<center>\
<span class="slowfade"><<timed 2s t8n>>
When a child of Plathis is born, the denizens must take it to the nearest snarl. A place where ''the Weave'' is rawest.
When the child screams its first scream, the ''Minister of Sorcery'' will wrap and weft the child with the magic of ''the Black Key''.
When this woven child is tightly secure, the Minister will lower it into the snarl, where a ''Titan'' may claim its body.
When the snarl shimmers with a brilliant and ravenous light, the child will be risen from the snarl, forever changed.
When the ''Titan's mark'' rises to the surface of the child's skin, the Minister will ask this tiny fool, //"Tell me, what pattern did the Weave craft for you?"//
When the titan's pattern fully settles, a karcist will be born.
<</timed>></span>
<span class="slowfade"><<timed 4s t8n>>A light appears within the darkness.
You think it might be a memory.
<i class="ph-needle-fill"></i><<link "Grab the light and eat it." "Prelude Beach 1">><<set $chapter to "8:02 ?? Palesilk">><</link>><</timed>></span>
</center>\<script src="https://unpkg.com/phosphor-icons"></script>
<div class="box-4">
<div class="menu-4" data-passage="menu-4"></div>
</div>
<div class ="box-1">
<div class ="page">
<div class="title" data-passage="title"></div>
<div id="passages"></div>
<div class="bottom-title" data-passage="bottom-title"></div>
</div>
</div>
<div class="box-3">
<div class="menu-2" data-passage="menu-2"></div>
</div>
<div class="box-2">
<div class="menu-1" data-passage="menu-1"></div>
</div>
<h2>
<i class="ph-tree-structure-fill"></i> <<link "Commedia dell'arte" "Character">><</link>>
<i class="ph-currency-eth-fill"></i> <<link "Social Manifest" "Stats">><</link>>
<i class="ph-books-fill"></i> <<link "Crewel Codex" "Codex">><</link>>
<<if $Guide is true>><i class="ph-circle-wavy-question-fill"></i> <<link "Eidolon's Guide" "Guide">><</link>><</if>>
<<if $Affinity is true>>
<i class="ph-sparkle-fill"></i> <<link "Favors" "Affinity">><</link>><</if>>
<<if $Items is true>><i class="ph-codesandbox-logo-fill"></i> <<link "Rememberances" "Items">><</link>><</if>>
</h2><h3>//Crewel Intentions//</h3> <span><i class="ph-needle-fill"></i></span><h1>Crewel Codex</h1>
<h2>Personal Knowledge</h2>
Your grandmother, ''Ezili Ula Fram'', established the Fram Legacy three generations ago in 7:38. She started a beverage company with her famous sweet elixir, ''Tidal Taste''. From there, she began investing in pharmaceutical projects, expanding her modest company into the medical giant known as ''Fram's Alchemical Ventures''. ''FAV'' provides alchemical equipment as a distributor. In the last decade, FAV has been buying out medical and bio-textile brands throughout Plathis.
<h2>Universal Knowledge</h2>
You were born on Plathis's capitol island, Madras.
<<if $codexone is true>>[[Plathis]]<</if>>
<<if $codextwo is true>>[[Crewel Vernacular]]<</if>>
Plathis uses the ''Threadbearer's Calendar''.
<<if $codexthree is true>>[[The Threadbearer's Calendar]]<</if>>
<h2>Collectible Knowledge</h2>
<<if $codexfour is true>>[[Book of Emanations]]<</if>>
<<if $codexfive is true>>[[Timor's Demonologia]]<</if>>
<<button "Return" $return>><</button>><<set $chapter to "Birth">>
<<set $Guide to false>>
——
/*-- skipper info --*/
<<set $S_name to "">>
<<set $S_surname to "">>
<<set $S_ring to false>>
<<set $ring to "">>
<<set $c_Skipper1 to false>>
<<set $c_Skipper2 to false>>
<<set $c_Skipper3 to false>>
<<set $m_Part1 to false>>
<<set $m_Part2 to false>>
<<set $m_Part3 to false>>
<<set $m_Part4 to false>>
<<set $m_Part5 to false>>
<<set $m_Part6 to false>>
<<set $S_beard to false>>
<<set $S_hairlength to "">>
<<set $S_hairtexture to "">>
<<set $S_Ohaircolor to "">>
<<set $S_LDhair to "">>
<<set $S_eyecolor to "">>
<<set $S_LDeye to "">>
——
/*-- stats --*/
<<set $D_stoic to 50>>
<<set $D_abrasive to 50>>
<<set $D_charm to 50>>
<<set $D_cautious to 50>>
<<set $D_intuitive to 50>>
<<set $R_influence to 10>>
<<set $R_corruption to 10>>
<<set $R_business to 10>>
<<set $R_culture to 10>>
<<set $R_command to 10>>
——
/*-- codex entries --*/
<<set $codexone to false>>
<<set $codextwo to false>>
<<set $codexthree to false>>
<<set $codexfour to false>>
<<set $codexfive to false>>
<<set $codexsix to false>>
<<set $codeseven to false>>
<<set $codexeight to false>>
<<set $codexnine to false>>
<<set $codexten to false>>
——
/*-- character values --*/
<<set $Affinity to false>>
<<set $M_Trust to 0>>
<<set $M_Corruption to 10>>
<<set $Be_Motivation to 0>>
<<set $Bo_Guilt to 10>>
<<set $K_AP to 0>>
<<set $G_AP to 0>>
<<set $I_AP to 0>>
<<set $Oz_AP to 0>>
<<set $Al_AP to 0>>
<<set $K_Benefits to false>>
<<set $K_Crush to false>>
<<set $K_Engagement to true>>
<<set $K_Married to false>>
<<set $G_Success to 0>>
<<set $I_Clues to 0>>
<<set $Oz_Betrayal to false>>
<<set $Al_Betrayal to true>>
<<set $Fl_Fling to false>>
<<set $Fl_Deal to false>>
<<set $As_Fling to false>>
<<set $As_Deal to false>>
——
/*-- major story values --*/
<<set $Items to false>>
<<set $phonecall to false>>
<<set $textmessage to false>>
<<set $teletoken to 5>>
<<set $PART1_phcall1 to "">>
<<set $PART1_phcall2 to "">>
<<set $RH_Margan to false>>
<<set $RH_Kieran to false>>
<<set $RH_Jermaine to false>>
<<set $RH_TwinToken to false>>
<<set $RH_HomeToken to false>>
<<set $f_Swarm to "">>
<<set $f_SLeaderName to "">>
<<set $t_Investment to "">>
——
/*-- character codex values --*/
<<set $c_Framlegacy1 to false>>
<<set $c_Framlegacy2 to false>>
<<set $c_Timor1 to false>>
<<set $c_Timor2 to false>>
<<set $c_Timor3 to false>>
<<set $c_Ouima1 to false>>
<<set $c_Ouima2 to false>>
<<set $c_Ouima3 to false>>
<<set $c_Margan1 to false>>
<<set $c_Margan2 to false>>
<<set $c_Margan3 to false>>
<<set $c_Margan4 to false>>
<<set $c_Margan5 to false>>
<<set $c_Twins1 to false>>
<<set $c_Twins2 to false>>
<<set $c_Twins3 to false>>
<<set $c_Twins4 to false>>
<<set $c_Twins5 to false>>
<<set $c_Redford1 to false>>
<<set $c_Redford2 to false>>
<<set $c_Ophelia1 to false>>
——
/*-- romantic options codex values --*/
<<set $c_Kieran1 to false>>
<<set $c_Kieran2 to false>>
<<set $c_Kieran3 to false>>
<<set $c_Kieran4 to false>>
<<set $c_Kieran5 to false>>
<<set $c_Gilder1 to false>>
<<set $c_Gidler2 to false>>
<<set $c_Gilder3 to false>>
<<set $c_Gilder4 to false>>
<<set $c_Gilder5 to false>>
<<set $c_Ilian1 to false>>
<<set $c_Ilian2 to false>>
<<set $c_Ilian3 to false>>
<<set $c_Ilian4 to false>>
<<set $c_Ilian5 to false>>
<<set $c_Ozma1 to false>>
<<set $c_Ozma2 to false>>
<<set $c_Ozma3 to false>>
<<set $c_Ozma4 to false>>
<<set $c_Ozma5 to false>>
<<set $c_Alexei1 to false>>
<<set $c_Alexei2 to false>>
<<set $c_Alexei3 to false>>
<<set $c_Alexei4 to false>>
<<set $c_Alexei5 to false>>
——
/*-- other codex values --*/
<<set $c_Sebille to false>>
<<set $c_TFImp to false>>
<<set $c_GVImp to false>>
<<set $c_Florin1 to false>>
<<set $c_Florin2 to false>>
<<set $c_Florin3 to false>>
<<set $c_Florin4 to false>>
<<set $c_Florin5 to false>>
<<set $c_Ausar1 to false>>
<<set $c_Ausar2 to false>>
<<set $c_Ausar3 to false>>
<<set $c_Ausar4 to false>>
<<set $c_Ausar5 to false>>
——
/*-- Story Link Variatons --*/
<<set $MPVR1_link1 to false>>
<<set $MPVR1_link2 to false>>
<<set $MPVR2_link1 to false>>
<<set $MPVR2_link2 to false>>
<<set $MPVR2_link3 to false>>
<<set $MPVR2_link4 to false>>
<<set $MPVR3_link1 to false>>
<<set $MPVR3_link2 to false>>
<<set $MRE_link1 to false>>
<<set $MRE_link2 to false>><center>\
//''the sleeve, private beachfront property on the coast of calico tier in madras''//
</center>\
You remember your first spell.
//"Sentimentally is unbecoming for a karcist of your status, child,"// Is what your aunt, Ouima, would say. But it was the first time you ever used your pattern. Even with magic's commonality in Plathis, there will always be something wonderous about a child's first spell. To reach into your pattern, the gift from a Titan of the Weave, and change the world around you.
Such a frightening feat could only ever be memorable.
Yet, it wasn't even the spell that anchored this memory within you.
No.
You remember your first spell because of your cennend's reaction.
Your cennend, Timor Killic Fram the Fourth, Potentate of the Fram Legacy, had been disappointed what the Weave had given you.
Your pattern wasn't the problem. Not when the Weave had crafted you a major pattern of an Elder Hand. The Titan Mors had claimed you.
Despite being much older than you, an Elder Hand did not claim Margan. And the twins, Bellus and Boreal, having just learned how to walk and talk, weren't deemed unique enough by the Weave.
<center>\
<i class="ph-needle-fill"></i>[[No, the problem lies within the manifestation of your pattern's magic. |Prelude Beach 2]]
</center>\<<notify>>
<i class="ph-users-three-fill"></i>
<<if $ring is "sapphire">>\
<i class="ph-scroll-fill"></i> <i class="ph-user-switch-fill"></i> ''Diplomatic'' Persona unlocked!
<<elseif $ring is "amethyst">>\
<i class="ph-coins-fill"></i> <i class="ph-user-switch-fill"></i> ''Manipulative'' Persona unlocked!
<<elseif $ring is "ruby">>\
<i class="ph-handshake-fill"></i> <i class="ph-user-switch-fill"></i> ''Direct'' Persona unlocked!
<<else>><</if>>\
<</notify>>
<<if $ring is "sapphire">>\
The sight of your sapphire makes you smile. When you look at your cennend, their smile is soft and pleasant. You hope you can be just as trustworthy as them one day.
<<elseif $ring is "amethyst">>\
The color of your amethyst draws you in. When you meet your cennend's eyes, the blackness of it calls to you, spiraling like the night. You hope you can be just as alluring as them one day.
<<elseif $ring is "ruby">>\
It hurts to stare at your ruby for too long. Squinting, you peek up at your cennend, who looks beyond gleeful. Everything about their expression is sharper. Perhaps you'll learn to be just as sharp as they are.
<<else>><</if>>\
"Come." Timor raises to their full height. They hold out a hand towards you. Your hand is so tiny and warm compared to the chilliness of their massive palm. Still, they hold your hand with the utmost care. "Lunch is near. We must pick up Margan's cold soup."
<<if $ring is "sapphire">>\
You nod slowly, feeling your ring's presence tremble as the band shrinks to fit your finger. You spare the beach a glance and inquire, "will we return? To practice my casting?"
Timor doesn't spare you a glance but squeezes your hand gently. "Yes. The Sleeve is our beach. But we will bring your siblings next time as well."
You frown.
"But you never brought me to the Sleeve when Margan was training," you say, quick to point out their hypocrisy. "And the twins are babies. They'll eat the sand."
"Skipper," your cennend chides, "you will need your family's help to best your aberration. It is wise to learn from others."
"Okay, but the twins are babies." You narrow your eyes. "They'll just eat the sand."
Timor squeezes your hand again. "//You// ate sand when you were a baby, skipper."
You heave a sigh and shake your head. "Cenn, Bellus still uses diapers! What am I gonna learn from her? How to pee myself faster!?"
Timor's squeeze tightens, and in a firm voice, they say, "Skipper, //you// are acting like an infant right now."
"But I'm not!"
"Then act like it."
You close your eyes and breathe to the count of five. "I'm grown and so I will... gladly take the help of my siblings to help me with my abberation."
Timor's grip loosens, becoming gentle once more. You hear them hum in approval. But you're still a child and as understanding as you're trying to be, you can't stop yourself from adding, "even if that help is coming from //babies//."
<<elseif $ring is "amethyst">>\
You snort audibly and almost miss the tremble of your ring's presence as the band shrinks to fit your finger. When you grin up at your cennend, they flash a grin back. "Margan's so weird, eating cold green soup every day."
"It is likely the fault of their mother. Ophelia is quite 'weird' herself," Timor says mildly. You force a laugh, knowing this is your cennend's version of 'joking around with you. Even though you do like Margan's mother, Timor currently does not; it's best to agree because your cennend is so rarely in a joking mood.
"Let's play a trick on Margan then," you suggest suddenly, as a giddiness swells up within you. Timor hums deeply, a sign of curiosity. You take that as your go-ahead. "We could tell them that //all// the cold, green soup in the world is gone since they make us get it every day!"
A deep chuckle resounds within Timor's throat. "Your sibling could not eat all the soup in the world. That would be impractical."
"It's a prank, cenn. It's only meant to give them a good scare."
"Ah, I see now," Timor says with a click of understanding. "I enjoy mischief once and every while, but is there a reason for this trickery?"
You shoot your cennend a look of impatience. "It doesn't need a reason. Siblings trick each other all the time, cenn. Just like how they tricked me on my birthday."
Your cennend squeezes your hand. "I never knew you were so vindictive, little skipper."
"//I'm// not! Margan's trick was just really, really stupid, and I'm really, really smart."
"And this has nothing to do with Margan filling your presents with water?" Their tone sounds lighter than usual.
You ignore the itch of annoyance you feel at the mention of said trick. Instead, you smile. "Nope, never, I barely even remember it."
<<elseif $ring is "ruby">>\
You roll your eyes, aware of how your ring trembles as its band shrink to fit your finger. You spare the beach a glance, spotting the chunks of black glass you made with your pattern's fire. Wrinkling your nose, you plant your feet into the ground, halting your cennend's stride.
"I want to keep practicing," you say, "I don't think I did enough today."
Timor squeezes your hand, eyes narrowing before a neutral expression overtakes their face. "What exactly do you intend to practice?"
You look down at the palm of your hand. "My magic." You point at the glass. "I made that with //my magic//."
Timor looks at your glass and growls. "Yes. Fire turns sand into glass."
"Yeah, and I made it with //my// fire," you assert.
You stare at one another, and even though a ripple of nervousness creeps up your spine, your ring's presence encourages you to hold Timor's black gaze.
Finally, they speak with an intense chilliness. "Your type of magic is an aberration. Not at all fitting for a Fram."
You flare your nostrils. "But it's //mine//."
Another beat passes between the two of you until finally, Timor emits a low, unnatural hiss. It sounded like when your fire burned the sea.
"Fine," your cennend says, "we will return ''after'' lunch to continue your practice. Satisfied?"
You nod. That's the best you're going to get out of them.
<<else>><</if>>\
Timor rolls their eyes and tugs you forward. It's a clear sign that this discussion is over now, so you allow yourself to be pulled across the Sleeve, back towards your home in Madras.
<center>\
Your throat feels tight; the light has lodged itself in there. It's too hot to taste.
<i class="ph-needle-fill"></i><<link "You swallow it. It's time to wake up." "Arcane Rehab Center 1">><<set $chapter to "8:22 23rd of Cottonwane">><</link>>
</center>\<h1>Social Manifest</h1>\
<h2> Persona </h2>\
Timor has taught you much, especially regarding how to behave in public. That day on the beach, they gifted you an exceptional ring:
<<if $S_ring is true>>\
<<if $ring is "sapphire">>
Your ring's stone is a soothing cerulean. You're known for your ''diplomatic'' persona. Your peerage thinks you're pretty ''helpful'' and ''genuine''.
<<elseif $ring is "amethyst">>
Your ring's stone is a deep wine. You're known for your ''manipulative'' persona. Your peerage thinks of you as ''humorous'' and ''sarcastic''.
<<elseif $ring is "ruby">>
Your ring's stone is a searing merlot. You're known for your ''direct'' persona. Your peerage thinks you're rather ''aggressive'' and ''dismissive''.
<<else>><</if>><</if>>\
<h2> Reputation </h2>
<center>
<div class="status-bar">
<small><b>Influence</b></small>
<<= '<div class="sb-fill" style="width: ' + $R_influence + '%;"><i>($R_influence%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $R_influence + '%);"><i>(<<print 100 - $R_influence>>%)</i></div>' >><small><b style="border-color:#50C878;">Irrelevance</b></small>
</div>
<div class="status-bar">
<small><b>Corruption</b></small>
<<= '<div class="sb-fill" style="width: ' + $R_corruption + '%;"><i>($R_corruption%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $R_corruption + '%);"><i>(<<print 100 - $R_corruption>>%)</i></div>' >><small><b style="border-color:#50C878;">Consciousness</b></small>
</div>
<div class="status-bar">
<b>Acumen</b> <<= '<div class="sb-fill" style="width: ' + $R_business + '%;"><i>($R_business%)</i></div>' >>
</div>
<div class="status-bar">
<b>Culture</b> <<= '<div class="sb-fill" style="width: ' + $R_culture + '%;"><i>($R_culture%)</i></div>' >>
</div>
<div class="status-bar">
<b>Command</b> <<= '<div class="sb-fill" style="width: ' + $R_command + '%;"><i>($R_command%)</i></div>' >>
</div>
</center>
<h2> Demeanor </h2>
<center>
<div class="status-bar">
<small><b>Stoic</b></small>
<<= '<div class="sb-fill" style="width: ' + $D_stoic + '%;"><i>($D_stoic%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $D_stoic + '%);"><i>(<<print 100 - $D_stoic>>%)</i></div>' >><small><b style="border-color:#50C878;">Expressive</b></small>
</div>
<div class="status-bar">
<small><b>Abrasive</b></small>
<<= '<div class="sb-fill" style="width: ' + $D_abrasive + '%;"><i>($D_abrasive%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $D_abrasive + '%);"><i>(<<print 100 - $D_abrasive>>%)</i></div>' >><small><b style="border-color:#50C878;">Polite</b></small>
</div>
<div class="status-bar">
<small><b>Charm</b></small>
<<= '<div class="sb-fill" style="width: ' + $D_charm + '%;"><i>($D_charm%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $D_charm + '%);"><i>(<<print 100 - $D_charm>>%)</i></div>' >><small><b style="border-color:#50C878;">Wit</b></small>
</div>
<div class="status-bar">
<small><b>Cautious</b></small>
<<= '<div class="sb-fill" style="width: ' + $D_cautious + '%;"><i>($D_cautious%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $D_cautious + '%);"><i>(<<print 100 - $D_cautious>>%)</i></div>' >><small><b style="border-color:#50C878;">Audacious</b></small>
</div>
<div class="status-bar">
<small><b>Inuitive</b></small>
<<= '<div class="sb-fill" style="width: ' + $D_intuitive + '%;"><i>($D_intuitive%)</i></div>' >>
<<= '<div class="sb-fill2" style="width: calc(100% - ' + $D_intuitive + '%);"><i>(<<print 100 - $D_intuitive>>%)</i></div>' >><small><b style="border-color:#50C878;">Logical</b></small>
</div>
</center>
<<button "Return" $return>><</button>><h1>Commedia dell'arte</h1>\
<h2> The Fram Legacy </h2>\
<<nobr>>\
''Timor Kilic Fram the Fourth''
<br>
Your cennend. Ruthless with a taste for the finer things in life. They are the current ''Potentate'' of the Fram Legacy.
<<if $c_Timor1 is true>>When Timor took over Fram's Alchemical Ventures, they began gutting the employees, shuffling clients, selling assets, and destroying rival properties.<</if>>
<<if $c_Timor2 is true>>Timor wants you to help them with a special project. You're unable to decline at this point, so you've decided to help them by $t_Investment.<</if>>
<</nobr>>\
<<nobr>>\
''Ouima Ula Fram the Second''
<br>
Your cennend's older sister, your aunt. She was the Magistrate of the ''Muslin Tier'' before your sibling's promotion. Now she acts as a general counsel to Margan.
<<if $c_Ouima1 is true>>Ouima still holds a lot of favor amongst the Black Key.<</if>>
<</nobr>>\
<<nobr>>\
''Margan Shyamal''
<br>
Your eldest sibling; is ten years your senior.
<<if $c_Margan1 is true>>Margan is your eldest sibling. They were born to your cennend's first wife, ''Ophelia Shyamal'', who disappeared when you were 10. Margan is the current Magistrate of the ''Muslin Tier''. They were previously the Minister of Culture and Tourism.<</if>>
<<if $M_trust += 5>><<set $c_Margan2 to true>><</if>><<if $c_Margan2 is true>>Margan trusts you enough to tell you about their current political struggles. They would appreciate your counsel on the matter.<</if>>
<<if $c_Margan5 is true>>Margan possesses a lesser/minor pattern of the triple titaness, ''Moirae''. Strangely enough, so do the twins. Margan's pattern allows them to manipulate and conjure water and shadow.<</if>>
<</nobr>>\
<<nobr>>\
<<if $c_Skipper1 is true>>
''$S_name 'Skipper' $S_surname''
<br>
It's you, the second scion of Timor. You were born 7:91, on the 30th of $S_birthdate. You possess a Major Pattern of the Elder Hand, ''Mors''. Your favored status amongst your siblings earned you the nickname //'Skipper.'//
You were named an ''eidolon'' of Madras in 8:10.<</if>>
<<if $c_Skipper2 is true>>Your apartment is located in the ''Nainsook Tier'' of Madras. You have a $f_swarm to stabilize your pattern.<</if>>
<<if $c_Skipper3 is true>>You have a slight addiction to ''demonaic''.<</if>>
<</nobr>>\
<<nobr>>\
''Bellus & Boreal Csintalan''
<br>
Your younger siblings; are three years your junior. Bellus is the older twin.
<<if $c_Twins1 is true>>Bellus is a freelance artist with her own studio located in the ''Toile Tier''. Her specialty lies in pottery and oil painting.
Boreal partially owns a floral funeral home called ''Aurora Florals'', located in the second-lowest tier of Madras, ''Nainsook''. He deeply loves sympathy work, favoring the use of lasting botanicals or silk flowers.<</if>>
<<if $c_Twins2 is true>>Their father, ''Redford Csintalan'', is kind enough to you. However, he doesn't like Margan very much.<</if>>
<<if $c_Twins3 is true>>You've just learned that Bellus struggles to find herself in art. She seems very unhappy with everything she's created in the last six months. Perhaps you can help reignite her passion.<</if>>
<<if $c_Twins4 is true>>You've just learned that Boreal was extremely distressed by your diagnosis and subsequent admission into the arcane rehab center. He feels guilty about preparing a sympathy wreath for you.<</if>>
<<if $c_Twins5 is true>>Like most Twins and Triplets, Bellus and Boreal possess the same pattern. What is odd, however, is that they share this pattern with Margan too. It is a Minor pattern of the triple Titaness, ''Moirae''.<</if>>
<</nobr>>\
<h2> Other Associates </h2>\
<<nobr>>\
''Kieran Zayin''
<br>
Your beloved fake-real betrothed. An author of modest renown. <<if $c_Kieran1 is true>>Kieran allows you to use $k_pronouns and refer to them as your future $k_spousetitle.<</if>>
<<if $c_Kieran2 is true>>You met Kieran in your early 20s at the ''Dhaka Cloister'' in the ''Muslin Tier''. Kieran was dodging Tattersall's draft.<</if>>
<<if $c_Kieran3 is true>>Kieran is from ''Tattersall'', a success trade city. The Zayin Legacy holds most of Tattersall's radio and media industry stocks. Kieran was supposed to inherit this company, but their mother's engagement to you allowed them to remain unbound. Considering how Plathis' marriage laws affect pattern succession, you're pretty sure she didn't want your parent getting access to their business.<</if>>
<<if $c_Kieran4>>Kieran possesses a lesser pattern of the Titan, ''Vánas''. This titan is also known as ''Venia''. Their pattern allows them to manipulate sound and air. This includes their own voice, allowing them the ability of mimicry.<</if>>
<</nobr>>\
<<nobr>>\
''Gilder Varnell''
<br>
Your most successful investment venture to date. Owns ''Gilder's Plithers'': //"The number one spot for Ingestible Suggestibles!"//.
<<if $c_Gilder1 is true>>You met Gilder at an incubator's banquet in the smaller, northern city, ''Ikat''. After three months of developing a banter, you decided to become an angel investor to Gilder's Plithers and have been for the last four years.<</if>>
<<if $c_Gilder2 is true>>Gilder suffers from chronic pain, caused by the affliction, ''Hexer's arthritis''. It makes their pattern work very weak and easy to unravel. Because of this, she gravitated towards alchemical work during her adolescence.<</if>>
<<if $c_Gilder3 is true>>Gilder has admitted that she used to work in one of your alchemical branches in Ikat. While somewhat profitable, it embittered them greatly that Timor gutted all the local apothecaries and displayed many families. It's best if you don't mention Timor around Gilder.<</if>>
<<if $c_Gilder4 is true>>Gilder possess a lesser pattern of the titan, ''Erra''. It allows them to transmute liquids and other water-based solutions. However, doing so is incredibly strenuous. This is how they developed their chronic condition.<</if>>
<</nobr>>\
<<nobr>>\
''Ilian Ikan''
<br>
Your Ghoulish bodyguard. He's been assigned you since you finished your coursework at the Cloister.
<<if $c_Ilian2 is true>> Ilian comes and goes quite a bit, but now you finally know how they get around so quietly and swiftly.<</if>>
<</nobr>>\
<<button "Return" $return>><</button>><ul>
<li>Banner assets <a href="https://www.canva.com/">Canva</a></li>
<li>Fonts <a href="https://fonts.google.com/">Google fonts</a></li>
<li>Icons <a href="https://phosphoricons.com/"> Phosphor Icons</a></li>
<li>Chapel's Macros <a href="https://github.com/ChapelR/custom-macros-for-sugarcube-2">Chapel's Notify Macro, Cycle Systems Macro, Disable Macro, & Pronouns Macro</a></li>
<li>Manonamora <a href="https://manonamora-if.tumblr.com/">Manon's Dev blog</a></li>
<li>Cycy's Macros <a href="https://github.com/cyrusfirheir/cycy-wrote-custom-macros">Cycy's RPS Javascript</a></li>
</ul>
<small>*Seriously, thank you so MUCH Manonamora, I couldn't remember any this HTML & CSS stuff until you helped me <3*</small>
<<button "Return" $return>><</button>><center>\
<h2>Affinity</h2>
<<if $c_Kieran1 is true>><div class="status-bar">
<b>Kieran</b> <<= '<div class="sb-fill" style="width: ' + $K_AP + '%;"><i>($K_AP%)</i></div>' >>
</div><</if>>
<<if $c_Gilder1 is true>><div class="status-bar">
<b>Gilder</b> <<= '<div class="sb-fill" style="width: ' + $G_AP + '%;"><i>($G_AP%)</i></div>' >>
</div><</if>>
<<if $c_Ilian1 is true>><div class="status-bar">
<b>Ilian</b> <<= '<div class="sb-fill" style="width: ' + $I_AP + '%;"><i>($I_AP%)</i></div>' >>
</div><</if>>
<<if $c_Ozma1 is true>><div class="status-bar">
<b>Ozma</b> <<= '<div class="sb-fill" style="width: ' + $Oz_AP + '%;"><i>($Oz_AP%)</i></div>' >>
</div><</if>>
<<if $c_Alexei1 is true>><div class="status-bar">
<b>Alexei</b> <<= '<div class="sb-fill" style="width: ' + $Al_AP + '%;"><i>($Al_AP%)</i></div>' >>
</div><</if>>
</center>\
<h2>Collected Favors</h2>
<<button "Return" $return>><</button>><h2>Memoir</h2>
Your life is back in motion. It would be wise to catalog that.
[[Part 1]] [[Part 2]] [[Part 3]] [[Part 4]] [[Part 5]] [[Part 6]]
<h2>Perispirit</h2>
Your familiar swarm has taken on the form of $f_Swarm.
<h3>Available Offerings</h3>
You've left an offering of $f_offering on your familiar's pedestal. It has granted them the additional abilities of:
<h2>Clues</h2>
<h2>Ingredients</h2>
<h2>Other memorabilia</h2>
<<button "Return" $return>><</button>><h1>Part I: il discendente</h1>
<<link "Continue" "Arcane Rehab Center 1">><<set $chapter to "8:22 23rd of Cottonwane">><</link>> | <<if Save.autosave.ok() and Save.autosave.has()>><<link "Resume Game">><<script>>Save.autosave.load()<</script>><</link>> | <</if>><<link "New Game" "Birth">><</link>> | <<link "Load Game">><<run UI.saves()>><</link>> | <<link "Settings">><<run UI.settings()>><</link>>
<style>
#ui-bar {display:none;}
#passages {display none;}
#passages {width:inherit;margin:0;background-image:var(--box4-image1);background-repeat:no-repeat;background-size:45%;background-position:top center;overflow:hidden;scrollbar-width:none;font-family:var(--display);transition:0s;padding:0;}
::-webkit-scrollbar {width:0px;}
.passage {text-align:center;transition:0s;}
#passages a:before {content: none;}
#story {margin-left:0;}
h1 {text-align:center;margin-top:25vh;font-family:var(--display);}
@media screen and (max-width: 800px) {#story {margin:0;}}
</style>
<h2>
<i class="ph-list-checks-fill"></i> <<link "Credits" "Credits">><</link>>
<i class="ph-database-fill"></i> <<link "Saves">><<ui saves>><</link>>
<i class="ph-clock-counter-clockwise-fill"></i> <<link "Restart">><<run UI.restart()>><</link>>
<i class="ph-gear-six-fill"></i> <<link "Settings">><<run UI.settings()>><</link>>
<i class="ph-rewind-fill"></i> <<link "Back">><<if tags().includes("game-info")>><<goto $return>><<else>><<run Engine.backward()>><</if>><</link>>
</h2>Your cennend had brought Margan to the Sleeve when they were ten, too. To learn how to cast as your cennend does. You were supposed to move a current; force the low tide to be high, and bring the surf up to your knees.
That's why they brought you here. It's why the twins will come here one day too.
Yet when you raised your hand, you conjured fire. It leaped from your fingers and spread through the sand, white-hot as it burned up the salt and shell. Your fire tainted the fresh air, turning the taste of brine into ash.
Your white flames crawled over each grain, melting everything in its way into a scuffed, black glass.
The further it went, the thinner it got. Soon your unruly line of fire had walked towards the water, where seafoam met it head on. Steam rises from the overlap of fire and water, hissing as it creates a black mist around you and your cennend.
Timor inhales sharply. You crane your neck to look at them with an expression of <<cycle "$sfb_reaction" autoselect>>
<<option "excitement">>
<<option "fear">>
<<option "frustration">>
<<option "curiosity">>
<</cycle>>. Timor's expression does not match your own.
It is rare that you can see your cennend's face, for every Legacy Potentate legally had to wear their Legacy's added face, their //Máscara//. You remember the hauntingly beautiful sight of your cennend's face.
Solid gold paint covers their face, starting from the tip of the philtrum; it has a metallic sheen. Green was smeared over their eyelids, forming the visage of two jade serpents curling across a sea of gold. You see your young face within the reflection of their black, pupilless eyes.
Their hand lashes out and grabs you by the chin.
<center>\
<i class="ph-needle-fill"></i>[[You feel the pinch of their claws as they inspect your expression. |Prelude Beach 3]]
</center>\You watch something flicker across the blackness of their eyes as if a tiny creature were slithering beneath a glossy pool of slime.
<<if $sfb_reaction is "excitement">>\
Their frown softens into the smallest of smiles at the brightness you express. You feel the pride they normally reserve for you, but it's fleeting. Regardless of their fondness for you, your cennend is truly dissatisfied by your casting.
They regard you calmly, "I do not wish to diminish your accomplishments, but we must investigate the aberration of your pattern, skipper."
<<elseif $sfb_reaction is "fear">>\
Timor's mouth thins into a firm line. Despite your cennend's otherworldly appearance, you've never been afraid of them before. But you've never disappointed them before either. You've never //failed//.
Neither of you is comfortable with this outcome.
They regard you mildly, "Do not fear this aberration, skipper. You are allowed a misstep now and then."
<<elseif $sfb_reaction is "frustration">>\
Timor raises a brow. It heightens the disappointment in their expression. They sternly advise you with a low, sugary voice, "Fix your face."
You huff in response and keep the frustration on your face. Timor clicks their tongue. "Your impatience is expected but unnecessary. Pattern aberrations are rare but not uncommon. We must view it without feeling."
<<elseif $sfb_reaction is "curiosity">>\
Their frown softens, as they match your curious expression with a raise of their brows. The annoyance that had tightened their stance slowly unfurls the longer they inspect you.
"You are a wonder," they say, "perhaps we should cultivate this aberration of yours."
<<else>><</if>>\
Timor releases your face, snapping upright posture as they turn towards the sky. As you rub your jaw, something moves in the corner of your eye. It's your cennend's shadow.
It stretches long enough to lift from the sand, silent and murky as it rises. You turn to meet Timor's gaze as their shadow cleans up the smoke of your fire.
You don't remember what you said in this memory, but it made Timor laugh. Their chuckle is a smoky sound, warm enough to nestle within your chest. It would seem even if ''you'' failed, you were still your cennend's favorite child.
Timor crouches down this time, disappointment nonexistent as they flash that usual smile at you like they usually do. Their teeth are sharp and white, missing that strange red sauce and cute bugs that get caught in their blackened gums.
You watch them take off one of their many golden bands. This one is from their right ring finger.
<center>\
<i class="ph-needle-fill"></i>[[The one cut from the second knuckle. |Prelude Beach 4]]
</center>\"No Elder Hand will curse my child," Timor decrees, "and if they have, we shall send it back twofold. Right, skipper?"
You nod, all feelings from before replaced with satisfaction. Your cennend always gave you the best gifts. Timor grins, sharp enough to cut the air between you.
"Then let us curse your titan with the finest of paybacks: success." They drop the ring into your awaiting palm. "Whatever color you choose will be your defense against your titan's cruelty."
When they see the confusion settle on your face, they add, "Others always demand us to act a certain way to appease them. You must act as you wish."
"As I wish?" You tilt your head. "I can act however I want? No rules?"
"Yes." Timor tilts their head as well, grinning. "However you want. No rules."
"Just as you do?"
"Yes. Just as I do."
Your eyes drop back down to the ring. The stone changes every time you blink. It shifts from blue to purple to red.
<center>\
What ''Persona'' did you pick again, eidolon?
<i class="ph-needle-fill"></i>[[The sapphire. |Sapphire Ring]]
<i class="ph-needle-fill"></i>[[The amethyst. |Amethyst Ring]]
<i class="ph-needle-fill"></i>[[The ruby. |Ruby Ring]]
</center>\Picking this ring will give your Skipper the ''diplomatic'' persona. You'll become an emotionally sensitive Skipper whose //trying// to be more. Unless prompted, they will act helpfully towards others and respond to most situations genuinely, disinterested in lying about their feelings or who they are.
These stats will be boosted for your diplomatic playthrough: ''Culture'', ''Stoic'', ''Polite'', ''Wit'', ''Cautious'', and ''Logical''.
You will have plenty of opportunities to craft your Skipper's reputation and demeanor skills to your liking. These are just a starting gift.
<center>\
Did your Skipper pick the sapphire?
<i class="ph-needle-fill"></i><<link "Yes." "Prelude Beach 5">><<set $S_ring to true>><<set $ring to "sapphire">><<set $R_culture to $R_culture + 15>><<set $D_stoic to $D_stoic + 10>><<set $D_abrasive to $D_abrasive - 15>><<set $D_charm to $D_charm - 10>><<set $D_cautious to $D_cautious + 10>><<set $D_intuitive to $D_intuitive - 10>><</link>>
<i class="ph-needle-fill"></i><<link "No." "Prelude Beach 4">><</link>>
</center>\Picking this ring will give your Skipper the ''manipulative'' persona. You'll become a chatty and clever Skipper. Unless prompted, your Skipper will prefer to take control of any situation by using humorous quips to disarm others. Still, they'll tend to respond with a cutting mark if they feel cornered or uncomfortable.
These stats will be boosted for your manipulative playthrough: ''Acumen'', ''Expressive'', ''Abrasive'', ''Charm'', ''Cautious'', and ''Intuitive''.
You will have plenty of opportunities to craft your Skipper's reputation and demeanor skills to your liking. These are just a starting gift.
<center>\
Did your Skipper pick the amethyst?
<i class="ph-needle-fill"></i><<link "Yes." "Prelude Beach 5">><<set $S_ring to true>><<set $ring to "amethyst">><<set $R_business to $R_business + 15>><<set $D_stoic to $D_stoic - 10>><<set $D_abrasive to $D_abrasive + 10>><<set $D_charm to $D_charm + 15>><<set $D_cautious to $D_cautious + 10>><<set $D_intuitive to $D_intuitive + 10>><</link>>
<i class="ph-needle-fill"></i><<link "No." "Prelude Beach 4">><</link>>
</center>\Picking this ring will give your Skipper the ''direct'' persona. You'll become a confident Skipper of few words. Unless prompted, your Skipper will be dismissive of the concern of others while having an aggressive desire to achieve their own goals.
These stats will be boosted for your direct playthrough: ''Command'', ''Expressive'', ''Abrasive'', ''Wit'', ''Audacious'', and ''Intuitive''.
You will have plenty of opportunities to craft your Skipper's reputation and demeanor skills to your liking. These are just a starting gift.
<center>\
Did your Skipper pick the ruby?
<i class="ph-needle-fill"></i><<link "Yes." "Prelude Beach 5">><<set $S_ring to true>><<set $ring to "ruby">><<set $R_command to $R_command + 15>><<set $D_stoic to $D_stoic - 10>><<set $D_abrasive to $D_abrasive + 10>><<set $D_charm to $D_charm - 10>><<set $D_cautious to $D_cautious - 10>><<set $D_intuitive to $D_intuitive + 15>><</link>>
<i class="ph-needle-fill"></i><<link "No." "Prelude Beach 4">><</link>>
</center>\<center>\
<h2> Plathis </h2>
Plathis once belonged to the continent of ''Urania''.
Plathis is an archipelago comprised of a series of islands. There are 14 significant islands recognized by the ''Uranian Arcana'' as independent and progressive cities. There are, of course, smaller rural islands with plenty of life.
</center>\
<center>\
<h3>Madras</h3>
''Madras'' refers to both the island and the city. It's considered an administrative, educational, and industrial city. Because of its size, Madras has been divided into five Tiers:
</center>\
The largest Tier is ''Muslin''. A social-economical mixture of high, middle, and low karcists reside in Muslin. Karcists interested in making use of their education will find many career opportunities in this tier. At the crux of this tier is the ''Ether Spine'', built by the ''Dhaka Cloister''. In the Eye of this tower, Plathis's ministry, the ''Black Key'', conducts administrative tasks.
Its denizens affectionately call it //Mulmul//, and other denizens of Madras call the karcists from here: //Malmal casters//.
The most affluent Tier is ''Nainsook''. Only karcists of high socioeconomic status reside here. Aside from acting as a place for the gentry, visitors can buy luxury crafts, consumables, and other artisan goods. Ministers and magistrates typically live here.
The second largest Tier is ''Calico''. Karcists of upper-middle, middle, and upper-low socioeconomic status reside here. Typically workers of common trades or industries populate this tier.
Calico's size is attributed to its purpose as Madras's boundary. Most of its denizens live within fortress/overseer towers and fortress walls.
Because Calico's border-like status is against many of Madras's lovely beaches, richer karcists tend to buy property here for vacation. This created a small boom in domestic service work & hospitality for karcists of lower socioeconomic status.
The smallest Tier is ''Seerhand''. Karcists of middle and low socioeconomic status reside here. Much like how the Calico Tier holds a unique purpose, Seerhand provides two functions for Madras. Its primary role was to contain Madras's ''Snarl''. It is both profitable and dangerous to live in this tier.
Its secondary function is that it's a Downtown area of commerce for poorer karcist. Property is cheap and dangerous, but the nightlife in Seerhand is the envy of all major Plathis cities.
The final Tier is the ''Slubs''. Karcist of the lowest socioeconomic status resides in these areas. Ghouls and Imps tend to congregate here as well. The Slubs, like Seerhand and Calico, hold a unique boundary within Madras, consisting of several small pockets of desolation.
Slub pockets were created when Seerhand could not contain Madras's Snarl instability. Although not as malicious as the phenomenon that afflicts Tantra, the Black Key has unofficially acknowledged the Slubs as 'polluted zones.' The ordinance to restore these areas has been halted by the Black Key's fiendish members, who insist that the Slubs serve a consumable purpose for Ghoulish and Impish denizens.
<center>\
<h3>Locations of Note</h3>
<<if $codexsix is true>>[[Gilder's Plithers]]<</if>>
<<if $codexseven is true>>[[Seersucker Bar]]<</if>>
<h3>The Other Islands</h3>
<<if $codexeight is true>>[[Ikat]]<</if>>
<<if $codexnine is true>>[[Tarsainn]]<</if>>
</center>\<h1>Crewel Vernacular</h1>
<h2>The Languages of Urania</h2>
There exists three major dialects used in the continent of Urania and Plathis. Suadí and Beswīcan are the most commonly spoken languages in Plathis.
''Suadí''
Suadí means //Perusation//. It uses a complimentary manner of speech. Centers much of the attention on your partner, and uses very little 'I' statements. It avoids using negatives entirely.
''Beswīcan''
Beswīcan means //Deception//. It uses doublespeak similar to sarcasm, or a 'true lies'. It favors ironic or opposite statements. It avoids using direct statements and winding conversation is preferred.
''Ébahir''
Ébahir means //Intimidation//. It uses a direct manner of speech. Word choice is deliberate, long explanations do not suit this dialect. It avoids using questions and often sounds like one is commanding or saying statements.
''Bellsybabble'' is the language of Perdition. Evokers, Ghouls and other fiendkin use this language to communicate.
<h2>In-game Definitions</h2>
''Chthonic''
Partial-Mortalis from ''Emporia''. They are soulless, but do not possess the ability to perform kinesthetic spells nor require anima to fuel them. Instead, they possess supernatural abilities, developed with the desire to hunt. //I.e. emotion manipulation, to bring one's prey to a more sedated/trustworthy state of mind before they indulge on a Hallowed's energy.//
''Dkaha Cloister''
The Dkaha Cloister is an ancient academic-focused coven created by the original Black Key members. It resides within the Ether Spine of Madras.
<small>You trained at the spine in your early 20s.<<if $S_hobby is "debates">> You're hoping to earn another moniker once the cloister has peer-reviewed your master thesis on $SH_thesis.<</if>></small>
''Eidolon''
Eidola are karcists elevated to celebrity-status. They typically possess a great magnitude of power and thus need multiple familiars to stablize their magic. Every eidola is also given a ''Speaker'', who acts a intermediate between an eidolon and the general public.
''Evoker''
A karcist with the pattern of the Titaness, Nox. Whether they were originally claimed by her remains to be seen. Their patterns allow them to use fiendish magic and safely travel through ''Perdition''.
''Ghoul''
A fiendish being that is sired by an ''Evoker''. They exist between life and death itself and are considered undead. They can be sired in many ways and if their Sire is killed, they must align themselves to the killer. They feed on magic.
''Hallowed''
Hallowed Mortalis are soulless magic-users who are capable of using kinesthetic abilities by consuming Tantra's soul currency, ''anima''. Many Plathis karcists believe Hallowed mortalis are either cursed or undead.
''Legacy''
Legacy families are karcists whose bloodlines consist of primarily Titan-claimed Mortalis. There are 22 named Elder Hands, and some of them have demonstrated favoritism amongst the Mortalis. Patterns typically stay within a Major and Lesser version of an Elder Hand. Karcists with Collective patterns can pop up as well, but at a significant minority compared to the other outcomes.
<small>Legacy families use genonymic naming conventions for middle/surnames. Originally, you and your siblings were meant to carry the Ulabyr Fram Legacy, but it became clear to you at an early age that Timor wanted to be the last Kilic-Ulabyr Fram. Perhaps even the only Fram, once their mother’s pattern returned to the Weave. Despite Timor's blatant favoristim, Bellus believes that your secondary cennend's betrayal is the reason you haven't been given the Fram name.</small>
''Looping degeneration''
Looping degeneration is a neurodegenerative disorder that is chronic but not terminal. It unravels a person's pattern, causing instability in the nervous system while weakening the immune system. There is limited recorded information on this disorder, but many medical karcists have worked with researchers who study snarls, noting that this phenomenon shares similarities with the nature of the condition.
<small>You're in remission. Although you no longer have difficulty casting, you suffer from bouts of intense fatigue when you do so. You also experience acute pain whenever you are saturated with too much magic.</small>
''Karcist''
A mortal attuned to magic through a pattern. A karcist is typically claimed by a titan. The type of magic available to them is accredited to whatever pattern the Weave gifted them, otherwise known as the Titan's Domain or Aspect.
''Máscara''
An 'added face', or mask that acts as Legacy family's physical emblem. It is passed down to every Legacy Potentate, who must wear it everywhere and around everyone, including their relatives. Instead of having familiars, Legacy Potentates use their máscara to stablilze both their own pattern's magic and the family's connection to their Titan.
''Madras''
An island and city in Plathis. Madras is separated into 5 tiers, based on economical value. Madras was built on a snarl.
''Mortalis''
A being that is alive and not of fiendish origin. A general term.
''Mystic''
Mystic families typically consist of karcists who are mixed with lesser and minor Titan-claims, as well as getting their magic from other magical beings (i.e., a Daemon or a Hallowed).
''Pattern''
A physical mark of magic that appearances on a karcist’s body. Can appear anywhere.
''Perdition''
The nethereal plane were fiendkin reside. These include daemons, imps, ghouls, and changelings.
''Plathis''
An archipelago that was magically divided from the northern continent of Urania. It exists on the material plane.
''Snarl''
Unstable, contorted magic where the Weave and the material plane have tangled into one another. Can be mined like a wellspring, but extremely dangerous if directly touched.
''Speaker''
Can be of any origin (karcist, imp, ghoul, etc.) and typically acts as an eidolon's public relations manager & personal advisor.
''Titan''
An ethereal being that exists outside of reality, in the Weave. There are many of them, however they cannot travel to the material plane. In order to interact with the material plane, they must claim a Mortalis, turning them into a karcist.
''The Weave''
The source of all magic. Known as the ethereal plane, where titans are born.
<<button "Return" $return>><</button>><center>\
<h2>Book of Emanations</h2>
A collection of patterns. Patterns are reflections, or gifts, bestowed upon mortalis from the Weave, also known as the Original Source. This ethereal plane acts as a point of creation for all magic and primordial beings.
</center>\
Major and Minor Titans represent the aspects of Source and, therefore, elements of the individual. Major Titans are known as ''Elder Hands'' while Minor Titans are known as the ''Collective''. Those of the Collective also align with the categorization of daemons.
When a Legacy passes down the same pattern without any gaps, it becomes diluted with each karcist claimed. This dilution creates a Lesser pattern.
''Il matto & Il mond''
These two are the Eldest Hands of the entire titan pantheon. They are also known as Forehands.
''Mors''
One of the Elder Hands. Mors is said to be a pallid titan, with hooves and wings made of fire. It often takes on a feminine form when mingling with mortalis. Mors is the Hand of Change. It believes in self-awareness, and that stagnation of the self is pitiful. Life should be full of little griefs, and endings mean that there will be new beginnings.
<<button "Return" $return>><</button>><h2>''Timor's Demonologia''</h2>
//Fiends are a complex class of the Mortalis. The first daemon summoned was a familiar, known as ''the Shade''. It belonged to the founding member of the Black Key, ''Kersen Cembyr Qveene''.//
Bloodlines are fickle though. And every good karcist tells you, even if a Titan has blessed you for millennia do not grow attached to them.
Fiendkin were intregrated into polite society during the ''Age of Magus'', where several Imps were contracted to work throughout Plathis. Upon finishing their contracts, they were allowed free travel throughout its cities and seas. Next came the Ghouls, who were created by a collection of devoted worshippers to the Elder Hand, ''Nox''. Nox is sited by the Mortalis legend to be the creation of all that moves in darkness, or monsters.//''Gilder's Plithers''''Seersucker Bar''
//The Seerhand Tier has a magnificent piece of geographical and planar magic embued into it. Considered a ''Hidden Gem'' amongst the seediest of karcists, it's no surprise that this tier uses the snarl to connect to many, many locations. Seersucker bar is the actual site of the translocation wards that allow karcists to zip around the continent of Urania and the islands of Plathis.//
Gilder was fortunate enough to get a store location on the same mutuable street that this bar is located on.<h3>$chapter</h3><<set $codexone to true>><<set $codextwo to true>><<set $Guide to true>>
<<notify>><i class="ph-bookmark-fill"></i> <i class="ph-circle-wavy-question-fill"></i> The Crewel Codex has been updated! The Eidolon's Guide has been added!<</notify>>
<h1>$chapter</h1>
<center>\
//''arcane rehabilitation center, located in the muslin tier of madras''//
</center>\
Six months.
You've been staying at an arcane rehabilitation center for six long months. Six months to this day, you were diagnosed with ''looping degeneration''. You weren't allowed to leave or contact anyone; not even your Speaker or bodyguard, Sebille and Ilian respectively, were allowed to contact you. Only Margan was authorized to do so, and heir calls had been weekly but short at the behest of your cennend.
Your jaw tightens as annoyance ripples down your backside.
It's been a long, long six months. But good things come to those who wait. Two weeks ago, your doctor confirmed that the disorder had entered remission, clearing you to leave the center by the end of Cottonwane.
It's finally time for you to return to polite society.
<center>\
[[You turn a wistful eye towards the exit. |Arcane Rehab Center 2]]
</center>\Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it./%
creates a link that opens a dialog box called 'Character Sheet'
with the classes .char-sheet and .stats
and renders the content of the passage 'charsheet' into it
%/
<<link 'View Character Sheet'>>
<<popup 'charsheet' 'Characer Sheet' 'char-sheet stats'>>
<</link>>
/% create an about button for your credits that uses the content of the 'credits-passage' passage %/
<<button 'About'>>
<<popup 'credits-passage' 'Credits'>>
<</button>>
<span title="Hover text">[[test]]</span>
<<mouseover>>//"N'a jeh njhlglihld nj re rl zllbi mfeph hrl glwlmb,"//<</mouseover>> It's Margan——talking to their assistant, you assume because they're using Bellsybabble. You hear a frantic hiss in response. Margan growls, clearly frustrated. //"N cje Geilj, tpih rmjdbl nh, wblmil."//
<<mouseover>>
<<link "Hover over this!">><</link>>
<<onmousein>>
<<replace '#tooltip'>>Click me!<</replace>>
<<onmouseout>>
<<replace '#tooltip'>><</replace>>
<</mouseover>>
Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<!-- since the scrollbar is built into the passages container, this code resets it to the top each time a new passage is loaded -->
<<script>>
var passages = document.getElementById("passages");
passages.scrollTop = 0;
<</script>>
<<if tags().includes('cycles')>>\
<div id='cycles'><<showcycle 'time' upperfirst>></div>
<</if>><h1>The Threadbearer's Calendar</h1>
There are 12 months in the year. 3 months are divided into 4 seasons dictated by practical fabric based on the tempature of that season.
Wool is for the deep frost months, Silk for gentle rains, Linen for scalding heat, and Cotton for hot mornings and chilly nights.
Each month consists of 28 days, with two special days at the middle and end of the month. Every 15th is ''Darning Day'', and every 30th is ''Selvedge''.
''The Unraveling'', or New Year's Day, is the first day of the new year, typically landing on the 1st or the 4th of Palesilk.
<table align="center">
<thead>
<tr>
<th colspan="4" style="background-color: darkgreen;"> Threadbearer's Calendar</th>
</tr>
<tr>
<th style="background-color: lightblue; color: black;">Wool</th>
<th style="background-color: palegreen; color: black;">Silk</th>
<th style="background-color: khaki; color: black;">Linen</th>
<th style="background-color: sandybrown; color: black;">Cotton</th>
</tr>
</thead>
<tr>
<td style="background-color: lightblue; color: black;">Woolmoot</td>
<td style="background-color: palegreen; color: black;">Silkmoot</td>
<td style="background-color: khaki; color: black;">Linenmoot</td>
<td style="background-color: sandybrown; color: black;">Cottonmoot</td>
</tr>
<tr>
<td style="background-color: lightblue; color: black;">Duskwool</td>
<td style="background-color: palegreen; color: black;">Palesilk</td>
<td style="background-color: khaki; color: black;">Dawnlinen</td>
<td style="background-color: sandybrown; color: black;">Darkcotton</td>
</tr>
<tr>
<td style="background-color: lightblue; color: black;">Woolwane</td>
<td style="background-color: palegreen; color: black;">Silkwane</td>
<td style="background-color: khaki; color: black;">Linenwane</td>
<td style="background-color: sandybrown; color: black;">Cottonwane</td>
</tr>
</table>
<h2>Festivals & Events</h2>There is a rural isle north of Madras known as ''Ikat''. Ikat is one of the few smaller islands acknowledged by higher arcane figures due to its importance as a religious and cultural city. Ikatan karcists are proficient in pattern dyeing and waxing techniques.''Tarsainn'' is another one of Plathis's more advanced islands. Its major cities include Tattersall, Argyll, and Sett.
''Tattersall'' is a transport and commercial city located on the southern coast of Tarsainn. It is the only part of the island's coast that isn't barred off by sea stacks.
''Houndstooth'' lies right outside of Tattersall, and was often a line of defense from Argyll incampment.
In the middle of Tarsainn is Argyll. ''Argyll'' is a mining city located within the mountain range known as the ''Belted Twill''.
On the northeast of Tarsainn is Sett. ''Sett'' is both a cultural and garrison cantonment city. Because Tarsainn is closest to the coast of Urania, Sett was Plathis's first line of defense after its cession from the main continent.This is a player's guide to several in-game mechanics.
<h2>Reputation</h2>
Reputation is broken up into three definable variables.
These variables are //''Influence/Irrelevance'', ''Corruption/Consciousness'',// and lastly, //''Reputation Skills''//.
<h3>Influence/Irrelevance</h3>
This variable monitors how Madras and its denizens //feel// about your Skipper. The more influence you procure, the more seen you will be, thus giving your Skipper more power (read: strength of your pattern's magic) throughout the narrative.
The rule of 'failing upwards' does affect this variable, so having higher Irrelevance is not a failure outright, just a different outcome for your Skipper's ''Big Narrative Swings'' when using ''Magic''.
Having too high of either could result in something extreme.
These stat checks are typically used in conjunction with one of your Reputation skills.
<small>
For example: if Skipper wanted to meddle with the votes in the COSS: Political plotline, this could manifest in different ways depending on your Influence/Irrelevance. You might be given the options to ''A. Sway the voters with during the debate'', ''B. Alter the voting cards'', etc.
If Skipper picks A, they will be able to magically enhance the chosen Magistrate's speech with the command skill. High Influence could turn the voters into zealous voters that will garner your chosen Magistrate with lots of votes while a High Irrelevance could drive the voters into madness over hearing some 'strange insistence' within the chosen Magistrate's speech. This isn't a fail, as it could still give you a boost in votes (dependent on Command skill) but it will cause the election to be paused, which will lead to several NPCs acting outside of legal means.
</small>
<h3>Corruption/Consciousness</h3>
This variable set relates to Skipper's pattern disorder. While your Skipper will remain in remission throughout the narrative, there will be times where they may physically change, becoming more 'monstrous' or 'fiendish' over time. There is a spoilery-narrative reason for this physical change.
If you end up reaching high Corruption by the mid-way point of the narrative, Skipper's Reputation Skills will evolve into a new set of Skills and your Persona will deteriorate into a new singular Persona.
<small> Skipper's Influence/Irrelevance choses can drastically change the state of this variable, so play carefully!</small>
<h3>Reputation Skills</h3>
Acumen, Culture, and Command are a set of variables that are used to pass scalable skill checks throughout your chosen ''Legacy'' plotline and easier skill checks in the smaller, COSS plotlines.
>''Acumen'' refers to your Skipper's business and political expertise.
>''Culture'' refers to your Skipper's general and historical knowledge of Plathis.
>''Command'' refers to your Skipper's social presence and physical force.
<h2>Favors & Affinity</h2>
Skipper can develop deeper relationships with several of CrIn's characters. These relationships are monitored by two different variables: ''Favor'' and ''Affinity''.
<h3>Favor</h3>
Favor includes a rank-up style system for personal storyline that allows Skipper to spend in-depth time with several characters.
These scenes differ from main narrative and COSS plotline scenes in that they very implicitly allow Skipper and NPCs to discuss their feelings & needs with one another. They are only playable during Calendar Mode.
Skipper's family will have hidden stats that will affect the availability of their Favor rank-ups. There will also only be 3 rank-up scenes for Skipper's siblings.
<h3>Affinity</h3>
The Affinity variable monitors Romantic/Platonic progress, which will affect Trust checks, unlocking new information, items, COSS plotlines and Favor rank-ups. Most Trust checks will be easy for non-COSS plotlines.
<h2>Icon Guide</h2>
<small>Here's a list of icons used within the game.</small>
<i class="ph-sparkle-fill"></i> → Affinity Icon
<i class="ph-user-plus-fill"></i> → Affinity Gain Notify Icon
<i class="ph-user-minus-fill"></i> → Affinity Loss Notify Icon
<i class="ph-mask-happy-fill"></i> → Sibling Gain Notify Icon
<i class="ph-mask-sad-fill"></i> → Sibling Loss Notify Icon
<i class="ph-buildings-fill"></i> → Reputation Icon
<i class="ph-eye-fill"></i> → Influence Gain Notify Icon
<i class="ph-eye-closed-fill"></i> → Influence Loss Notify Icon
<i class="ph-heartbeat-fill"></i> → Corruption/Consciousness Shift Notify Icon
<i class="ph-handshake-fill"></i> → Command Icon
<i class="ph-coins-fill"></i> → Acumen Icon
<i class="ph-scroll-fill"></i> → Culture Icon
<i class="ph-chats-circle-fill"></i> → Demeanor Icon
<i class="ph-user-switch-fill"></i> → Demeanor Shift Notify Icon
<i class="ph-users-three-fill"></i> → Persona Icon
<i class="ph-tree-structure-fill"></i> → Contacts Icon
<i class="ph-books-fill"></i> → Codex Icon
<i class="ph-globe-stand-fill"></i> → Codex: Location Icon
<i class="ph-bookmark-fill"></i> → Codex Notify Icon
<i class="ph-list-checks-fill"></i> → Credits Icon
<i class="ph-circle-wavy-question-fill"></i> → Guide Icon
<i class="ph-needle-fill"></i> → Book of Emanations Notify Icon
<i class="ph-martini-fill"></i> → Timor’s Demonologia Notify Icon
<i class="ph-currency-eth-fill"></i> → Item Icon
<i class="ph-briefcase-metal-fill"></i> → Business Notify Icon
<i class="ph-puzzle-piece-fill"></i> → Politics Notify Icon
<i class="ph-cpu-fill"></i> → NercoTech Route Notify Icon
<i class="ph-drop-fill"></i> → Immortal Cordial Route Notify Icon
<i class="ph-flower-lotus-fill"></i> → Wedding Route Notify Icon
<i class="ph-magnifying-glass-plus-fill"></i> → Clue Found Notify Icon
<i class="ph-calendar-plus-fill"></i> → Interactive Day Start Notify Icon
<i class="ph-calendar-x-fill"></i> → Interactive Day End Notify Icon
<<button "Return" $return>><</button>>The receptionist clears her throat, pulling your attention back. Her skin's chalky, rugged exterior lets you know she's an ''Imp''. Many of the center's staff were imps. Her smile is small and polite as her eyes flicker from you to the clipboard that sits on the <<cycle "$S_height" autoselect>>
<<option "high countertop">>
<<option "countertop">>
<<option "low countertop">>
<</cycle>> between the two of you.
Right, your discharge forms. You were so caught up in the proximity of your freedom that you forgot to finish filling out the necessary paperwork to leave.
<center>\
<h2>DISCHARGE RELEASE SUMMARY FMXX</h2>
<h3>Legacy Name</h3>\
Easy. //Fram.//
<h3>Given Name(s)</h3>\
<<textbox "$S_name" "Iluka">>
<h3>Surname</h3>\
<<textbox "$S_surname" "Eld">>
<h3>Date of Birth</h3>\
Another easy one. You were born at the tail-end of //''Age of Victory'', 7:91//. On //''Selvedge''//, the last day of:
<<listbox "$S_birthdate" autoselect>>
<<option "Duskwool">>
<<option "Woolwane">>
<<option "Silkmoot">>
<<option "Palesilk">>
<<option "Silkwane">>
<<option "Linenmoot">>
<<option "Dawnlinen">>
<<option "Linenwane">>
<<option "Cottonmoot">>
<<option "Darkcotton">>
<<option "Cottonewane">>
<<option "Woolmoot">>
<</listbox>>
<h3>Pronouns</h3>\
<<link 'Adjust Pronouns'>>
<<pronouns>>
<</link>>
<h3>Date of Admission</h3>\
//8:22 23rd of Palesilk.//
<h3>Date of Discharge.</h3>\
//8:22 23rd of Cottonwane.//
<h3>Reason for Admission:</h3>
</center>\
You pause. When you woke up the day after the Unraveling, you felt fine. Better than fine, with the warm weight of demonaic gurgling in your gut. It went wrong when you cast your first spell of the day.
A simple one; the kind you've cast countless times before. But somehow, you poured too much magic into it. It returned to you violently.
Margan noticed the change during your weekly brunch.<<if $ring is "sapphire">>\
You admitted to the pain but had reassured them it wasn't unbearable, that it would pass. Margan didn't want to let it go, but there wasn't anything noticeable at that point. Sometimes, you wish you'd listen to their concerns.
<<elseif $ring is "amethyst">>\
You joked about Margan being part ghoul, with how they could smell your magic suddenly. When Bellus cackled, you kept at it, casting a bunch of dancing lights for them to eat since mortal food must be //'too hard for their sensitive ghoulish tummy.'// Margan called you childish and dropped the matter. You were forced to pay that week's bill, however.
<<elseif $ring is "ruby">>\
You waved off their concern swiftly, stating that magic flare-ups were common with excessive demonaic consumption. Boreal asked why you were still drinking demonaic, and you had quickly defended your vice with the excuse that the new year deserved a proper celebration. The mood was souring, so Margan distracted both of you by loudly ordering the Challenger's Chilli special. Only Bellus could finish her portion that day.<<else>><</if>>\
You continued to feel pain whenever you used your magic. Walking around in the city would trigger migraines. Your pattern had begun to peel. You were always tired.
You were always so damn tired.
Timor came to visit you on the 22nd of Palesilk. You couldn't even stay awake long enough to greet them.
<center>\
[[You think they had their imps take you to the center in the dead of night. |Arcane Rehab Center 3]]
</center>\<<set $c_Skipper1 to true>>\
<<if $S_name is "">>\
<<set $S_name = "Iluka">><</if>><<if $S_surname is "">><<set $S_surname = "Eld">><</if>>
<<if $S_height is "high countertop">>\
<<set $S_height = "shorter than average">>
<<elseif $S_height is "countertop">>\
<<set $S_height = "of average height">>
<<elseif $S_height is "high ccountertop">>\
<<set $S_height = "taller than average">>
<<else>><</if>>\
<<notify>>\
<i class="ph-tree-structure-fill"></i> Commedia dell'arte updated!<</notify>>\
The receptionist clears her throat again, but this time she growls.
<<if $ring is "sapphire">>\
You flash her a quick smile and return to filling out your paperwork.
<<elseif $ring is "amethyst">>\
You make a noise of faux-shock and mutter a quick ingenuine 'sorry' before you return to filling out your paperwork.
<<elseif $ring is "ruby">>\
You narrow your eyes and growl in return. You watch her tense up, her smile still in place as she growls back. You growl again, the power of your pattern heightening the force of its rumble.
She growls //again//, disinterested in submitting to you, and there's a moment where you feel the urge to lunge across the counter to throttle her. You return to filling out your paperwork when the thought of having to explain a dead imp to Margan sounds too tedious.
<<else>><</if>>\
Your body shifts into autopilot as you rush through the rest of the form.
<center>\
[[Your awareness returns when you place the pen back onto the counter. |Arcane Rehab Center 4]]
</center>\Once finished, the receptionist hands over your personals and bids you farewell in the fiendish language of ''Bellsybabble''. You don't waste another second within the center and head out with<<if $ring is "sapphire">>\ a brisk stride, passing on quick farewells as you finally leave your temporary prison.
<<elseif $ring is "amethyst">>\ a calculatedly casual gait, as to not alert anyone else of your desperation to leave your temporary prison behind finally.
<<elseif $ring is "ruby">>\ a stern stride, gaze fixed on the exit of your temporary prison. You cannot focus on anything but freedom.<<else>><</if>>
Sunlight welcomes you.<<cycle "$S_1offhand" autoselect>>
<<option "You raise your hand to block the light, as warmth dapples your face through your fingers.">>
<<option "You close your eyes with a slow flutter, breath held in your mouth as the light bathes you.">>
<</cycle>> It hits you during the same second as the smell of Muslin does. Its heady, rich aromas of spices and incenses fill the streets as densely as the chatter of early rising commuters do. It's probably a little after 9:00 am.
Now that you're free, there's so much to do——alms and bank statements to review, work orders to sign and shareholders to contact. Your Speaker must be beside herself, unable to confer with you about your public image or even be able to prepare your grand reintroduction into polite society.
But your body sags the longer you stand outside of the rehab center. It would be best if you headed home first. Your home's the only place that wouldn't have changed without you.
Something occurs to you then: //how are you getting home today?// Sebille or Ilian would've handled this for you any other day, but they've been excessively pushed into the dark by your meddling cennend. You're on your own with this one.
Your pockets feel heavy. In your left pocket, your personal phone buzzes. It's a sustained buzz, alerting you that you received a text. Then it buzzes in increments, letting you know someone is calling. In your right pocket is the warmth weight of a translocation token.
<center>\
<<if hasVisited("Margan Route")>><s>You don't wish to go home with Margan.</s><<else>><<link "You check your phone first. Margan's calling." "Margan Route">><</link>><</if>>
<<if hasVisited("Kieran Route 1")>><s>You don't wish to go home with Kieran.</s><<else>><<link "You check your phone first. Kieran's calling." "Kieran Route 1">><</link>><</if>>
<<if hasVisited("Gilder Route 1")>><s>You don't want to visit Gilder before going home.</s><<else>><<link "You check your phone first. There's a series of texts from Gilder." "Gilder Route 1">><</link>><</if>>
<<if hasVisited("Twins Route 1")>><s>You don't want to visit the Twins before going home.</s><<else>><<link "You reach for your translocation token. You should visit your younger siblings before going home." "Twins Route 1">><</link>><</if>>
<<link "You reach for your translocation token. No stops, just home." "Home Route 1">><</link>>
</center>\Home at last.
When you step into your apartment, the lights turn on.
The building itself has been in your family since the end of your grandmother's life span. One of your uncles owns it, much like how he owns the buildings most of your cennend's siblings and first cousins live in.
Before you'd gotten fully setttled into it, the floorplan had been a modest one. Open-space living room with three large bedrooms, two full-bath washrooms, a luxury kitchen, and a balcony that rivals the space of a patio. {Apartment Customization Coming Soon!}
Your bed is just within your reach, calling for you. <<cycle $S_bed autoselect>>
<<option "You fall into your bed and stretch yourself out, feeling supported by the dense, firmness of your mattress.">>
<<option "You fall and sink into your bed, relishing the way it yields to your shape as your sheets wrap around your legs.">>
<</cycle>><<set $phcall_1 to "You picked up when Margan called you.">>\
<<set $c_Margan1 to true>>\
<<notify>>\<i class="ph-tree-structure-fill"></i> Margan's information has been updated!<</notify>>\
Margan is your eldest sibling; ten years your senior and born to your cennend's first wife, ''Ophelia Shyamal''. Your relationship with Margan has always been <<cycle "$MR_SR1" autoselect>> <<option "a sweet one">> <<option "a complex one">> <<option "a sour one">> <</cycle>>.
It's no surprise to see Margan's name light up your phone's screen. During their last visit, Margan asked you outright if you had a preference for your ride home for your upcoming exit date. Their adamant concern was expected, given that being responsible was in their sturdy nature. While they were willing to delight in a quip or two here, Margan doesn't play around when it comes to your well-being.
Unfortunately, your medication had left you extremely fatigued during their visit, so you'd been disinterested in figuring all that out last week.
Do you pick up the phone?
<center>\
[[Yes. |Pre-Voluntary Route 1]]
[[No. (Stay on Margan's Route). |Pre-Involuntary Route 1]]
[[No. (Return to Home-Route Options). |Arcane Rehab Center 4]]
</center>\You press the //accept call// button, but it takes a few seconds before your sibling greets you. Instead, you're greeted by background noise. Telephone rings and muffled chatter lets you know that they're still in their office.
//"N'a jeh njhlglihld nj re rl zllbi mfeph hrl glwlmb,"// It's Margan——talking to their assistant, you assume because they're using Bellsybabble. You hear a frantic hiss in response. Margan growls, clearly frustrated. //"N cje Geilj, tpih rmjdbl nh, wblmil."//
<center>\
<i class="ph-user-switch-fill"></i> <<link "You probably shouldn't be listening into this conversation. You decide to politely interrupt." "Pre-Voluntary Route 2">><<set $D_abrasive to $D_abrasive - 5>><<set $MPVR1_link1 to true>><</link>>
<i class="ph-user-switch-fill"></i> <<link "You have never done well with being ignored. You interrupt, rudely." "Pre-Voluntary Route 2">><<set $D_abrasive to $D_abrasive + 5>><<set $MPVR1_link2 to true>><</link>>
</center>\UNFINISHED ROUTE. :'(
[[Demo 0.1 End]]<<if $MPVR1_link1 is true>>\
You clear your throat several times and then call out your sibling's name. When Margan's assistant begins to speak again, you call their name a little firmer.
<<if $ring is "sapphire">>\
"Good morning, Margan. You're on the phone with me right now. I can hear everything you're saying. Everything. Whose upset about what repeal?"
<<elseif $ring is "amethyst">>\
"Why Magistrate Shyamal," you begin, voice pitched with condescension, "aren't you aware of how rude it is to not greet an //eidolon// of Madras? And so early in the morning too!"
<<elseif $ring is "ruby">>\
"Margan, I'm on the phone. This better not be a butt-dial."
<<else>><</if>>\
<</if>>\
<<if $MPVR1_link2 is true>>\
You blow a little magic into your speaker, ignoring the painful, burning prickle that ignites at the base of your neck. Amplified, you say,
<<if $ring is "sapphire">>\
"Margan, hey, //hey//! You called me, Margan! I'm on the phone!"
<<elseif $ring is "amethyst">>\
"Magistrate Shyamal, did you know that it's illegal for someone of your status to make personal calls to an //eidolon// of Madras? What would your denizens think?" You fake shudder. "Or worse, Speaker Sebille!"
<<elseif $ring is "ruby">>\
"Hey fuckface, you //called me//."
<<else>><</if>>\
You push a little more magic into your words, increasing the heat with every syllable. Something pops on the other end, like glass exploding with a sharp whistle. Your back spasms but the results are in: Margan swears.
<</if>>\
You hear a gasp and then a quick rustle of clothing. Margan dismisses their assistant with sharp haste before they finally address you.
"Good morning, $S_name. I'm glad you picked up," your sibling greets, in a soft and austere tone, "it's always a pleasure to speak to you."
<center>\
<i class="ph-user-switch-fill"></i> <<link "Greet (Polite)." "Pre-Voluntary Route 3">>
<<set $D_stoic to $D_stoic - 5>>
<<set $MPVR2_link1 to true>>
<</link>>
<i class="ph-user-switch-fill"></i> <<link "Greet (Stoic)." "Pre-Voluntary Route 3">>
<<set $D_stoic to $D_stoic + 5>>
<<set $MPVR2_link2 to true>>
<</link>>
<i class="ph-user-switch-fill"></i> <<link "Greet (Abrasive)." "Pre-Voluntary Route 3">>
<<set $D_abrasive to $D_abrasive + 5>>
<<set $MPVR2_link3 to true>>
<</link>>
<i class="ph-user-switch-fill"></i> <<link "Greet (Expressive)." "Pre-Voluntary Route 3">>
<<set $D_abrasive to $D_abrasive - 5>>
<<set $MPVR2_link4 to true>>
<</link>>
</center>\<<if $MPVR2_link1 is true>>\
<<if $ring is "sapphire">>\ "Good morning, Margan. I take it you're on your way?"
Margan inhales. "I haven't left yet, but——"
<<elseif $ring is "amethyst">>\ "Morning Margan, you're prompt as always."
"Time is of the essence, and it is my job to be so," Margan says, albeit distractedly, "now——"
<<elseif $ring is "ruby">>\ "Same to you. I take it you're on your way?"
Margan inhales. "I haven't left yet, but——"
<<else>><</if>>\
<</if>>\
<<if $MPVR2_link2 is true>>\
<<if $ring is "sapphire">>\ "Morning, Margan. Almost here?"
Margan inhales. "I haven't left yet, but——"
<<elseif $ring is "amethyst">>\ "Dial it down a little. It's too early for such softness, Magistrate Shyamal."
Margan clicks their tongue. "I'm not being——nevermind——"
<<elseif $ring is "ruby">>\ You grunt. "Yes?"
Margan clicks their tongue. "Right, moving on——"
<<else>><</if>>\
<</if>>\
<<if $MPVR2_link3 is true>>\
<<if $ring is "sapphire">>\ "What is it?"
Margan clicks their tongue. "Right, moving on——"
<<elseif $ring is "amethyst">>\ "Obsessive much? I just got out!"
Margan clicks their tongue. "I'm not being——nevermind——"
<<elseif $ring is "ruby">>\ "Skip the pleasantries; what do you want?"
Margan clicks their tongue. "Right, moving on——"
<<else>><</if>>\
<</if>>\
<<if $MPVR2_link4 is true>>\
<<if $ring is "sapphire">> "Morning, Margan! How are you this morning? You sound a little tired."
Margan chuckles, albeit a little forced. "That's my secret, skipper. I'm always tired. Now then, I haven't left yet, but——"
<<elseif $ring is "amethyst">> You chirp excessively, cradling the phone in between your shoulder and ear. "Margan! Insane timing as always, are you scrying on me?"
"Scrying is illegal," Margan says, albeit distractedly, "now——"
<<elseif $ring is "ruby>> "You're late, Margan. Also, that receptionist was a bitch."
Margan swears in infernal. "I'll handle it, but right now——"
<<else>><</if>>\
<</if>>\
You roll your eyes. You've caught them off guard, which means Margan needs a moment to collect themselves so they can recite whatever conversation starters they prepared if only to regain control of this interaction. Margan's particular train of thought required them to speak verbatim of their planned dialogues——something they claimed their therapist suggested they try.
You're pretty sure their therapist wouldn't have suggested something so rigid, but you haven't been to therapy in years, so what do you know? You suppose it's in their nature to be so cautious with their words; Margan was the most //empathetic// of your siblings, although others might use the word 'sensitive' instead.
<<if $MR_SR1 is "a sweet one">>\
"I would like to offer you a ride back home," Margan says, and then after a beat, they add, "I would enjoy catching up with you."
<<elseif $MR_SR1 is "a complex one">>\
"I would like to offer you a ride back home," Margan says, and then after a beat, they add, "and use that time to catch up with you."
<<elseif $MR_SR1 is "a sour one">>\
"I would like to offer you a ride back home," Margan says, and then after a beat, they add, "We are due for a discussion."
<<else>><</if>>\
<center>\
<<link "Agree. (Choose Margan's Route Home)" "Pre-Voluntary Route 4">><<set $MPVR3_link1 to true>><</link>>
<<link "Decline. (Choose Another Route Home)" "Pre-Voluntary Route 4">><<set $MPVR3_link2 to true>><</link>>
</center>\<<if $MPVR3_link1 is true>>\
<<set $M_trust to $M_trust + 1>>\
<<notify>><i class="ph-mask-happy-fill"></i> You're on Margan's Voluntary Subroute.<</notify>>\
<<if $MR_SR1 is "a sweet one">>\
Despite your fatigue, you feel yourself smile. "I'd like that, yeah."
An audible sigh of relief emits from your phone. "Perfect, I'll be there in no time."
<<elseif $MR_SR1 is "a complex one">>
You roll your lips, doing your best to soothe your nerves. This could improve your for relationship with Margan. "Alright, you can pick me up."
An audible sigh of relief emits from your phone. "Great, I'll be there as soon as possible."
<<elseif $MR_SR1 is "a sour one">>
You frown and bite your lip. Margan isn't a parent——they're nothing like your Cennend, Timor. There's no harm in speaking to them now. You nod and mumble, "fine, pick me up."
You hear the crinkle of papers, muffled by the static of your phone's connection. After a beat, Margan mumbles in response, "Thank you. I'll be there soon."
<<else>><</if>>\
Phone back in your pocket, you wait for Margan to arrive.
<center>\
[[You don't have to wait for very long. |Margan Voluntary Route 1]]
</center>\
<</if>>\
<<if $MPVR3_link2 is true>>\
<<if $MR_SR1 is "a sweet one">>\
"I'd like to catch up with you too, Margan," you say, smile weary, "but I think I'd like to find another way home today."
An audible sigh of disappointment emits from your phone. "Ah, of course. Well, regardless, thank you for picking it up. I'll see you this weekend."
Your weekly sibling brunch——that's what Margan's referring to. You'll probably go, if only because you won't have to pay for this week (and potentially, for a while if you play your pity cards right).
You chuckle dryly and quip, "of course! I've missed 54 brunches, so you owe me that many meals."
"Skipper." The phone crackles as Margan's tone becomes serious, but not without kindness. "You haven't miss //any// of our brunches because there were //no// brunches without you. Bellus, Boreal, and I agreed to wait for your release."
"Oh," you mumble. Warmth floods your head, overwhelming your senses as the noise of Madras bleeds into one another. You finally breathe. "Thanks."
"Of course," Margan says, amused, "and thank you for picking up. I'll check in on you tomorrow, okay?"
"Okay."
<<elseif $MR_SR1 is "a complex one">>\
"Sorry, not today," you say, blinking rapidly as you watch Mortalis move through the streets unbothered.
An audible sigh of disappointment emits from your phone. "...perhaps I'll see you at brunch this weekend?"
Your weekly sibling brunch——that's what Margan's referring to. Just the mention of it makes your stomach grumble. You chuckle uneasily and quip, "probably. I've missed 54 brunches, and I bet the menu's all different now too, huh?"
"It is, but skipper." The phone crackles as Margan's tone becomes serious, but not without concern. "You haven't missed anything. Bellus, Boreal, and I agreed to wait for your release before continuing ''our'' tradition."
"Oh," you mumble. Warmth floods your head, overwhelming your senses as the noise of Madras bleeds into one another. Finally, you breathe. "That wasn't necessary."
"It was. And it will continue again this weekend," Margan affirms. "I'll let you go now, and thank you for picking up, skipper."
"Of course. Bye," you say lamely.
<<elseif $MR_SR1 is "a sour one">>\
You grimace, jaw tensing. You spit out a quick 'no,' before you grit your teeth and explain yourself a little clearer. "No, I'd rather not. And if this discussion is going to be serious, then we can speak when I'm back in my office."
You hear Margan click their tongue. "It's not serious, but it is important. Would it be better to meet up for brunch this weekend?"
Your weekly sibling brunch——that's what Margan's referring to. Just the mention of it makes your stomach grumble. You suck your teeth and utter deadpan, "is there even a point in going this weekend? I've already missed half a year's worth of brunch."
"No, you haven't," Margan snaps, and a current of their magic zaps the shell of your ear, causing you to wince. "We wouldn't have brunch without you. It's ''our'' tradition, $S_name, our family tradition. Bellus, Boreal, and I agreed to postpone brunch until your release."
"Oh," you mumble, frowning as your ear buzzes from a lingering sting. It hadn't hurt; Margan would never use their magic to hurt you. But Margan's always been overbearing. It's suffocating, honestly, how firmly they choose to care about you. Finally, you breathe. "We'll see what happens."
An audible sigh of defeat emits from your phone. Margan clears their throat. "Of course. Thank you for picking up. Get home safely——"
You hang up before they can finish, cradling your ear as an emptiness seeps through your body.
<<else>><</if>>\
You breathe through your nostrils, taking in as much warm air as your mouth can hold. It sits in your mouth, much like how you find yourself now: alone.
<center>\
[[How do you want to get home? |Demo 0.1 End]]
</center>\
<</if>>\Thank you so much for playing! Coming November 27, 2022 is Demo 0.2 which should include:
<ul>
<li>Finished Margan Route [Both Voluntary + Involuntary]</li>
<li>Food Memories involving the Fram Family!</li>
<li>Maybe an updated UI Theme because I'm crazy <3</li>
<li>The beginning of: Kieran's Route SFW & Home Route</li>
</ul>
Follow <a href="https://crewelintentions-if.tumblr.com/">Crewel Intentions Tumblr Blog</a> for updates on the game or to learn more about the characters and world of Urania! :)
You can also submit feedback to this form: <a href="https://forms.gle/fLEiZB8BbToc9J83A">Crewel Intentions Demo 0.1 Feedback</a>UNFINISHED ROUTE. :'( however, I really liked this scene so I'll let everyone play the hug scene <3
[[Margan Route End 1]]
[[Demo 0.1 End]]Margan looks at you from the driver's side, their dark eyes deep and seemingly endless. They purse their lips, slowly blinking before they speak up, "Are you alright with going up alone?"
<<if $MR_SR1 is "a sweet one">>\
You nod and smile, weary. You wouldn't mind catching up with Margan but now isn't the time. You're exhausted. You've been alone for six months while surrounded by foreignness. You want to spend a little solitude in your domain.
<<elseif $MR_SR1 is "a complex one">>\
You nod mutely, gaze dazed. You don't know if you want to spend more time with Margan, but you know that you're exhausted. You'd like some time alone in your personal space.
<<elseif $MR_SR1 is "a sour one">>\
You nod curtly, eyes darting away from their heavy gaze. You don't feel like spending any more time with Margan than necessary. Your social tank has been utterly spent and you need to recharge in your own space.
<<else>><</if>>\
Your sibling keeps staring at you as if awaiting something more. For what you can't parse right now. Margan brings their thumb to their mouth, catching the nail with their teeth. They say, "I'd like to take you to your office tomorrow. Would that be okay?"
You blink. "Will Ilian not be back tomorrow?"
"He will, but——" Margan snaps their mouth, huffing as they lean stiffly over their car door. "I wanted to take you to the office. It's not a demand." You watch their fingers drum against the outside of their door, the tapping almost too quiet with the bustle of Nainsook. Their jaw moves side to side, matching the tapping of their fingers. Finally, they add, much firmer now, "It's a request, not a demand."
Your fatigue is so distracting, but you manage to nod slowly.
<<if $MR_SR1 is "a sweet one">>"I'd like that. Thanks, Margan."
<<elseif $MR_SR1 is "a complex one">>"Alright. Tomorrow you take me to work."
<<elseif $MR_SR1 is "a sour one">>"If you must, sure."
<<else>><</if>>
<center>\
[[You begin to turn away, aware of Margan's heavy gaze pinned to your back. |Margan Route End 2]]
</center>\Something ticks at the base of your spine the further you get. It spreads into the rest of your lower abdomen, like static that empties your stomach, leaving you barren.
You haven't been around someone you've known for six months. You could probably use a hug right now.
Do you go back and hug Margan?
<center>\
<<link "Yes." "Margan Hug 1">><<set $MRE_link1 to true>><</link>>
<<link "No." "Margan Route End 3">><<set $MRE_link2 to true>><</link>>
</center>\Your next step falters, and Margan is quick to call out your name, concern evident. You turn back until you're a foot away from the car. You sigh.
<<if $MR_SR1 is "a sweet one">>\
Then you smile, crooked. "Hug goodbye?"
<<elseif $MR_SR1 is "a complex one">>\
You open your arms, face abashed.
<<elseif $MR_SR1 is "a sour one">>\
You lip wobbles, but you ignore it as you bite out a quick, "don't say anything, but I need a hug right now."
<<else>><</if>>\
Margan's face flickers from concern to delight. Margan leaves their car with such swiftness, blindsiding you with the impact of their hug.
Somehow, Margan has always managed to be just an inch taller than you. The side of their face squishes against your own. You let your weary body fold into theirs, and they cradle you like they did many a time when you were young.
Timor never hugged you. Your cennend was far too sharp for that sort of intimacy. Margan loved to hug you, though, and they were socialized to be physically affectionate because Ophelia was fond of hugging anyone who'd let her.
Margan's hugs always made you feel secure as if you were something to be protected.<<if $MR_SR1 is "a sweet one">>\ You missed this.
<<elseif $MR_SR1 is "a complex one">>\ You needed this.
<<elseif $MR_SR1 is "a sour one">>\ You hate how much you wanted this.
<<else>><</if>>\
<center>\
[[Hugging them like this, it reminds you of the day you set the den on fire. |Margan Route Hug 2]]
</center>\<<if $MRE_link1 is true>>\
When you part, Margan's eyes are red. "It's been an honor. I'll see you tomorrow and the next."
"Thanks," you mumble, and then you back away, both emboldened by their touch and more aware of how exhausted you are.
Finally, you head upstairs.
<</if>>\
<<if $MRE_link2 is true>>\
You ignore the urge and continue, offering a wave of goodbye instead.
And then, you head upstairs.
<</if>>\
[[Demo 0.1 End]]You were eleven years old and a late bloomer, having activated your magic later than most. Your tutor had been especially cruel that evening, frustrated that you could not do the shapes of your assignment. You set their pants on fire in retaliation, and when they threatened to call Timor, you felt your fear and rage consume you. It leaped from your tutor's cloak to the couch and spread along the back support until it blazed across the curtains.
Margan, who'd been studying in the kitchen, rushed to the living room, eyes wild as they looked between you and your tutor. They'd excused your tutor with a whip of shadow and pushed through the flames to reach you.
Up you went as they lifted you into an embrace, their chin slotting onto your shoulder as they tried to shoosh you.
Their left ear laid against your right, pressed so close it made the sound between you like wind trapped in a highway tunnel. Their other hand covers your other ear, palm flat and firm against the side of your face as they squeeze you closer. The pressure is overwhelming and gradual as it forces your dizziness out of your head.
“Breathe, Skipper, breathe,” Margan whispered, rocking the both of you from side to side. Their kindness bubbled within you, filling the space with so much and so little. You felt full. You felt safe. You felt loved.
"I hate her, she mocked me," you explained, teary eyes transfixed on the fire of your creation, "and she said I'll never get where I need to be if I keep casting the way I do——but this is how it's supposed to be!"
“And I agree,” Margan said swiftly, and through their cheek, you felt every inhale and exhale, "things happen when they're supposed to. That's what my mother said.”
You pursed your lips, sniffling. “Ophelia's smart.”
<center>\
[[“That she is.” |Margan Route End 3]]
</center>\