit enough for you to fit in comfortably<<else>>The bucket is bit enough for you to fit it, although you have to press your knees to your chest<</if>>.
<<if $warm_water>>The warm water makes your muscles relax and you stay in there until it nearly cools completely. \
<<else>>You shudder and quickly start cleaning yourself, the freezing water biting on your skin.<<if ($weakness is $health and $end lt 9) or $end lt 4>><<set $illness to 1>> Still, very soon, you have to fight back the insistent sneezes. You throat is burning.<</if>> \
<</if>>When you climb out, the water inside is dark with all the mud and blood you've scrubbed of your skin. <<if $rwarm_water>>Y<<else>>Shuddering, y<</if>>ou wrap yourself in a towel and return to the main room. The bed is calling for you, and you don't resist.
//[[♢ Interlude|Interlude Spider]]<<if visited() is 1>><<if $reaction is 1>>They visibly stiffen, their mouth settling into a thin line. After a moment, they shake their head jerkily, expressing their denial.
Although surprised by the person's reaction, you don't insist. <<if $holiness lt -4>>You aren't sure what's gotten into you into you in the first place to suggest it<<elseif $holiness gt 5>>You can only keep your concern to yourself<<else>>It is their choice, after all<</if>>.
<<else>>You notice the person's lips twitch slightly as if in amusement, but the expression is so minute that you are left wondering whether or not you have imagined it.
<</if>>For the next while, you both concentrate on your chosen sustenance. Only after your plate is almost clean you contemplate trying a conversation.
<<linkreplace `'♢ "I\m ' + $name + '. How should I address you?"'`>>"I'm $name," you introduce yourself and question in return. "How should I address you?"<<set _told_name to true>>
The figure before you is silent, as if they didn't hear your question at all. Just as you open your mouth to repeat your inquiry, they finally turn their head to look at you (probably. You still can't see their eyes). Then, they shrug and take another sip of their coffee.
Speechless, you stare at the person before you for another minute, but don't get any futher reaction. You huff in irritation and decide to drop the subject. Whatever. You don't think you'll meet again in the future anyway, so you asked more out of politeness than anything.<</linkreplace>>
<<linkreplace '♢ "Aren\'t you concerned about your health, drinking so much coffee?"'>>"Aren't you concerned about your health, drinking so much coffee?" you ask, <<if $holiness gt 4>>concern filling<<else>>curiosity coloring<</if>> your voice. The hooded person shugs eloquently, setting their cup at the tabletop.
They turn their head slightly, as if surveying the five empty mugs lined up at their side, before shrugging again.
Well, they must be an adult, so if they don't care for their own well-being, nobody can force them. <<if $holiness gt 4>>Still, you can't help but worry, seeing someone be so reckless towards themself. You inhale deeply, reminding yourself that it isn't something you can influence. Your companion doesn't look llike they'll appreciate an unasked for advice.<<elseif $holiness lt -3>>Their problem, not yours.<<else>>So you don't intrude any futher.<</if>><</linkreplace>>
<<linkreplace '♢ "Are you staying here for the night?"'>>You decide there is nothing wrong with being curious. "Are you staying here for the night?"
They shake their head silently as a reply.
"It's pretty late though," you comment, gazing towards the dark windows. There are some lights visible outside, but you are sure that in the most parts of the city, the illumination is lackluster at most.
The lips of your companion tug into a smirk. They slowly drag one of their fingers over the tabletop, outlining an easily recongized shape. A heart.
Huh. Well, you guess they have no problems with the darkness.<</linkreplace>>
[[♢ Your body is heavy with fatigue from the long day. You decide it's time to finish this mostly one-sided conversation.|Hooded inn 1]]
<<else>>You push away your completely empty plate. "It was nice talking to you," you remark with a certain degree of sarcasm. The person in front of you answers with a smile, unbothered. But before you stand up, they slip something towards you across the table.
You look down on a simple white napkin and blink when the words start slowly appearing at its surface from nowhere. 'Until we meet again, $name $surname<<if $spider_a gt 0>>♡<</if>>.'
You jerk your head up, looking at them with wide eyes. The tricks aside, how did they even get to know your <<if _told_name>>sur<</if>>name? You didn't say it out loud during your whole time in the inn!
The person tilts their head sligtly, as if questioning your stare, and lightly wipes their thumb against their lower lip. You frown in confusion at their gesture.
They let out a sigh and repeat it, gesturing at you afterwards. Authomatically, you swipe your own finger against the same spot on your face. You feel a few crumbs stuck to your skin. When you look at the napkin again, it greets you with the innocent gray patterns on the white fabric. No words you can swear you saw appearing there mere moments ago.
You massage your temples. Whether it was real or not, you can no way of confirming. And this person, even if they are the culprit, give nothing away.
With an exasperated sigh, you raise to your feet.
[[♢ "Good night," you still wish with all the friendliness you can muster.|After conv inn][$spider_f += 1]]
[[♢ You wave your hand weakly as a way of saying goodbye.|After conv inn]]
[[♢ You leave without uttering another word.|After conv inn]]
<</if>><<if visited() is 1>>Standing at the upper floor, Silver Spider looks at the chaos commencing downstairs, their gloved hands resting on the wooden railing. An arrow swishes by their head, ruffling their hair. They let out a faint sigh and slid back into the room.
The worried faces of their closest subordinates greet them upon entering. Nobody present understands why the crime lord lets things be, neither sending more people to drive the knights away nor proceeding with the evacuation. Silver Spider smiles. Their expression makes everyone shiver.
"We are leaving," they announce softly. "Use the third escape route."
With the relief visible on most of their faces, their aids stand up. Orderly, everyone moves towards the hidden exit only those in the room are aware of.
Silver Spider doesn't move from their spot, ignoring the gazer some of their subordinates throw at them. Worry, hesitation, reluctance. A particular pair of blue eyes shines with protectiveness only smothered down by their owner's devotion. But soon, they are the only one left.
Each and every expression fades from the visible parts of their face not concealed by the mask as they turn on their heels, throwing the door they've crossed mere minutes ago open. The sounds of ongoing battle rings in their ears as Silver Spider strides through the corridor. They reach another set of stairs and ascend instead of descending.
The building chosen for this hideout doubles as a tavern, although it will probably be out of business for very long, if not forever. It has only two floors and an attic above. The latter is rarely used, mostly suitable for storing the items that are unneeded but still a shame to throw away. The crime lord circles a table with only three legs, a half-broken cupboard, then several scattered wooden boxes, before arriving at their destination. They strain to move another box out of the way, their lips pressed in a thin line. Then, they crouch down, the thin fingers gripping at a particular floor board. It doesn't take long for the piece of wood to give way, moving from its spot with relative ease. Underneath, there lies a small satchel that Silver Spider immediately grabs.
They don't bother to return the scene to its previous state, shedding off their white robe and turning it inside out. From the satchel, they take out a piece of fabric that turns out to be a hood and attach it to the collar of the now fully black piece of clothing. They put the robe back on and remove their mask and pocket it, replacing its concealment with the hood that falls over their eyes and nose.
The only other item inside the pouch is a small bottle. It is filled with transparent liquid, green and yellow bubbles constantly generating at the bottom and flowing up. Silver Spider uncorks the bottle and downs it in one gulp. Glass clutters to the ground as their figure quickly dissipates. The last expression on the pale lips is a pained grimace.
[[♢ Next|Interlude Spider]]
<<elseif visited() is 2>>Silver Spider walks through the quiet streets, their figure concealed from the gazes of occasional passersby. From time to time, they reach their hand to massage their temples. The budding headache is only getting worse.
Now, the plan is set in motion, so they only have to wait until the traitor reveals themselves. The opportunity Silver Spider presented them with is too good to pass on. After all, the raid today was a surprise for the crime lord themself, so the one who ratted out the hideout shouldn't doubt the authenticity of the next orders.
Silver Spider chuckles silently to themself. Even though they weren't anticipating this situation exactly, they weren't unprepared. Although their last order sounded similar to everyone's ears, what everyone knew to do was completely different. So each of their subordinates was now heading to a different hideout. For a while, everyone will just assume they were first to arrive at the target location as they had to scatter and head there by different routes. And if — or rather when — the traitor reunites with the knights and leads them there, well, there is nobody significant at any of those locations. The organisation won't be crippled by the sacrifice of a few dozen low-ranking members.
Feeling that the potion is wearing off, Silver Spider ducks into a nearby alley and waits to become completely visible again. They adjust their hood so that it conceals most of their face and returns to the main road. Now, to find a place to spend the next several hours in…
Not long after, they notice a signboard on one of the buildings, words 'Fox's tail' reminding them about the locations Liam was rambling about. This will do.
They push the door and enter the inn, their gaze sweeping across the customers present. It isn't crowded. Several groups drinking, a few people having their supper. So Silver Spider chooses a table further away from most of the people and gives the waiter an order to bring them a new cup of black coffee every twenty minutes. Then, they settle in the chair, a warm drink warning their hands through the gloves, and wait.
[[♢ Next|Interlude Spider]]
<<else>>Nothing interesting happens for a long while. Most of the customers leave, new people enter. Silver Spider almost finishes their fourth coffee. Then, a new visitor shows up.
A tired $person, clearly fresh from the road. <<if $heterochromic>>$They $have pretty eyes though, Silver Spider catches themself staring. Otherwise, n<<else>>N<</if>>othing special. Habitually, they screen through the new arrival's surface thoughts.
Silver eyes are blown wide as the information enters their brain. They quickly dig deeper, ignoring the headache that becomes splitting. This $name $surname person, $they $are actually //an otherworlder//. Silver Spider remembers reading about them in the information about the times when Creator was still conscious. They are pretty sure something like this has also resurfaced on a later date, but the knowledge they were able to gain access to is limited.
But they do know nobody like this appeared in the world for centuries, if not millennia. What has changed now?
Deep in their thoughts, Silver Spider keeps an eye on $nick_sp as $they speak$multi with the inn owner. Then, the $person of their interest heads towards \
<<if visited("Self inn") gt 0>>an empty table. $They just settle$multi down, but then stiffen. Oh, $have $they felt the crime lord's stare? Silver Spider looks on, unabashed.
<<if visited("Hooded inn") gt 0>>Then, $nick_sp stands up, actually heading for their table. Silver Spider suppresses a smile at $their boldness. Well, they'll see how it turns out.
<<else>>Their lips stretch out in a wide, amused grin when $nick_sp just turns away, pretending as if nothing has happened. Well, <<set _arnt to $are + "n't">>_arnt $they bold? The crime lord continues to observe from afar for a while, before shifting their gaze away. The otherworlder might be interesting, but they have bigger problems at hand.
<</if>><<elseif visited("Hooded inn") gt 0>>their own table. A strange choice, considering Silver Spider's choice of attire, but not that they themself often choose the most sound option.
The crime lord would've preferred more if they could just observe from afar, but having a chance to study $nick_sp from up close shouldn't hurt still. They'll see how it plays out.
<<else>>one of the occupied tables. The <<if visited("Travellers inn") gt 0>>adventurers from the guild that bitch sponsors<<else>>merchants<</if>>. Well. Not the choice they themself would've made, but not that they care much. Taking a lazy sip from their cup — they'll need a refillment soon — they shift their gaze away from the otherworlder. $They might be interesting, but Silver Spider has more pressing problems at hand.
<</if>>
<<if false>><<link "♢ End of the interlude" "New day">>
<<run setup.sleep()>>
<</link>>
<<else>>//End of the demo<</if>><</if>><<if visited() is 1>><<switch $reaction>><<case 1>>The dessert melts on your tongue. You shut your eyes, enjoying the taste.
How long has it been since you were able to indulge yourself into something like this? Last days — probably weeks even — were a struggle for survival. And even after you escaped the accursed place, only this evening were you able to eat the food that tastes good not only because you didn't have anything better for a prolonged time.
<<default>>"Suit yourself," Thomas <<if $reaction is 2>>shrugs<<else>>snorts<</if>> and moves the dessert closer to himself. You direct your attention back to the meal you ordered.
<</switch>>
The merchants don't stare at you while you eat. Someone replenishes the glasses, and the merry atmosphere descends upon the table again.
Thomas speaks more than the other three combined, jumping from one story to another, no doubt embellishing at least half of the facts.
[[♢ You tune his voice out.|Merchants inn 1][$reaction = 1; $merchant_f -= 1]]
[[♢ You barely listen, although nod from time to time at the right places.|Merchants inn 1][$reaction = 2]]
[[♢ You are mostly silent, listening attentively.|Merchants inn 1][$reaction = 3]]
[[♢ You don't shy away from comments and exclamations, urging Thomas to go into more details about some topics.|Merchants inn 1][$reaction = 4; $merchant_f += 1]]
<<elseif visited() is 2>><<switch $reaction>><<case 1>>The man drones on at the periphery of your conciousness, but you don't care. You are too tired to even pretend you are interested.
<<case 2>>The conversation goes in your ear and out of the other, but you still make an interested face and nod animatedly when the voices start sounding more agitated than before.
The overall impression of the story you get is that the merchants' business is the most dangerous in the world. Something about monsters out to get them the very moment the caravan steps out of the city? You aren't interested enough to listen to the details.
<<case 3 4>>Thomas speaks about his journeys with the merchant caravan throught the whole empire. He does embelish a lot, you conclude, listening how his experiences somehow sound much more dangerous than your several days in the Cursed Lands. But still, the man knows how to capture the audience's attention, and you find yourself laughing merrily at his jokes.
<</switch>>
A small argument ensues<<if $reaction lt 3>>, snapping you back into focus.<<else>>. One of the merchants throws her hands in the air, almost hitting the person sitting next to her with an elbow. "There is no f-fucking way you actually sold //meat pies// to the hermits in the north!" The woman slurs, her emotions spilling.
The accused one snorts. "You are just too short-sighted. With the right advertisement, even those nature-loving idiots will gladly buy everything you offer — and more." \
<</if>>Thomas downs the wine in his glass in one gulp, his face reddening even futher. "Eh — $name, right? — tell her she's being all unreasonable right now!"
His opponent snorts. "Unreasonable? Me? It's you who's straight spouting bullshit!"
Both of their faces turn bright red not only because of the alcohol.
[[♢ Deescalate the conflict gently.|Merchants inn 1][$reaction = 1]]
<<if $reaction gt 2>>[[♢ Speak in support of Thomas's viewpoint.|Merchants inn 1][$reaction = 2]]
[[♢ Speak in support of the female merchant's viewpoint.|Merchants inn 1][$reaction = 3]]
[[♢ You don't care enough to get involved, so you ignore them.|Merchants inn 1][$reaction = 4]]
<<else>>[[♢ You don't know what they're on about, but you don't care enough to get involved, so you ignore them.|Merchants inn 1][$reaction = 4]]
<</if>>[[♢ Rile them up even more.|Merchants inn 1][$reaction = 5; $holiness -= 1; $merchants_f -= 1]]
<<else>><<switch $reaction>><<case 1>>You clap your hands loudly. When all the heads turn towards you, you put on your brightest smile. You grab the closest wine bottle and refill the both quarrelers' glasses. "Come on, let's just drink! It's too good of an evening to spoil it with arguments!"
<<if ($reaction gt 1 and $weakness != "awkward" and $cha gt 5) or $cha gt 7>>Thomas laughs and the tension dissipates from the air. "You are damn right!" he exclaims and grabs his wine, turning towards the woman he was arguing with moments ago. She purses her lips, but still rises her cup in a silent toast.<<set $merchant_f += 3>>
<<else>><<set $merchant_f += 1>>The woman Thomas had an argument with frowns distinctly. \
<<if $reaction is 3>>"Who are you to talk?" She snorts. "I bet you don't even know what we were even talking about!"
Thomas raises his hands in pacification. "$They <<set _arent to $are + "n't">>_arent wrong though. Come on, these drinks are on me anyway, so feel free to indulge!"
As if to show an example, he grabs his wine and brings it to his lips. With another glare in your direction, the woman follows.
<<else>>She hesitates for a few seconds, but then exhales, and the tension in the air dissipates. Thomas smiles. "You are damn right, my friend!" He exclaims and grabs his wine, turning towards the woman he was arguing with moments ago. She purses her lips, but still rises her cup in a silent toast.
<</if>><</if>><<case 2>>The woman stares at you, mouth agape. "You-" she starts, her voice gradually raising. \
<<if $int gt 6 or ($weakness != "awkward" and $cha gt 5) or $cha gt 7>><<set $merchant_f += 3>>You smile brighty. "I like big breams, you know," you speak quickly before her irritation explodes. "I prefer first to believe everything is possible, and only change my opinion if proven otherwise. Why don't you ask Thomas how did he achieve this and try it yourself? This way, we will know the result for sure!"
The merchant seems thoughtful as her alcohol-muddled brain tries to find a weakness in your words. Finding none, she relaxes signifacantly. "Whatever," the woman grumbles and reaches for her glass.
Thomas winks at you with a smug smile.
<<else>><<set $merchant_f += 1>>She barely listens to your explanations. The frown still in her features, she grabs her glass and downs the alcohol insode in one go.
Well, at the very least, the merchant seems to have lost her desire to bicker any longer.
<</if>><<case 3>>Thomas frowns in irritation, ignoring a smug glance his opponent sends him.
"Is that so?" He grumbles as he reaches to pour himself more alcohol, his mood souring. With the glass in hand, he turns away from the two of you.
Is he... sulking? You <<if $pers is "imp" or $pers is "ass">>let out<<else>>suppress<</if>> an amused chuckle.
<<case 4>>You tune out their shouts. Well, try to, as the commotion only gets bigger, the two drunk people unable to stop until it's too late. A chair rattles to the floor as the female merchant jumps to her feet, her face twisted in an angry grimace.
<<case 5>>"I don't know," you draws, adding even more hesitation to your voice. "I mean, Thomas seems to be the most professional here, doesn't he? He is your leader, after all." You cast a glance at the female merchant who continues to glare at the man, ready to continue bickering.
Hearing your words, she bristles, the consumed alcohol eating at her rationality. You don't have to speak another world as the woman jumps to her feet and leans into Thomas's face, "You think that if you are the guild's representative, your words won't be questioned? Huh?! You think you can sput as much bullshit as you want and nobody will question you?!"
The spittle lands on the man's face and he cringes in dusgust, pushing her away.
"What's gotten into you, madwoman?!" he wipes his face with a napkin, his own voice raising significantly.
You lean back into your chair, observing them <<if $holiness lt -3>>with twisted amusement<<elseif $holiness lte 3>>from the sidelines<<else>>with mixed emotions<</if>>. It doesn't take long for the tension to escalate enough for a first blow to be land.
<</switch>><<if $reaction lt 4>>One of the merchants shakes a whine bottle over his glass, yet only several drops of liquid fall down. "Hey, does an'ne have m're?" His words are slurred, but this isn't the first time such a question is voiced at the table. Regrettably for the man, the only answers he receives are disappointed 'no's.
<<if $weakness is "alcohol">>You aren't much better off. The merchants were kind enough to share their alcohol with you, so you've indulged in your vice. Only your lingering unease because of the alien settings around kept you from becoming completely inebriated.
<<elseif $alcohol>>You drank with moderation, concious of how alien this place is to you. So although you do feel the alcohol's effect, its nowhere near the state the other four are on.
<<else>>You are completely sober though. And seeing the poor state the other four are in, you don't regret not consuming a drop.
<</if>>Thomas stands up heavily, supporting himself at the back of his chair. \
<<if $merchant_f gt 4>><<set $discount to true>>"Was nice knowing you," he is surprisingly coherent considering how much he has drunk. "Come by my shops sometimes. I sell these- eh, pit... pot... potions, yes! Say you know Thomas, tell your name. You'll get a dis... discount..." The man waves his hand in the air, giving up on the correct pronunciation. It throws him off balance, but the merchant manages not to fall.
<<else>>"We should stop here!" he proclaims pompously. The effect is smothered by how unsteady he is on his feet, swaying from side to side.
<</if>>You exchange farewells, and the group begins their painfully slow and unsteady climb up the stairs. You notice Cindy sigh in resignation and call over one of the inn workers to help the troublesome customers get into their rooms safely.
[[It's also time for you to call it a day.|After conv inn]]
<<else>>The fight isn't allowed to start properly in the end. The two their companions quickly drag them to the sides, trying their best to calm their riled up friends down.
The event seems to signify the end of the evening to the merchants. The two less inebriated apologise for the ugly scene and the whole group takes their leave. You glance out of the window at the darkness outside. You also shouldn't linger for too long.
[[You finish your supper.|After conv inn]]
<</if>><</if>><<if $reaction is 1>><center>''Forest lizard''
<img src = "images/forest_lizard.png"></center>A huge creature faintly resembling an enormous lizard by its form. Its broad and heavy frame is covered in the pale gray scales. Its four legs are short, its muzzle elongated and its eyes pale white without any sign of a pupil.
Forest lizard's roar has a faint paralyzation effect. The attack one should avoid most is with its ling and powerful tail. Yet this creature isn't aggressive, only attacking when provoked.
Forest lizards usually move in small groups of about 4 to 6 creatures. They feed on tree leaves and branches.
<center>''Manticore''
<img src = "images/manticore.png"></center>A creature with the face of a human but with three rows of teeth, the body of a lion, and the tail of a scorpion that contains poison. Its other weapon is its spines that can be launched like arrows. Besides, its extremely fast and agile.
Those killed by manticores are rarely found as this creature prefferes to eat its prey whole, not even leaving bones behind. It is recommeded to avoid them if possible.
Manticores don't live in groups. They can be found deep on forests, sleeping in their burrows or going on a rare hunt.
<center>''Shuck''
<img src = "images/shuck.png"></center>A ghostly black dog roaming forests, usually along the paths humans traverse. It's large canine the size of a horse with blood red eyes.
Its howling provokes instinctive fear; its steps produce no sound. If one immediately closes their eyes and doesn't look no matter how close the howling seems to approach, it will eventually leave without engaging in a fight.
When attacked, can take on the form of a ghost, but must return back to the physical one to retaliate.
<center>''Tah''
<img src = "images/tah.png"></center>Feline with brown fur and greenish-yellow eyes. The average height of an adult creature reaches about 130 centimeter.
Very fast and agile, good at hiding. Always move in large groups.
When engaged in a fight against tahs, hunters are hightly advised to first disrupt their cooperation.
The most comoon type of attack is by jumping at their pray. Most vulnerable while suspended in the air.
Their tendons are the main ingredient of the agility potion.
<<elseif $reaction is 2>><center>''Imperial viper''
<img src = "images/imperial_viper.png"></center>A highly poisonous snake, a spieces evolved from a common viper.
Posesses light green scales that turn golden at the top of the head and under eyes. The average length is from 20 to 35 centimeter.
The combination of its hiss and movements hypnotize other creatures to follow its commands. The most susceptible ones are other types of snakes and small creatures or insects, but some vipers managed to get weaker felines, canines and birds under its control.
Imperial vipers usually keep 3 to 5 creatures under its influence, but can dynamically change this number during their hunts. The same goes for the replacement of the fallen puppets.
It ususally uses the creatures under its command to hunt or at least exhaust its prey while hiding at a distance. The hypnosis is confirmed to last up to 15 minutes without renewal, but can be maintaned through the hissing only. This can be used to confirm the imperial viper's location. It is advisable to approach this creature with utmost carefullness as even humans can briefly fall under its influence.
<center>''Pegasus''
<img src = "images/pegasus.png"></center>A white winged horse. Its hooves look like marble, and are just as heavy. With each swing of its wings, bluish lightning is cracking along its feathers.
Pegasuses live in herds of no more than dozen creatures. They are extremely territorial and always attack when someone crosses into the area they deem theirs.
This animal's fighting style mainly consists from diving from high up in the air to land a heavy attack with its hooves or staying in the sky and landing one lightning after another at its opponent.
<<elseif $reaction is 3>><center>''Cockatrice''
<img src = "images/cockatrice.png"></center>It is a winged serpent-like creature with a rooster's head. Its eyes are its most deadly weapon: they are the conduit through which cockatrice projects its magic. If hit, the victim will be stunned for at least 5 seconds. Eye contact doesn't matter.
When fighting a cockatrice, it is essential to first damage its eyes. Without its magic, it is a relatively easy prey.
These creatures are extremelly territorial and agressive, therefore they don't get along even with their own kind. Usually, a cocatrice occupies a mountain valley for itself, and rarely exits this piece of land on its own volition.
They also posess no parental instinct: after mating, the egg is left in a remote cave and none of the parents returns to check on its condition. If it survives and hatches, the newborn cocatrice has to fend for itself from its birth.
<center>''Griffin''
<img src = "images/griffin.png"></center>
<<elseif $reaction is 4>>
<<elseif $reaction is 5>>
<<elseif $reaction is 6>>
<<else>>This bestiary gives overview of the most dangerous creatures one might encounter across the empire's territory.
P.S. The inhabitants of the Cursed Lands are not included due to the unpredictability of the mutations. However, this book can still be referenced as nobody has yet encountered a completely unkmown spices in that dangerous zone.
<</if>><<if $reaction != 1>><<link "♢ Forests">>
<<set $reaction to 1>>
<<script>>
Dialog.setup("Bestiary");
Dialog.wiki(Story.get("Bestiary").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if $reaction != 2>><<link "♢ Grasslands">>
<<set $reaction to 2>>
<<script>>
Dialog.setup("Bestiary");
Dialog.wiki(Story.get("Bestiary").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if $reaction != 3>><<link "♢ Mountains">>
<<set $reaction to 3>>
<<script>>
Dialog.setup("Bestiary");
Dialog.wiki(Story.get("Bestiary").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if $reaction != 4>><<link "♢ Underground">>
<<set $reaction to 4>>
<<script>>
Dialog.setup("Bestiary");
Dialog.wiki(Story.get("Bestiary").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if $reaction != 5>><<link "♢ Desserts">>
<<set $reaction to 5>>
<<script>>
Dialog.setup("Bestiary");
Dialog.wiki(Story.get("Bestiary").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if $reaction != 6>><<link "♢ Ocean">>
<<set $reaction to 6>>
<<script>>
Dialog.setup("Bestiary");
Dialog.wiki(Story.get("Bestiary").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><<if visited() is 1>><<nobr>>
<<set $street_var to "New day street">>
<<set $house to 0>>
<<set $skill_p to (8 - $etiquette)>>
<<if $secondary_skill is "tactics" and not $gaming>><<set $skill_p -= 1>><</if>>
<<set $music to 0>>
<<set $sir to "ser">>
<<if $person is "man">><<set $sir to "sir">>
<<elseif $person is "woman">><<set $sir to "ma'am">>
<</if>>
<<set $gloves to true>>
<<set $signs to "writes">>
<<set $signing to "writing">>
<!-- if $ate not up to par (1 in the first half of the day, 2 in the second), twice the fatigue gain until you eat -->
<<set $fainted to 0>>
<<set $events to 0>>
<<set $met_ember to false>>
<<set $name_ember to false>>
<<set $pot_disc to 0>>
<<set $smithy_disc to 1>>
<<if $child is "child">><<set $child to "kid">><</if>>
<<set $weapon_selected to false>>
<<if $inventory.includes("crown from the giant spider")>><<set $spider_crown_status to 1>><</if>>
<<set $aurora_rel to 0>>
<<set $str_p to 0>>
<<set $agi_p to 0>>
<<set $end_p to 0>>
<<set $expl_p to 0>>
<<set $pois_p to 0>>
<<set $anti_p to 0>>
<<set $inv_p to 0>>
<<set $charm_p to 0>>
<<set $smo_p to 0>>
<<if $have_pets gt 0>><<set $pet to 1>><<else>><<set $pet to 0>><</if>>
<</nobr>><center><img src = "images/Ch2.png" width="70%"></center>You are snapped out of a hazy and chaotic dream when you fall face-first on the floor, having rolled out of bed in your sleep. You don't remember the exact details of what you've dreamt about, but you <<if $insanity gt 2>>can say for sure that you have never been so confused and terrified at the same time in your life<<else>>are certain it was nothing pleasant<</if>>.
Rising on shaky limbs, you climb back into the warm bed. <<if $illness gt 0 or $room is 3>>You barely feel rested at all<<else>>At the very least, you feel well rested<</if>>. <<if $illness is 0>>You bask in the comfort of the bedsheets for several minutes before reluctantly standing up.
<<else>>Your head hurts, and your mouth is terribly dry from all the breathing your clogged nose refused to assist you with. For a moment, you regret waking up at all. Right now, even staying in an unpleasant dream feels better than whatever suffering the physical world has in store. With a groan, you force yourself to climb out the comfort of the bed again.
<</if>>Still sleepy, you drag your body to the bathroom. When you emerge back from the small room, you look more like a decent human being, although your clothes could use a change. You settle in a chair<<if $room is 1>>, your gaze wandering absentmindedly to the scenery seen outside the window,<</if>> as you <<if $illness is 1>>force your mind to work<<else>>plan your next actions<</if>>. What is it that you actually want, really? Until now, you didn't have time nor energy to consider anything long-term, your sole focus being survival.
[[♢ This is not your world. You have to — need to — find a way back home.|New day][$goal = 1]]
[[♢ It is curiosity that occupies your mind. What led to you appearing here? You want to find the answer.|New day][$goal = 2]]
[[♢ Your mind wanders to what little of this world you have seen. You want to experience more or this place.|New day][$goal = 3]]
[[♢ You slump in your seat. You have no great purpose in your mind. Is a calm, peaceful life too much to ask for?|New day][$goal = 4]]
[[♢ You stare at your hands, uncertain. What is it that you want indeed?..|New day][$goal = 5]]
<<else>><<switch $goal>><<case 1>>You are suddenly feeling so homesick. You have no recollection of what has happened prior to when you woke up in that dungeon, but <<switch $pers>><<case "imp" "ass">>you will make sure to find the clues. And then <<if $holiness lt -3>>you will make whoever is responsible for this pay before getting them to send you back<<else>>the way back will be in sight.<</if>>
<<default>>you don't believe there are no clues. You <<if not $told_otherworlder>>shouldn't be the first one in such a situation, especially in the world where magic exist<<else>>aren't the first one in this situation, if Shaun's comments are anything to go by<</if>>. You just need to find them.
<</switch>><<case 2>>Who doesn't like a good mystery? Even though you have no recollection of what has happened prior to when you woke up in that dungeon, you <<if $pers is "opt" or $pers is "ass">>are sure<<else>>believe<</if>> you will be able to find some clues about it with due effort.<<if $told_otherworlder>> Especially considering Shaun's reaction at your admission of not being from this world. You aren't the first one in such a situation.<</if>>
<<case 3>>This world is as dangerous as it is beautiful. If you have ended up here anyway, why not take the most out of it? It is just as if you yourself became a character in a story. Who wouldn't get excited in your place?
<<case 4>>You are tired, <<if $fatigue gt 10>>both physically and<<else>>if not physically then<</if>> mentally. You just want a simple, stable life. Boring, perhaps, but without any risk of death and in a place you //know//. Can you get one here? Or will you have to continue your struggles with no end in sight?
<<case 5>>A single night of <<if $illness gt 0 or $room is 3>>acceptable<<else>>good<</if>> sleep isn't enough to clear your mind. Maybe sometime later... But for now, you will you with the flow.
<</switch>><<if $have_pets gt 0>>You reach out to pet $pet1, her head resting agaist your leg. <<if $have_pets is 2>>$pet2, not willing to miss the attention, climbs on your lap, mpearing the dirt from his paws on your outfit. ...You definitely need a change of clothing.
<</if>>You spend a peaceful moment with your pet$plural before standing up decisively.\
<<else>>You exhale slowly and stand up.<</if>> Being confined in the room all day won't clarify the situation. Especially as the limited money don't bode well for your prospects to have a roof above your head in a few days.
The door <<if $room is 3>>creaks<<else>>opens smoothly<</if>> as you push it. You lock it behind and hide the key in your pocket.
<<if $room is 3>>[[♢ You pass a short corridor before emerging into the familiar dining hall.|Inn day 1]]
<<else>>[[♢ You descend the stair into the familiar dining hall.|Inn day 1]]
<</if>><</if>><<if $house is 0 and $days_paid is 0>>You remember that you won't be able to remain in the inn for the night if you don't extend your stay.<<set $house to -1>>
<</if>><<if visited() is 1>>It is quite early in the morning, yet the room is lit brightly by the sun rays falling inside through the windows on your right. It is mostly deserted, with only several people in sight. A sole waiter lounges at the seat near the counter, more relaxed with his employer being absent. A couple at the table near the wall converses quietly as they eat their modest breakfast. A man just finishes his drink and slams the glass at the counter before exiting the inn in the apparent hurry. <<if $met_ada>>Ada<<else>>A woman you <<if not (($weakness != "memory" and $int gt 9) or ($weakness is "memory" and $int gt 6))>>vaguely <</if>>remember seeing here yesterday evening<</if>> chews at something all by herself, a large table she occupies looking empty with all the other seats empty.
[[♢ Order breakfast. It will be a long day.|Inn day 1][$reaction = 0]]
<<if $met_ada>>[[♢ Join Ada at her table.|Ada conv][$react = 0]]<<else>>[[♢ Join the lonely woman at her table.|Ada conv][$react = 0]]<</if>>
[[♢ Head outside right away.|New day street][$inn_from = "street"]]
<<elseif $reaction is 0>><<set $ate += 1>><<set $fatigue -= 0.5>><<set $reaction to 1>>You lean at the counter and wait for a few minutes as Cindy prepares your order. With the tray in both hands, you take a seat at one of the many free tables and dig in.<<if $have_pets gt 0>>$pet1 <<if $have_pets gt 1>>and $pet2 <</if>>munch$multi22 happily on $ptheir own share.<</if>>
[[♢ You leave the empty plates at the table as you head for the exit.|New day street]]
[[♢ You return the tray with empty dishes at the counter before leaving the inn.|New day street]]
<<elseif $reaction is -1>><<set $reaction to 1>><<set $inn_from to "room">><<if $time lt 9>><<set $time += 1>><<set $fatigue -= 1>><<if $end gte 8>><<set $fatigue -= 0.5>><</if>><<if $fatigue lt 0>><<set $fatigue to 0>><</if>>You lounge on the bed, letting your body to fully relax on the soft covers. For a while, you barely think about anything.
Soon, you stand up, feeling more refreshed than before.
[[♢ Next|Inn day 1]]
<<else>><<if $aurora_date>><<set $aurora_dumped to true>><<unset $aurora_date>><</if>>You showers with the waters the workers brough and plop down on the bed, <<if $fatigue gt ($max_fatigue - 5)>>exhausted<<elseif $fatigue gt ($max_fatigue - 12)>>feeling tired<<else>>relaxing<</if>>. It has been a long day.
Slowly, your mind becomes increasingly empty, and you drift to sleep.
<<if $clothes != "a simple brown robe" and $magic_type != "">><<link "♢ Sweet dreams." "Inn day 1">>
<<run setup.sleep()>>
<</link>>
<<else>><<link "♢ Sweet dreams." "Next day morning">>
<<run setup.sleep()>>
<</link>>
<</if>><</if>><<else>><<print setup.roam_day()>><<if $faint is 2>><<goto "Death">><</if>><<if $inn_from is "street">><<if $time gte 3>><<set $inn_from to "inn">><</if>>You push the familiar door of a buiding covered in the drawings of foxes.<<elseif $inn_from is $room>><<set $inn_from to "inn">>After exiting your room, you <<if $room is 3>>descend the stairs<<else>>pass a short corridor<</if>> and soon emerge into the main hall.<</if>> \
<<if $time lt 3>><<if $inn_from is "street">><<set $inn_from to "inn">>Not much has changed from the time you've left in the morning. <</if>>The inn's customers are still scarce, althouhg not exactly the same. The only familiar face is <<if $met_ada>>Ada<<else>>the woman you've seen both exiting your room today and even earlier<</if>>, lounging at the same table, now with a stack of papers taking off most of the space, leaving place only for a glass of some juice. She is still alone, so taking up the whole space is of no issue.
<<elseif $time lt 6>>It is quite lively, many groups scattered across the hall. The noise is the one you'll hear in a place where dozens of people eat, rather loud yet civilized. Besides the innkeeper, the only other face you reconize is <<if $met_ada>>Ada's<<else>>the woman's you've seen here both this morning and the day<<if $days_paid lt 2>>s<</if>> before<</if>>. You can't help but wonder whether she has left this place at all. It sure doesn't seem to be the case.
<<elseif $time lt 9>>With the night approaching, the number of people inside just seems to grow. <<if $met_ada>>Ada is nowhere to be seen.<</if>>
<<else>>With the darkness covering the world, the inn is also becoming increasingly deserted. The workers are nowhere to be seen, only Cindy remains at the counter, yawning widely every other minute.
<</if>><<if $time lt 6>><<if $met_ada>>[[♢ Join Ada at her table.|Ada conv]]
<<else>>[[♢ Join the woman at her table.|Ada conv]]
<</if>><</if>><<if ($time lt 3 and $ate lt 1) or ($time gte 3 and $time lt 6 and $ate lt 2) or ($time gte 6 and $ate lt 3)>>[[♢ Have a meal.|Inn day 1][$reaction = 0]]
<</if>><<if $time lt 9 and $fatigue gt 2 and ($house is 0 or $house is -1 and $days_paid is 0) and $short_rest lt 3>>[[♢ Rest in your room for a while.|Inn day 1][$reaction = -1; $short_rest += 1]]
<<elseif $house is 0>>[[♢ Rest for the night.|Inn day 1][$reaction = -1]]
<</if>><<if $house is -1>>[[♢ You contemplate your options for the night's stay.|Night stay][$react = 0]]
<</if>>[[♢ Head outside.|New day street][$inn_from = "street"]]<</if>><<if visited() is 1>>When you step out of the inn, you see Cindy. The woman is leaning against the wall, just near the opretty realistic drawing of a fox, a thin cigarette clutched in-between her fingers. Her gaze moves lazily from the street towards you as she hears the door open. She exhales, a plum of white smoke leaving her mouth. It smells like cherries.
"Want some?" Cindy offers you a hald-empty pack, clutched loosely in her other hand.
[[♢ "No, thank you," you refuse politely. You don't smoke.|New day street][$smoke = 0; $reaction = 1]]
[[♢ "No, thank you," you refuse politely. Although you do smoke, right now, you aren't in the mood.|New day street][$smoke = 2; $reaction = 1]]
[[♢ "Why not?" It's been a while since you had your hands on cigarettes.|New day street][$smoke = 2; $reaction = 2]]
[[♢ "Why not?" You don't reject the offer even thoug you have never tried smoking before.|New day street][$smoke = 1; $reaction = 2]]
[[♢ You ignore the woman, walking past her without a second glance.|New day street][$smoke = 0; $reaction = 3]]
[[♢ You ignore the woman, walking past her, even though your eyes linger at the cigarettes in her hand. Now is not the time to indulge in your bad habits.|New day street][$smoke = 2; $reaction = 3]]
<<elseif visited() is 2>><<switch $reaction>><<case 1>>"Suit yourself," Cindy shrugs, getting another drag. She turns her head away when exhaling though.
You linger for a short moment. Then you leave her behind, mixing with the growing crowd passing by the inn building.
<<case 2>>You grab a cigarette, and Cindy helps you light it, fishing a box of matchsticks from her pocket. <<if $smoke is 1>>You cough mercilessy after taking a first drag, making her burst into laughter.<<switch $pers>><<case "opt">>You can't help but chuckle yourself<<case "ap">>You ignore her, concentrating on getting over the burning sensation in your throat<<case "cal">>You pause for a moment, waiting for burning sensation in your throat to diminish<<case "imp">>You frown and take another drag forcefully, powering through the burning sensation in your throat<<default>>You smirk at her and slowly take another drag<</switch>>. It takes a bit of getting used to, but you are soon able to enjoy the pleasant cherry taste.<</if>>
For a moment, the neither of you speaks, the comfortable silense hanging between you. People passing by blend into backround, reinforcing the unique atmosphere of the waking city.
The cigarette almost burns your fingers, snapping you out of your reverie. Cindy offers you another, but you decline. You can't spend here all day. After exchanging farewells, you leave her behind, mixing with the growing crowd passing by the inn building.
<<case 3>>Cindy snorts at your blatant disregard, but makes no move to stop you.
<</switch>>[[♢ Next|New day street]]
<<else>><<if $time lt 3>>The morning air is fresh and cool, the light breeze caressing your skin. Despite the <<if $time gt 0>>relatively <</if>>early hour, the street is full of people. Some walk slowly, taking their time, yet most are brushing past you in a hurry to get to their destination, oblivious to all but their predetermined route.
<<elseif $time lt 6>>The sun is bright in the sky, casting the warmth of its rays upon you and all the other passersby. \
<<elseif $time lt 9>>The rays of the sun that slowly nears the horizon cast their light upon the world, enveloping the city in a warm <<switch $time>><<case 6>>yellow-orange<<case 7>>orange<<default>>red<</switch>> glow. Yet despite the night getting nearer with each passing minute, the number of people roaming the streets only seems to grow bigger, hte noise they produce — louder.
<<else>>The sky is dark, and the streets are aglow with countless lights that completely drown out the shine of the moon and stars high above. They now seem somehow wider than before, with considerably less people in sight than during the daytime.
<</if>><<if $time lt 9>>The city lives in its own, fast tempo that threatens to overwhelm your senses. <</if>><<if $goal is 3>>You smile is excitement<<if $fatigue gt $max_fatigue - 5>> despite the fatigue weighting on your body<<elseif $fatigue lt $max_fatigue - 10>>, full of energy to explore<</if>><<else>>You are <<if $fatigue lt $max_fatigue - 10>>full of energy to explore<<elseif $fatigue gt $max_fatigue - 5>>feeling pretty winded<<else>>feeling well enough to take a look around<</if>><</if>>. <<if $ate is 0 or ($time gt 7 and $ate lt 2)>><<if $fatigue gt $max_fatigue - 5>>Besides<<else>>Still<</if>>, you are feeling rather hungry.<</if>>
<<if $time lt 9>>[[♢ You can hear the clamour of a market not far away. Might as well pay a visit.|Marketplace][$events = 0]]
[[♢ The spires or the cathedral are easily visible from any part of the city. It won't be hard to find the building itself.|Cathedral]]
<</if>><<if $time gt 2 and visited("Park break") is 0>>[[♢ You remember seeing a park at some distance from here. It will be a pleasant place to take a break.|Park break]]
<</if>><<if visited("Wander capital") is 0 and $time lt 9>>[[♢ You decide to take a walk without clear destination.|Wander capital]]
<</if>>[[♢ Return to the inn.|Inn day 1]]
<<if $aurora_date and $time gte 8>>[[♢ It is right time to pay Aurora a promised visit.|Aurora date][$time += 1]]
<</if>><</if>><<if $reaction is 0>><<set $reaction to 1>><</if>><<if $events is 0 or $events is 3>><<print setup.roam_day()>><<if $faint is 2>><<goto "Death">><</if>><<set $events to 0>><</if>><<if visited() is 1>>The <<if $time lt 3>>morning <<elseif $time gt 5>>evening <</if>>breeze ruffles your tattred clothes<<if not $bald>> and hair<</if>>. You receive several odd glances, not too surprising, considering your messy appearance. You keenly feel the need to do something with your lacking wardrobe, so the clothing store is your very first destination.
The bell jingles when you push the door open. You cast a curious look around, taking in many racks and mannequins that display various outfits to everyone interested. Noticing your entry, a worker approaches you, a hospitable smile lighting up her face.
"Welcome to the 'Garments of Ethel'," the girl gives you a once-over, though her opinion doesn't show in her expression. "How may I help you?"
<<switch $pers>><<case "imp">>You raise an incredulous eyebrow. "What do you think, Miss? Of yourse, I am here to buy groceries," you snide.
The worker doesn't lose her friendliness, just nodding. "We only sell clothes here, sorry. But if you are interested in buying a new outfit, I can show you several options. I am certain we can find something beautiful and of your size!"
<<case "cal">>"I will need new clothes, so please show me some outftis of my size," you smile politely.
"Of course, $sir." The worker bows her head respectfully. "Please, follow me."
<<case "ass">>"Be a dear, show me some outfits of my size." You get straight to the point.
The worker bows her head respectfully. "Right away, $sir. Please, follow me."
<<case "ap">>You gesture at the state of your robe meaningfully, and the worker nods in understanding. "Of course, I apologize. If you were to follow me, I'd like to show you some outfits of your size. I assure you, we have clothes for each taste!"
<<case "opt">>You smile back at her cheerfully. "As you can see here, I'm in desperate need a new outfit. Think you can help me find the perfect one?"
The worker's expression brightens even further. "But of course, $sir. Please, follow me."
<</switch>>She leads you deeper into the show, stopping from time to time to point at an option she deems suitable for you. After a while, you are left with several choices.
[[♢ A plain white dress reaching your knees. [5 silver]|Marketplace][$clothes = "a white knee length dress"; $gold -= 0.5]]
[[♢ A white shirt with slacks. [5 silver]|Marketplace][$clothes = "a white shirt and slacks"; $gold -= 0.5]]
[[♢ A long black robe with silver embroidery. [5 silver]|Marketplace][$clothes = "a black robe with silver embroidery"; $gold -= 0.5]]
<<if ($gold gte 2 and not $touch_averse) or $gold gte 2.3>>[[♢ A beautiful long green dress, its skirt peppered with small emeralds. [2 gold]|Marketplace][$clothes = "a long green dress with emeralds"; $gold -= 2; $cha += 1]]
[[♢ A steel gray suit, the quality of its material evident. [2 gold]|Marketplace][$clothes = "a steel gray suit"; $gold -= 2; $cha += 1]]
[[♢ A dark red robe, a masterful image of soaring dragon spanning across its back. [2 gold]|Marketplace][$clothes = "a dark red robe with an image of a dragon"; $gold -= 2; $cha += 1]]
<</if>><<elseif visited() is 2>>You don't waste much time, changing into your new outfit immediately. It feels much better to wear clean, quality clothes. There is another thing you <<if $touch_averse>>have<<else>>might want<</if>> to consider: gloves.<<if $touch_averse>> You are itching to cover the bare skin of your hands.<</if>> Each pair goes for three silver coins.
<<if not $touch_averse>>[[♢ You discard the notion as quickly as it has appeared. You don't reqiure such a thing.|Marketplace][$gloves = false]]
<</if>>[[♢ You choose white gloves.|Marketplace][$clothes += " and white gloves"]]
[[♢ You choose black gloves.|Marketplace][$clothes += " and black gloves"]]
[[♢ You choose green gloves.|Marketplace][$clothes += " and green gloves"]]
[[♢ You choose red gloves.|Marketplace][$clothes += " and red gloves"]]
[[♢ You choose gray gloves.|Marketplace][$clothes += " and gray gloves"]]
[[♢ You choose the gloves of color that matches your skin perfectly.|Marketplace][$clothes += " and gloves that match the tone of your skin"]]
<<elseif visited() is 3>><<set $gold -= 0.3>>With everything settles, you complete the payment and exit the clothing store, feeling like a new $person. The lack of side glances <<if $cha gt 7>>(now replaced with admiring ones) <</if>>makes you feel even more relaxed. You decide that it is a good time to take a better look around the marketplace.
[[♢ Next|Marketplace][$events += 1]]
<<else>><<if $time gt 6>>The street is becoming increasingly empty, you only notice several other casual bassersby walk past. Most of the shops' windows are dark, the business day having ended <<if $time is 7>>not long<<else>>quite a while<</if>> ago.
<<else>>The streets are booming with life and activity. You are momentarily deafened by the amount of noise, with everyone trying to speak above others' voices. The traide is in full force, many stalls and stores surrounded by curtomers and window shoppers.
<</if>>You pass several food stalls, the smell of the treats they are selling wafting into your nose. <<if ($time lt 3 and $ate lt 1) or ($time gte 3 and $time lt 6 and $ate lt 2) or ($time gte 6 and $ate lt 3)>>The partially forgotten hunger awakens with vigour, urging you to approach<<else>>Even though not particularly hungry, you still get an urge to have a taste<</if>>.
You take a good look around, comtemplating, which place to visit.
<<if $gold gt 0.1 and (($time lt 3 and $ate lt 1) or ($time gte 3 and $time lt 6 and $ate lt 2) or ($time gte 6 and $ate lt 3))>>[[♢ But first, the food stall.|Shops][$react = 1; $events += 1]]
<</if>>[[♢ Visit the apothecary.|Shops][$react = 10; $events += 1]]
[[♢ Visit the potion shop.|Shops][$react = 3; $events += 1]]
<<if $gold gt 0.1>>[[♢ Look to buy long-preserved foods.|Shops][$events += 1; $react = 11]]
<</if>><<if not $forge_banned>>[[♢ Visit the smithy.|Smithy capital][$events += 1; $react = 0]]
<</if>><<if $know_pet_shop>><<if $pet_shop_visited>><<set _look to "Visit">><<else>><<set _look to "Look for">><</if>><<link `"♢ _look the 'Bestial Paradise'."` Shops>>
<<set $events += 1>>
<<set $react to 5>>
<</link>>
<</if>>[[♢ Leave the marketplace.|$street_var]]<</if>><img src = "images/gray.png" width="25%">\
<<if visited("Corridor27") gt 0>><<if $corr is 27>><img src = "images/dungeon_map/corr27-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr27.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor28") gt 0>><<if $corr is 28>><img src = "images/dungeon_map/corr28-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr28.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor29") gt 0>><<if $corr is 29>><img src = "images/dungeon_map/corr29-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr29.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>
<<if visited("Deep 2 25") gt 0>><<if $corr is 25.5>><img src = "images/dungeon_map/corr25d-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr25d.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor25") gt 0>><<if $corr is 25>><img src = "images/dungeon_map/corr25-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr25.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor26") gt 0>><<if $corr is 26>><img src = "images/dungeon_map/corr26-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr26.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Deeper 22") gt 0>><<if $corr is 22.5>><img src = "images/dungeon_map/corr22d-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr22d.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>
<img src = "images/gray.png" width="25%">\
<<if visited("Corridor 11 deeper") gt 0>><<if $corr is 11.5>><img src = "images/dungeon_map/corr11d-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr11d.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor24") gt 0 and visited("Corridor12") gt 0>><<if $corr is 24 or $corr is 23>><img src = "images/dungeon_map/corr12-24-overlay (1).png" width="25%"><<elseif $corr is 12>><img src = "images/dungeon_map/corr12-24-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr12-24.png" width="25%"><</if>><<elseif visited("Corridor12") gt 0>><<if $corr is 12>><img src = "images/dungeon_map/corr12-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr12.png" width="25%"><</if>><<elseif visited("Corridor23") gt 0>><<if $corr is 23 or $corr is 24>><img src = "images/dungeon_map/corr24-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr24.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor22") gt 0>><<if $corr is 22>><img src = "images/dungeon_map/corr22-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr22.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>
<img src = "images/gray.png" width="25%">\
<<if visited("Corridor11") gt 0>><<if $corr is 11>><img src = "images/dungeon_map/corr11-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr11.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor13") gt 0>><<if $corr is 13>><img src = "images/dungeon_map/corr13-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr13.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if (visited("Corridor21") + visited("Right corridor")) gt 0>><img src = "images/dungeon_map/corr21.png" width="25%"><<else>><img src = "images/gray.png" width="25%"><</if>>
<img src = "images/gray.png" width="25%">\
<<if visited("Corridor9") gt 0>><<if $corr is 9>><img src = "images/dungeon_map/corr9_1-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr9_1.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor10") gt 0 or visited("Corridor14") gt 0>><<if $corr is 10>><img src = "images/dungeon_map/corr10-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr10.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if (visited("Corridor21") + visited("Right corridor")) gt 0>><<if $corr is 21>><img src = "images/dungeon_map/corr21_1-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr21_1.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>
<img src = "images/gray.png" width="25%">\
<<if visited("Corridor9") gt 0>><img src = "images/dungeon_map/corr9.png" width="25%"><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor14") gt 0>><<if $corr is 14>><img src = "images/dungeon_map/corr14-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr14.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if $corr is -1>><img src = "images/dungeon_map/start-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/start.png" width="25%"><</if>>
<img src = "images/gray.png" width="25%">\
<<if visited("Corridor4") gt 0>><<if $corr is 4>><img src = "images/dungeon_map/corr4-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr4.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor2") gt 0 and visited("Corridor3") gt 0>><<if $corr is 2>><img src = "images/dungeon_map/corr2-3-overlay.png" width="25%"><<elseif $corr is 3>><img src = "images/dungeon_map/corr2-3-overlay (1).png" width="25%"><<else>><img src = "images/dungeon_map/corr2-3.png" width="25%"><</if>><<elseif visited("Corridor2") gt 0>><<if $corr is 2>><img src = "images/dungeon_map/corr2-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr2.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if (visited("Corridor1") + visited("Left corridor")) gt 0>><<if $corr is 1>><img src = "images/dungeon_map/corr1-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr1.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>
<img src = "images/gray.png" width="25%">\
<<if visited("Corridor5") gt 0>><<if $corr is 5>><img src = "images/dungeon_map/corr5-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr5.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor7") gt 0>><<if $corr is 7>><img src = "images/dungeon_map/corr7-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr7.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>>\
<<if visited("Corridor8") gt 0>><<if $corr is 8>><img src = "images/dungeon_map/corr8-overlay.png" width="25%"><<else>><img src = "images/dungeon_map/corr8.png" width="25%"><</if>><<else>><img src = "images/gray.png" width="25%"><</if>><<switch $react>><<case 0>><<if $met_ada>>You slide at the seat beside her, <<if $time lt 3>><<if $dislike_ada>>brushing off several papers from the table accidentally<<else>>carefull not to mix up the loads of papers on the table<</if>><<else>>putting on a <<if $dislike_ada>>forced<<else>>friendly<</if>> smile<</if>>. "<<if $time lt 3>>Good morning<<else>>Hi<</if>>! How're you doing?"
Ada shrugs. "Was pretty fine until you showed up. What do you want?"
You <<if $pers is "opt" or "pers" is "imp">>sigh dramatically<<else>>shrug<</if>>. "Is it a crime to want to talk with a<<if $magic_type is 1 and not $dislike_ada>> friend<<else>>n acquaintance<</if>>?"
The woman rolls her eyes, unimpressed. "Cut to the chase. I hate people wasting my time." <<if $dislike_ada>>Ugh. Why did you approach her again?<<else>>She's as rude as always.<</if>>
<<else>>You slide at the seat beside her, putting on a friendly smile<<if $time lt 3>> while you make sure not to mix up the loads of papers on the table<</if>>. "<<if $time lt 3>>Good morning<<else>>Hello<</if>>! Mind if I join?"
The woman looks at you, unimpressed. "You already have."
A silence ensues, but as she doesn't chase you away, you conclude she isn't as opposed to your company as she tries to show. "My name is $name. What about yours?" you introduce yourself, <<<cycle "$dislike_ada">>
<<option "♢ smiling politely" false>>
<<option "♢ keeping your face neutral" false>>
<<option "♢ suppressing a frown" true>>
<</cycle>>.
"Ada," the woman replies shortly, not bothering to turn her head to look at you. <<if $time lt 3>>What is so entrancing about those papers? She makes you curious<<else>>You wonder if she's just plain ignoring you, or there is something exciting behind the counter that excapes your eyes<</if>>. "Now that the greetings are over," Ada's voice snaps you out of your thoughts, "tell me what exactly do you want."
"Is initiating a conversation that grave of a crime?" You smile innocently, tilting your head to the side.
The woman huffs in displeasure, finally turning to regard you with an irritated gaze of her pale gray eyes. A bright red strand falls over her face because of the abrupt movement, and she swats it away impatiently. "Not when it's wasting someone else's time. Closer to the point, $child."
<</if>><<case 1>>"You are quite direct, aren't you, $child?" Ada snorts under her breath, but doesn't seem put off by the personal question. "I am an adventurer, and mind you, a very good one."
The woman fishes out a small silver token from her inner pocket. It is oval, smooth on one side. On the other though, there is a carved emblem and her name in cursive letters underneath. You curiously observe the detailed image of horseman rushing forward, his spear raised in an attacking position. The armor the man is wearing consists of several unmatching pieces.
"Silver membership," she shares proudly. When no recognition sparkles in your eyes, her eyebrows pull into a frown. "You serious? Don't tell me you've never heard about the Adventurers' Guild?"
You force a smile. "I<<if $told_amnesia or $told_otherworlder>>t's complicated<<else>>Of course I have. Just haven't seen a token before<</if>>." Suspicion doesn't fade from Ada's eyes, but surprisingly, she doesn't push.
<<case 2>>"Interested, huh?" Ada chuckles, leaning back in her seat slightly. It seems you rose her interest in the conversation. "Do you know what the purpose of the Guild?" When you don't answer immediately, she continues to speak. "Although it has the word 'adventurers' in name, we aren't some vagabonds whose only aim is money. We take up the role of knights for those not of a noble birth."
Your eyebrows raise gradually as her passionate speach continues. When the woman speaks about the purpose of her guild, she transforms completely. Hell, she even seems younger, so bright her eyes shine.
"As for joining," Ada returns to the essence of your question, "you need to either receive a recommendation of a member, or to pass a test. We need competent fighters in our ranks, not some useless greenhorns who don't know at which side of a sword to grab."
<<case 3>>The woman looks at you incredulously. "You? <<if $magic_type is "">>With your untapped magic? <</if>>Can you even fight?"
You<<switch $pers>><<case "ass">> raise your chin slightly<<case "cal">> meet her gaze calmly<<case "ap">>r expression doesn't change<<case "opt">> smile faintly<<default>> cross your arms in front of you<</switch>>. "I can."
<<if $magic_type is "">>She squints. "You sure? Because I know only one person who is able to hold herself decently in battle without wielding any magic, and she is a special case. \
<<else>>"Somehow doubt it," she snorts. "\
<</if>>Either way, no, I'm not going to recommend a $person I know <<if visited("Travellers inn") gt 0>>close to <</if>>nothing about. Conversation's over."
<<case 4>>"Of fucking course!" she exclaims and immediately begins to brag about her skill with the sword. "<<if $weapon is "sword">>I see you also carry one. The best choice indeed<<else>>You use <<if $weapon is "axe">>an axe?<<else>>daggers<</if>>? Not my choice of weapon, but a good friend has good skills with <<if $weapon is "axe">>it<<else>>them<</if>><</if>>."
You almost tune her words out when a particularly curious sentence catches your attention. "And I'm also very, very good with Rune Magic. Not the easy stuff with flames and whatnot, but also poison, lightning — you name it!"
Rune Magic? <<if $saw_rune_magic>>Is it the stuff you've seen <<if visited("Temple") gt 0>>guardians<<else>>Hazel<</if>> use? <</if>>Now that's interesting.
You probe further, but Ada waves your questions away and sends you to the library, 'to review the common knowledge'.
<<case 5>>"Oh?" The woman raises both eyebrows experssively. "Why would I do that?"
<<if $ada_q2>>You remember her rant about protecting people. "So that I have a chance out there, and maybe also join the noble purpose of your guild."
<<elseif $cha gt 7 or (($secondary_skill is "psychology" or $secondary_skill is "tactics") and $cha gt 4)>>You put on your best smile. "I could really use your help, Ada. I may be good with $weapon, but it isn't enough to survive most of the ordeals I might encounter in the future. You won't leave a $person to $their death, will you?"
<<else>>You chew your lip, looking for the correct words to prove your point. "I need to protect myself-"<<set _sigh to true>>
Ada interrupts you with a wave of her hand. \
<</if>><<if not _sigh>>Ada sighs. <</if>>"Stop wasting words, $name. It's not that I'm opposed to taking in students, but I don't have much time to teach you properly."
You remain silent, looking at her an expectation. She sighs<<if not _sigh>> again<</if>>. "It... is possible, I guess. But you will have to repay me. You will join the Adventurers' Guild, and you will fullfill the missions I point at without questions. Of course, I won't ask for anything unreasonable." She pauses for a moment, letting you to think her words over. "It won't be fast. Spells aren't easy to master, so don't expect me to hand you over a book with all the stuff you need to learn. It is a gradual progress." Ada looks you in the eyes, her gray eyes serious. "You can decide later, if you can't now. Just so that you remember, you can't cultivate several types of magic. The mana inside you right now is raw, so you can choose, but it will become unyielding afterwards."
<<case 6>>"If you are certain." Ada shrugs. "Then, come to the Guild <<if visited("Marketplace") gt 0>>tomorrow<<else>>when you have time<</if>>. Ask for me." She fishes a tattered piece of paper and a short pensil from her pocket and scribbles the address on it. "It will be easier to get started in one of their training rooms. And don't forget your promise; you wouldn't like the process of me reminding you."
<</switch>><<if not $ada_q1 and not $know_guild>>[[♢ "I wonder, what's your occupation?"|Ada conv][$react = 1; $ada_q1 = true; $know_guild = true]]
<</if>><<if not $ada_q2 and $know_guild>>[[♢ "How can one join the Adventurers' Guild?"|Ada conv][$react = 2; $ada_q2 = true]]
<</if>><<if not $ada_q3 and $ada_q2 and $magic_type != 1>>[[♢ "Can you give me the recomendation to join the Guild?"|Ada conv][$react = 3; $ada_q3 = true]]
<</if>><<if not $ada_q4 and $know_guild>>[[♢ "Are you a good fighter?"|Ada conv][$react = 4; $ada_q4 = true]]
<</if>><<if not $ada_q5 and $magic_type is "">>[[♢ "Can you teach me the Rune Magic?"|Ada conv][$react = 5; $ada_q5 = true]]
<</if>><<if $ada_q5 and $magic_type is "">>[[♢ "I want you to teach me Rune Magic."|Ada conv][$react = 6; $magic_type = 1]]
<</if>>[[♢ You bid your farewell, leaving Ada to whatever she is doing.|Inn day 1]]<<if visited() is 1>><<set $time += 1>><<set $fatigue -= 1>>You plop at the warm wooden bench, leaning against its back. The <<if $time lt 3>>morning<<elseif $time lt 7>>light<<else>>evening<</if>> breeze ruffles your <<if $bald>>clothes<<else>>hair<</if>> and the lush leaves of the surrounding trees. The corner you chose to rest in is void of other people, granting you a possibility to relax in peace.
The park is quiet save for the chirping of birds among the greenery and an occasional insect flying by your face. You close your eyes for a moment, simply enjoying the atmosphere.
<<if $holiness gt -7 and $magic_type != "" and $insanity_ritual != "done">>[[♢ After a while, you get up with lingering unwillingness. You can't spend here all day.|New day street]]
<<else>>Suddenly, you feel a rustle, and then — a presence nearby. Someone sits down at the other side of the bench. You open your eyes, turning to look at the person who broke your solitude.
It is a peculiar sight. They are dressed in dark purple robes, the hood conceaing most of their face fave for the chin. Their skin is dark. The palms, one leaning against the wood of the seat, the other in their lap. And they are turned towards you conpletely. You can feel their gaze rest upon your face even though their eyes are conceled by the purple fabric.
<<switch $pers>><<case "ass">>You don't conceal your attention as you observe the person. "How can I help you?"
<<case "ap">>You blink, then sigh faintly and turn away. You hope the person will leave you alone.
They don't. \
<<case "imp">>You crose your arms, staring at the person with apparent challange. They chuckle in amusement. \
<<case "cal">>You tilt your head slightly, wondering of you read the person correctly. You decide to probe. "May I help you?"
<<default>>You put on a slightly awkward smile. "May I help you?"
<</switch>>The stranger chuckles, their voice low and gravelly. "You are interesting," they declare seemingly out of context. "So alien and rotten.<<if $insanity gt 3>> And so, so twisted.<</if>>"
Your eyebrows raise high involuntarily. "I'm sorry?"
Instead of clarifying themself, the person raises both hands, cupping them in front of their chest. There, purple mist starts swirling, slowly taking shape. But before it forms into something solid, it rapidly falls apart, and the stranger caughs, a trail of blood seeping down their exposed chin.
Your frown deepens. What exactly is going on?
They clear their throat. When they speak again, their voice is raspy but steady. <<if $per gt 7 or ($secondary_skill is "psychology" and $per gt 6)>>You detect a maniacal undertone that makes you shift uncomfortably. <</if>>"Yes, you are indeed as predicted. Their creation... The key."
"What are you talking about? Who are you?" you demand, feeling more uneasy with each passing second.
The person chuckles again. "My identity is not important. What is important is who //you// are. Do you know what is your purpose?"
[[♢ You shrug. "Maybe. What is there for you in it?"|Park break][$reaction = 1]]
[[♢ You scowl. "Purpose? You are talking as if I own someone something."|Park break][$reaction = 2]]
[[♢ You are done with their bullshit. You stand up silently and turn to leave.|Park break][$reaction = 3]]
<</if>><<elseif visited() is 2>><<switch $reaction>><<case 1>>"Oh, there is much more in it that you could imagine." They snicker strangely. \
<<case 2>>"Of course you do," they speak as if stating the obvious. \
<<case 3>>You don't get far when a strong grip on your shoulder stops in on your tracks. The person stood up, <<if $height lt 3>>now towering over you with their impressive height<<if $height is 1>> immensely<</if>><<elseif $height is 3>>towering even over you with their impressive height<<else>>easily matching your height<</if>>. "You'd do better listening," they declare sharply. \
<</switch>>"Do you think your life is your own? I assure you, it isn't so, especially for you."
"What do you mean?" You frown with <<if $reaction is 1>>budding<<else>>growing<</if>> frustration<<if $reaction is 3>>, breaking free from their grip and taking several steps back. They follow, not allowing you to enlarge the distance, but don't touch you anymore<</if>>.
"Can't you feel it inside you? The power that wishes to guide you? The blessing?"
"What are you talking about?" Guide? You did receive some revelation carrying knowledge, but never to this extent. Your actions were your own. Weren't they?
<<if $insanity gt 3>>'Of course they were!' A stray thought, and something laughs, loud and jittering. You look around frantically, looking for the source, but there is no one but you and the purple-clad stranger in vicinity, and the laugh sounds similar wherever you turn.
And familiar. Where did you hear this voice before?
It stops before you can raise a question, fading into the air. Silence seems to ring in your ears. The person beside doesn't seem to have heard anything.
What //was// it, really? You don't have an answer.
A voice snaps you out of your thoughs, and this time, you immediately locate the source. <</if>>"If you want to hear answers, you need to embrace the gift inside you. I can see you can do it still. Your magic isn't polluted by anything yet. This is a decision you cannot back out of."
[[♢ You need the answers. "I agree."|Park break][$magic_type = 4]]
[[♢ You shake your head. This person is too shady to trust.|Park break]]
<<else>><<if $magic_type is 4>><<set $sibling to "sibling">><<if $person is "man">><<set $sibling to "brother">><<elseif $person is "woman">><<set $sibling to "sister">><</if>>"Wonderful." You can't see their face, but you are sure they are smiling. "Come there <<if visited("Marketplace") gt 0>>tomorrow<<else>>soon<</if>>." They pass you a crumples piece of paper with an address scribbled on it in purple ink. "And welcome, fellow $sibling."
...What have you involved yourself into?
<<else>>The person exhales. "A pity, truly. I hope you will still walk the correct path."
<</if>>They disappear amidst the trees without another words. For a while, you just sit there in silence. So much for taking a relaxing break.
The park doesn't feel peaceful anymore, so you stand up with a sigh.
[[Next|New day street]]
<</if>><<if visited() is 1>><<print setup.roam_day()>><<if $faint is 2>><<goto "Death">><</if>>This is an easy path to find, considering Cathedral is the highest building around, visible from any spot in the city.
As you walk, the road becomes wider, busier. At one moment, you hear a sound of hooves, and everyone files towards the edges of the street. You are pushed with the crowd, and when you look at what's going on, you see two horse riders quickly passing by, seemingly without care in the world. It doesn't seem like the traffic is regulated. Are horsemen so rare, or do they just not bother?
[[♢ You wonder if you can get a horse yourself. You are a good rider, and it would make travelling much easier.|Cathedral][$horse_r = 2]]
[[♢ You sigh at the thought, remembering the lessons that didn't quite stick. You'll never trust yourself to go at such a speed amidst the crowd of people.|Cathedral][$horse_r = 1]]
[[♢ You are a bit envious. You don't have such a skill yourself.|Cathedral][$horse_r = 0]]
[[♢ You don't care nor do you need to know how to ride to make your day better.|Cathedral][$horse_r = 0]]
<<elseif visited() is 2>>The riders pass by quickly, and soon, people are moving again as if nothing has happened. You also don't linger, the spires of your place of destination still a great waymark to follow.
Finally, you arrive at the plaza in front of the Cathedral, even more crowded than the streets you walked, and stop, taking in the view.
The building is //large//, almost ethereal with its pure white color, subtle curves and beautiful carvings. Seven spires shoot up to the sky, their tips sharp and glinting silver.
The ground of the plaza is a mix of gray and brown, the tiles forming the same symbol the priests wore, but much larger, taking up all the available space. And in the very middle, a grand fountain spews water that glints with all colors of a rainbow under the <<if time gt 6>>fading <</if>>sunlight. It is in the form of a person, their face and body hidden behind a cascade of beautifully carved locks, that is curled on a platform that must be depicting ground, sleeping. Their head is adorned with a crown of feathers and leaves. The water is flowing from a large wound on their back instead of blood, partially covered by their hair to not display a gruesome picture to every passerby.
Is this the 'Creator' Shaun and the others worship?
[[♢ Next|Cathedral]]
<<elseif visited() is 3>>You cross the plaza and arrive in front of the tall doors, widely open for any willing visitor. People come and go constantly, and you join the entering stream.
<<else>><<print setup.roam_day()>><<if $faint is 2>><<goto "Death">><</if>>You trace the familiar path towards the Cathedral, its spires an easy waymark to follow. The building looks as breathtaking as ever, and you take a moment to enjoy this architectural marvel before moving on to cross the plaza with the fountain.
<</if>><<if visited() gt 2>>You step into a perfectly round hall, many religions-themed frescos at the tall walls and even ceiling creating a solemn atmosphere. There are many benches placed orderly further down the hall, surrounding a dais where <<if $time is 1 or $time is 7>>a priest, dressed in brown robes and with their god's symbol resting on their chest, is praying out loud, letting everyone willing join in<<else>>service must be taking place at other time<</if>>.
<<if visited("Cath Shaun") is 0 and ($priest_f gt 5 or $priest_a gt 4)>>"Uh, sorry?" You turn around, meeting gazes with a young girl donning priestess's robes, who starts fidgeting nervously when your attention focuses on her. She exhales shakily. "You must be $name<<if $told_surname>> — $name $surname, —<<else>>,<</if>> right?"
You blink, wondering why she approached you in the first place.
[[♢ You nod. "Yes, that's me."|Cath Shaun][$reaction = 1]]
[[♢ "Why are you asking?" you question first, neither confirming nor denying.|Cath Shaun][$reaction = 2]]
[[♢ "Sorry, you are mistaken," you put on a smile, lying through your teeth.|Cath Shaun][$reaction = 3]]
[[♢ You try to not let your tension show and shake your head. "No."|Cath Shaun][$reaction = 4]]
<<elseif not $cath_insanity and $insanity gt 3>><<set $cath_insanity to true>>A pair of priests approaches you almost immediately, professional smiles on their lips. The shorter one, with cropped reddish hair and heavily freckled skin, speaks in a low, pleasant voice. "Good <<if $time lt 3>>morning<<elseif $time lt 6>>day to you<<else>>evening<</if>>, $sir. We were asked by Blessed Shaun to assist you in case of your visit."
You frown subtly. Both of them look confident, as if they do not doubt you are the person they need. "Assist with what?" you question carefully.
The other one coughs softly, tugging at a long brown strand that escapes from his ponytail. "It's... a delicate topic. Do you mind following us for a private discussion, $name?"
[[♢ "Sure." You nod, guarded but ready to listen.|Cath insane][$reaction = 1]]
[[♢ You smile. "Of course. Please, lead the way."|Cath insane][$reaction = 2]]
[[♢ You shake your head slowly. "Sorry, but I'm afraid my time is limited.|Cath insane][$reaction = 3]]
[[♢ You snort, turning on your heels in disregard. "No."|Cath insane][$reaction = 4]]
<<else>><<set $react to 0>><<include "Cathedral opt">>
<</if>><</if>><<switch $react>><<case 1>>You approach the vendor and spend quite a while waiting for the queue to shorten. Not only you were attracted by the delicious smells. <<switch $pers>><<case "imp">>Your impatience shows quickly, and you tap your foot against the pavement, soon trying to distract yourself by following the rythms of your favourite songs.
<<case "cal">>Patience isn't an unfamiliar concept. You stand perfectly still, quietly observing people around. Your concentration is only broken when those in front of you move and you become a step closer to your goal.
<<case "opt">>You don't let yourself grow impatient. The weather is nice, the marketplace around, though noisy, is lively and brimming with energy. You even exchange several phrases with people around, each of you stuck with the same need to wait.
<<case "ap">>You all but dissociate from the activities around, letting your mind wander. This way, time passes faster, and you don't have to be bothered by what occures nearby.
<<case "ass">>You cross your arms in front of you, forcing yourself not to grow impatient. You can afford to spend this little bit of time, especially considering the final reward. Not to get bored, you strike a light conversation with a person in front of you, discussing today's weather and which treat each of you is going to choose.
<</switch>>Finally, it's your turn. You look at the stall full of different varieties of sweets you mostly recognize, and consider your options.<<set $reaction to 2>>
[[♢ A waffel, thickly covered with powdered sugar. [1 silver]|Shops][$gold -= 0.1; $fatigue -= 0.25]]
[[♢ A chocolate chip cookie. [1 silver]|Shops][$gold -= 0.1; $fatigue -= 0.25]]
<<if $gold gte 0.2>>[[♢ Vanilla ice cream. [2 silver]|Shops][$gold -= 0.2; $fatigue -= 0.5]]
[[♢ Strawberry ice cream. [2 silver]|Shops][$gold -= 0.2; $fatigue -= 0.5]]
[[♢ Chocolate ice cream. [2 silver]|Shops][$gold -= 0.2; $fatigue -= 0.5]]
<</if>><<if $gold gte 0.3>>[[♢ A piece of cream cake. [3 silver]|Shops][$gold -= 0.3; $fatigue -= 0.75]]
[[♢ A piece of chocolate cake. [3 silver]|Shops][$gold -= 0.3; $fatigue -= 0.75]]
<</if>><<case 2>><<set $ate += 1>><<if $fatigue lt 0>><<set $fatigue to 0>><</if>>Your chosen treat in hand, you find a bench not far away from the stall. It was just vacated by a small group of people who were ahving their lunch break, so you have to wipe away several crumbs and a whole salat leaf. Its wooden surface cleaned, you take a seat and enjoy your snack.
After you've finished eating, you clean your hands and stand up. Time to do something new.
[[♢ Next|Marketplace]]
<<case 3>>You aproach the seemingly modest shop, its front displaying colorful bottles with <<if $magic_type is 2>>various potions inside<<else>>unknown contents<</if>>. You push the door, and it opens soundlessly.
You are assaulted with countless smells the moment you step inside. Sweetness and sourness mixes with something less obvious; at the far right, the open jars exudss less than pleasant aroma that makes you want to cover your nose.
"Welcome, dear customer!" A slightly hoarse voice makes you turn your head towards the shop's counter. <<if $met_ember>>"Ah, <<if $name_ember>>$name<<else>>it's you<</if>>! Good to see you again! Do you want something?" Ember's smile brightens as he gestures his hand around the room<<else>>It is a man, many wrinkles on his face betraying his age. His skin is dark, his hair — even darker, matching the soft blackness of his eyes. The man smiles invitingly. "First time here? I am Ember, the humble manager of this shop. We sell both potions and ingridients for them. You can browse all you want, the prices are written at the bottom of the shelves."<<set $met_ember to true>><</if>>.
<<if $magic_type is "">>[[♢ You lean against the counter, striking the conversation.|Ember conv][$react = 0]]
<</if>>[[♢ You browse the wares.|Shops][$react = 4]]
[[♢ You've seen all you wanted, so you turn to leave.|Marketplace]]
<<case 4>>You walk along the shelves, reading descriptions of the potions displayed and their prices. There is nothing cheap from what you can see, not a single price tag displaying a number in silver. <<if $magic_type is 2 and visited("Next day morning") gt 0>>Understandable. Brewing potions is no easy job.<</if>><<if $pot_disc gt 0>> Good thing you've received yourself a discount.<</if>>
The cheapest ones are elixirs that amplify one's strength, agility, or endurance temporarily, sold for 2 gold. The most expensive one is an antidote, claimes to be able to detoxify all the known poisons for over 16 coins. Amusingly, the vials with poison occupy the very next sheft, and cost only 6 gold. It described to be a lethal, but not the most fast one.<<if $gold lt (2 - $pot_disc)>>
Regrettably though, you don't have money for a single one.<</if>>
<<if $gold gte 2 - $pot_disc>><<set _pr2 to (2 - $pot_disc)>><<link `"♢ Buy a strength potion. [_pr2 gold]"` Shops>>
<<set $gold -= _pr2>>
<<set $str_p += 1>>
<</link>>
<<link `"♢ Buy an agility potion. [_pr2 gold]"` Shops>>
<<set $gold -= _pr2>>
<<set $agi_p += 1>>
<</link>>
<<link `"♢ Buy an endurance potion. [_pr2 gold]"` Shops>>
<<set $gold -= _pr2>>
<<set $end_p += 1>>
<</link>>
<</if>><<if $gold gte 4 - $pot_disc>><<set _pr4 to (4 - $pot_disc)>><<link `"♢ Buy a healing potion. [_pr4 gold]"` Shops>>
<<set $gold -= _pr4>>
<<set $medicine.push("healing potion")>>
<</link>>
<</if>><<if $gold gte 4.5 - $pot_disc>><<set _pr45 to (4.5 - $pot_disc)>><<link `"♢ Buy a smoke bomb. [_pr45 gold]"` Shops>>
<<set $gold -= _pr45>>
<<set $smo_p += 1>>
<</link>>
<</if>><<if $gold gte 6 - $pot_disc>><<set _pr6 to (6 - $pot_disc)>><<link `"♢ Buy an explosion elixir. [_pr6 gold]"` Shops>>
<<set $gold -= _pr6>>
<<set $expl_p += 1>>
<</link>>
<<link `"♢ Buy a poison. [_pr6 gold]"` Shops>>
<<set $gold -= _pr6>>
<<set $pois_p += 1>>
<</link>>
<<link `"♢ Buy a charm potion. [_pr6 gold]"` Shops>>
<<set $gold -= _pr6>>
<<set $charm_p += 1>>
<</link>>
<</if>><<if $gold gte 8 - $pot_disc>><<set _pr8 to (8 - $pot_disc)>><<link `"♢ Buy an invisibility elixir. [_pr8 gold]"` Shops>>
<<set $gold -= _pr8>>
<<set $inv_p += 1>>
<</link>>
<</if>><<if $gold gte 16.5 - $pot_disc>><<set _pr16 to (16.5 - $pot_disc)>><<link `"♢ Buy an antidote. [_pr6 gold]"` Shops>>
<<set $gold -= _pr16>>
<<set $anti_p += 1>>
<</link>>
<</if>>[[♢ Done, you return to the counter, wanting to converse with Ember.|Ember conv]]
[[♢ You've bought everything you needed, so you turn to the exit.|Marketplace]]
<<case 5>><<if not $pet_shop_visited>><<set $pet_shop_visited to true>>It takes you a while of wandering and asking around to finally find a right direction. The 'Bestial Paradise' wasn't located on the main trading street, but deeper in the city, in a visibly more expensive district.
The shop itself is indeed hard to miss. The buiding towers over the neighboring ones with its four storey height, its name written above the wide entrance in golden letters. It is of pure white marble, all walls covered in pictures of some mystical creatures. The shop's many windows are covered by thin metal grates that shine with a golden luster.
When you push the doors open, they don't make a sound. The room you enter doesn't contain any animal this place should sell, but at the wall opposit to the entrance, just where the eyes of a person entering fall on, hang several lists, describing the creatures one may want to buy, their abilities, food requirements, prices...
<<else>>You walk a familiar path, soon leaving the main shopping street and entering a more expensive district. Soon, a grand building, all white stone and carvings of mystical animals on the walls, enters your view. The door opens without a sound, and you step inside. Your eyes immediately focus at the list of creatures sold here.
<</if>>//'- Steel-feathered eagle: a hunting bird that can also be used for reconnaissance. Its feathers have a texture of steel, so it can be a useful aid in battles. 20 gold.
- Crowned viper: a less dangerous hybrid, created on the base of imperial viper's abilities and body structure. It won't help in battles because of its slow reaction, but is useful because of the poison it produces that can be lethal in right dosage; caution recommended. 35 gold.
- Two-tailed fox: although it posesses weak physical abilities, its illusion magic can prove useful both as concealement as distraction. It can be applied both at the fox itself and at its owner if not resisted; can be used against another creature for a short while. 50 gold.'//
<<if $have_pets is 0>><<if $gold gte 20>>[[♢ You decide to buy the eagle.|Shops][$react = 7; $pet = 2; $gold -= 20]]
<</if>><<if $gold gte 35>>[[♢ You decide to buy the viper.|Shops][$react = 7; $pet = 3; $gold -= 35]]
<</if>><<if $gold gte 50>>[[♢ You decide to buy the fox.|Shops][$react = 7; $pet = 4; $gold -= 50]]
<</if>><<else>><<set _companion to "companion">><<if $have_pets gt 1>><<set _companion += "s">><</if>><<link `"♢ You look into selling your current _companion."` Shops>>
<<set $react to 6>>
<</link>>
<</if>>[[♢ You turn to leave the shop.|Marketplace]]
<<case 6>>You approach one of the workers, $pet1 <<if $have_pets gt 1>>and $pet2 <</if>> <<if $pet is 1 or $pet is 4>>following you with some hesitation<<else>>shifts uneasily <<if $pet is 3>>around your neck<<else>>on your shoulder<</if>><</if>>, as if $pthey somehow feel$multi2 your intentions.
The worker, a middle-aged man with a pleasant smile, looks at the animal$plural, evaluating $ptheir worth. "<<switch $pet>><<case 1>><<if $have_pets is 1>>An interesting specimen<<else>>Interesting specimens<</if>>. Paca dog$plural, $pare\
n't $pthey? And pretty young at that."
You nod, and he continues. "It is rare to see such creatures domesticated, much less following someone out of their free will. It will be an interesting task for out employees to make them accept a different owner, but manageble. I will offer you <<if $have_pets is 1>><<set _price to 50>>50 golden coins for it<<else>><<set _price to 100>>100 golden coins for the both of them<</if>>. Do we have a deal?"
<<case 2>>Ah, a steel-feathered eagle. Quite a useful bird, if I dare to say so myself. Bought it here before, haven't you? I can offer you 10 gold to purchase it back. A good deal, isn't it?"<<set _price to 10>>
<<case 3>>A crowned viper, huh? I'm not very surprised you've decided to sell it; many do so as well. A pretty specific pet, isn't it? As for the price I am willing to offer, I suppose 25 gold is a reasonable one."<<set _price to 25>>
<<case 4>>A two-tailed fox? If you are willing to get rid of this creature, then I can only help you to do so. All thing considered, I can give you 40 golden coins for the animal. Do we have a deal?"<<set _price to 40>>
<</switch>><<linkreplace "♢ Haggle for a higher price.">>You call upon all ypur eloquence and put on a winning smile. <<if $cha gt 7>>The amn haggles back with a surprising vigour, so in the end of a long and tiring back and forth, you've only managed to rise the price by <<if $have_pets is 1>>5<<set _price += 5>><<else>>10<<set _price += 10>><</if>> coins. Still, you can't help but consider even such an outcome a win.\
<<else>>Still, the man shakes his head, interrupting your talk with a strict look on his face. "I apologize, but this is already the highest price we can offer."\
<</if>><</linkreplace>>
[[♢ Agree to the deal.|Shops][$react = 8; $reaction = 1; $gold += _price; $have_pets = 0; $pet = 0]]
[[♢ You change your mind, backing off from the transaction|Shops][$react = 8; $reaction = 2]]
<<case 7>><<set $have_pets to 1; $plural to ""; $multi2 to "s"; $multi22 to "es"; $pare to "is"; $pdo to "does"; $phave to "has">>The man's smile brightens even futher. "It is a pleasure to do business with you! Please visit us again!"
<<nobr>><<set _gen to random(1)>><<if _gen is 0>>
<<set $pthey to "she">>
<<set $pThey to "She">>
<<set $pthem to "her">>
<<set $ptheir to "her">>
<<else>>
<<set $pthey to "he">>
<<set $pThey to "He">>
<<set $pthem to "him">>
<<set $ptheir to "his">>
<</if>>
<</nobr>>You turn to look at your new pet. It is a <<if _gen is 0>>girl<<else>>boy<</if>>. You should probably name $pthem, shouldn't you?<<set $react to 8>><<set $reaction to 3>>
<<if _gen is 0>>[[♢ Aphrodite.|Shops][$pet1 = "Aphrodite"]]
[[♢ Hela.|Shops][$pet1 = "Hela"]]
[[♢ Rose.|Shops][$pet1 = "Rose"]]
[[♢ Vixen.|Shops][$pet1 = "Vixen"]]
<<textbox "$pet1" "">> \
<<button "Next">>
<<set _nameCheck = $pet1.trim()>> <!-— Prevents errors by ensuring a string value -->
<<if _nameCheck eq "" or _nameCheck.length lte 1>>
<<replace #error>>Come on, there must be something!<</replace>>
<<elseif _nameCheck.length gt 15>>
<<replace #error>>Isn't it... a bit excessive?<</replace>>
<<elseif _nameCheck.toLowerCase() is "shaun" or _nameCheck is "julian" or _nameCheck is "daima" or _nameCheck is "daimon" or _nameCheck is "jan" or _nameCheck is "valerie">>
<<replace #error>>This name is taken by one of the relevant NPCs, so it's not recommended.<</replace>>
<<else>>
<<set _trimmedName to $pet1.trim()>>
<<set _formattedName to _nameCheck.substr(0,1).toUpperCase() + _nameCheck.substr(1).toLowerCase()>>
<<set $pet1 to _formattedName>>
<<goto "Shops">>
<</if>>
<</button>>
<<else>>[[♢ Ace.|Shops][$pet1 = "Ace"]]
[[♢ Dexter.|Shops][$pet1 = "Dexter"]]
[[♢ Noah.|Shops][$pet1 = "Noah"]]
[[♢ Quartz.|Shops][$pet1 = "Quartz"]]
<<textbox "$pet1" "">> \
<<button "Next">>
<<set _nameCheck = $pet1.trim()>> <!-— Prevents errors by ensuring a string value -->
<<if _nameCheck eq "" or _nameCheck.length lte 1>>
<<replace #error>>Come on, there must be something!<</replace>>
<<elseif _nameCheck.length gt 15>>
<<replace #error>>Isn't it... a bit excessive?
<<elseif _nameCheck.toLowerCase() is "shaun" or _nameCheck is "julian" or _nameCheck is "daima" or _nameCheck is "daimon" or _nameCheck is "jan" or _nameCheck is "valerie">>
<<replace #error>>This name is taken by one of the relevant NPCs, so it's not recommended.
<<else>>
<<set _trimmedName to $pet1.trim()>>
<<set _formattedName to _nameCheck.substr(0,1).toUpperCase() + _nameCheck.substr(1).toLowerCase()>>
<<set $pet1 to _formattedName>>
<<goto "Shops">>
<</if>>
<</button>>
<</if>><span id = "error"></span><<case 8>><<switch $reaction>><<case 1>>The man nods at you, a satisfied smile tugging at his lips. Soon, the transaction is completed. You receive your money, and several workers approach to receive your fomer pets from you. <<if $pet is 1 or $pet is 4>>$pet1 struggles when <<if $pet is 4>>$pthey<<else>>she<</if>> is carried away, <<if $pet is 4 or $have_pets is 1>>looking at you with glossy eyes<<else>>while $pet2 looks at you with sad, glossy eyes<</if>><<elseif $pet is 2>>$pet1 flaps $ptheir wings, trying to free $pthem\
self from their grasp, but the eagle's struggles are futile<<else>>$pet1 hisses angrily when $pthey is pried away from you, but people handling this are professionals. They don't let a single drop of $ptheir blood spill from the viper's fangs<</if>>.
You watch as $pthey $pare carried away<<if $holiness lt -4>> with indifference<<elseif $holiness gt 4>>, <<if $pers is "opt" or $pers is "imp">>blinking away unwanted tears from your eyes<<else>>holding back unwanted tears<</if>><<else>> in heavy silence<</if>>. A deep breath, and you realign your mind.
[[♢ This is all you wanted here. Time to leave.|Marketplace]]
<<if $gold gte 20>><<linkreplace "♢ Now you want to make a purchase.">>[[♢ You decide to buy the eagle.|Shops][$react = 7; $pet = 2; $gold -= 20]]
<<if $gold gte 35>>[[♢ You decide to buy the viper.|Shops][$react = 7; $pet = 3; $gold -= 35]]
<</if>><<if $gold gte 50>>[[♢ You decide to buy the fox.|Shops][$react = 7; $pet = 4; $gold -= 50]]
<</if>><</linkreplace>>
<</if>><<case 2>>The man shrugs. "Well, if you ever change your mind, we are always open for mutualy beneficial transactions."
Seeing that there is nothing else he can help you with, the worker excuses himself and leaves you alone. $pet1 <<if $pet is 1 or $pet is 4>><<if $have_pets gt 1>>and $pet2 <</if>>press$multi22 tightly against your legs<<elseif $pet is 2>>presses $ptheir feathered head against your cheek<<else>>buries deeper into your upper garment<</if>>, $ptheir small bod<<if $have_pets is 1>>y<<else>>ies<</if>> shaking from the fear $pthey can't quite place. You exhale, petting <<if $pet is 2>>$pthem<<else>>$ptheir head$plural<</if>> gently, and start walking towards the shop's exit. There is nothing else for you in here.
[[♢ Next|Marketplace]]
<<case 3>>You pet your new companion on the head and turn towards the exit. $pet1 <<switch $pet>><<case 2>>secures $ptheir position on your shoulders, $ptheir claws holding on firm yet without causing you any pain<<case 3>>slides up your arm and over your shoulders, hiding $pthem\
self under your clothes. The snake's scales are pleasantly cool against your skin<<case 4>>follows after you, weaving-in between your legs. It takes $pthem a moment to stop getting on your way, but the two of you manage<</switch>>.
[[♢ Next|Marketplace]]
<</switch>>
<<case 10>>The small store is nestled between a small cafe and a shop selling colorful rugs, its signboard so bleak that you've almost walked past without noticing. The glass door opens without a sound and you step inside, immediately feeling an almost sterile atmosphere.
The apothecary's main room is small, with ceiling-high shelves lining pale blue walls. They are full of various bottles with liquids or pills, boxes with balmes, and rolls of bandages of different materials. The place is devios of customers, and the elderly woman sitting behind the counter doesn't raise her head from the magazine she is reading. From what you can see, an image of a barely dressed young man adorns the cover. Several more lay at the tabletop near her elbow.
You turn away from the woman, turning your attention to the wares. <<if $gold lt 0.6>>...What a pity you don't have money to buy a simple roll of bandages.
<<else>>
<<link "♢ Buy a roll of bandages. [6 silver]" Shops>>
<<set $gold -= 0.6>>
<<set $medicine.push("bandage")>>
<</link>>
<</if>><<if $gold gte 1.1>><<link "♢ Buy a bottle of simple medicine. [11 silver]" Shops>>
<<set $gold -= 1.1>>
<<set $medicine.push("light medicine")>>
<</link>>
<</if>><<if $gold gte 1.6>><<link "♢ Buy a bottle of quality medicine. [16 silver]" Shops>>
<<set $gold -= 1.6>>
<<set $medicine.push("medicine")>>
<</link>>
<</if>><<if $gold gte 2>><<link "♢ Buy a first aid kit. [20 silver]" Shops>>
<<set $gold -= 2>>
<<set $medicine.push("first aid kit")>>
<</link>>
<</if>>[[♢ Leave the apothecary.|Marketplace]]
<<case 11>>You pass several stalls and shops, looking for the best prices. Finally, you find one, where products like dried meat and fruits — those that can last for a long while — are the cheapest. The seller, a young teenager that seems to be replacing their parent behind the counter, greets you with a wide smile that shows a missing canine. "Hello, $sir! Looking to buy supplies? We are the best in the whole Golden City, I assure you!"
[[♢ Buy a small amount. [1 silver]|Shops][$gold -= 0.1; $food += 2]]
[[♢ Buy a moderate amount. [3 silver]|Shops][$gold -= 0.3; $food += 6]]
[[♢ Buy in bulk. [10 silver]|Shops][$gold -= 1; $food += 21]]
[[♢ Leave.|Marketplace]]
<</switch>><<if visited() is 1>>"Hello," you greet politely, leaning at the smooth wood of the counter.
The man smiles, his laugh lines deepening further. "Good to see a polite young $person. Would you mind sharing your name with this old man?"
<<link `'♢ You see no harm in doing so. "I am $name."'` 'Ember conv'>>
<<set $reaction to 1; $name_ember to true>>
<</link>>
<<link "♢ You gloss over his question, not willing to share." "Ember conv">>
<<set $reaction to 2>>
<</link>>
<<elseif visited() is 2>><<if $reaction is 1>>"Nice to meet you, $name." Ember smiles even brighter, happy with your attitude.<<if $discount>> In a moment though, his expression takes on a thoughtful undertone as he studies you attentively. "$name, huh? <<if $tell_surname_2>>Wouldn't it be $name $surname?" You look at him in surprise, but Ember continues to speak before you are able to voice your questions. "<</if>>Didn't you happen to meet a man called Thomas recently?"
"I have," you answer cautiously, <<if $weakness is "memory">>strugglig to rebember the details of the encounter. "Uh... Merchant, wasn't he?"<<else>>and then pause, recalling his words not long before you parted. "He mentioned something about owning shops that sell potions..."<</if>>
"Indeed." Ember nods, his mood growing somewhat more serious. "He is the owner of this very establishment. And I got clear instructions to give you a small discount to each of your subsequent purchases." Here, he chuckles. "I must say, you are good at choosing friends, $child."<<set $pot_disc to 0.5>>
Oh.
Well, it is undeniably a good thing, although a slightly unexpected one. You didn't think that Thomas's drunken ramblings were a real deal.<</if>>
The man claps his hands with a smile. \
<<else>>Ember's smile dims at your unwillingness to share, yet he doesn't push. \
<</if>>"Now that immediate concerns are behind us, was there anything particular you wanted? Ask away. As you can see, it's not like I am particularly busy." He gestures around the empty shop with a chuckle. <<set $react to 1>>
<<elseif $react is 0>><<set $react to 1>>Ember tilts his head, looking at you expectantly, a friendly smile glued to his lips.
<<else>><<switch $react>><<case 1>>Ember chuckles. "No, of course not. It would be too boring, woudn't it?" He gets up from his seat, beckoning you to follow.
You approach the man, and he leads you towards an unassuming door, barely noticable from where it is located behind the counter. When he opens it, a mixture of smells, each so strong that they overwhelm you momentarily, escapes the room. You wave away the colorful smoke obstructing your vision and glance inside.
This is how a witch'es hut wuuld look like, you think as you observe the workshop before your eyes. A long wooden table in the middle has several cauldrons of different sizes standing on it, even more lay in neat row underneath it. Shelves line the walls, various glass bottles, empty or otherwise, bundles of herbs, flowers, both dried and fresh, jars and boxes with powders, gems, animal parts...
A chuckle at the side breaks your contemplation. "Impressive, isn't it?" Ember sounds proud, demonstrating you his workshop. "I create all the potions sold here myself."
"But enough of that," he comments, noticing how your eyes start watering again, unused to the room's enviroment. You can't help the relieve you feel when you follow the man backto the shopfront, inhaling much less saturated air.
<<case 2>>Ember shrugs. "Why would I be? You know how bothersome the bureaucracy is? I'd rather let someone else deal with this mess."
"And the money?" you question, earning yourself a condencening smirk.
"Oh dear, I have more than enough to support myself until wherever my old bones give up. What is that prospective wealth even worth if I don't enjoy my last years?"
He doesn't look //that// old, but you understand his point.
<<case 3>>"With a bit of talent and a lot of patience and precision." He shrugs. "What, interested?"
You don't give a distinct answer, but Ember continues anyway. "<<if $magic_type is "">>Huh, your magical energy is actually so plain... You don't have an inclination? How interesting, I've never heard of such a case."
"What does it mean?" you ask cautiously.
"It means, unlike everyone else whose magic type is decided at birth, you are free to choose yours. Like potions, for example."
"So hypothetically, you would be able to teach me your craft?" You have to ask, even if you aren't certain this is what you want.
Ember chuckles. "Let's not get ahead of ourselves. Even if you were to convince me, it wouldn't be for free. My work isn't easy to teach."\
<<else>>Well, you can't. Potions aren't just the result of following a recipe, like in cooking. You need to imbue them with a particular type of magic, and yours has another inclination. But don't worry, you can use the ready ones just like everyone else."<</if>>
<<case 4>>"You can pay me 10 gold for each recipe I teach you, or you can help me out with my work instead. Either time or money, your choice." He pauses for a moment. "If you were to actually become my student, I can connect you with a member of Adventurers' Guild, so you can join them and be able to take on tasks. My son, Albert — he is a bronze member, but it's enough for a recommendation."
A transactional relationship then. It may be a waste — or more than worth it.
<<case 5>>Ember smiles. "Good choice, $child. I am a true master in my line of work, and also a good teacher. As for the payment, I'll let you decide separately for each instance."
"Then when will you start teaching?" you question.
The man tuts. "Don't be impatient, dear. First, you<<if not $name_ember>>But first things first, I am yet to know your name."
"Oh," you mumble, somehwat embarrassed. "It's $name."
Ember nods. "Although belated, but nice to meet you. Back to the topic at hand, you first<</if>> need to attune your mana. I don't have the materials arranged yet, so come later to this address." The man grabs a pen and a sticky note from under the counter, quickly writing down the directions. "The Adventurers' Guild. Look for Albert, he will deal with you joining their ranks and pass you all you need to begin."
You nod, accepting the paper, and push back the disappointment that you can't touch upon this magic right away.
<</switch>><</if>><<if $react gt 0>><<if not $ember_q1>>[[♢ "Are you simply selling all this stuff?" You look at the rows upon rows of various potions in curiosity.|Ember conv][$ember_q1 = true; $react = 1]]
<</if>><<if $ember_q1>><<if not $ember_q2>>[[♢ "If you create all the potions yourself, why aren't you the owner?" you can't help but wonder.|Ember conv][$ember_q2 = true; $react = 2]]
<</if>><<if not $ember_q3>>[[♢ "How does one learn how to brew potions?" you ask, curious.|Ember conv][$ember_q3 = true; $react = 3]]
<</if>><</if>><<if $ember_q3 and not $ember_q4 and $magic_type is "">>[[♢ "And what would it cost me to have you as my teacher?"|Ember conv][$ember_q4 = true; $react = 4]]
<</if>><<if $ember_q4 and $magic_type is "" and not $ember_q5>>[[♢ "Then, teach me your craft."|Ember conv][$ember_q5 = true; $magic_type = 2; $react = 5]]
<</if>>[[♢ You leave Ember be, opting to browse the wares.|Shops][$react = 4]]
[[♢ You've asked all you wanted, so you turn to leave.|Marketplace]]<</if>><<if visited() is 1>><<if $person is "man">><<set $Pretty to "Handsome">><<elseif $person is "woman">><<set $Pretty to "Beautiful">><<else>><<set $Pretty to "Gorgeous">><</if>>When you enter the forge, you feel like you crossed the bridge into an entirely different world. The air inside is impossibly warm, heating up your skin immediately.<<if $illness gt 0>> At least, it chases away persistent chill that seeps into your bones. A pity that the invigorating effect fades soon, and you are unwell again.<</if>>
And there is also noise. The sound of a hammer hitting metal is deafening, coming from several sources. A wonder it didn't leak to the streat. Even when standing right before the entrance, you didn't hear anything coming from the inside. It made you think that you'll see a shop when you enter, not a full-blown forge.
You squint, trying to guess who should you address if you want to inquire about which services does this place offer.
Your question is answered when one of those hammering away at some piece of metal raises her head from her work. It's a girl in her early twenties, her skin light brown and reddened from the constant heat. The girls lips form an exclamation you don't manage to hear, and she drops her hammer, hurring towards you with a <<if $cha gt 5>><<set $aurora_rel to 1>>bright <</if>>smile. While approaching, she waves her hand towards the door behind your back. It makes sense to speak outside; right now, you barely hear your own thoughts.
In comparison, the street is quiet. The girl <<if $time lt 6>>shields her dark green eyes from the sun<<else>>squints her dark green eyes<</if>> and leans against the buildings outer wall. "Sorry about this, <<if $aurora_rel is 1>>$Pretty!" She winks, giving you an unabashed once-over. She loosens a tight bun at the back of her head, letting a wild mane of black hair cascade down her shoulders, and immediately wraps a long curly strand around her finger.
[[♢ You blush immediately, avoiding an eye contact.|Smithy capital][$reaction = 1; $aurora_rel = 2]]
[[♢ You smirk. "A bit lacking for an apology, isn't it?"|Smithy capital][$reaction = 2; $aurora_rel = 2]]
[[♢ You roll your eyes in a mix of frustration and amusement. "Apology accepted. Let's leave it at that."|Smithy capital][$reaction = 3]]
[[♢ You frown. "Cut the chase. Are you the worker here?"|Smithy capital][$reaction = 4]]
<<else>>dear customer!" She smiles politely and loosens a tight bun at the back of her head, letting a wild mane of black hair cascade down her shoulders.
[[♢ You nod, mirroring her expression. "Don't worry."|Smithy capital][$reaction = 1]]
[[♢ "Yeah, yeah." You wave your hand, impatient to get this over with.|Smithy capital][$reaction = 2]]
[[♢ You ignore her words. "Do you work here?"|Smithy capital][$reaction = 3]]
<</if>><<elseif visited() is 2>><<switch $aurora_rel>><<case 2>>Her smile widens. <<if $reaction is 1>>"You are cute," she purrs, taking a step closer. Her eyes, solely on your figure, only make you more flustered.
The girl chuckles, but gives you some space. "Well, $pretty, what brings you here?"
<<else>>"Oh dear! What should I do then?" She puts a finger to her chin in mock contemplation.
"How about answering my questions first?" You chuckle, and she claps her hands.
"A splendid idea! What do you want to know, $Pretty?"
<</if>><<case 1>>"Aw." She purses her lips for a moment, but drops her flirtatious tone. "<<if $reaction is 4>>No need to be rude, dear customer. A gal need a break from constant hammering. <<else>>Here, we can speak and actually hear the other party. <</if>>If you have any questions, I'll do my best to answer them."
<<case 0>><<switch $reaction>><<case 1>>She smiles again. "It's a relief. Well, do you have any questions? I'll do my best to asnwer them all."
<<case 2>>She chuckles. "Well then. Any questions you want me to answer?"
<<case 3>>She pouts. "No need to be rude, dear customer. But you aren't wrong. Anything you wanted to ask?"
<</switch>><</switch>>"How should I address you?" you ask<<if $aurora_rel lt 2>> after a short pause<<else>><<if $reaction is 1>>, finally meetin her gaze<<else>> while holding her gaze<</if>><</if>>.
"Aurora. What about you?<<if $aurora_rel>> As much as I enjoy calling you '$Pretty', knowing your name will make my day even better!<</if>>"
"$name," you answer<<if $aurora_rel is 2>><<if $reaction is 1>>, blushing<<else>> with a wink<</if>><</if>>. "Could you tell me, which services does your smithy offer?"
"The ususal stuff. Weapons, armor, custom artifacts if you bring the main materials."
Pretty straingforward. "I see."
Aurora shrugs. "Yeah. You can approach any worker there and ask for what you need. They will evaluate the requirements and tell you the price."
"You too?" you question.
The girl nods. "Sure, although not the artifacts. I'm not at the sufficient level yet."
<<elseif visited() is 3>><<switch $react>><<case 1>>"Sure! I'll get someone to show you the completed wares." Aurora nods readily. \
<<case 2>>"Oh? Father will be interested! He loves fullfilling unique orders!" \
<<case 3>>"Just cheking your options, huh? Well, you know where to go if you need a quality weapon." \
<</switch>><<if $aurora_rel is 2>>"But before you go... I just wanted to say, I'd like to know you better. In a more.... private atmosphere."
[[♢ "Oh?" You raise an eyebrow, surprised at her boldness. "Color me intrigued."|Aurora date][$reaction = 1]]
[[♢ You blush, but can't conceal your interest in the proposal.|Aurora date][$reaction = 2]]
[[♢ You shake your head. "Interesting proposition, but no."|Aurora date][$reaction = 3]]
<<else>>
<<if $react is 3>>[[♢ Next|Marketplace]]
<<else>>[[♢ Next|Smithy capital]]
<</if>><</if>><<else>><<switch $react>><<case 1>>You are lead through the hot hall and into a much smaller room, full of shelves and mannequins with different equipment. Your gaze slides across various weapons, their weight emphemeral in your hands. For a moment, you get an urge to try each and every one of them. <<if $pers in "ap">>It passes as quickly as it appeared<<else>>You reign it in<<if $pers is "imp">> with effort<</if>><</if>>.
There are also many pieces of equipment that can be worn as clothing. Most of the items come in different sizes, so the variety is not as large as it appears at a first glance, but you still listen for the forge's worker's explanation.
"If you are looking for protection, we have several options: this heavy armour will resist many blows, yet will hinder your speed; there is also a leather one, offers less protection but without drawbacks. They both come for 6 gold coins." The worker steps towards another mannequin, running calloused fingers over the fine metal rings of the armourpiece on it. "This chainmail is of better quality: offers best protection without any drawbacks. The price is more expensive though: it goes for 15 gold."
They shift towards the shelves, lifting a pair of leather boots from their spot. They are soft brown and of simple design, but the soles look elastic and stable. "These are perfect is you do a lot of running and jumping. Plus, they are quite comfortable. They go for 11 golden coins."<<if $smithy_disc gt 1>> They pause, visibly hesitating. "Miss Aurora ordered to give you a 50% discount for your next purhcase... on her behalf. No matter what you decide to buy. Although it's probably not my place... I'd advised you to make it count."<</if>>
<<if $eq_body is "" and $gold gte 6/$smithy_disc>>[[♢ You purchase the heavy armour.|Smithy capital][$eq_body = "heavy armour"; $end += 3; $agi -= 2; $gold -= 6/$smithy_disc; $smithy_disc = 1]]
[[♢ You purchase the leather armour.|Smithy capital][$eq_body = "leather armour"; $end += 1; $gold -= 6/$smithy_disc; $smithy_disc = 1; $reaction = 1]]
<</if>><<if $eq_body is "" and $gold gte 15/$smithy_disc>>[[♢ You purchase the chainmail armour.|Smithy capital][$eq_body = "chainmail armour"; $end += 3; $gold -= 15/$smithy_disc; $smithy_disc = 1]]
<</if>><<if $eq_shoues is "" and $gold gte 11/$smithy_disc>>[[♢ You purchase the leather boots.|Smithy capital][$eq_body = "leather boots"; $agi += 2; $gold -= 11/$smithy_disc; $smithy_disc = 1]]
<</if>>[[♢ "Can I see the weapons?"|Smithy capital][$react = 12]]
<<if $eq_body != "">><<link `'♢ "I would like to sell my $eq_body."'` 'Smithy capital'>><<set $react to 11; $r to 1>><</link>>
<</if>><<if $eq_shoes != "">><<link `'♢ "I would like to sell my $eq_shoes."'` 'Smithy capital'>><<set $react to 11; $r to 2>><</link>>
<</if>>[[♢ For now, you decide against buying something.|Smithy capital][$reaction = 1; $react = 0]]
<<case 11>><<nobr>><<if $r is 1>><<switch $eq_body>><<case "heavy armour">><<set _money to 4; _agi to 2; _str to -3>>
<<case "leather armour">><<set _money to 4; _str to -1>>
<<case "chainmail armour">><<set _money to 13;_str to -3>>
<</switch>><<elseif $r is 2>><<switch $eq_shoes>><<case "leather shoes">><<set _money to 9; _agi to -2>>
<</switch>><</if>><</nobr>>The worker looks at the equipment thoughtfully. "Well, as it isn't new, we can't possibly buy it back at the same price. I'll give you _money gold for it. What do you think about it?"
<<linkreplace "♢ Negotiate for more.">>You put on your best smile and start bargaining.
<<if $cha gt 6>>It doesn't take long for the forge worker to relent. "I guess I could throw 5 silver more to it... <<set _money += 0.5>><<if $cha gt 9>>Or even one gold.<<set _money += 0.5>> <</if>>But not a coin more."
You nod, quite satisfied with the outcome of the negotiations.<<else>>The only reward you get is an apologetic expression. "I am sorry, $sir, but my hands are tied. Your <<if $r is 1>>$eq_body is<<elseif $r is 2>>$eq_shoes are<</if>> good, but it is only worth so much."
You don't have other choice but to step back.<</if>><</linkreplace>>
<<link "♢ Agree to the deal." "Smithy capital">>
<<if $r is 1>><<set $eq_body to "">><<elseif $r is 2>><<set $eq_shoes to "">><</if>>
<<set $gold += _money; $agi += _agi; $str += _str; $react to 1>>
<</link>>
[[♢ Decline the offer.|Smithy capital][$react = 1]]
<<case 12>>"Of course, $sir." They smile politely. "Do you have a preference?"
You nod. "Show me the $weapon\
s."
Smile still in place, the worker nods and leads you to where your weapon of choice can be found.
<<case 2>>
<<case 4>>
<</switch>><</if>><<if visited() gt 3 or visited() is 2 and $reaction != 0>><<set $reaction to 0>><<if visited() gt 3>>You enter the smithy, the hot air and noise immediately assaulting your senses. Everyone is busy with their work.
<</if>><<if $aurora_dumped>><<include "Aurora dumped">>
<<else>><<if $weapon_selected>>[[♢ You want to check out the weapons and armor they sell.|Smithy capital][$react = 1]]
<</if>><<if $spider_crown_status is 1>>[[♢ You remember the loot from the giant spider. Maybe you can get it transformed into something useful?|Smithy capital][$react = 2]]
<<elseif $spider_crown_status is 1>>[[♢ You decide to check the status of your artifact order.|Smithy capital][$react = 4]]
<</if>><<if visited() is 2>>[[♢ "Good to know." You don't need anything at the moment.|Smithy capital][$react = 3]]
<<else>>[[♢ There is nothing you want here for now.|Marketplace]]
<</if>><</if>><</if>><<if visited() is 1>><<switch $reaction>><<case 1>>She smirks. "Nothing serious, mind you. \
<<case 2>>She chuckles. "Relax, $name. No pressure here. \
<<case 3>>Aurora sighs with exaggerated saddness. "A true pity, but I can't force you. If you dream about me and regret this decision, you'll know that it was at this day that you rejected an opportunity of the lifetime. <<if $react lt 3>>Well, then, follow me. Business comes before the terrible, horrible heartbreak."
[[♢ Next|Smithy capital]]
<<else>> Farewell, $Pretty- ah, I shouldn't call you like that anymore, should I?" She clears her throat, putting on a solemn expression despite the twitching corners of her lips. "Farewell, $name."
[[♢ Next|Marketplace]]
<</if>><</switch>><<if $reaction lt 3>> Just two adults making each other's evening more pleasurable." She Aurora looks up to the <<if $time gt 7>>darkening sky and winks. "Even the timing favours us two! Why don't you wait here for a bit why I excuse myself a bit early?"
You nod, and she disappears inside the building. The girl doesn't take long to wrap things up, just as promised. When you see her at the entrance again, she got rid of her thick leather apron and tied her hair in a loose braid.
"Follow me," she winks, beconing you closer as she starts walking down the street.
[[♢ Next|Aurora date][$time += 1]]
<<else>><<set $aurora_date to 1>>sky, the sun <<if $time lt 3>>only starting to rise<<else>>still high above<</if>>. "Why don't you come again in the evening? I'm afraid they won't me run away from work... again." She blows you a kiss. "Just come here, yes? I'll be waiting." \
<<if $react is 3>>She bids you a farewell and disappears inside a smithy.
[[♢ Next|Marketplace]]
<<else>>She beckons you to follow her back into the smithy. "Come. There was still something you wanted to <<if $react is 1>>buy<<else>>discuss<</if>>, wasn't there?"
[[♢ Next|Smithy capital]]
<</if>><</if>><</if>><<elseif visited() is 2>><<if $aurora_date>><<unset $aurora_date>>"I knew you'll come!" you hear Aurora greet you when you just approach the forge, pushing off the building's outer wall she wall leaning against. She wears the same clothes as during the day, only rid of a thick leather apron. Her unruly hair is gathered in a loose braid instead of a bun.
The girl smiles at you brightly and motions to follow. "Let's go!"
<</if>>You chuckle, <<if $height gt 2>>your strides long enough for you<<else>>hastening your steps<</if>> to not fall behind. When you catch up with her, Aurora smiles and <<if $touch_averse>>matches her pace to yours, shifting to walk so close your bodies almost touch<<else>>loops her hand through yours, leaning against your side<</if>>. She isn't silent, babbling about everything her eyes fall on, and you <<switch $pers>><<case "ap">>are content to let her speak as she barely even needs your input.
<<case "cal">>mostly listen, adding a word or two from time to time.
<<case "imp">>match her enthusiasm in equal measure.
<<case "ass">>don't turn down the conversation, laughing at the funny stories she seems to know in abundance, and reciprocate with your own jokes.
<<case "opt">>let the conversation unfold freely, curious about what she has to say.
<</switch>><<if $have_pets gt 0>>"So cute! Can I?" Aurora asks, her gaze at the $pet1<<if $pet is 1 or $pet is 4>><<if $have_pets gt 1>> and $pet2<</if>> following your steps close behind<<elseif $pet is 2>>, perched calmly at your shoulder<<elseif $pet is 3>>, $ptheir curious head peeking from under your clothes<</if>>.
"Go ahead," you allow, and she <<if $pet is 1 or $pet is 4>>crouches down, extending<<else>>extends<</if>> a palm to pet <<if $have_pets gt 1>>both of them<<else>>$pthem<</if>> gently on the head$plural. The creature$plural $pdo\
n't resist, but also $pdo\
n't lean into the touch, bearing with her caresses like with a necessary chore<<if $pet is 1 and $have_pets gt 1>>, although $pet2 presses ears against his head in alarm all the while<</if>>. The girl spends several minutes like this, but then people start complaining that you are standing in the middle of the street, so she <<if $pet is 1 or $pet is 4>>stands up<<else>>retracts her hand<</if>>with a disappointed sigh, and the two of you continue on your way.
<</if>>"Here's my house," Aurora finally announces when the two of you stop in front of a seemingly ordinary building, not at all different from the other around. It takes the girl a minute to fish out a key from her pocket, but afterwards nothing stops you from entering.
The living room is small and pleasant, decorated in mostly blue and green colors, with some elements of red. Aurora offers you to make yourself comfortable at the couch in the middle of the room, disappearing behind the door that must lead to the kitchen. After a moment, you hear her shout, "Is tea okay? I also have wine, if you want."<<set $aurora_drink to "tea">>
<<if $alcohol is false and $fav_drink is "tea">>"Tea is perfrect," you call back as you take the offered seat.<<set $aurora_drink to "tea">>
[[♢ Next|Aurora date]]<<elseif $weakness != "alcohol">>[[♢ "Tea is perfect."|Aurora date]]
<<if $fav_drink is "juice" or $fav_drink is "coffee">><<link `'♢ "Do you perhaps have $fav_drink?"'` 'Aurora date'>><<set $aurora_drink to $fav_drink>><</link>>
<<elseif $fav_drink is "iced tea">>[[♢ "Maybe iced?"|Aurora date][$aurora_drink = "iced tea"]]
<<elseif $fav_drink is "water">>[[♢ "Just a glass of water, if you may."|Aurora date][$aurora_drink = "water"]]
<</if>><</if>><<if $alcohol>>[[♢ "Wine sounds wonderful."|Aurora date][$aurora_drink = "wine"]]
[[♢ "Do you perhaps have something stronger than wine?"|Aurora date][$aurora_drink = "whiskey"]]
<</if>><<elseif visited() is 3>><<if $aurora_drink is "whiskey">>You hear her chuckle. <</if>>"Sure," Aurora calls back, and you hear glass clinking. "Give me a moment."
You do, using this time to get a better look around the place. As you've notived before, it is small and cosy. A thick carpet covers the floor, and several landscape paintings hang on the light green walls. A single wide window shows the street basked in the evening lights. Beside the couch, the only other piece of furniture in the room is a low wooden table beside it, perfect to place drinks or light dishes on.
There are two doors beside the one leading outside. One of them is where Aurora has disappered to, connecting to the kitchen. The other is closed, but if you had to guess, you'd bet you'l see a bedroom behind it.
The girl doesn't take long to finish her preparations, soon emerging from the kitchen balancing a tray with <<if $aurora_drink != "water">>two <<if $aurora_drink.includes("tea") or $aurora_drink is "coffee">>cups<<else>>glasses<</if>><<else>>a glass and a cup<</if>>, a <<if $aurora_drink is "water" or $aurora_drink is "tea" or $aurora_drink is "coffee">>kettle<<else>>bottle with $aurora_drink<</if>>, and several plates with snacks. She places it at the table near the couch, and gives you your <<if $aurora_drink.includes("tea")>>cup<<else>>glass<<if $aurora_drink is "water">> with clear water<</if>><</if>>.
"Thank you." You accept the drink, taking a sip.
Aurora settles down at the plush surface near you, leaning closer but not quite touching. "I'd like to know you better," she announces with a smile, raising her own <<if $aurora_drink.includes("tea") or $aurora_drink is "water">>cup<<else>>glass<</if>> in asemblance of a toast.
[[♢ "Sure." You smirk back at her, eyes lingering at her lips. "I'm all your tonight."|Aurora date][$aurora_date = 2; $reaction = 1]]
[[♢ You feel your breath hitch at the proximity, blush overtaking your cheeks, but make no attempt to maintain distance between the two of you.|Aurora date][$aurora_date = 2; $reaction = 2]]
[[♢ You move slightly away, giving her a smile. "Sure, but I don't want you to have a wrong impression."|Aurora date]]
<<elseif visited() is 4>><<if $aurora_date is 1>>Aurora sighs with a pout, but leans her back against the couch, swirling her drink in a hand. "And here I got my hopes high... You are quite a looker, after all." She winks, but only looks slightly disappointed. In a moment, the expression is quickly gone, and the girl is smiling again. "Well, I'm always open to gaining more friends!" She grabs a piece of apple from the plates, stuffing it into her mouth. You can't help but chuckle at her childish behavior. She doesn't seem like a trouble to get along with.
<<elseif $reaction is 1>>Aurora grins and leans forward, her face so close that you can feel her warm breath at your lips. "No takebacks!"
You chuckle and close the distance. Aurora is warm and eager, climbing into your lap without breaking the kiss, wrapping her hands around your neck when you tug her closer.
She pulls away only when the both of you are breathless, flushed and smiling brightly in excitement. Her fingers <<if $bald>>caress your nape<<else>>thread carefully through your $hail_color strands<</if>>. You lick your lips, enjoing how her eyes follow the movement of your tongue involuntarily, and lean forward again.
<<else>>Aurora chuckles, raising her free hand to caress your cheek. "Cute." Her comment makes your blush intensify, but she doesn't press, settling back down and grabbing a fruit snack from the tray.
You talk, feeling more at ease with each passing minute. Aurora is a great conversationalist, keeping the topics away from anything that might spoil the mood. You don't even notice the moment when you end up with your head in her lap, careful fingers <<if $bald>>mapping out your features with feather-light touches<else>>playing with you hair<</if>>. When Aurora leans down and presses warm lips against yours, you let go of any worries you might have and just enjoy.
<</if>><<link "♢ Next" "Aurora date">>
<<set $temp_room to $room>>
<<set $room to 2>>
<<run setup.sleep()>>
<</link>><<else>><<set $room to $temp_room>><<if $aurora_date is 1>>You wake up in an unfamiliar room, but the panic is short-lived as you remeber yesterday's events.
The evening was pleasant. You mostly talked, played a few board games, and as it was completely dark outside when the both of you were decently tired, Aurora offered you to spend a night in her place, making a sofa a nice substitude for a bed. You snuggle into the warm blanket for a while, almost drifting back to sleep, but then you register soft footsteps passing by, and then a noise somewhere in an adjacent room.
You sit up and stretch with a yawn. \
<<else>>You wake up, feeling a soft body press against your back. Two muscled hands hug you tightly, preventing you from moving away. You are warm and comfortable, so ypu just snuggle into the the blanket and the girl behind you, drifting back to sleep.
Upon your second awakening you find yourself alone in bed, soft clamor coming from somewhere in the house. With a yawn, you force yourself to climb out of the comfortable warmth and pick up whatever closing you can find at a first glance, exiting the bedroom.
<</if>>Only now does a smell register, and you follow it to the kitched, the place you didn't get a chance to see the day before. It is a fairly small room, a kitchnete and a table with a few chairs near the wall. Aurora must have just finished cooking, placing something akin to scrambled eggs with a lot of vegetables into a large plate. She turns when she hears you enter and smiles cheerfully. "Didn't know if you eat eggs, so you can take whatever you want yourself." She places the food at the table where two plates and the cutlery is already sitting, clearly prepared beforehand.
"Thank you," you answer, taking a seat at one of the chairs. She joins you in a moment, grabbing some food for herself. You also join, feeling hunger slowly making intelf clear.<<set $ate to 1>>
"A pity I have to go to work soon. Da hates when I am late." Aurora sighs, pushing her empty place away, seemingly not in the mood to do the dishes. "Last evening way nice though. We should meet again someday." She <<if $aurora_date>>smiles<<else>>winks<</if>>.
You nod noncommittally, then raise an eyebrow. "Your father works at the smithy to?"
The girl blinks at you and then gasps. "Creator, have I really not told you? My da owns the place."
<<switch $pers>><<case "ap">>You nod, your surprise fleeting. Aurpra almost pouts at the lack of rection, but is quickly over the matter.
<<case "cal">>You nod slowly, pushing the surprise away. Though you wonder how did this topic not come up in the conversations in the day prior.
<<case "opt" "ass">>You chuckle<<if $pers is "ass">> and shake your head<</if>>. "I'm mostly surprised it didn't come up in any of the conversations."
Aurora nods. "Me too."
<<case "imp">>You can’t keep the surprise from your face, and Aurora breaks into a fit of chuckles. You frown at her, but can't keep the serious expressio for long, and soon you both are laughing.
<</switch>>The breakfast over, the visit comes to an end. You leave first. Your hostess sees you out politely and hurries back inside to finish her morning routine before heading to the forge, and you step onto the morning street.
<<set $smithy_disc to 2>>[[♢ Next|$street_var]]<</if>><<if visited() is 1 and $aurora_dumped>><<unset $aurora_dumped>>Your steps are halted when a very, very angry girl jumps in front of you, obstructing your way forward. <<if $height gt 1>>Despite your <<if $height is 2>>equal heights<<else>>towering height<</if>><<else>>Especially with your lower height<</if>>, she looks especially threatening with her hands crossed in front of her as she looks <<switch $height>><<case 1>>down<<case 2>>straight<<default>>up<</switch>> at you. Maybe it is a hammer still clutched in her right palm.
Aurora seems to notice your gaze, as she discards the tool at the nearest horizontal surface and grabs at your <<if $touch_averse>>sleeve<<else>>wrist<</if>>, dragging you outside.
"Why the //hell// did you promise me a meeting you didn't show up to?!" she hisses straight into your face the moment the forge's door closes behind your backs.
[[♢ You raise your hands in a pacifying gesture. "I am sorry. Truly."|Aurora dumped][$reaction = 1]]
[[♢ You stare at the girl calmly, waiting for her to calm down before she speaks.|Aurora dumped][$reaction = 2]]
[[♢ You go into offence instead. "Didn't show up? It was you who were nowhere to be found!"|Aurora dumped][$reaction = 3]]
<<link '♢ You roll your eyes. "Seriously? //This// is why you are making a scene?' "Aurora dumped">>
<<set $reaction to 4>>
<</link>>
<<else>><<switch $reaction>><<case 1>><<switch $pers>><<case "opt">>Aurora pauses, your sincerity catching her off guard. Ever so reluctantly, she takes a step back. "Fine. I'll let it go. Your loss anyway," she mutters in an increasingly quieter voice, before turning on her heels and disapperaing inside the forge. \
<<default>>Aurora snorts. "As if you are!" <<if $cha gt 7>>But then she pauses, her reluctance growing. "...Fine." she mutters in the end, taking a hesitant step back, both literally and figuratively. "I'll let it go. Your loss anyway." The girl turns on her heels and disappears inside the forge. \
<<else>><<set $forge_banned to true>>She jabs a finger at your chest. "Ugh. Bastard." A deep breath, and the girl continues speaking, some semblance of composure returning to her voice. "\
<</if>><</switch>><<case 2>><<switch $pers>><<case "cal">>Your calm, steady gaze cools her nerves better than any words. Reluctantly, Aurora takes a step back, her form visibly deflating. Then, without another word, she turns on her heels and disappears inside the forge. \
<<case "ap">>You gaze at her emotionlessly, and it gives her a pause. Aurora takes in a deep breath, hear chest rising and falling unsteadily. Then, without another word, she turns on her heels and disappears inside the forge. \
<<default>><<set $forge_banned to true>>The staring contest you initiated only makes Aurora more furious. "Nothing to say for yourself, huh?" She sneers. "You know what? \
<</switch>><<case 3>><<switch $pers>><<case "ass">>You speak with conviction, not giving her a chance to question your words, and it makes Aurora deflate. \
<<case "imp">>You speak with passion that takes her aback. You can see a seed of doubt starts to appear in Aurora's eyes at your performance. \
<<default>><<if $cha gt 7>>You speak with conviction that gives her a pause. You can see a seed of doubt starts to appear in Aurora's eyes at your performance. \
<<else>><<set $forge_banned to true>>You start to speak, but the girl waves you away with a scoff. "Oh, don't bother. Your excuses are just a waste of air. \
<</if>><</switch>><<if not $forge_banned>>"But I was waiting for you the whole evening..." she mutters, dejected, and turns her head to the side, not meeting your gaze.
For a moment, the two of you just stand there in silence. Then, the girl sighs. "This- Maybe I'm also at fault. But for me, this bond is ruined unrecoverably. Let's just... Forget about it, yes?" And with these words, Aurora turns on her heels and disappears inside the forge. \
<</if>><<case 4>><<set $forge_banned to true>>"Yes, this! Tch." She takes a deep breath, gaining a semblance of calmness with an incredible effort. "\
<</switch>><<if $forge_banned>>I see why father told me to stop falling for pretty faces." Aurora closes her eyes for a moment, and when she opens them, those dark green orbs are as cold as gems they resemble. "You won't be able to attain //anything// in this forge. Shoo, get lost."
Your eyebrows raise. "You are insanely sure you'll be able to ban me from this place."
The girl's lips curl into a sneer. "//Please//. If you need to know so badly, my dad is the //owner// of the smithy. Are we clear?"
If that's the casr, there isn't much you can do but to walk away. So you don't bother to answer, turning on your heels. Aurora doesn't move from her spot until you leave her field of vision.
[[Next|Marketplace]]
<<else>>You wait for another while before you follow, not willing to continue this drama.
[[Next|Smithy capital]]
<</if>><</if>><<switch $react>><<case 0>>[[♢ You'd like to continue staying in the inn.|Night stay][$react = 1]]
[[♢ You wish to look for an option to rent a house.|Night stay][$react = 2]]
<<case 1>><<set _for_pets to ($have_pets * 2)>>You approach the counter, and Cindy raises her head, fixing you with a curious stare. "And what do you want, $name?"
<<if $inventory.includes("key from the inn room")>>You flick your room's key in between fingers. "Lengthen my stay, what else?"
<<else>>You lean your palm at the counter, matching her gaze. "A room, if you please."
<</if>>The woman nods with a chuckle. "Sure. You know the prices: 15 silver for the best one, 10 for a decent, 7 if you want to save money. <<set _for_food to (6 + $have_pets * 2)>>_for_food for the food daily, and 1 coin if you want your bathing water warm."
//Also water, repeat getting a discount, consider pets
<<case 2>>
<</switch>><<if visited() is 1>><<print setup.roam_day()>><<if $faint is 2>><<goto "Death">><</if>>You step into the unfamiliar streets. People mull about, <<if $time lt 9>>slightly less numerous yet still abundant in number<<else>>much less numerous than before<</if>>. The pavement is rough and warm under the soles of your shoes<<if $time lt 3>>, even through the sun is yet to fully rise<<elseif $time lt 6>> and the sun shines brightly in the clear sky<<else>>, even through the sun <<if time gte 9>>is barely visible from above the buildings<<else>>inches closer to the horizon<</if>><</if>>.
You pass several streets, your legs carrying you even deeper into the city. This seems to be a mostly residential district, the similar houses of two to three storey high lining both sides of the road. Small children play right in the middle of the street, forcing many passersby to halt their steps to avoid collision.
A sound of music somewhere in the distance attracts your attention, and you draw near, curious. It is a small band, no conformity in their outfits or general appearance. Likely just some of the youths from the neighborhood, you muse. Out of three of them, one holding a guitar seems to also be the singer, her voice strong and attention-grabbing. Out of the other two, one is sitting right on the pavement, a drum resting on his lap. The last one leans against the nearest wall, playing a small keyboard instrument.<<set _instr to '[[♢ You can still recall the smoothness of piano keys under your fingers.|Wander capital][$instr = "piano"]]\n[[♢ Your fingers itch to pluck the taut strings of your guitar.|Wander capital][$instr = "guitar"]]\n[[♢ Your hands hover in the air, void of the familiar weight of your flute.|Wander capital][$instr = "flute"]]\n[[♢ You sigh faintly, remembering how easy it was to forget yourself while gliding a bow across violin strings.|Wander capital][$instr = "violin"]]'>>
<span id = "music"><<linkreplace "♢ It brings back memories. You were once just like that, playing to your heart's content.">>
<<set $music to 2>><<replace #music>>_instr<</replace>><</linkreplace>>
<<linkreplace "♢ You remember music lessons you took. Although you weren't excellent, the skills still stuck.">>
<<set $music to 1>><<replace #music>>_instr<</replace>><</linkreplace>>
[[♢ You don't think much of it, simply enjoying the performance.|Wander capital]]
</span><<elseif visited() is 2>>You spend a bit of time savoring the upbeat song, and then remain for the next one, slower yet still conveying endless energy. You aren't the only one, as a small crowd soon forms around the performer. Some toss a coin or two into the empty guitar case placed near the leading girl's legs.
<<if $gold gte 1>>[[♢ You toss a golden coin.|Wander capital][$gold -= 1; $reaction = 1; $holiness += 1]]
<</if>><<if $gold gte 0.1>>[[♢ You toss a silver coin.|Wander capital][$gold -= 0.1; $reaction = 2]]
<</if>>[[♢ You cheer at the performers loudly.|Wander capital][$reaction = 3]]
[[♢ You remain quiet, simply enjoing the music.|Wander capital][$reaction = 4]]
[[♢ You don't linger any more, turning on your heals.|Wander capital][$reaction = 5]]
<<elseif visited() is 3>><<set $skill_p -= $music>><<switch $reaction>><<case 1 2>>The musicians smile at you thankfully, their eyes bright<<if $reaction is 1>> and wide in wonder<</if>>. The singer's voice seems to sound slightly more powerful than before.
<<case 3>>The singer's eyes find yours in the crowd briefly, and she winks, before concentrating on her instrument and vocals.
<</switch>><<if $reaction != 5>>You remain for another song before moving on, leaving the cheerful crowd behind.<<if $reaction lt 3>>: The leader of the small band pauses her singing briefly, shouting for you to come again, eliciting a laughter from her friends.<</if>>
<</if>>You pass several more streets, noticing as they widen gradually. It seems you have left the post populated district behind, entering an area full of restaurants, cafes and other places of entertainment.
On one of the buildings, the sign reads: 'Gambling House'. It is made of black stone, a spiderweb of decorative cracks covering its surface. The door is of heavy and dark wood, and the windows of the upper floors are tinted, not betraying the scenes of the rooms hidden within.
[[♢ Curious, you draw inside.|Wander capital][$den = true; $time += 1]]
[[♢ It's not your type of place.|Wander capital]]
<<elseif visited() is 4>><<if $den>>You push the heavy door open and step into a wide hall, full of bustling activity. The light above is slightly dim, but not enough to force visitors to squint uncomfortably. There are many tables with different types of games, almost every one surrounded by a crowd of people. Near the opposite wall, you noticed a long bar counter, only a few of the tall chairs unoccupied.
Two heavyset men standing at the both sides of the entrance look you over with piercing scrutiny, but make no move to stop you as you walk deeper into the room.
The air is heavy with the smell of cigarette smoke, alcohol and something else you struggle to pinpoint. A mix of rowdy shouts, cries of excitement or hysterical arguing feel your ears. Some places are louder than others, the gamblers having lost a fortune or two trying their best to convince the workers to delay the payment. The members of staff, easily noticeable by their calm demeanor and red shirts, deal with the problematic customers with admirable patience... Or by putting weapons to their necks. You observe with <<if $holiness lt -6>>curiosity<<elseif $holiness lt 7>>shock<<else>>unpleasant surprise<</if>> as a desperate looking woman, her makeup smudged, rushes towards the dealer responsible for her table, shouting something indistinct. Seeing that the words don't work, the red-clad man is quick to act, the object that slides out of his sleeve glinting silver under the light. The woman stills when a thin yet sharp blade is pressed against her bare throat. The worker whispers something into her ear, and her expression slackens, she herself sliding to the floor as her legs give in.
You can't see how the scene ends when a group pushes past you, almost swiping you off your feet in their eagerness to get to one of the poker tables. When you look again, you can't see any of the two.
[[♢ Look for a game to join.|Poker]]
[[♢ Head straight to the bar.|Bar]]
[[♢ You don't feel comfortable to remain here, so you turn to leave.|Wander capital][$time -= 1; $reaction = 1]]
<<else>>You shake your head briefly, and resume your walk. After a while, you circle back to the familiar streets.
[[♢ Next|$street_str]]
<</if>><<elseif visited() is 5>><<if $reaction is 1>>You turn on your heels, eager to leave this place behind. The air seems sweeter when you step outside.
You massage your temples. It wasn't the place you would spend your time in.
The rest of the walk passes without incident, and soon, you circle back to the familiar streets.
[[♢ Next|$street_str]]
<<else>><<if $sp_poker or $spider_f gt 5 or $spider_a gt 0>>You only make several steps before a person hurries over, stopping so thatt he effectively interrupts your path. The man smiles, flicking several brown strands that has escaped from his long braid out of his face. He is tall, <<switch $height>><<case 1>>towering over you immensely<<case 2>>towering over you<<case 3>>even higher than you<<case 4>>just a little bit shorter than you<</switch>>, with light brown skin and blue eyes. He wears the same outfit as the workers here, but it looks somewhat messy, as if he's thrown it on in a hurry.
"I do apologize for the interruption." The man clears his throat, trying to sound serious and imposing. "But I'm afraid you can't leave just yet. My... boss wants to see you."
[[♢ You smile politely in return. "Your boss wants to meets you? Do I know them?"|Wander capital][$react = 1]]
[[♢ You smirk slightly, intrigued. "Is that so? Then lead the way, let's not make this boss of yours waiting."|Wander capital][$react = 2]]
[[♢ You frown, wary of this sudden statement. "And who is your boss?"|Wander capital][$react = 3]]
[[♢ With a shake of your head, you move to circumvent him. "Not interested."|Wander capital][$react = 4]]
<<else>>You have to push through the crowd again, but soon, you manage to reach the doors. The security guards still stuck near them open them helpfully, and you step outside. The contrast of the building's clamor and the <<if $time gt 7>>almost total quietude<<else>>easy liveliness<</if>> of the street in jarring.
You shake your head, gathering your thoughts. It was an interesting experience, but you should't just stand in the middle of the road like a fool. <<switch $pers>><<case "opt">>Chuckling to yourself lightly<<case "ap">>Discarding the thought<<case "cal">>With a faint sigh<<default>>Well, you dare anyone to make a comment. <<if $pers is "ass">>With a faint smirk<<else>>Rolling your eyes<</if>><</switch>>, you start moving.
[[♢ Next|$street_str]]
<</if>><</if>><<else>><<switch $react>><<case 1 3>>"I'm afraid I can't answer your questions now." The man smiles apologetically. "Now, if you could please follow me..." He sounds polite, but his gaze is sharp, almost threatening, as he places a strong hand of your shoulder. <<if $touch_averse>>You cringe, uncomfortable with the touch, and the man is quick to retract his palm a bit, gesturing for you to follow instead<<else>>You frown at the gesture. Although the man doesn't exude force, you can feel he is ready to were you to disobey. With his other hand, he motions for you to follow<</if>>. It doesn't seem you are being given a choice at all.
H\
<<case 2>>The man sighs in relief. "Sure, they do hate to wait."
With a chuckle, h\
<<case 4>>"I insist." He sounds more forceful now, grabbing you by the shoulder tightly. <<if $touch_averse>>You cringe, uncomfortable with the touch, and the man is quick to retract his palm a bit, gesturing for you to follow instead<<else>>You frown at the action. Although the man doesn't exude force, you can feel he is ready to were you to disobey. With his other hand, he motions for you to follow<</if>>. It doesn't seem you are being given a choice at all.
You glance around, looking for an out, but all the gamblers refrain from looking at the two of you, and the eyes of the workers you meet don't hold any sympathy. On the contrary, they look ready to intervene were you to start resisting.
"Now, let's go." The man smiles again, but you aren't fooled by his charming exterior. H\
<</switch>>e leads you through the crowd that parts in front of him, making the path through the room seem ridiculously fast. Arriving near one of the walls, he pushes the fabric covering it aside, revealing a flight of wooden stairs. "After you." He waives his palm meaningfully, and you start ascending <<if $react is 2>>eagerly<<else>>warily<</if>>.
[[♢ It doesn't take long to reach the second floor.|Gambling talk]]
<</if>><<if visited() is 1>>You push through the crowd, eyes scanning the numerous tables. At most, the games are afoot, and it takes you a while to find one with a few empty chairs. It seems, this table is designed for poker game. Another thing dependent on luck, but not nearly as much as something like rulette.
Your eyes meet with green orbs of the woman in this establishment's uniforn, and she stops shuffling a deck of cards in her hands momentarily, offering you a practiced smile. "Care for a game of poker?"
[[♢ "Sure," you nod, sitting down at an empty chair.|Poker 1]]
[[♢ You draw closer, giving her a smile of your own. You wonder if there is something you can do to make winning easier.|Poker][$react = 2]]
[[♢ You shake your head.|Poker][$react = 1]]
<<elseif visited() is 2>><<if $react is 1>>She shrugs, returning to her previous occupation. You continue your walk, taking in the desperation and chaos that is inevitable when gambling is involved. You wonder how many people will retunn broke from this place today, cursing themselves, the opponents, the gambling house, the universe...
<<if visited("Bar") is 0>>[[♢ You oush through the bodies, heading for the bar.|Bar][$time += 1]]
<</if>>[[♢ You turn on your heels, aiming for the exit.|Wander capital][$time -= 1; $reaction = 1]]
<<else>>The dealer's eyes narrow when you approach. She isn't unfamiliar with situations when people try to cheat through her. Her gaze drifts over your appearance, your <<if not $bald>>relatively tidy hair and <</if>><<if visited("Marketplace") gt 0>>new clothes, and seems to be satisfied with what she sees<<else>>tattered robe, but although you can see sneer in the debt of her eyes, the woman proves to be professional, not voicing her thoughts out loud. She just continues to stare, giving you a chance to speak<</if>>.
<<if $gold gt 3>>[[♢ You slip three golden coins into her hand, giving the woman a meaningful gaze.|Poker][$react = 3; $gold -= 3]]
<</if>><<if $gold gt 1>>[[♢ You flick a gold coin between your fingers, giving her a questioning glance.|Poker][$react = 4]]
<</if>>[[♢ This was a bad idea. You shake your head subtly, and move to take a seat at the table.|Poker][$react = 2]]
[[♢ This was a bad idea. You turn away from her, and from the table altogether.|Poker][$react = 1]]
<</if>><<elseif visited() is 3>><<switch $react>><<case 1>>She doesn't react at your departure.
You continue your walk, taking in the desperation and chaos that is inevitable when gambling is involved. You wonder how many people will retunn broke from this place today, cursing themselves, the opponents, the gambling house, the universe...
<<if visited("Bar") is 0>>[[♢ You push through the bodies, heading for the bar.|Bar][$time += 1]]
<</if>>[[♢ You turn on your heels, aiming for the exit.|Wander capital][$time -= 1; $reaction = 1]]
<<case 2>>You see her shrug, and then the woman returns to shuffling the cards with remarcable concentration.
[[♢ Next|Poker 1]]
<<case 3>><<set $poker_cheat to true>>She nods subtly, slipping the money into her shirt — whether into a hidden pocket or tucked into her bra, you aren’t sure. You hope you haven't wasted you gold.
[[♢ Next|Poker 1]]
<<case 4>>The woman considers you for a moment, her eyes lingering on the coin, on a golden glint you are quick to hide inside your palm. She doesn't look satisfied though as she leans closer, speaking softly so as only you are able to hear her words. "Do you think I'll risk my position for this much?"
[[♢ You smile, making sure to look nonchalant. "Is this too little though?"|Poker][$react = 1]]
[[♢ You rise your chin, staring her down. "Sure."|Poker][$react = 2]]
[[♢ You exhale, taking a step back. "You are probably right. I apologize."|Poker][$react = 3]]
<</switch>><<else>><<switch $react>><<case 1>><<if $cha gt 7>><<set $poker_cheat to true; $gold -= 1>>The woman visibly hesitates, looking you over with contemplative eyes. You can see the moment she relents, a faint sigh leaving her lips. "Not exactly." The dealer wavers for a moment longer, but extends a hand eventually, palm open. You pass her the promised coin and observe how her fingers close around it immediately, the gold soon disappearing somewhere in her pocket. "Now, please continue to the table." She points out the direction, and you nod, having no more reason to linger. You just hope you haven't wasted you money.
<<else>>The woma scoffs. "It sure is. Now, $sir, please back off. It would do both of us no good if you continue to insist." She doesn't pay you any more attention after that, turning around to look for other perspective players.
<</if>><<case 2>><<if $pet is 3>><<set $poker_cheat to true; $gold -= 1>>$pet1 raises $ptheir head from where $pthey was coiled at your shoulders, letting out a soft hiss. The dealer jerks back, eyes wide in horror, gaue trained at the viper's scaled body. "Fine, fine!" she exhales jerkily, words all but tumbling out of her mouth. She extends a slightly shaking hand and you drop the coin in her offered palm.
"Don't forget our promise, will you?" <<if $holiness gte -3>>You suppress the uncomfortable feeling in your gut, averting eyes from the woman's pallid face, and turn away<<else>>You smile, deceptively sweet, and turn away from her shaken form<</if>>.
The dealer mutters confirmation, her voice slowly steadying as she speaks.
<<elseif ($cha + $str) gt 14 or $str gt 7>><<set $poker_cheat to true; $gold -= 1>>You see her shoulders tense, neat brows drawing into a frown. For a dozen seconds, silence hangs heavy in the air, unperturbed even with the gambling house's constant clamor around. Eventually, the woman lets out a shaky exhale and extends a hand. "Fine. Don't make me regret this decision."
You <<if $pers is "ap" or $pers is "cal">>suppress a <</if>>smile and drop the promised coin into her open palm. The dealer immediately pockets the gold and turns away from you, silently announcing the end of the interaction.
<<else>>The woman's mouth curls in disdain. "Back off, $sir, before I call security." She doesn't pay you any more attention after that, turning around to look for other perspective players.
<</if>><<case 3>>The woman's mouth curls in disdain as she shrugs. "Suit yourself." She doesn't pay you any more attention after that, turning around to look for other perspective players.
<</switch>><<if $poker_cheat>>[[♢ Next|Poker 1]]
<<else>><<set $poker_cheat_fail to true>>[[♢ You could still play, you decide, stepping towards the table.|Poker 1]]
<<if visited("Bar") is 0>>[[♢ You push through the bodies, heading for the bar.|Bar][$time += 1]]
<</if>>[[♢ You turn on your heels, aiming for the exit.|Wander capital][$time -= 1; $reaction = 1]]
<</if>><</if>><<if visited() is 1>><<nobr>><<if $person != "man">>
<<if $person is "woman" or $body_type is "slender" or $body_type is "curvy">><<set $assasin_a += 1>><</if>>
<<if $eye_color.includes("green") or $eye_color.includes("blue")>><<set $assasin_a += 1>><</if>>
<<if $hair_color is "red" or $hair_color is "auburn" or $hair_color is "blond">><<set $assasin_a += 1>><</if>>
<</if>>
<<set $assassin_f += ($cha / 2 - 1)>>
<</nobr>>You push through the crowd, <<if $touch_averse>>doing your best to avoid skin-to-skin contact<<if visited("Marketplace") gt 0>>. How thankful you are for the gloves covering your palms<</if>><<elseif ($height gt 3 and $build != "muscular" and $str gt 4) or ($build gt 2 and $str gt 4) or $str gt 6>>holding your ground against the constantly moving people<<else>>wincing as you are pushed around by the constantly moving people<</if>>. You can only exhale in relief when you finally make your way to the bar, plopping down at one of the unoccupied stools. At your right, a pair converses in hushed whispers, the man's hand planted firmly at the woman's thigh. On the other side, you notice a young man dressed in a wholly black outfit sitting alone, nursing a glass with some juice in his hands.
From how he is seated, you can't see his stature, but judging from his petite build, he can't be tall. Dark copper hair reaches his ears, strands straight and thin, framing a handsome fair face with soft features, covered in freckles. He turns his head slightly, and you see his eyes, dull green yet unbeliabably sharp, like shards of glass.
The bartender approaches, leaning towards you with an inviting smile on her full lips. <<if visited("Marketplace") is 0>>It soon fades as she takes a look at your shabby attire. "Well, welcome," the woman grumbles, muttering something about street rats entering redpectable places. "Well, are you drinking something, or leaving?"
You glance at the list of drinks handing at the wall behind her.
<<if $weakness != "alcohol">><<if $gold gte 0.1>>[[♢ "Just a glass of water, please." [1 silver]|Bar][$bar_drink = "water"; $gold -= 0.1]]
[[♢ "I'll have juice" [1 silver]|Bar][$bar_drink = "juice"; $gold -= 0.1]]
<</if>><<if $gold gte 0.2>>[[♢ "Then, a mocktail, please." [2 silver]|Bar][$bar_drink = "mocktail"; $gold -= 0.1]]
<</if>><</if>><<if $alcohol>><<if $gold gte 0.2>>[[♢ "I'll have a glass of wine then." [2 silver]|Bar][$bar_drink = "wine"; $gold -= 0.2]]
[[♢ "Then please, give me some cider." [2 silver]|Bar][$bar_drink = "cider"; $gold -= 0.2]]
[[♢ "A champagne, please." [2 silver]|Bar][$bar_drink = "champagne"; $gold -= 0.2]]
[[♢ "I'd like something somple; let it be beer." [2 silver]|Bar][$bar_drink = "beer"; $gold -= 0.2]]
[[♢ "I see you have sake; wonderful." [2 silver]|Bar][$bar_drink = "sake"; $gold -= 0.2]]
<</if>><<if $gold gte 0.3>>[[♢ "Give be your best cocktail, thanks. [3 silver]"|Bar][$bar_drink = "cocktail"; $gold -= 0.3]]
<</if>><</if>>[[♢ "What is a 'Heavenly pleasure'? Sounds interesting."|Bar][$bar_drink = "nope"]]
[[♢ With such a treatment, you's be indeed better off leaving.|Bar][$bar_drink = "deny"]]
<<else>>"Welcome, dear! Are you new here?" She looks you over, looking appreciative. "First drink on the house for such a <<if $person is "man">>handsome man<<else>>cutie<</if>>. Choose your poison!"
<<if $weakness != "alcohol">>[[♢ "Just a glass of water, please."|Bar][$bar_drink = "water"]]
[[♢ "I'll have juice"|Bar][$bar_drink = "juice"]]
[[♢ "Then, a mocktail, please."|Bar][$bar_drink = "mocktail"]]
<</if>><<if $alcohol>>[[♢ "I'll have a glass of wine then."|Bar][$bar_drink = "wine"]]
[[♢ "Then please, give me some cider."|Bar][$bar_drink = "cider"]]
[[♢ "A champagne, please."|Bar][$bar_drink = "champagne"]]
[[♢ "I'd like something somple; let it be beer."|Bar][$bar_drink = "beer"]]
[[♢ "I see you have sake; wonderful."|Bar][$bar_drink = "sake"]]
[[♢ "Give be your best cocktail, thanks."|Bar][$bar_drink = "cocktail"]]
<</if>>[[♢ "What is the 'Heavenly pleasure'? Sounds interesting."|Bar][$bar_drink = "nope"]]
<</if>><<elseif visited() is 2>><<switch $bar_drink>><<case "deny">><<set $bar_drink to "juice">>The bartender rolls her eyes, but doesn't voice out her obvious sentiment. She didn't expect you'd be able to pay in the first place.
Unexpectedly, your leave is interrupted when the red-haired man on your left places his juice at the table with unnecessary force, then motions bartender first at his glass, then at you. Unexpectedly, the woman immediately bows her head and is quick to place the same beverage in front of you.
You turn towards the man, surprised, and smile. "Well, thank you."
He nods and waves his hand dismissively, still not uttering a word. You have also not noticed him paying for the order. Will he be covering all costs at the end of his stay, or does he have some sort of privilege?
<<case "nope">><<set $bar_drink to "juice">>"Oh, it's very interesting indeed! I bet you'll enjoy it very much!" the bartender exclaims, her smile turning wider, brighter. "Should I bring it to you?"
"Why not?" You shrug, open to trying something new.
//Shatter!//
You both turn around, observing a mix of glass shards and juice making a mess at the floor. The main culprit, the red-haired man you've noticed before, wears a sharp frown on his features, his piercing gaze not straying away from the worker as he shakes his head slowly. She blanches.
"I won't offer $them drugs anymore, please don't get angry!" she exclaims, her voice shaking.
The man doesn't say a word, but somehow, the atmosphere lightens, and he waves his hand at the shattered glass, raising two fingers on the other. The barteder nods rapidly, and in just a few moment, both he and you have a glass of juice standing in front. After dealing with his order, the woman hurries to clean up the mess he has made on the floor.
"Thank you?" you say, unsure of how to react. She mentioned drugs... have you almost ordered yourself a drink laces with narcotics?
The man nods and waves his hand dismissively, still not uttering a word as he grabs his new juice.
<<case "water">>"Oh." Sounding disappointed, the bartender retreats back for a moment, soon returning with a tall glass full of crystal-clear water which she places at the table in front of you. She forces a smile as you thank her, but is quick to leave you behind, more interested in what other people have to order.
<<case "juice">>"Another one?" The bartender tilts her head, her eyes fluttering from you to the man to your left. She is quick to complete your order, and leaves a tall glass in front of you, ice clinking when you take it in your hand.
<<case "mocktail" "cocktail">>The bartender's smile brightens, up for the challange. During the next minute, you can observe as she mixes up different substances before placing the end result in front of you. It looks pretty, many colors places in layers, glinting under the lights when you raise the glass.
<<case "wine" "champagne">>"A $person of a refined taste," the bartender compliments with a smile, and is quick to complete your order. You twirl a fragile glass between your finders, catching the light of the lapms on the liquid's <<if $bar_drink is "wine">>smooth<<else>>bubbly<</if>> surface.
<<case "beer">>"Right away," the bartender answers with a chuckle, and soon a massive beer glass is places at the table in front of you. The woman smiles at your words of gratitude and soon retreats to take care of the needs of other customers.
<<case "sake">>"Interesting choice." The bartender chuckles and moves to get you your drink. She places it at the table in front of you and is quick to leave you to your own devices, more interested of what other customers are to request.
<</switch>>You take a sip<<if $bar_drink is $fav_frink>>, enjoying the taste. Yes, $fav_drink is the best beverage indeed<<else>>. It may not be your favourite drink, but everyone appreciates variety once in a while, and $bar_drink you've been handed tastes pretty good<</if>>.
[[♢ You are curious about the red-haired man, so you strike up a conversation.|Bar]]
<<if visited("Poker") is 0>>[[♢ You finish your drinks and turn your attention towards the many tables with the games. A bit of gambling wouldn't hurt.|Poker][$time += 1]]
<</if>>[[♢ You savor your drink, but it's bound to end eventually, and you slide off your chair as you turn to leave.|Wander capital][$reaction = 2]]
<<elseif visited() is 3>>You lean forward slightly, trying to get a better look at the man's face. As if feeling your eyes on him, he turns, locking gazes with your $eye_color eyes.
<<link `'♢ "Hi!" You smile brightly. "I am $name."'` Bar>><<set $reaction to 1; $assassin_f += 1>><</link>>
[[♢ You lean even closer. "Why, hello there. Any reason you are here alone?"|Bar][$assassin_f -= 3; $assassin_a += 1; $reaction = 2]]
[[♢ You can feel blush creep up your face. He is much prettier up close... Clearing your throat, you only manage to utter a weak 'hi'.|Bar][$assassin_f += 1; $assassin_a += 1; $reaction = 3]]
[[♢ ...You've changed your mind. Pretending it was just a casual glance, you turn away.|Bar][$reaction = 4]]
<<elseif visited() is 4>><<switch $reaction>><<case 1>>The man nods, his full lips curling into a smile. Instead of introducing himself back though, he slides \
<<case 2>>The man all but jerks away from you, his facial expression flattening. Noticing his discomfort, you pull away. "Sorry."
He nods sharply, quick to hide his reaction.
"I'm $name, by the way." You decide to introduce yourself in order to break the tense atmosphere between the two of you. He nods and forces a smile, sliding \
<<case 3>>The man's full lips lowly stretch into an amused smile. He answers to your greeting with a wave of a hand, and tilts his head towards you, leaving it up to you to continue the conversation.
"Uh... I'm $name. I mean- My name is $name!" You press a palm against your forehead momentarily, frustrated at how much have you tumbled your words. With the man not showing any reaction, you soon collect yourself and look at him questioningly, waiting for his own introduction. Instead of doing so though, he slides \
<<case 4>>Even as you turn away, you can feel a pair of eyes on you. You try to ignore the attention, but to no awail. On the contrary, you feel the man whose attention you've impulsively attracted lean forward as now he tries to get a closer look at your face, just like you a minute ago.
With a<<if $pers != "cal" and $pers != "ap">>n aggravated<</if>> sigh, you turn back towards the curious stranger, raising an eyebrow. "What?"
He tilts his head, green eyes widening in a display of innocence even though he can't stop his lips from stretching into a mischevious smile. You stare at each other, none of you speaking, until he slides \
<</switch>>a thick leather-bound notebook out of his inner pocket, turning it to the front page before showing it to you. There is a name written in broad yet elegant handwriting: Julian.<set $assassin_met to true>>
"Jilian," you repeat, and he nods again. Oh. Is he unable to speak?<<if $reaction is 4>> "Well, I'm $name."
He nods, his smile turning softer.<</if>>
<<if $skill_p gte 2>>[[♢ You have learned sigh language back in your world, and you get a feeling this skill has transitioned to this new language, much like all the other communication aspects.|Bar][$sign_l = 2; $signs = "signs"; $signing = "signing"; $assassin_f += 10]]
<</if>><<if $skill_p gte 1>>[[♢ You've known bits and pieces before, and the now relevant knowledge is hardly better. Still, you are fairly certain you can sign common phrases if needed.|Bar][$sign_j = 1; $assassin_f += 5]]
<</if>>[[♢ You know that the sign language exists. You have never even attempted to learn it before, much less being able to communicate this way in this foreign world.|Bar][$sign_l = 0]]
<<elseif vsited() is 5>><<set $skill_p -= $sign_l>><<switch $sign_l>><<case 2>>"Nice to meet you," you sign the same words you speak, feeling satisfaction bubble in your chest when you see Julian's eyes open wide in amazement.
In a movement too sharp and abrupt to signify composure, he tucks away his notebook, an excited smile stretching on his lips. "Oh, wow! I rarely get a pleasure to speak freely. I'm so glad I got to meet you today!"
His hands move in a flurry, forming into words so fast that it takes you a moment to process their meaning. It is as if a switch was turned, transforming a quiet man into someone bright and excitable.
<<case 1>>"Nice to meet you," you sign slowly, and Julian's eyes brighten. He grabs a pen from the same pocket he got his notebook from, and turns it quickly to an empty page.
"Same. Your efforts are sweet, but you can just speek freely. I am used to communicating this way."
You nod, slightly embarrased, but the bright smile the man's gives you quickly chases this feeling away.
<<case 0>>"Nice to meet you. I assume you usually write down your words?" You nod at the notebook, still resting at the counter.
Julian nods. To reinforce his point, he grabs a pen from the same pocket he got it from and turns it to a fresh page and writes down the same affirmation, "yes".
<</switch>>"Are you a regular here?" you ask curiously, taking a sip of your drink.
"Yes," the man answers curtly and doesn't elaborate.
[[♢ You drop the subject.|Bar][$reaction = 1; $assassin_f += 2]]
[[♢ "Are you into gambling?"|Bar][$reaction = 2]]
[[♢ "You've been dragged here by some friends, haven't you?" you chuckle half-jokingly. He doesn't look the type to gamble.|Bar][$reaction = 3; $assassin_f += 1]]
[[♢ "Seriously? Sitting in a gambling house drinking juice?" You raise an eyebrow, your voice taking up a mocking tone.|Bar][$reaction = 4; $assassin_f -= 1]]
<<elseif visited() is 6>><<switch $reaction>><<case 1>>Julian's lips pull into a smile when you make no attempt to breach his privacy, and he $signs a quick 'Thank you'.
<<case 2>>Julian shakes his head calmly. "I prefer to not rely on luck."
"Then why frequent a gambling house?" You can't help but feel confused.
The man shrugs. \
<<case 3>>Julian smiles, yet shakes his head. \
<<case 4>>Julian rolls his eyes. \
<</switch>><<if $reaction != 1>>"You could say I work here."
Your eyebrows raise involuntarily. "Work? Like one of the dealers?"
"More like running errands for the owner when needed. Well, I get free drinks whenever I want, so I can't complain." He smirks slightly.
You chuckle. "If you put it this way..."
<</if>>"And what about you?" Julian $signs, tilting his head to the side. "<<if visited("Poker") is 0>>Came here to gamble yourself?"
<<elseif $cap_poker>>I saw you gamble."
<<else>>I saw you approach the tables, but you didn't stay to play."
<</if>><<elseif visited() is 7>>
<<else>>
<</if>><<set $cha to 10>><<set $str to 1>><<set $agi to 10>><<if visited() is 1>>"Right here." The man waves his hand towards one of the doors lining up the corridor, with no clear distinctive feature. There are at least a dozen of them, all dark brown wood, sturdy and plain, melting into black walls under the weak yellowish lighting. He doesn't follow as you walk forward, the wooden floor creaking lightly with every other step.
You stop near the door your guide pointed at, and cast a look back at him. You are met with an empty corridor though, the man gone at some point. You haven't noticed him leave...<<if $per gt 7>> How unusual.<</if>>
[[♢ You proceed to knock on the door.|Gambling talk 1][$reaction = 1]]
[[♢ You push the door open unceremoniously.|Gambling talk 1][$reaction = 2; $spider_f -= 1]]
[[♢ This is your chance to get away from here.|Gambling talk]]
<<elseif visited() is 2>>You don't waste an opportunity when you see one. <<if $agi gt 6>>Treading lightly, you retrace your steps down the corridor. You hope that if whoever is awaiting your arrival has heard you approach, they take sudden silence as hesitation<<else>>You try to move soundlessly, but treacherous floorboards still creak under your feet. You wince, hoping this won't alert whoever is awaiting your arrival. They haven't reacted when you got to this door, after all<</if>>.
You reach the steps and start descending quickly. It should be easier to slip into the crowd of gamblers. Then, you'll just need to bypass the security near the exit, and you'll be out.
But of course, life is never so simple.
[[♢ Next|Gambling talk]]
<<elseif visited() is 3>>"<<if $int gt 7>>And here boss though you'll be more clever than this<<else>>Ah, boss was right yet again<</if>>." A heavy sigh resounds as the same man who led you here steps into your way, obstructing you from passing the last several meters to the main hall. He crosses his hands at his broad chest, his fingers coiled. Whether or not he has something clasped in those fists, you have no idea.<<set $bar_escaped to "try">>
[[♢ "Let me pass," you demand, squaring your shoulders to look more intimidating.|Gambling talk][$reaction = 1]]
[[♢ "Look, let's not make this difficult for the both of us," you smile, raising your empty palms in front of you.|Gambling talk][$reaction = 2]]
[[♢ "Your boss sent me away," you lie brazenly. "It seems I was quite a disappointment."|Gambling talk][$reaction = 3]]
[[♢ You don't bother speaking, moving forward and pushing past the man.|Gambling talk][$reaction = 4]]
[[♢ You exhale in defeat. "Worth a try."|Gambling talk][$reaction = 5]]
[[♢ Not saying a word, you turn back on your heels, climbing the stairs for the second time. If he is so insistent to have to pay this boss of his a visit, you can only comply.|Gambling talk][$reaction = 6]]
<<else>><<switch $reaction>><<case 1>>The man <<if $str gt 7>>frowns, his body tensing, but doesn't relent<<else>>rolls his eyes, unimpressed<</if>>. "Let's not make this difficult for both of us."
You stare at him, gauging his reaction, and he meets your gaze directly, blue eyes firm. Then, not breaking eye contact, he gestures for you to move. Unwillingly, you relent.
<<case 2>>"I share the sentiment," he replies evenly, not relenting a step. "Therefore, do not waste any more time and go back." He stares you down, clearly expecting obedience.
You hesitate, unwilling to give up so easily, but it doesn't seem the man's going to let you go until you speak with this boss of his. With a sigh, you turn on your heels.
<<case 3>>The man looks at you suspiciously. "It's not like them."
You shrug, trying to seem nonchalant. He squints. <<if $cha gt 7>><<set $bar_escaped to "lie">>Then, he relents with a sigh. "...Fine, I guess it is possible. You can go."
You don't dare to test your luck as you nod at him and hurry to pass the hall, pushing through the crowd that seems to have only grown. The bouncers open the doors for you without a question, and you step outside.
Only then \
<<else>><<set $bar_escaped to "lie fail">>Then, his brows furrow, and he snorts. "Nice try, but not gonna work. Don't taste my patience now, go." He waves his hand at you, prompting you to move.
<</if>><<case 4>>His eyebrows raise at your boldness as he makes no attempt to clear the way. <<if $str lt 9>>It proves unnecessary anyway; you are unable to move him for even a centimeter. It is as if you are pushing a stone wall.
You frown at his growing smirk, and <<if $agi gt 7>>rapidly dash forward, passing in a narrow space between the man and the wall before he can blink.
You can hear him curse, not anticipating this outcome. Not so smug now, huh?<<set $bar_escaped to "run">>
Y\
<<else>>try to quickly dash forward in the narrow space between him and the wall.
Your struggle proves futile.
The man grabs at your shoulder, preventing you from going anywhere. His grip is strong enough to make you wince, but you doubt it will leave any mark.
<</if>><<else>>He doesn't seem to expect actual resistance; he's up for a surprise.<<set $bar_escaped to "run">>
You push the man aside with all the strength you've got, <<if $str lt 15>>but it's only enough to throw him off balance. More out of surprise than anything else, he staggers a step, looking at you with slightly widened eyes. This is more than enough.<<else>>and he staggers, his back hitting the wall. You don't waste time.<</if>>
You dash forward, passing the last several steps of the stair before he can react. Then, y\
<</if>><<if $bar_escaped is "run">>ou emerge into the hall, basked in the same clamor as when you left it. You push through the bodies, keeping your head low, and then mix with a small group headed for the entrance. All the while, you expect someone to stop you, to shout something, maybe even your name, but they never do.
Only when you pass the indifferent security guards and step outside, \
<<else>><<set $bar_escaped to "fail">>"Come on now, that's enough fooling around," he declares, dragging you up the stairs steadily no matter how much you resist.
"Is this even legal?!" you exclaim indignantly, and he chuckles.
"Oh please, legality? You are funny indeed."
You reach the second floor faster than previous time, and the man makes sure to escort you to the very doors, knocking politely.
"Get $them inside, and you are free," a muffled voice sounds from inside the room, and your 'guide' doesn't hesitate to open the door and push you inside unceremoniously. He closes it behind your back immediately after, cutting the way out completely.
[[♢ Next|Gambling talk 1][$reaction = 3]]
<</if>><<case 5>>The man rolls his eyes. "Then do us both a favor, go back and don't make them wait any longer."
You squint at him, but he continues to stand firm, blocking your exit. So you relent with a sigh, turning on your heels and starting to climb the stairs again.
<<case 6>>"There is some sense in you," you hear him comment with a chuckle, but you refuse to look back.
<</switch>><<if $bar_escaped is "run" or $bar_escaped is "lie">>do you release a breath you didn't know you were holding. Still, you continue to walk, only allowing yourself to stop after crossing several streets. You lean against a brick wall, pressing a palm against your face.
Your breathing is rough, whether from stress or fatigue after the adrenaline rush has subsided, you aren't sure. You take a moment to calm yourself, getting your mind in order.
It's only after another while that you force yourself to push against the wall and resume walking. Just to be on the safe side, you should get as far away from that place as possible. You still don't know what that people wanted from you, and you aren't keen to find out.
[[♢ Next|$street_var]]
<<elseif $bar_escape != "fail">>You climb the stairs yet again, feeling his presence behind your back. The man shadows you all the way up, this time not stopping the moment the two of you arrive at the second floor. He drifts several meters away all the while you knock.
"Enter," a muffled voice calls from behind the door, and you have no choice but to step inside, closing it behind you. You wonder if your 'guide' will remain in the corridor up until you leave.
[[♢ Next|Gambling talk 1][$reaction = 4]]
<</if>><</if>>Visibility of relationships as numbers is <<if $num>><<listbox "$num">>
<<option "on" true>>
<<option "off" false>>
<</listbox>><<else>><<listbox "$num">>
<<option "off" false>>
<<option "on" true>>
<</listbox>><</if>>.
Display of alignment in stats is <<if $align is "num">><<listbox "$align">>
<<option "on (numerically)" "num">>
<<option "on (descriptively)" "des">>
<<option "on (both numerically and descriptively)" "both">>
<<option "off" "off">>
<</listbox>><<elseif $align is "des">><<listbox "$align">>
<<option "on (descriptively)" "des">>
<<option "on (numerically)" "num">>
<<option "on (both numerically and descriptively)" "both">>
<<option "off" "off">>
<</listbox>><<elseif $align is "both">><<listbox "$align">>
<<option "on (both numerically and descriptively)" "both">>
<<option "on (numerically)" "num">>
<<option "on (descriptively)" "des">>
<<option "off" "off">>
<</listbox>><<else>><<listbox "$align">>
<<option "off" "off">>
<<option "on (numerically)" "num">>
<<option "on (descriptively)" "des">>
<<option "on (both numerically and descriptively)" "both">>
<</listbox>><</if>>.
Display of the mental state variable is <<if $mental_st is "num">><<listbox "$mental_st">>
<<option "on (numerically)" "num">>
<<option "on (descriptively)" "des">>
<<option "on (both numerically and descriptively)" "both">>
<<option "off" "off">>
<</listbox>><<elseif $mental_st is "des">><<listbox "$mental_st">>
<<option "on (descriptively)" "des">>
<<option "on (numerically)" "num">>
<<option "on (both numerically and descriptively)" "both">>
<<option "off" "off">>
<</listbox>><<elseif $mental_st is "both">><<listbox "$mental_st">>
<<option "on (both numerically and descriptively)" "both">>
<<option "on (numerically)" "num">>
<<option "on (descriptively)" "des">>
<<option "off" "off">>
<</listbox>><<else>><<listbox "$mental_st">>
<<option "off" "off">>
<<option "on (numerically)" "num">>
<<option "on (descriptively)" "des">>
<<option "on (both numerically and descriptively)" "both">>
<</listbox>><</if>>.<<set $cap_poker to true>><<switch $react>><<case 0>><<if $belief gt 1 and not $prayed_today>>[[♢ You take a seat at one of the benches and bring your hands together in a prayer.|Cathedral opt][$react = 1; $prayed_to_creator = true; $prayed_today = true]]
<</if>><<if $magic_type is "" and $inventory.includes("Shaun's recommendation")>>[[♢ You approach one of the priest, the card Shaun has given you in hand.|Cathedral opt][$react = 2]]
<</if>><<if $insanity_ritual is "later">>[[♢ You remember what you were told about performing a 'cleansing' ritual when you are ready, and approach one of the priests present with a quiet inquiry.|Cathedral opt][$react = 3]]
<</if>>[[♢ You head for the exit.|$street_var]]
<<case 1>>You find an empty space and sit down quietly, as to not to disturb other people who are here with the same intentions. Your eyes slip closed as you clasp your hands in front of you, breathing the words out silently.
The process is relaxing. You feel your mind calm more and more with each sentence your lips form around, and in the end, you are slupmed against the bench's back. You feel almost boneless.
When you open your eyes after a while, you feel slightly more energized.
<<set $fatigue -= 0.25>><<if $fatigue lt 0>><<set $fatigue to 0>><</if>><<set $react to 0>><<include "Cathedral opt">>
<<case 2>>
<<case 3>>The priestess blinks at you, dark brown eyes wide and confused for several moments before they clear. "Oh, yes, that-" she mumbles something incomprehensible, looking every bit like a novice met with an impossible task. "Could you wait here please? I'm afraid I'm not qualified..." she trails off, but you understand her meaning. You nod, and the girl exhales in relief, walking away with wide, hurried strides. It looks very much like an escape.
You don't wait for long though. In just a few minutes the priestess return, a slightly older woman in a similar outfit following after much more calmly. You recognize her <<if $weakness is "memory">>almost <</if>>immediately from the journey though Cursed Lands.
"This is Blessed Maria," the girl starts introducing but is waved away by the woman herself. "This is unnecessary, Agatha. We aren't unfamiliar."
"Oh." The one called Agatha blinks, then mutters an excuse with an awkward bow. Maria sends her away with a sigh.
"<<if visited("Marketplace") gt 0>>Glad to see you are doing well enough," she gives you a once-over, smiling subtly. <<if $fatigue gt ($max_fatigue - 5)>>"Although you do seem rather winded."<</if>><<else>>"I hope you are doing well." There is an undercurrent of concern in her voice.<</if>>
You shrug in reply. "As well as it can be, with all these claims about insanity."
"Ah, well, this can be remedied." Maria shakes her head in amusement. "Please follow me. I'll perform the ritual."
[[♢ Next|Cathedral opt][$react = 31]]
<<case 31>>You pass the already slightly familiar passage and enter one of the rooms. It's not the one you were in previously, but it looks pretty much the same. If you were to guess, these are the chambers priests use to perform theit rituals.
"Take a seat, please." Maria places a plain wooden stool in the center of the room and motions towards it. You follow through, not keen to antagonize the person responsible for clearing your mind.
Quietly, you observe the woman's face falling blank in concentration. She takes out a palm-sized sphere with faint golden luster from inside her robe and cradles it in her hands, and the objects begins to shine with warm, sun-like brilliance. The priestess steps closer, holding the sphere in her open palms so gingerly it seels like a careless gesture will send the light spilling like liquid. The idea stops to sound ridiculous when she tips her hands over above your head, and a warm wet sensation slides across your head.
It <<if not $bald>>wets your hair and <</if>>permeats your skin, sinking deeper, as if reaching your very brain.
[[♢ The next moment, the world turns golden.|Cathedral opt][$react = 32]]
<<case 32>>You gasp, but don't feel any air enter your lungs. Everything spins, and there is nothing but bright golden light in your vision.
It burns.
And then, everything stops.<<set $insanity to 0; $hours_left += 10; $time += 1>>
You gasp, clutching the seat beneath with trembling fingers. Grounding yourself takes a moment. When you look up, the sphere in Maria's hands is crumbling to pale gray dust. The woman gasps faintly, as if the ash in her hands turns acidic, and hurries to dust her palms, eyes wide in shock and maybe wonder.
You rise slowly, legs a bit unsteady.<<if not $bald>> A quick swipe at your locks proves there is no lingering wetness on the strands. Maybe there wasn't one in the first place, only an impression.<</if>> The memory of burn lingers on your skin, but you push it away. It's not real anymore.
"You haven't warned me it will hurt," you accuse, voice coming sirprisingly raspy.
Maria doesn't answer right away, brows furrowed. "It shouldn't have," she answers finally, voice quiter than usual. "And the artifact should've stayed intact. This is..." she hesitates, looking for a suitable word, but gives up in the end, "strange. But you don't have to worry: the ritual has succeeded."
You watch in contemplative silence as Maria crouches down and gathers the ash that was previously a golden sphere into a clean handkerchief.<<if $holiness gt 3>> You offer to help, but she declines, polite yet firm.<</if>>
"Come on, I'll lead you back," the priestess offers as she stands up, handkerchief held gingerly in both hands. "But if there is any lingering discomfort or after-effect — there shouldn't be, but this time seems to not go as expected — don't hesitate to approach any Blessed available with your problems."
"I will," you nod, and the two of you walk back into the Cathedral's main hall. When there, Maria wishes you a nice <<if $time lt 6>>day<<else>>evening<</if>> and leaves you to your own devices.
<<set $react to 0>><<include "Cathedral opt">><</switch>><<if visited() is 1>><<set $reaction to 1>><<switch $reaction>><<case 1 2>>They both smile<<if $per gt 6>>, seemingly with a degree of relief<</if>>. "Thank you for your understanding," the shorter one speaks, then gestures with an open palm. "Please follow."
You cross half of the Cathedral’s hall before the men lead you toward a small, unassuming door in the right wall, unnoticeable from a distance. One of them takes a small key out of his pocket and opens it. The click of the lock is nearly silent.
The three of you cross a long narrow corridor. It is dimly lit, but the pure white stone of walls, floor and even ceiling prevents the place from looking unpleasant. There are many doors on both sides of the passage, each subtly different from the other, but none with a clear marking of what hides behind.
Your guides stop in front of one such door, light wood and subtle geometrical patterns. The same priest fishes another key from his pocket and turns it twice in the keyhole.
The door opens with a slowness of something not often used.
[[♢ Next|Cath insane]]
<<case 3>>It is a flimsy excuse, but the two seem to buy it — or simply don't care enough to insist. The men exchange glances. \
<<case 4>>You hear an indignant huff, then — quiet words of dissuasion. \
<</switch>><<if $reaction gt 2>>"So be it. Please have a nice day." They both bow and don't hesitate to depart, leaving you behind.
Good riddance. Whatever they wanted to discuss, you don't care. So you, too, turn on your heels, considering how to spend your time without indulging in secret, or whatever else 'delicate topic' might suggest, discussions.
<<set $react to 0>><<include "Cathedral opt">>
<</if>><<elseif visited() is 2>>The room is small and dusty. The man with the ponytail wrinkles his nose, a gesture short from cowering his face. The other barely suppresses a chuckle, and proceeds to cross the room and open the wide yet narrow window placed just below the ceiling. Fresh air somewhat lightens the atmosphere.
"I apologize for the state of the room," the one staying beside you sighs, regret genuine. "It isn't used often, and, honestly, both me and my partner have forgotten to check it out after Blessed Shaun's notification."
You nod shallowly, but something else catches your attention. "We never introduced ourselves, didn't we? You act as you know me though."
He nods. "Yes, another fault of mine." A subtle wince, as if frustrated by his repeated mistakes. "My name is Caro, his," a jerk of a chin towards the second priest, "is Nicholas. Yours we do know indeed, $name<<if $tell_surname>> $surname<</if>>."
[[♢ "Nice to meet you." You smile politely.|Cath insane][$reaction = 1]]
[[♢ You store the information in your mind and get right to the point. "So, what exactly is the matter?"|Cath insane][$reaction = 2]]
<<elseif visited() is 3>><<if $reaction is 1>>"The pleasure is ours," Nicholas replies with a chuckle before wiping a smile from his face. "But I guess we should get to the point. \
<<else>>Caro's lips thin but he doesn't argue. "Of course. \
<</if>>I don't know if Blessed Shaun mentioned it to you, but he has noticed a certain... dullness in your soul."
Your eyebrows raise involuntarily. "Excuse me?"
Caro winces. "It wasn't worded well. You might not know, but Blessed Shaun possesses a rare talent to observe souls, and it allows him to glimpse a lot about a person. I don't know the details, but he was concerned about what he saw."
"Some experiences leave a trail no amount of makeup and pretty clothing can conceal," Nicholas comments with a mirthless chuckle. "Divine magic though — it can help."
"What exactly are you saying?" you press, frustration rising at their roundabout phrasings.
Caro exhales. "What we are saying is, you are insane, and we want to help."
You choke on the next words. The men wait silently for your reaction. A mad laughter flickers in and out of reality at the peripheral of your hearing."
[[♢ "Nonsence," you declare with all conviction in the world. "If this is all, I want to leave."|Cath insane][$reaction = 1]]
[[♢ You press your lips together tightly. "That's a strong world. I don't feel myself acting irrationally or lunging at people."|Cath insane][$reaction = 2]]
[[♢ You throw your head back, your own laughter joining in.|Cath insane][$reaction = 3; $insanity += 1]]
[[♢ You nod slowly. "Okay. What do you suggest?"|Cath insane][$reaction = 4]]
<<elseif visited() is 4>><<switch $reaction>><<case 1>>"Please hear us out at least!" Caro presses both hands to his chest, clutching his pendant in a praying gesture.
Your moment of hesitation is enough for Nicholas to speak. \
<<case 2>>"Insanity doesn't always have such telling outward signs. But if you leave the problem be, it could get worse. Please, at least hear us out!" Caro presses both hands to his chest, clutching his pendant in a praying gesture.
You consider him for a moment, then nod reluctantly. "Fine. But it doesn't mean I'm convinced."
"Well, it's you call either way." Nicholas sighs. \
<<case 3>>You barely see them exchanging worried glances. Your head is high with an unexplainable glee, so you don't hold back.
"Please, $name-" Someone tries to speak, but you don't bother to listen. Voices rise, but you don't distinguish separate words anymore.
Then, something shines brightly, same golden as the sun in the middle of a day, and your mind clears.
You are clutching your hurting stomach, bent over with the intensity of your emotion. You aren't laughing anymore — nothing is.
"Are you feeling better?" Nicholas asks cautiously, a golden sphere dimming in his palms. You nod softly, not trusting yourself to speak. The man exhales. "This is what we were talking about. We can help."
"How?" You are suspicious, but your throat hurts in reminder, and you can't discard his words.
<<case 4>>They both smile. It's Nicholas who speaks. \
<</switch>>"It's not too complicated. Creator is always merciless, and Their power rejects all contamination. We can perform a small ritual that will cleanse your soul — nothing too deep, it should be enough. It won't influence you in any way besides clearing your mind."
"And what is insanity but a contamination of a mind," Caro adds, voice subdued.
[[♢ You think it over for a while, then nod slowly. "Fine, let's get it done."|Cath insane][$insanity_ritual = "done"]]
[[♢ You frown, hesitating. "I need more time to decide."|Cath insane][$insanity_ritual = "later"]]
[[♢ You shake your head immediately. "No. Not a chance."|Cath insane][$insanity_ritual = "no"]]
[[♢ You give yourself a moment to consider it, but shake your head eventually. "Thank you for your consideration, but I'll pass."|Cath insane][$insanity_ritual = "no"]]
<<elseif visited() is 5>><<switch $insanity_ritual>><<case "done">>Caro nods with a subtle smile. "I promise you, you won't regret this choice."
<<if $reaction != 3>>Nicholas reaches into his inner pocket, taking out a palm-sized sphere with faint golden luster. He cradles it \
<<else>>Nicholas cradles the sphere \
<</if>> in his hands, and the objects begins to shine with warm, sun-like brilliance.
"Come here." Caro drags a plain wooden stoll at the empty space at the room's enter and directs you to sit on it. Then, he steps back, retreating all the way towards the door.
Nicholas steps forward slowly, holding the sphere in his open palms so gingerly it seels like a careless gesture will send the light spilling like liquid. The idea stops to sound ridiculous when he tips his hands over above your head, and a warm wet sensation slides across your head.
It <<if not $bald>>wets your hair and <</if>>permeats your skin, sinking deeper, as if reaching your very brain.
[[♢ The next moment, the world turns golden.|Cath insane]]
<<case "later">>Caro nods in understanding. "Of course. You can approach one of the priests if you decide to go through it."
"Then, I guess we are done." Nicholas sighs, not looking too happy with your decision. \
<<case "no">>The two of them exchange glances again, lips pressed tight. Caro forces himself to nod. "Of course, if this is your decision."
Nicholas looks like he's holding back a scoff. \
<</switch>><<if $insanity_ritual != "done">>Still, he doesn't comment on it. "Caro will show you the way back. I have to excuse myself now." He bows slightly. You nod, and the man turns on his heels, leaving quickly.
The other priest directs you an apologetic smile, then gestures for you to also exit the room. "Please follow me."
The path back is spent in silence. Caro looks thoughtful, and you, too, have a lot to consider.
When you reach the main hall, the man tells you a quick 'goodby' and disappears in the crowd. Left alone, you consider what to do next.
<<set $react to 0>><<include "Cathedral opt">>
<</if>><<elseif visited() is 6>>You gasp, but don't feel any air enter your lungs. Everything spins, and there is nothing but bright golden light in your vision.
It burns.
And then, everything stops.<<set $insanity to 0; $hours_left += 10; $time += 1>>
You gasp, clutching the seat beneath with trembling fingers. Grounding yourself takes a moment. When you look up, the sphere in Nicholas's hands is crumbling to pale gray dust. The man gasps faintly, as if the ash in his hands turns acidic, and hurries to dust his palms, eyes wide in shock and maybe wonder.
"What the-" you hear Caro mutter under his breath as he hurries forward, first checking on his fellow priest, then on you. "It seems to be a success," he announces finally, stepping back.
You rise slowly, legs a bit unsteady.<<if not $bald>> A quick swipe at your locks proves there is no lingering wetness on the strands. Maybe there wasn't one in the first place, only an impression.<</if>> The memory of burn lingers on your skin, but you push it away. It's not real anymore.
"You haven't warned me it will hurt," you accuse, voice coming sirprisingly raspy.
Caro winces. "It shouldn't have."
"The artifact shouldn't have been ruined either," Nicholas comments from his crouched down position, gathering the sphere's remains in a clean handkerchief.
"Well," the other priest pauses, uncertain, then exhales. "The ritual went well in the end, although we will certainly report the strangeness that happened during it. Are you feeling well now?"
You consider his question, then nod slowly. "Well enough."
"It's a relief." Caro exhales slightly, then exchanges glances with Nicholas in silent communication. "Then I'll show you the way back. And if there is any lingering discomfort or after-effect — there shouldn't be, but this time seems to not go as expected — don't hesitate to approach any Blessed available with your problems."
"I will." you nod at the man and follow him out of the room, leaving Nicholas to finish his cleaning.
[[♢ Next|Cath insane]]
<<else>>The path back is spent in silence. Caro looks thoughtful, and you, too, have a lot to concider.
When you reach the main hall, the man tells you a quick 'goodby' and disappears in the crowd. Left alone, you consider what to do next.
<<set $react to 0>><<include "Cathedral opt">><</if>>Amarante