<<set $gamechapter = "character creation">>
What is your forename?
<<textbox "$forename" "Forename" "genderpronouns" autofocus>>
<<link "View Examples">><<script>>Dialog.setup("Name Examples");
Dialog.wiki(Story.get("Name Examples").processText());
Dialog.open();<</script>>><</link>>
What is your surname?
<<textbox "$surname" "Surname" "genderpronouns" autofocus>>
<<link "View Examples">><<script>>Dialog.setup("Surname Examples");
Dialog.wiki(Story.get("Surname Examples").processText());
Dialog.open();<</script>>><</link>>
<<link "Continue">><<if $forename is "Forename"||$surname is "Surname">><<replace "#textbox-error">>
Please enter a name.<</replace>>
<<else>>
<<replace "#textbox-error">><</replace>>
<<run Engine.play("genderpronouns")>>
<</if>><</link>><span id="textbox-error"></span>yeehaw! here's a longer passage just to test out the scrolling function.
$testingvar
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ultricies tristique nulla aliquet enim tortor at. Consequat ac felis donec et odio pellentesque diam volutpat commodo. Mauris cursus mattis molestie a iaculis at erat. Ac odio tempor orci dapibus ultrices in. Pellentesque sit amet porttitor eget dolor morbi. Pulvinar mattis nunc sed blandit libero volutpat sed. Enim nunc faucibus a pellentesque sit amet. Accumsan sit amet nulla facilisi morbi tempus iaculis urna id. Dignissim enim sit amet venenatis urna cursus. Pulvinar mattis nunc sed blandit libero volutpat sed. Enim nunc faucibus a pellentesque sit amet. Accumsan sit amet nulla facilisi morbi tempus iaculis urna id. Vulputate sapien nec sagittis aliquam malesuada bibendum arcu. Lectus mauris ultrices eros in cursus turpis massa tincidunt dui.
Sit amet volutpat consequat mauris nunc congue nisi vitae. Et molestie ac feugiat sed lectus. Est pellentesque elit ullamcorper dignissim cras tincidunt lobortis. Risus nec feugiat in fermentum posuere urna. Lectus mauris ultrices eros in cursus turpis massa tincidunt dui.
Erat imperdiet sed euismod nisi. Elementum sagittis vitae et leo duis ut diam quam. Luctus accumsan tortor posuere ac ut consequat. Tortor posuere ac ut consequat semper viverra nam. Fringilla urna porttitor rhoncus dolor purus non enim praesent elementum. Amet risus nullam eget felis eget nunc lobortis mattis aliquam. Velit euismod in pellentesque massa placerat duis ultricies lacus sed. Eget nunc scelerisque viverra mauris in.<!-- story interface stuff goes here -->
<div id="container">
<div id="header">
<span id="header-text" onclick="toggle(this)"></span> <div class="menutoggle"><span id="zero" onclick="toggle(this)"><i class="fa fa-ellipsis-v" aria-hidden="true"></i> </span> <span id="one" style="bottom:-180px;">
<div class="menu-flex">
</div>
</span></div>
</div>
<div id="story">
<div id="passages">
<!-- actual game content appears in here -->
</div>
</div>
</div>
<!-- im v bad at javascript dont judge me too hard -->
<script>function toggle() {
var x = document.getElementById("one");
if (!x.style.bottom ||x.style.bottom === '-180px') {
x.style.bottom = '0px';
} else {
x.style.bottom = '-180px';
}
}
$("#story").click(function() {
var x = document.getElementById("one");
if (x.style.bottom == '0px') {
x.style.bottom = '-180px';
}
});
$("#one").click(function(event) {
event.stopPropagation();
});
</script><!-- storyinterface doesn't let you code variables in, so this is how u cheat the system -->
<<replace ".menu-flex">><<include "menu-flex">><</replace>>
<<replace "#header-text">><<include "header-text">><</replace>><!-- a little script to boop longer passages back up to the top when going to new pages -->
<script>var myDiv = document.getElementById('passages');
myDiv.scrollTop = 0;</script><<link '<div class="menu-item"><b>00</b> go back</div>'>><<run Engine.backward()>><</link>>
/* <<link '<div class="menu-item"><b>01</b> settings</div>'>><<script>>UI.settings()<</script>><</link>> */
<<link '<div class="menu-item"><b>02</b> wiki</div>' 'wiki'>><</link>>
<<link '<div class="menu-item"><b>02</b> profile</div>' 'profile'>><</link>>
<<link '<div class="menu-item"><b>03</b> saves</div>'>><<script>>UI.saves()<</script>><</link>>the sands of time/ $gamechaptername :
$forename $surname
backstory:
you are a $bg
origin:
$origin
stats:
knowledge : $know
observation: $obs
will: $will
physical: $phys
magic: $mag
magic preference:
you are strongest in <<nobr>>
<<if $magstr is "ward">> warding
<<elseif $magstr is "heal">> healing
<<elseif $magstr is "ench">> enchantment
<<else>> transmutation
<</nobr>>
<<link "return to game" $return>><</link>>a passage for testing the """$return""" function! it returns you to the last visited passage that isn't tagged with 'noreturn', whereas the general back button in the menu simply navigates through all visited passages. helps you avoid getting stuck in a loop!
<<link "return to game" $return>><</link>><<set $gamechapter = "chapter">>
/* Multipronouns Variables*/
<<set $prons to 0>>
<<set $arr_they to []>>
<<set $arr_them to []>>
<<set $arr_their to []>>
<<set $arr_theirs to []>>
<<set $arr_themself to []>>
<<set $arr_plural to []>>
<<set $mc_they to "">>
<<set $mc_them to "">>
<<set $mc_their to "">>
<<set $mc_theirs to "">>
<<set $mc_themself to "">>
<<set $mc_plural to false>>
<<set $mc_is to "">>
<<set $mc_was to "">>
<<set $mc_s to "">>
<<set $mc_theyre to "">>
<<set $mc_has to "">>
<<set $forename to "">>
<<set $surname to "">>
<<set $gender to "">>
<<set $person to "">>
<<set $child to "">>
<<set $trans to "">>
<<set $touchav to "">>
<<set $str to "">>
<<set $wk to "">>
<<set $know to 50>>
<<set $obs to 50>>
<<set $will to 50>>
<<set $phys to 50>>
<<set $mag to 50>>
<<set $bg to "">>
<<set $jfr to 50>>
<<set $jriv to 20>>
<<set $jlovinit to "false">>
<<set $corridorvis to "false">>
<<set $origin to "notset">>
<<set $originset to "false">>
<<set $roominitvis to "false">>
<<set $roomsvisited to 0>>
<<set $room1vis to "false">>
<<set $room3vis to "false">>
<<set $room2vis to "false">>
<<set $dichoice1 to "">>
<<set $dichoice2 to "">>
<<set $dichoice3 to "">>
<<set $dichoice4 to "">>
<<set $magset to "false">>
<<set $amuletranslate to "false">>
<<set $guardalert to "false">>
<<set $corridorvisited to 0>>
<<set $antoniaver to "">>
<<set $dichoicet to "">>
<<set $dichoice11 to "">>
<<set $guardver to "">>
<<set $dichoice12 to "">>
<<set $room1var to "">>
<<set $dichoices31 to "">>
<<set $magstr to "">>
<<set $magsurge to "false">>
<<set $shadescape to "false">>
<<set $dichoicel to "">>
<<set $dichoiceg to "">>
<<set $dichoiceg1 to "">>
<<set $antoniafr to 30>>
<<set $dichoiceg2 to "">>
<<set $dichoiceg3 to "">>
<<set $maptrans to "true">>Masculine Names
- Demetrius
- Cyrus
- Bastien
- Felix
- Lysander
- Tamas
Feminine Names
- Cassia
- Thalia
- Asha
- Kerensa
- Kleio
- Tamura
Neutral Names
- Ambrosius
- Emery
- Brennos
- Valentine
- Aeris
- Karsasselect your pronouns
<<nobr>>
<<link '<div class="choice-item">they/them</div>' 'confirm'>><<set $mc_they to "they">><<set $mc_them to "them">><<set $mc_their to "their">><<set $mc_theirs to "theirs">><<set $mc_themself to "themself">><<set $mc_plural to true>><</link>>
<<link '<div class="choice-item">she/her</div>' 'confirm'>><<set $mc_them to "her">><<set $mc_their to "her">><<set $mc_theirs to "hers">><<set $mc_themself to "herself">><<set $mc_plural to false>><</link>>
<<link '<div class="choice-item">he/him</div>' 'confirm'>><<set $mc_they to "he">><<set $mc_them to "him">><<set $mc_their to "his">><<set $mc_theirs to "his">><<set $mc_themself to "himself">><<set $mc_plural to false>><</link>>
<<link '<div class="choice-item">xe/xem</div>' 'confirm'>><<set $mc_them to "xem">><<set $mc_their to "xyr">><<set $mc_theirs to "xyrs">><<set $mc_themself to "xemself">><<set $mc_plural to false>><</link>>
<<link '<div class="choice-item">add own</div>' 'pronouns 2'>><</link>>
<</nobr>><<widget "forename">><<print $forename.toUpperFirst()>><</widget>>
<<widget "surname">><<print $surname.toUpperFirst()>><</widget>>North West (Leine, Erialos)
- Ereskges
- Oppianignos/a
- Treias
West Central (Luria, Thalasseon)
surnames not typically used - enter name of mother or father (referred to as son/daughter/child of the parent)
Central (Erialos, Illyosia)
- Hersir
- Kraka
- Braekir
South (Illyosia, Thalasseon)
- Kabalisas
- Iagaris
- Synadenos
Eastern Islands (Nesos)
- Archier/Archiere
- Barquaresse
- Feronnare you touch-averse?
<<nobr>>
<<link '<div class="choice-item">yes</div>' 'stats'>><<set $touchav to "yes">><</link>>
<<link '<div class="choice-item">always ask</div>' 'stats'>><<set $touchav to "ask">><</link>>
<<link '<div class="choice-item">no</div>' 'stats'>><<set $touchav to "no">><</link>>
<</nobr>>
What is your greatest strength?
<label><<radiobutton "$str" "a" checked>> knowledge</label>
<label><<radiobutton "$str" "b">> observation</label>
<label><<radiobutton "$str" "c">> will</label>
<label><<radiobutton "$str" "d">> physique</label>
<label><<radiobutton "$str" "e">> magic</label>
What is your biggest weakness?
<label><<radiobutton "$wk" "a" checked>> knowledge</label>
<label><<radiobutton "$wk" "b">> observation</label>
<label><<radiobutton "$wk" "c">> will</label>
<label><<radiobutton "$wk" "d">> physique</label>
<label><<radiobutton "$wk" "e">> magic</label>
<<link '<div class="choice-item">on with the story</div>' 'storystart'>><</link>><<nobr>>
<<if $str is "a">><<set $know to Math.fm($know, 20)>>
<<elseif $str is "b">><<set $obs to Math.fm($obs, 20)>>
<<elseif $str is "c">><<set $will to Math.fm($will, 20)>>
<<elseif $str is "d">> <<set $phys to Math.fm($phys, 20)>>
<<elseif $str is "e">> <<set $mag to Math.fm($mag, 20)>>
<<else>> cry
<</if>>
<<if $wk is "a">><<set $know to Math.fm($know, -20)>>
<<elseif $wk is "b">><<set $obs to Math.fm($obs, -20)>>
<<elseif $wk is "c">><<set $will to Math.fm($will, -20)>>
<<elseif $wk is "d">> <<set $phys to Math.fm($phys, -20)>>
<<elseif $wk is "e">> <<set $mag to Math.fm($mag, -20)>>
<<else>> cry again
<</if>>
<<set $gamechapter = "prologue">>
<</nobr>>
There is an old story, told across Illyosia, of a hero loved by the gods. Bards and elders alike speak the same words, and each time it ends like <<linkappend "this" t8n>>
The cry of the sea-bird rings out across the waves, as it ducks and darks in search of its next meal. Fishing boats, dashes of colour against the expanse of deep blue, creak and groan with the swell of the sea. The air is filled with the shouts and chatter of fishers hauling rope nets gleaming with fish aboard. On the docks and in the shallow warmth of rockpools children gather shellfish and wind rope, laughing as a large wave catches some unawares.
Apollonius, blessed by many gods, stands astride his ship, the deck swaying beneath him as he surveys the coast. His name is known in towns all along it, his travels famed and military skill unparalleled. He stands with an arm aloft, navigating the ship into the docks of the vibrant fishing town that clings to the cliffs of Aiolos' eastern coastline.
The armour of his soldiers gleams as they pass through the town. They are glad, for they are returning home for the first time in years.
Apollonius greets the leader of the town warmly. They are old friends - battle-companions, once. But that is long in the past. A feast is held in greeting, and he shares tales of his wanderings and battles with his hosts. The night is yet young, so they feast brightly until they find rest under the stars.
His fate awakes him. He straps his sword to his back, puts on his sandals and sets out on his final journey. He does not take his companions - this is a journey he must make alone.
It is in a lonely clearing that he meets his rival, beloved by many gods. They have wronged each other many times before, mingled blood with the dust in hundreds of nameless towns. They have followed each other, hunter and prey, in an endless cycle.
What they fight over is unimportant to them. Their swords gleam, propelled by divinely ordained fate. The gods have each picked their winner. There is no escape. Their mortal blood again mingles with the dust and the dirt, hungry and injured they fight like rabid animals.
This is where Apollonius dies, impaled on the sword of his old enemy, mouth full of his own blood. The gods leave as the dirt and the worms claim his body.
This is an old story, a familiar one.
<<link '<div class="choice-item">What will yours be, o fated one?</div>' 'corridor'>><</link>><</linkappend>>.<<if $corridorvis is "false">>"You would think they'd introduce some more architectural diversity into this place," Jasper muses, rubbing a hand over his face.
You glance down the corridor, sighing inwardly. It is almost identical to the preceding corridors that sprawl in an endless maze of white marble. Three doors, a plethora of brightly coloured statues and a singular window, shutters pulled partially across to keep out the midday heat. At least this corridor is free from the teeming masses of scribes and minor officials that swarm elsewhere in the palace, arguing and gossiping in equal measure.
Your mind turns back to a more pressing matter: the task that has led you to an unassuming corridor in the palace of the illyosarchoi.
<<nobr>>
<<link '<div class="choice-item">You are a scholar, investigating all kinds of magical phenomena</div>' 'scholarinfo'>><</link>>
<<link '<div class="choice-item">You are a spy, working as part of a clandestine group of mages.</div>' 'spyinfo'>><</link>>
<</nobr>>
<<elseif $corridorvis is "true">>The corridor stretches out before you. A warm breeze floats in from the partially-opened window in the corner, filling it with the scent of honeysuckle.
To your right, Jasper starts to wander down the corridor, as quietly as possible.
<<if $bg is "scholar">>
"Come on, let's go book hunting."
You pause for a moment, wondering if any of these doors look as if they lead to a library. While none of them jump out at you as looking like they necessarily lead to a library, you can always try them anyway.
<<nobr>>
<<link '<div class="choice-item">Curious, you move towards the first door</div>' 'room1entrys'>><<set $corridorvis2 to "true">><</link>>
<<link '<div class="choice-item">Move towards the second door</div>' 'room2entrys'>><<set $corridorvis2 to "true">><</link>>
<<link '<div class="choice-item">You move towards the third door</div>' 'room3entrys'>><<set $corridorvis2 to "true">><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. You figure the library would be a bit more obvious. And you don`t fancy getting caught rifling through the drawers of the agricultural overseer.</div>' 'room4entry'>><<set $corridorvis2 to "true">><</link>>
<</nobr>>
<<elseif $bg is "spy">>
"Any of these look suitably suspicious?" He whispers from half-way down the corridor.
He gestures towards the three doors and you study them meditatively. They look relatively unassuming from the outside but you suppose they're as good a place to start as any.
<<nobr>>
<<link '<div class="choice-item">"Start with the first?"</div>' 'room1entry'>><<set $corridorvis2 to "true">><</link>>
<<link '<div class="choice-item">"The middle one looks suspicious"</div>' 'room2entry'>><<set $corridorvis2 to "true">><</link>>
<<link '<div class="choice-item">"Try the third?"</div>' 'room3entry'>><<set $corridorvis2 to "true">><</link>>
<<link '<div class="choice-item">"They look like doors. Keep moving"</div>' 'room4entry'>><<set $corridorvis2 to "true">><</link>>
<</nobr>>
<</if>>
<</if>>You have been tasked with infiltrating the palace to find "politically valuable information". As vague a command as per the usual for your supervisor, Helena Doloi. Still, this corridor looks as likely as any to contain something of use to you.
Select this backstory?
<<nobr>>
<<link '<div class="choice-item">Yes, continue</div>' 'jinfo'>><<set $bg to "spy", $corridorvis to "true">><</link>>
<<link '<div class="choice-item">No, chose again.</div>' 'corridor'>><</link>>
<</nobr>>You are in desperate need of a rare book that only the royal library keeps a copy of. Hence, armed with an official-looking scroll from your mentor, the court wizard Ianthe Doloi, you are attempting to locate both the library and book. Ideally without drawing any unwanted attention to your technically illegal venture.
Select this backstory?
<<nobr>>
<<link '<div class="choice-item">Yes, continue</div>' 'jinfo'>><<set $bg to "scholar", $corridorvis to "true">><</link>>
<<link '<div class="choice-item">No, chose again.</div>' 'corridor'>><</link>>
<</nobr>><<if $bg is "spy">>Jasper, a fellow mage-spy, had been assigned as your partner for the duration of the mission.
This was a familiar partnership for the both of you, but other than that:
<<else>>Jasper, a fellow scholar and frequent late-night library companion, had volunteered to accompany you, muttering something about a rare collection of spirit-books that he'd kill to get his hands on.
You'd known each other through many years of study in Melera's university, but besides that:
<</if>>
<<nobr>>
<<link '<div class="choice-item">You would consider him a close friend.</div>' 'loveoptions'>><<set $jfr to 70>><</link>>
<<link '<div class="choice-item">You were friends, but occasional and somewhat distant ones.</div>' 'loveoptions'>><<set $jfr to 50>><</link>>
<<link '<div class="choice-item">You had a (mostly) friendly rivalry.</div>' 'loveoptions'>><<set $jriv to 50>><</link>>
<</nobr>>Is there anything more than that?
<<nobr>>
<<link '<div class="choice-item"> Potentially. There was a feeling there, although you hadn`t yet acted on it</div>' 'corridor'>><<set $jloveinit to "true">><</link>>
<<link '<div class="choice-item">No. You were friends, and that`s all there was to it</div>' 'corridor'>><<set $jloveinit to "false">><</link>>
<</nobr>><<if $roominitvis is "false">>
Jasper's voice echoes from behind you as you lean closer to the door.
<<if $jriv <=10>>"Are you missing a marble? There's no way that's the library," he hisses, his voice raising an octave as he glances down the corridor.
<<else>>"You really think that's the library?" He blinks, glancing down the corridor with a frown.
<</if>>
"Shh-" You motion for silence but he cuts you off.
"Careful, it's warded." He presses his hand flat against the wood and closes his eyes, "I strongly doubt that they would ward a library door."
When it comes to magic, Jasper is one of the most skilled at warding, and as for you:
<label><<radiobutton "$magstr" "ward" checked>> You can rival him in that regard.</label>
//Warding deals with the application of sigils for strengthening the protection or defence of an object or person.//
<label><<radiobutton "$magstr" "ench">> You much prefer Enchantment.</label>
//Enchantment deals with the usage of runes to change the properties of an object.//
<label><<radiobutton "$magstr" "heal">> You're much better at Healing.</label>
//Healing is composed of both the manipulation of biological matter and the concoction of all manner of potions.//
<label><<radiobutton "$magstr" "mut">> Transmutation is where your strength lies.</label>
//Transmutation concerns itself with the manipulation of physical matter, crafting and changing the forms of objects.//
After a moment he opens his eyes and raises an eyebrow in your direction."You sure about this?"
<<nobr>>
<<link '<div class="choice-item">You quell any rising anxiety and nod your head.</div>' 'room1open'>><<set $roominitvis to "true">><</link>>
<<link '<div class="choice-item">You sigh. "On second thoughts..."</div>' 'corridor2'>><<set $roominitvis to "false">><</link>>
<</nobr>>
<</if>><<if $roominitvis is "false">>
Jasper's voice echoes from behind you as you lean closer to the door.
<<if $jriv <=10>>"Are you missing a marble? There's no way that's the library," he hisses, his voice raising an octave as he glances down the corridor.
<<else>>"You really think that's the library?" He blinks, glancing down the corridor with a frown.
<</if>>
"Shh-" You press your hand to the door and it creaks open, "they can't blame us. Doors unlocked."
"That's not how it works!" Jasper folds his arms, but leans inside the room to take a look anyway.
At a glance, it would be best described as a storage room, stacked floor to ceiling with shelves of scrolls. A window opposite the door brings a welcome breeze that sends the labels of the scrolls fluttering - it's painfully stuffy inside, the room trapping the oppressive mid-summer heat.
"Should we look for an actual library or do you want to study..." Jasper trails off, peering at one of the labels attached to the scrolls, "... expenses on protection from spirits? Huh, that might be relevant, actually."
<<nobr>>
<<link '<div class="choice-item">"Come on. Its close enough to a library that we have deniability."</div>' 'room2'>><<set $roominitvis to "true">><</link>>
<<link '<div class="choice-item">"On second thoughts, the library is probably safer."</div>' 'corridor2'>><<set $roominitvis to "false">><</link>>
<</nobr>>
<</if>>Jasper moves forward to place a hand flat against the door and closes his eyes, brows furrowed.
"It's warded. Must be something good."
He traces an intricate series of sigils across the door with impressive speed, then steps back and motions for you to do your part, glancing cautiously down the corridor. All is silent apart from the murmurs of distant conversations that drift up through the open window.
You contemplate your options, deciding to play to your strengths. Where Jasper is most skilled in warding magic, you:
<label><<radiobutton "$magstr" "ward" checked>> You can rival him in that regard.</label>
//Warding deals with the application of sigils for strengthening the protection or defence of an object or person.//
<label><<radiobutton "$magstr" "ench">> You much prefer Enchantment.</label>
//Enchantment deals with the usage of runes to change the properties of an object.//
<label><<radiobutton "$magstr" "heal">> You're much better at Healing.</label>
//Healing is composed of both the manipulation of biological matter and the concoction of all manner of potions.//
<label><<radiobutton "$magstr" "mut">> Transmutation is where your strength lies.</label>
//Transmutation concerns itself with the manipulation of physical matter, crafting and changing the forms of objects.//
<<link '<div class="choice-item">Continue</div>' 'room1open'>><<set $roominitvis to "true">><</link>>He shrugs and moves towards the door - it creaks open with his touch.
"Either there's nothing in here or their security is terrible," he muses, taking in the room.
At a glance, it would be best described as a storage room, stacked floor to ceiling with shelves of scrolls. A window opposite the door brings a welcome breeze that sends the labels of the scrolls fluttering - it's painfully stuffy inside, the room trapping the oppressive mid-summer heat.
<<if $roomsvisited is 0 && $bg is "spy">> "Keep an ear out for any guards," Jasper reminds you as you turn to inspect the shelves.
<<link '<div class="choice-item">"You don`t need to tell me what to do"</div>' 'room1in'>><<set $dichoice2 to "11", $jriv to Math.fm($jriv, 10)>><</link>>
<<link '<div class="choice-item">""Sure."</div>' 'room1in'>><<set $dichoice2 to "12", $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">Just follow him in</div>' 'room3'>><<set $dichoice2 to "13">><</link>>
<<elseif $bg is "spy">> "You know the drill. Let's go." Jasper keeps close behind you.
<<link '<div class="choice-item">as you turn to inspect the shelves. </div>' 'room3'>><</link>>
<</if>>Ignoring the doors that line the corridor, you instead follow as it bends sharply to the right. A set of grand double doors, slightly ajar, mark the end of it - they creak in protest as you push them further open to inspect the interior.
<<link '<div class="choice-item">Continue</div>' 'room4'>><</link>><<if $bg is "scholar">>
Jasper shrugs silently and simply turns back to the door, tracing an intricate series of interlacing sigils across it. He pauses once finished and indicates for you to complete opening it. All is silent apart from the murmurs of distant conversations that drift up through the open window.
"I'm not taking sole responsibility for breaking in and entering here."
<</if>>
<<if $magstr is "ward">>
On account of the fact that Jasper has already dealt with the wards, you surmise that you may as well resort to less magical ways to open the door.
<<if $bg is "scholar">>Jasper's eyes widen even further as you pull out lock-picks from your bag. He blinks rapidly, opening his mouth as if to say something before thinking the better of it.
"I don't want to know why you have those," he whispers under his breath with a shake of his head.
You ignore him and focus on fiddling with the lock, until the door swings open with a click.
<<link '<div class="choice-item">Continue</div>' 'room1'>><<set $magset to "true">><</link>>
<<else>> So you fish around in your bag for your lock-picks and set to work fiddling with the tumblers in the lock, until the door swings open with a click.
<<link '<div class="choice-item">Continue</div>' 'room1'>><<set $magset to "true">><</link>>
<</if>>
<<elseif $magstr is "ench">>
You call to mind the runes for changing the state of a door from locked to unlocked, marking them out on the wood with a swift flourish. Sure enough, the door springs open under your touch.
<<link '<div class="choice-item">Continue</div>' 'room1'>><<set $magset to "true">><</link>>
<<elseif $magstr is "heal">>
You almost certainly have a potion for this. You rifle through your satchel of tiny glass bottles that clink together melodically until you spot a suitable one then focus intently on pouring in into the lock itself, listening to it sizzle until the door creaks open with a gentle touch.
<<link '<div class="choice-item">Continue</div>' 'room1'>><<set $magset to "true">><</link>>
<<elseif $magstr is "mut">>
You stretch your hand out against the door and feel the simple mechanism of the lock shift and reform under the force of the magic thrumming through you.
A sharp click, and the door swings open.
<<link '<div class="choice-item">Continue</div>' 'room1'>><<set $magset to "true">><</link>>
<</nobr>>
<</if>>With a sigh of relief, he turns back into the corridor.
<<if $jriv <=10>>"That would have quite possibly been the most unintelligent thing I've ever done," he says, one eyebrow raised as he walks backwards down the corridor, "especially as the library is right here."
<<else>>"I just feel like we're already dancing with disaster enough here," he muses, pressing his fingers to his temples, "and - oh look - here's the library."
<</if>>
<<link '<div class="choice-item">Continue</div>' 'room4'>><<set $roominitvis to "true">><</link>>Jasper moves forward to place a hand flat against the door and closes his eyes, brows furrowed.
"It's warded. Must be something good."
He traces an intricate series of sigils across the door with impressive speed, then steps back and motions for you to do your part, glancing cautiously down the corridor. All is silent apart from the murmurs of distant conversations that drift up through the open window.
You contemplate your options, deciding to play to your strengths. Where Jasper is most skilled in warding magic, you:
<label><<radiobutton "$magstr" "ward" checked>> You can rival him in that regard.</label>
//Warding deals with the application of sigils for strengthening the protection or defence of an object or person.//
<label><<radiobutton "$magstr" "ench">> You much prefer Enchantment.</label>
//Enchantment deals with the usage of runes to change the properties of an object.//
<label><<radiobutton "$magstr" "heal">> You're much better at Healing.</label>
//Healing is composed of both the manipulation of biological matter and the concoction of all manner of potions.//
<label><<radiobutton "$magstr" "mut">> Transmutation is where your strength lies.</label>
//Transmutation concerns itself with the manipulation of physical matter, crafting and changing the forms of objects.//
<<link '<div class="choice-item">Continue</div>' 'room3open'>><<set $roominitvis to "true">><</link>><<if $roominitvis is "false">>
Jasper's voice echoes from behind you as you lean closer to the door.
<<if $jriv <=10>>"Are you missing a marble? There's no way that's the library," he hisses, his voice raising an octave as he glances down the corridor.
<<else>>"You really think that's the library?" He blinks, glancing down the corridor with a frown.
<</if>>
"Shh-" You motion for silence but he cuts you off.
"Careful, it's warded." He presses his hand flat against the wood and closes his eyes, "I strongly doubt that they would ward a library door."
When it comes to magic, Jasper is one of the most skilled at warding, and as for you:
<label><<radiobutton "$magstr" "ward" checked>> You can rival him in that regard.</label>
//Warding deals with the application of sigils for strengthening the protection or defence of an object or person.//
<label><<radiobutton "$magstr" "ench">> You much prefer Enchantment.</label>
//Enchantment deals with the usage of runes to change the properties of an object.//
<label><<radiobutton "$magstr" "heal">> You're much better at Healing.</label>
//Healing is composed of both the manipulation of biological matter and the concoction of all manner of potions.//
<label><<radiobutton "$magstr" "mut">> Transmutation is where your strength lies.</label>
//Transmutation concerns itself with the manipulation of physical matter, crafting and changing the forms of objects.//
After a moment he opens his eyes and raises an eyebrow in your direction."You sure about this?"
<<nobr>>
<<link '<div class="choice-item">You quell any rising anxiety and nod your head.</div>' 'room3open'>><<set $roominitvis to "true">><</link>>
<<link '<div class="choice-item">You sigh. "On second thoughts..."</div>' 'corridor2'>><<set $roominitvis to "false">><</link>>
<</nobr>>
<</if>><<nobr>
<<set $roomsvisited to $roomsvisited + 1>>
<<set $room2vis to "true">>
<</nobr>>
You scan the tags on the scrolls. They're mainly to do with spending - magical expenses, spirit-related expenses, civic expenses - if you name an expense, it's probably there. Just as the letters are beginning to merge together, one particular note catches your eye. It's not filed like the others, and lacks a corresponding label.
Magical energy crackles through you the moment your fingers brush it, and you recoil in surprise. Curious, you trace a sigil in the air above the paper, shivering as you feel the two magical signatures collide and dissipate into the air.
Unrolling the scroll reveals a receipt of sale of weapons and magical ingredients for a Marcella.
<<if $originset is "true">> The handwriting looks familiar - on reflection it resembles the writing on the map from the office.
<</if>>
“Whoever this Marcella is, she’s up to something suspicious,” you remark, handing the scroll over to Jasper.
He frowns as he scans it.
“This could be anything,” he sighs, “but still. I agree it’s a little strange.”
There’s a pause as he seems to be on the verge of saying something before changing his mind, his eyes meeting yours briefly.
“Should we head back to the corridor, then?” Jasper says eventually, hesitating as he listens out for any sign of movement.
<<if $corridorvisited gte 1>>
<<nobr>>
<<link '<div class="choice-item">"Sure. Let`s see what else we find."</div>' 'corridoragain'>><<set $jriv to Math.fm($jriv, 10)>><</link>>
<<link '<div class="choice-item">Nod.</div>' 'corridoragain'>><<set $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">"May as well."</div>' 'corridoragain'>><<set $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<else>>
<<nobr>>
<<link '<div class="choice-item">"Its already illegal even being here. May as well try another door."</div>' 'corridoragain'>><<set $jfr to Math.fm($jfr, 10), $dichoicet to "11">><</link>>
<<link '<div class="choice-item">"Is it bad to say that I`m enjoying this?"</div>' 'corridoragain'>><<set $jriv to Math.fm($jriv, 10), $dichoicet to "12">><</link>>
<<link '<div class="choice-item">"We`re taking too long. We should move."</div>' 'corridoragain'>><<set $jfr to Math.fm($jfr, 2), $dichoicet to "13">><</link>>
<<link '<div class="choice-item">"Sure."</div>' 'corridoragain'>><<set $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<</if>><<nobr>>
<<set $room1vis to "true">>
<<set $roomsvisited to $roomsvisited + 1>>
<<set _magcheck to dice('1d100') + $mag>>
<<if _magcheck lt 140>> <<set $guardalert to "true">>
<<elseif $room3vis is "true">> <<set $guardalert to "true">>
<</if>>
<<if $corridorvisited gte 1>>You are prepared for the wards this time, and you move swiftly to unlock the door as before.
<</if>>
<</nobr>>
<<if $room3vis is "true">> This office likewise is empty, but clearly belongs to a less well organised official. Papers cover the desk that takes up most of the room, full of half-unrolled scrolls and discarded missives.
<<else>> To your relief, the room is empty. Papers cover the desk that takes up most of the room, full of half-unrolled scrolls and discarded missives.
<</if>>
Through the narrow, shuttered window you can see the inner courtyard of the palace, the elaborate golden fountain decorated with the statue of what could be either a god or a past ruler. You're not sure.
<<if $roomsvisited is 1 && $bg is "scholar">>
"I hope this is worth it," Jasper says from the corridor as you experimentally poke your head through the doorway.
<<nobr>>
<<link '<div class="choice-item">"You worry too much." </div>' 'room1in'>><<set $dichoice1 to "11", $jfr to Math.fm($jfr, -10), $jriv to Math.fm ($jriv, 10)>><</link>>
<<link '<div class="choice-item">"Who knows, maybe they have some useful books hidden here." </div>' 'room1in'>><<set $dichoice1 to "12", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"Its probably not" </div>' 'room1in'>><<set $dichoice1 to "13", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">Shrug</div>' 'room1in'>><<set $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<elseif $room2vis is "true">>
"Wonder if there are more enlightening administrative scrolls in here" Jasper says.
<<nobr>>
<<link '<div class="choice-item">"Maybe we won`t need the library after all." </div>' 'room1in'>><<set $dichoice1 to "21", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"We might get some interesting official gossip." </div>' 'room1in'>><<set $dichoice1 to "22", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item"> "Maybe."</div>' 'room1in'>><<set $dichoice1 to "23", $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">"Well if they went to the effort of warding it there better be something interesting."</div>' 'room1in'>><<set $dichoice1 to "24", $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<elseif $bg is "scholar" && $roomsvisited is 2>>
"I'm starting to worry that our luck is about to run out," Jasper says, leaning against the door-frame with a grimace.
<<link '<div class="choice-item">"You worry too much." </div>' 'room1in'>><<set $dichoice1 to "31", $jfr to Math.fm($jfr, -10), $jriv to Math.fm ($jriv, 10)>><</link>>
<<link '<div class="choice-item"> "Maybe."</div>' 'room1in'>><<set $dichoice1 to "32", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">Shrug</div>' 'room1in'>><<set $dichoice1 to "33", $jfr to Math.fm($jfr, -2)>><</link>>
<<elseif $roomsvisited is 1 && $bg is "spy">>
"Keep an ear out for any guards," Jasper says with a final glance into the corridor.
<<nobr>>
<<link '<div class="choice-item">"I know what I`m doing"</div>' 'room1in'>><<set $dichoice1 to "41", $jriv to Math.fm($jriv, 10)>><</link>>
<<link '<div class="choice-item">"Sure."</div>' 'room1in'>><<set $dichoice1 to "42", $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">Just follow him in</div>' 'room1in'>><<set $dichoice1 to "43">><</link>>
<</nobr>>
<<elseif $bg is "spy">>
"You know the drill. Let's go." Jasper keeps close behind you as you step further inside
<<link '<div class="choice-item">and look around the room </div>' 'room1in'>><</link>>
<</if>><<nobr>>
<<set $room3vis to "true">>
<<set $roomsvisited to $roomsvisited + 1>>
<<set _magcheck to dice('1d100') + $mag>>
<<if _magcheck lt 140>> <<set $guardalert to "true">>
<<elseif $room1vis is "true">> <<set $guardalert to "true">> <</if>>
<<if $corridorvisited gte 1>>You are prepared for the wards this time, and you move swiftly to unlock the door as before.
<</if>>
<</nobr>>
<<if $room1vis is "true">> This office likewise is empty, but the official that uses this room is considerably better organised. The papers on their desk are tidied into neat piles, dust marking out where objects had once been stored. Jasper sneezes and curses under his breath as soon as you enter.
"I hate dust," he mumbles, rubbing his eyes.
<<else>> The room is mostly bare containing a single desk with papers tidied into orderly piles and weighed down with an eagle-shaped paperweight to prevent them from fluttering off in the breeze. Jasper sneezes then curses under his breath as soon as you enter.
<</if>>
Through the narrow, shuttered window you can see the inner courtyard of the palace, with its nobles and officials milling about in the shade.
<<if $roomsvisited is 1 && $bg is "scholar">>
"I hope this is worth it," Jasper says from the corridor as you experimentally poke your head through the doorway.
<<nobr>>
<<link '<div class="choice-item">"You worry too much." </div>' 'room3in'>><<set $dichoice3 to "11", $jfr to Math.fm($jfr, -10), $jriv to Math.fm ($jriv, 10)>><</link>>
<<link '<div class="choice-item">"Who knows, maybe they have some useful books hidden here." </div>' 'room3in'>><<set $dichoice3 to "12", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"Its probably not" </div>' 'room3in'>><<set $dichoice3 to "13", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">Shrug</div>' 'room3in'>><<set $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<elseif $room2vis is "true">>
"Wonder if there are more enlightening administrative scrolls in here" Jasper says.
<<nobr>>
<<link '<div class="choice-item">"Maybe we won`t need the library after all." </div>' 'room3in'>><<set $dichoice3 to "21", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"We might get some interesting official gossip." </div>' 'room3in'>><<set $dichoice3 to "22", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item"> "Maybe."</div>' 'room3in'>><<set $dichoice3 to "23", $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">Well if they went to the effort of warding it there better be something interesting."</div>' 'room3in'>><<set $dichoice3 to "24", $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<elseif $bg is "scholar" && $roomsvisited is 2>>
"I'm starting to worry that our luck is about to run out," Jasper says, leaning against the door-frame with a grimace.
<<nobr>>
<<link '<div class="choice-item">"You worry too much." </div>' 'room3in'>><<set $dichoice3 to "31", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item"> "Maybe."</div>' 'room3in'>><<set $dichoice3 to "32", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">Shrug</div>' 'room3in'>><<set $dichoice3 to "33">><</link>>
<</nobr>>
<<elseif $roomsvisited is 1 && $bg is "spy">>
"Keep an ear out for any guards," Jasper says with a final glance into the corridor.
<<nobr>>
<<link '<div class="choice-item">"I know what I`m doing"</div>' 'room3in'>><<set $dichoice3 to "41", $jriv to Math.fm($jriv, 10)>><</link>>
<<link '<div class="choice-item">"Sure."</div>' 'room3in'>><<set $dichoice3 to "42", $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">Just follow him in</div>' 'room3in'>><<set $dichoice3 to "43", $jfr to Math.fm($jfr, -2)>><</link>>
<</nobr>>
<<elseif $bg is "spy">>
"You know the drill. Let's go." Jasper keeps close behind you as you step further inside
<<link '<div class="choice-item">and look around the room </div>' 'room3in'>><</link>>
<</if>><<nobr>>
<<set _roll to dice('1d100') + $know>>
<<set $roomsvisited to $roomsvisited + 1>>
<<set $antoniaver to "library">>
<</nobr>>
All manner of scrolls and books line the shelves, lantern-light sending shadows dancing across the marble flooring as the bright flames flicker. The air is muffled and oppressive, the silence expectant like an audience before the show begins.
Jasper clears his throat.
<<nobr>>
<<if $bg is "scholar">> “Guess we should get looking for those books.”
<<else>> “Guess we should start looking for something suspicious.”
<</if>>
<</nobr>>
<<if $magset is "false" && $originset is "false">> You start meandering along the rows. The first section you come to is one on the different categorisations of magic. Scanning the assembled collection of ancient books and scrolls, you notice :
<label><<radiobutton "$magstr" "ward" checked>> A book on the making and breaking of treasure-related wards. Warding magic was your strength, and you could always do with more money.</label>
//Warding deals with the application of sigils for strengthening the protection or defence of an object or person.//
<label><<radiobutton "$magstr" "ench">> A book of enchantment runes forbidden for use on imperial property. Seeing as you were in the imperial library, knowing what you shouldn’t be doing seems useful.</label>
//Enchantment deals with the usage of runes to change the properties of an object.//
<label><<radiobutton "$magstr" "heal">> A scroll on the legal implications of healing magic. As healing was your strength, that could come in useful to avoid any future lawsuits.</label>
//Healing is composed of both the manipulation of biological matter and the concoction of all manner of potions.//
<label><<radiobutton "$magstr" "mut">> A collection of writings on bizarre alchemical accidents. You were strongest in transmutation, so would like to avoid any of those. </label>
//Transmutation concerns itself with the manipulation of physical matter, crafting and changing the forms of objects.//
You slide your reading of choice under one arm, and wander further into the labyrinthine library. The next section that catches your eye is about the summoning and banishing of spirits.
At the end of the row you uncover a series of papyrus maps rolled up inside each other and stuffed on top of a treatise on practical banishment runes.
The maps themselves show the whole of the empire, from the eastern coastline snaking downwards with the islands of Nesos and Telos scattered across the ocean to the central lakes and western desert. Bringing them up to the light, you see hundreds of sprawling annotations in light ink, written in <<nobr>>
<<if _roll gte 100>> Estlan, a dead language that you only have a passing familiarity with. <<notify>>knowledge check success<</notify>>
<<else>> a language you don't recognise. <<notify>>knowledge check failure<</notify>>
<</if>>
<</nobr>>
<label><<radiobutton "$origin" "Nesos" checked>> You know the eastern coastline well, as you were born on the islands of Nesos in the archipelago.</label>
<label><<radiobutton "$origin" "Erialos">> You wonder if your small town, on the border of the empire and Erialos, is there.</label>
<label><<radiobutton "$origin" "Leine">> The alliance of tribes collectively known as Leine is where you call home. It's too far north and west to be on this map.</label>
<label><<radiobutton "$origin" "Thalasseon">> Like Jasper, you originated in the kingdom to the south east, Thalasseon. You can just about make out its western border with Illyosia.</label>
<label><<radiobutton "$origin" "Illyosia">> You came from Melera itself, as the capital of the Illyosian Empire, and you can easily pick it out in its strategically important position on the southern coast.</label>
<label><<radiobutton "$origin" "Luria">> You came from the other side of the continent, the kingdom of Luria by the north-western mountains.</label>
Wherever you came from, your studies in magic had brought you to Melera, the capital of Illyosia.
Jasper appears beside you to interrupt your thoughts, leaning his head over your shoulder and scrutinising the maps. You jump and curse under your breath, startled by his sudden appearance. He simply laughs.
“Interesting. Why is it annotated in a dead language? Normally you only use that for chanting and summoning.”
To demonstrate, he flicks open the book that he is carrying, appropriately titled “Estlan and other extinct languages for magical rituals.”
<<nobr>>
<<link '<div class="choice-item">"Legally speaking, I haven`t seen you with that book.”</div>' 'room4end'>><<set $originset to "true", $dichoice4 to "11", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"How do you move so quietly?”</div>' 'room4end'>><<set $originset to "true", $dichoice4 to "12", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"No clue. I think we should keep looking."</div>' 'room4end'>><<set $originset to "true", $dichoice4 to "13", $jfr to Math.fm($jfr, -2)>><</link>>
<<link '<div class="choice-item">“Should we try to translate it?”</div>' 'translate library'>><<set $originset to "true", $dichoice4 to "14", $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<elseif $originset is "false">>
You start meandering along the rows. The first section you come to is one on summoning and banishing spirits. An illegal act, but apparently not if you’re in the imperial library. You flick through the shelves - there are hundreds of scrolls that deal with all things spirit related, including
<<link "what to do when the shade you summoned wants to kill you">><<script>>Dialog.setup("avoiding certain death");
Dialog.wiki(Story.get("avoiding certain death").processText());
Dialog.open();<</script>>><</link>>
<<link "spirits shadows and shades - what’s the difference, and why does it matter?">><<script>>Dialog.setup("types of ghost");
Dialog.wiki(Story.get("types of ghost").processText());
Dialog.open();<</script>>><</link>>
<<link "the ethical implications of haunting">><<script>>Dialog.setup("ethical haunting");
Dialog.wiki(Story.get("ethical haunting").processText());
Dialog.open();<</script>>><</link>>
At the end of the row you uncover a series of papyrus maps rolled up inside each other and stuffed on top of a treatise on practical banishment runes.
The maps themselves show the whole of the empire, from the eastern coastline snaking downwards with the islands of Nesos and Telos scattered across the ocean to the central lakes and western desert. Bringing them up to the light, you see hundreds of sprawling annotations in light ink, written in <<nobr>>
<<if _roll gte 100>> Estlan, a dead language that you only have a passing familiarity with. <<notify>>knowledge check success<</notify>>
<<else>> a language you don't recognise. <<notify>>knowledge check failure<</notify>>
<</if>>
<</nobr>>
<label><<radiobutton "$origin" "Nesos" checked>> You know the eastern coastline well, as you were born on the islands of Nesos in the archipelago.</label>
<label><<radiobutton "$origin" "Erialos">> You wonder if your small town, on the border of the empire and Erialos, is there.</label>
<label><<radiobutton "$origin" "Leine">> The alliance of tribes collectively known as Leine is where you call home. It's too far north and west to be on this map.</label>
<label><<radiobutton "$origin" "Thalasseon">> Like Jasper, you originated in the kingdom to the south east, Thalasseon. You can just about make out its western border with Illyosia.</label>
<label><<radiobutton "$origin" "Illyosia">> You came from Melera itself, as the capital of the Illyosian Empire, and you can easily pick it out in its strategically important position on the southern coast.</label>
<label><<radiobutton "$origin" "Luria">> You came from the other side of the continent, the kingdom of Luria by the north-western mountains.</label>
Wherever you came from, your studies in magic had brought you to Melera, the capital of Illyosia.
Jasper appears beside you to interrupt your thoughts, leaning his head over your shoulder and scrutinising the maps. You jump and curse under your breath, startled by his sudden appearance. He simply laughs.
“Interesting. Why is it annotated in a dead language? Normally you only use that for chanting and summoning.”
To demonstrate, he flicks open the book that he is carrying, appropriately titled “Estlan and other extinct languages for magical rituals.”
<<nobr>>
<<link '<div class="choice-item">"Legally speaking, I haven`t seen you with that book.”</div>' 'room4end'>><<set $originset to "true", $dichoice4 to "11", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"How do you move so quietly?”</div>' 'room4end'>><<set $originset to "true", $dichoice4 to "12", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"No clue. I think we should keep looking."</div>' 'room4end'>><<set $originset to "true", $dichoice4 to "13", $jfr to Math.fm($jfr, -2)>><</link>>
<<link '<div class="choice-item">“Should we try to translate it?”</div>' 'translate library'>><<set $originset to "true", $jfr to Math.fm($jfr, 5)>><</link>>
<</nobr>>
<<elseif $magset is "false">>
You start meandering along the rows. The first section you come to is one on the different categorisations of magic. Scanning the assembled collection of ancient books and scrolls, you notice :
<label><<radiobutton "$magstr" "ward" checked>> A book on the making and breaking of treasure-related wards. Warding magic was your strength, and you could always do with more money.</label>
//Warding deals with the application of sigils for strengthening the protection or defence of an object or person.//
<label><<radiobutton "$magstr" "ench">> A book of enchantment runes forbidden for use on imperial property. Seeing as you were in the imperial library, knowing what you shouldn’t be doing seems useful.</label>
//Enchantment deals with the usage of runes to change the properties of an object.//
<label><<radiobutton "$magstr" "heal">> A scroll on the legal implications of healing magic. As healing was your strength, that could come in useful to avoid any future lawsuits.</label>
//Healing is composed of both the manipulation of biological matter and the concoction of all manner of potions.//
<label><<radiobutton "$magstr" "mut">> A collection of writings on bizarre alchemical accidents. You were strongest in transmutation, so would like to avoid any of those. </label>
//Transmutation concerns itself with the manipulation of physical matter, crafting and changing the forms of objects.//
Jasper appears beside you, holding a book titled “Estlan and other extinct languages for magical rituals”.
He sees you staring at it and grins.
“First of all, purely for academic purposes. No practical summoning. Secondly, thought this could be useful for the writing on the map -”
<<link '<div class="choice-item">The library doors creak open</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<<else>> You start meandering along the rows. The first section you come to is one on summoning and banishing spirits. An illegal act, but apparently not if you’re in the imperial library. You flick through the shelves - there are hundreds of scrolls that deal with all things spirit related, including
<<link "what to do when the shade you summoned wants to kill you">><<script>>Dialog.setup("avoiding certain death");
Dialog.wiki(Story.get("avoiding certain death").processText());
Dialog.open();<</script>>><</link>>
<<link "spirits shadows and shades - what’s the difference, and why does it matter?">><<script>>Dialog.setup("types of ghost");
Dialog.wiki(Story.get("types of ghost").processText());
Dialog.open();<</script>>><</link>>
<<link "the ethical implications of haunting">><<script>>Dialog.setup("ethical haunting");
Dialog.wiki(Story.get("ethical haunting").processText());
Dialog.open();<</script>>><</link>>
Jasper appears beside you, holding a book titled “Estlan and other extinct languages for magical rituals”.
He sees you staring at it and grins.
“First of all, purely for academic purposes. No practical summoning. Secondly, thought this could be useful for the writing on the map -”
<<link '<div class="choice-item">The library doors creak open</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<</if>><<if $bg is "scholar">>
Jasper shrugs silently and simply turns back to the door, tracing an intricate series of interlacing sigils across it. He pauses once finished and indicates for you to complete opening it. All is silent apart from the murmurs of distant conversations that drift up through the open window.
"I'm not taking sole responsibility for breaking in and entering here."
<</if>>
<<if $magstr is "ward">>
On account of the fact that Jasper has already dealt with the wards, you surmise that you may as well resort to less magical ways to open the door.
<<if $bg is "scholar">>Jasper's eyes widen even further as you pull out lock-picks from your bag. He blinks rapidly, opening his mouth as if to say something before thinking the better of it.
"I don't want to know why you have those," he whispers under his breath with a shake of his head.
You ignore him and focus on fiddling with the lock, until the door swings open with a click.
<<link '<div class="choice-item">Continue</div>' 'room3'>><<set $magset to "true">><</link>>
<<else>> So you fish around in your bag for your lock-picks and set to work fiddling with the tumblers in the lock, until the door swings open with a click.
<<link '<div class="choice-item">Continue</div>' 'room3'>><<set $magset to "true">><</link>>
<</if>>
<<elseif $magstr is "ench">>
You call to mind the runes for changing the state of a door from locked to unlocked, marking them out on the wood with a swift flourish. Sure enough, the door springs open under your touch.
<<link '<div class="choice-item">Continue</div>' 'room3'>><<set $magset to "true">><</link>>
<<elseif $magstr is "heal">>
You almost certainly have a potion for this. You rifle through your satchel of tiny glass bottles that clink together melodically until you spot a suitable one then focus intently on pouring in into the lock itself, listening to it sizzle until the door creaks open with a gentle touch.
<<link '<div class="choice-item">Continue</div>' 'room3'>><<set $magset to "true">><</link>>
<<elseif $magstr is "mut">>
You stretch your hand out against the door and feel the simple mechanism of the lock shift and reform under the force of the magic thrumming through you.
A sharp click, and the door swings open.
<<link '<div class="choice-item">Continue</div>' 'room3'>><<set $magset to "true">><</link>>
<</if>><<nobr>>
<<set $antoniaver to "room1">>
<<set _roll to dice('1d100') + $know>>
<<if $guardalert is "true">> <<set $guardver to "room1">>
<</if>>
<</nobr>>
<<if $dichoice1 is "11">> Jasper blinks at you.
"I do not!" he says, sounding fairly outraged, "I'm having a fairly average response to breaking in and entering."
You laugh quietly and move to look around the room.
<<elseif $dichoice1 is "12">>He shrugs as you move to look around the room.
<<elseif $dichoice1 is "13">>He snorts a laugh as you move to look around the room.
"Great. Really reassuring."
<<elseif $dichoice1 is "21">>"Hmm. Yeah no. Most of the scrolls here seem to be about agriculture," he says as you move to look around the room.
<<elseif $dichoice1 is "22">>"Fascinating," he says drily as you move to look around the room.
<<elseif $dichoice1 is "23">>He shrugs as you move to look around the room.
<<elseif $dichoice1 is "24">>He laughs as you move to look around the room.
"Too right. I'll tell that to myself as we're getting arrested."
<<elseif $dichoice1 is "31">>Jasper blinks at you.
"I do not!" he says, sounding fairly outraged, "I'm having a fairly average response to breaking in and entering."
You laugh quietly and move to look around the room.
<<elseif $dichoice1 is "32">>He snorts a laugh as you move to look around the room.
"Great. Really reassuring."
<<elseif $dichoice1 is "33">>He stays silent as you move to look around the room.
<<elseif $dichoice1 is "41">>"Oh do you - see I distinctly remember in Mylos when you-"
You cut off his response with a glare and he practically cackles.
Taking the higher ground, you move to look around the room.
<<elseif $dichoice1 is "42">>You move inside to look around the room.
<<elseif $dichoice1 is "43">>You move inside to look around the room.
<</if>>
<<if $originset is "false">>
The room is bizarrely dusty - you can clearly make out the outlines of where objects had once been stored. In the corner of the room, tucked between a curtain and the shelves, are two plain wooden boxes. You take a breath and channel your magic out towards them. The larger one has a locking property that is easy enough to counterspell, but the smaller crackles disconcertingly the moment you come into contact with it. It doesn’t seem to be warded, but there is something undeniably wrong about it that you can’t quite place. It feels like sticking your hand into a swamp - slimy and oozing it tugs your magic down into it. You recoil instinctively, shaking your hand to rid yourself of the sensation.
Wrapping your cloak around your hand so that you don’t come into contact with the box, you move it onto the desk and open the larger one to reveal a cache of maps.
The maps themselves show the whole of the empire, from the eastern coastline snaking downwards with the islands of Nesos and Telos scattered across the ocean to the central lakes and western desert. Bringing them up to the light, you see hundreds of sprawling annotations in light ink, written in <<nobr>>
<<if _roll gte 100>> Estlan, a dead language that you only have a passing familiarity with. <<notify>>knowledge check success<</notify>>
<<else>> a language you don't recognise. <<notify>>knowledge check failure<</notify>>
<</if>>
<</nobr>>
<label><<radiobutton "$origin" "Nesos" checked>> You know the eastern coastline well, as you were born on the islands of Nesos in the archipelago.</label>
<label><<radiobutton "$origin" "Erialos">> You wonder if your small town, on the border of the empire and Erialos, is there.</label>
<label><<radiobutton "$origin" "Leine">> The alliance of tribes collectively known as Leine is where you call home. It's too far north and west to be on this map.</label>
<label><<radiobutton "$origin" "Thalasseon">> Like Jasper, you originated in the kingdom to the south east, Thalasseon. You can just about make out its western border with Illyosia.</label>
<label><<radiobutton "$origin" "Illyosia">> You came from Melera itself, as the capital of the Illyosian Empire, and you can easily pick it out in its strategically important position on the southern coast.</label>
<label><<radiobutton "$origin" "Luria">> You came from the other side of the continent, the kingdom of Luria by the north-western mountains.</label>
Wherever you came from, your studies in magic had brought you to Melera, the capital of Illyosia.
Jasper appears beside you silently to interrupt your thoughts, leaning over to scrutinise the maps. You jump and curse under your breath, startled by his sudden appearance. He laughs quietly from behind you.
<<if $bg is "spy">> "Interesting. Only things on the shelves were reports on grain supply," he says, gesturing towards the scrolls.
<<elseif $bg is "scholar">>"Weird," he says, eyes flicking over the annotations, "why'd they write on this in a dead language?"
<</if>>
<<nobr>>
<<if $bg is "spy">>
<<link '<div class="choice-item">"Lucky you. Anything on the desk?"</div>' 'room1futherin'>><<set $originset to "true", $dichoice11 to "11", $room1var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"Fine. On an unrelated note do you have something to wrap a cursed box in?"</div>' 'room1futherin'>><<set $originset to "true", $dichoice11 to "12", $room1var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"How do you move so quietly?"</div>' 'room1futherin'>><<set $originset to "true", $dichoice11 to "13", $room1var to "1", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"Should we translate this?"</div>' 'translate'>><<set $originset to "true", $room1var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<else>>
<<link '<div class="choice-item">"Thought you were keeping watch in the corridor?"</div>' 'room1futherin'>><<set $originset to "true", $dichoice11 to "14", $room1var to "1", $riv to Math.fm($jriv, 5)>><</link>>
<<link '<div class="choice-item">"No clue. Let`s get moving."</div>' 'room1futherin'>><<set $originset to "true", $dichoice11 to "15", $room1var to "1", $jfr to Math.fm($jfr, 2)>><</link>>
<<link '<div class="choice-item">"Why don`t we translate it and find out?"</div>' 'translate'>><<set $originset to "true", $room1var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"How do you move so quietly?"</div>' 'room1futherin'>><<set $originset to "true", $dichoice11 to "13", $room1var to "1", $jfr to Math.fm($jfr, 10)>><</link>>
<</if>>
<</nobr>>
<<elseif _choice is 1>>
Your eyes start to swim as you sift through the piles of letters, notes and reports strewn over the desk.
Just as you are beginning to give up hope, you uncover a partially-erased wax tablet from between the pages of a treatise on crop rotation. Much of the writing is illegible, but you can just about make out two names: Antonia and Marcella.
<<if _roll gte 120>> You shrug and move to slide it into your bag. The most likely Antonia is one of the children of the elder archoi who are currently scrambling around to be named the next ruler. Though who the Marcella is, and why the note is in the office of an agricultural official eludes you. <<notify>>knowledge check success<</notify>>
<<else>>The names are common enough to be unidentifiable to you. For all you know it could be the remnants of a secret love affair, or a meeting between two politicians plotting invasion, and with the rest of the note missing you can't tell the difference. <<notify>>knowledge check failure<</notify>> <</if>>
Jasper appears besides you silently to interrupt your thoughts, leaning his head over your shoulder to inspect the notes. You jump and curse under your breath, startled by his sudden appearance. He laughs quietly from behind you.
"Suitably vague," he shrugs slightly as he takes in the note, "take a look at this."
He unrolls it before you.
The maps themselves show the whole of the empire, from the eastern coastline snaking downwards with the islands of Nesos and Telos scattered across the ocean to the central lakes and western desert. Bringing them up to the light, you see hundreds of sprawling annotations in light ink, written in <<nobr>>
<<if _roll gte 100>> Estlan, a dead language that you only have a passing familiarity with. <<notify>>knowledge check success<</notify>>
<<else>> a language you don't recognise. <<notify>>knowledge check failure<</notify>>
<</if>>
<</nobr>>
<label><<radiobutton "$origin" "Nesos" checked>> You know the eastern coastline well, as you were born on the islands of Nesos in the archipelago.</label>
<label><<radiobutton "$origin" "Erialos">> You wonder if your small town, on the border of the empire and Erialos, is there.</label>
<label><<radiobutton "$origin" "Leine">> The alliance of tribes collectively known as Leine is where you call home. It's too far north and west to be on this map.</label>
<label><<radiobutton "$origin" "Thalasseon">> Like Jasper, you originated in the kingdom to the south east, Thalasseon. You can just about make out its western border with Illyosia.</label>
<label><<radiobutton "$origin" "Illyosia">> You came from Melera itself, as the capital of the Illyosian Empire, and you can easily pick it out in its strategically important position on the southern coast.</label>
<label><<radiobutton "$origin" "Luria">> You came from the other side of the continent, the kingdom of Luria by the north-western mountains.</label>
Wherever you came from, your studies in magic had brought you to Melera, the capital of Illyosia.
While you take in the writing scrawled across the papyrus, Jasper gingerly unwraps his cloak from around a second box, sliding it on to the desk.
At your questioning glance he grins.
“Cursed box,” he says in explanation.
<<link '<div class="choice-item">“I will avoid touching that, then. Do you want to translate this?”</div>' 'translate library'>><<set $originset to "true">><</link>>
<<else>>
You flick through the tags on the scrolls that line the shelves, keeping an eye out for anything that sounds either scandalous or politically interesting. Most of them are concerned with grain purchases - while they'd undoubtedly tell you fascinating things about the state of imperial agriculture, it isn't what you'd come for.
Jasper appears silently beside you, interrupting your study. You instinctively jump, and he laughs quietly.
"Grain tributes, spirit-affected regions," he reads out eyebrows raised, "truly fascinating."
<<nobr>>
<<link '<div class="choice-item">“Something tells me we`re in the office of the agricultural overseer."</div>' 'room1futherin'>><<set $originset to "true", $dichoice12 to "11", $room1var to "2", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"Truly. You got something better?"</div>' 'room1futherin'>><<set $originset to "true", $dichoice12 to "12", $room1var to "2", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"Could spend all day here. Honestly."</div>' 'room1futherin'>><<set $originset to "true", $dichoice12 to "13", $room1var to "2", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">Nod</div>' 'room1futherin'>><<set $originset to "true", $dichoice12 to "14", $room1var to "2", $jfr to Math.fm($jfr, 2)>><</link>>
<</nobr>>
<</if>><<if $bg is "scholar">>
The door creaks open with your touch.
At a glance, it would be best described as a storage room, stacked floor to ceiling with shelves of scrolls. A window opposite the door brings a welcome breeze that sends the labels of the scrolls fluttering - it's painfully stuffy inside, the room trapping the oppressive mid-summer heat.
"Huh, expenses on protection from spirits," Jasper notes as he inspects one of the labels attached to the scrolls, "you know, that might actually be useful."
"Oh, so now that spirits are involved you don't care about the consequences."
He gives a short laugh.
"Didn't say that. Still would like to avoid languishing in jail for the rest of my life, thanks very much."
<<link '<div class="choice-item">You roll your eyes in return, then turn back to the shelves.</div>' 'room2'>><<set $roominitvis to "true">><</link>>
<<elseif $bg is "spy">>
The door creaks open with your touch.
"Either there's nothing in here or their security is terrible," Jasper muses, taking in the room.
At a glance, it would be best described as a storage room, stacked floor to ceiling with shelves of scrolls. A window opposite the door brings a welcome breeze that sends the labels of the scrolls fluttering - it's painfully stuffy inside, the room trapping the oppressive mid-summer heat.
<<if $roomsvisited is 0 && $bg is "spy">> "Keep an ear out for any guards," Jasper reminds you as you turn to inspect the shelves.
<<link '<div class="choice-item">"You don`t need to tell me what to do"</div>' 'room2'>><<set $dichoice2 to "11">><</link>>
<<link '<div class="choice-item">""Sure."</div>' 'room2'>><<set $dichoice2 to "12">><</link>>
<<link '<div class="choice-item">Just follow him in</div>' 'room2'>><<set $dichoice2 to "13">><</link>>
<<elseif $bg is "spy">> "You know the drill. Let's go." Jasper keeps close behind you,
<<link '<div class="choice-item">as you turn to inspect the shelves. </div>' 'room2'>><</link>>
<</if>>
<</if>>Subjective
<<textbox "$mc_they" "they" >>
Objective
<<textbox "$mc_them" "them" >>
Determiner
<<textbox "$mc_their" "their" >>
Possessive
<<textbox "$mc_theirs" "theirs" >>
Reflexive
<<textbox "$mc_themself" "themself" >>
Plural
<<textbox "$mc_plural" "true" >>
<<link '<div class="choice-item">confirm</div>' 'confirm'>><</link>>Run very fast in the opposite directionIn order to examine this question, we must first ask ourselves - what exactly is haunting? How is it categorised? Can only spirits haunt? To begin with …You may have heard as a child - feed a spirit, and befriend it if you must. Avoid shadows, for they leech all that is good from the world. And if you see a shade, pray to the gods…<<if $maptrans is "true">>
You spread the maps out on the desk and pick two labels from them - one on the border of Thalasseon and Illyosia, and the other on the eastern coast.
<<nobr>>
<<linkreplace aedes t8n>>the temple<</linkreplace>>
<<linkreplace 'condita apollonio' t8n>>which had been founded by Apollonius<</linkreplace>>
<<linkreplace 'aestate ante eius mortem' t8n>>in the summer before his death.<</linkreplace>>
<</nobr>>
<<nobr>>
<<linkreplace 'proelium contra thalasseonem' t8n>>the battle against thalasseon<</linkreplace>>
<<linkreplace 'quod apollonius vicit' t8n>>which apollonius won<</linkreplace>>
<<linkreplace 'iutus iustitia caelesti deum' t8n>> helped by the divine justice of the gods.<</linkreplace>>
<</nobr>>
<<if $amuletranslate is "true">>
You study the inscription intently.
<<linkreplace 'arcana imperii' t8n>>the secrets of imperial power<</linkreplace>>
<</if>> Jasper frowns and stretches.
"This is raising more questions than it answers. We should probably get a move on."
<<nobr>>
<<if $guardalert is "true">>
<<nobr>>
<<link '<div class="choice-item">"Its already illegal even being here. May as well try another door-"</div>' 'guards'>><</link>>
<<link '<div class="choice-item">"Is it bad to say that I`m enjoying this-"</div>' 'guards'>><</link>>
<<link '<div class="choice-item">"We`re taking too long. We should move-"</div>' 'guards'>><</link>>
<<link '<div class="choice-item">"Sure-"</div>' 'guards'>><</link>>
<</nobr>>
<<else>>
<<nobr>>
<<link '<div class="choice-item">"Its already illegal even being here. May as well try another door."</div>' 'corridoragain'>><<set $dichoicet to "11">><</link>>
<<link '<div class="choice-item">"Is it bad to say that I`m enjoying this?"</div>' 'corridoragain'>><<set $dichoicet to "12">><</link>>
<<link '<div class="choice-item">"We`re taking too long. We should move."</div>' 'corridoragain'>><<set $dichoicet to "13">><</link>>
<<link '<div class="choice-item">"Sure."</div>' 'corridoragain'>><<set $dichoicet to "14">><</link>>
<</nobr>>
<</if>>
<</nobr>>
<<else>>
You move on to the amulet, studying the inscription intently.
<<linkreplace 'arcana imperii' t8n>>the secrets of imperial power<</linkreplace>>
Jasper frowns and stretches.
"This is raising more questions than it answers. We should probably get a move on."
<<nobr>>
<<if $guardalert is "true">>
<<nobr>>
<<link '<div class="choice-item">"Its already illegal even being here. May as well try another door-"</div>' 'guards'>><</link>>
<<link '<div class="choice-item">"Is it bad to say that I`m enjoying this-"</div>' 'guards'>><</link>>
<<link '<div class="choice-item">"We`re taking too long. We should move-"</div>' 'guards'>><</link>>
<<link '<div class="choice-item">"Sure-"</div>' 'guards'>><</link>>
<</nobr>>
<<else>>
<<nobr>>
<<link '<div class="choice-item">"Its already illegal even being here. May as well try another door."</div>' 'corridoragain'>><<set $dichoicet to "11">><</link>>
<<link '<div class="choice-item">"Is it bad to say that I`m enjoying this?"</div>' 'corridoragain'>><<set $dichoicet to "12">><</link>>
<<link '<div class="choice-item">"We`re taking too long. We should move."</div>' 'corridoragain'>><<set $dichoicet to "13">><</link>>
<<link '<div class="choice-item">"Sure."</div>' 'corridoragain'>><<set $dichoicet to "14">><</link>>
<</nobr>>
<</if>>
<</nobr>>
<</if>>You spread the maps out on a nearby desk and pick two labels from them - one on the border of Thalasseon and Illyosia, and the other on the eastern coast.
<<nobr>>
<<linkreplace aedes t8n>>the temple<</linkreplace>>
<<linkreplace 'condita apollonio' t8n>>which had been founded by Apollonius<</linkreplace>>
<<linkreplace 'aestate ante eius mortem' t8n>>in the summer before his death.<</linkreplace>>
<</nobr>>
<<nobr>>
<<linkreplace 'proelium contra thalasseonem' t8n>>the battle against thalasseon<</linkreplace>>
<<linkreplace 'quod apollonius vicit' t8n>>which apollonius won<</linkreplace>>
<<linkreplace 'iutus iustitia caelesti deum' t8n>> helped by the divine justice of the gods.<</linkreplace>>
<</nobr>>
Jasper frowns and stretches.
<<nobr>>
<<link '<div class="choice-item">"Its already illegal even being here. May as well try another door-"</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<<link '<div class="choice-item">"Is it bad to say that I`m enjoying this-"</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<<link '<div class="choice-item">"We`re taking too long. We should move-"</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<<link '<div class="choice-item">"Sure-"</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<</nobr>><<nobr>>
<<if $dichoice4 is "11">>
He looks faintly bemused for a moment, glancing between you and the book in his hands before cracking into a wide grin.
“That’s probably for the best.”
You hum in agreement, studying the map intently.
<<link '<div class="choice-item">"Want to give translating this a go?"</div>' 'translate library'>><</link>>
<<elseif $dichoice4 is "12">>
He shrugs, the corner of his mouth teasing up into a smirk.
"Natural talent."
You roll your eyes in response.
<<link '<div class="choice-item">“Want to help translate this?”</div>' 'translate library'>><</link>>
<<elseif $dichoice 4 is "13">>
"Alright," Jasper says, pivoting back towards the shelves with a shrug, "if you say so -”
<<link '<div class="choice-item">The library doors creak open</div>' 'antonia'>><<set $antoniaver to "library">><</link>>
<</if>>
<</nobr>>select your gender
<<nobr>>
<<link '<div class="choice-item">trans man.</div>' 'touch'>><<set $gender to "masc", $trans to "true", $person to "man", $child to "son">><</link>>
<<link '<div class="choice-item">trans woman.</div>' 'touch'>><<set $gender to "fem", $trans to "true", $person to "woman", $child to "daughter">><</link>>
<<link '<div class="choice-item">cis man.</div>' 'touch'>><<set $gender to "masc", $trans to "false", $person to "man", $child to "son">><</link>>
<<link '<div class="choice-item">cis woman.</div>' 'touch'>><<set $gender to "fem", $trans to "false", $person to "woman", $child to "daughter">><</link>>
<<link '<div class="choice-item">nonbinary.</div>' 'touch'>><<set $gender to "nb", $trans to "true", $person to "person", $child to "child">><</link>>
<</nobr>><<gender $mc_they $mc_them $mc_their $mc_theirs $mc_themself $mc_plural>>
Do you want to add another set of pronouns?
<<nobr>>
<<link '<div class="choice-item">yes</div>' 'genderpronouns'>><</link>>
<<link '<div class="choice-item">no</div>' 'gender'>><</link>>
<</nobr>><<set $corridorvisited to $corridorvisited + 1>>
<<if $corridorvisited is 1>>
<<if $dichoicet is "11">>
"You're not wrong, but legally I can't say you're right either."
<<elseif $dichoicet is "12">>
"Oh gods, you’re a terrible influence,” he sighs, but with amusement dancing in his eyes.
<<elseif $dichoicet is "13">>
“I completely agree,” Jasper says, nodding, “congrats on the first sensible thing you’ve said all day.”
<</if>>
He follows you back out into the corridor. It's still empty, and refreshingly cool compared with the room you had just left. You strain your ears for any sound but there are only the distant murmurs of conversations from elsewhere in the palace.
The same doors lead off from the corridor.
<<if $room1vis is "true">>
<<nobr>>
<<link '<div class="choice-item">Move towards the second door</div>' 'room2entrys2'>><</link>>
<<link '<div class="choice-item">You move towards the third door</div>' 'room3'>><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. </div>' 'room4entry'>><</link>>
<</nobr>>
<<elseif $room2vis is "true">>
<<nobr>>
<<link '<div class="choice-item">Move towards the first door</div>' 'room1'>><</link>>
<<link '<div class="choice-item">You move towards the third door</div>' 'room3'>><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. </div>' 'room4entry'>><</link>>
<</nobr>>
<<elseif $room3vis is "true">>
<<nobr>>
<<link '<div class="choice-item">Move towards the first door</div>' 'room1'>><</link>>
<<link '<div class="choice-item">Move towards the second door</div>' 'room2entrys2'>><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. </div>' 'room4entry'>><</link>>
<</nobr>>
<</if>>
<<elseif $corridorvisited gte 2 and $room3vis is "true">>
He follows you back out into the corridor. It's still empty, and refreshingly cool compared with the room you had just left. You strain your ears for any sound but there are only the distant murmurs of conversations from elsewhere in the palace.
The same doors lead off from the corridor.
<<nobr>>
<<link '<div class="choice-item">Move towards the first door</div>' 'room1'>><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. </div>' 'room4entry'>><</link>>
<</nobr>>
<<elseif $corridorvisited gte 2 and $room1vis is "true">>
He follows you back out into the corridor. It's still empty, and refreshingly cool compared with the room you had just left. You strain your ears for any sound but there are only the distant murmurs of conversations from elsewhere in the palace.
The same doors lead off from the corridor.
<<nobr>>
<<link '<div class="choice-item">You move towards the third door</div>' 'room3'>><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. </div>' 'room4entry'>><</link>>
<</nobr>>
<<elseif $corridorvisited gte 2>>
He follows you back out into the corridor. It's still empty, and refreshingly cool compared with the room you had just left. You strain your ears for any sound but there are only the distant murmurs of conversations from elsewhere in the palace.
The same doors lead off from the corridor.
<<nobr>>
<<link '<div class="choice-item">Move towards the first door</div>' 'room1'>><</link>>
<<link '<div class="choice-item">You move towards the third door</div>' 'room3'>><</link>>
<<link '<div class="choice-item">Keep moving down the corridor. </div>' 'room4entry'>><</link>>
<</nobr>>
<</if>>You are interrupted mid-sentence by the creak of the library doors opening, accompanied by hushed whispers. Jasper turns to you, eyes wide. Thankfully you are far enough into the maze of shelves that you are not immediately visible, but the situation is less than ideal.
<<nobr>>
<<link '<div class="choice-item">Sneak closer to the source of the noise.</div>' 'antonialib1'>><</link>>
<<link '<div class="choice-item">Keep to the edge of the library and try to get out of the door.</div>' 'antonialib2'>><</link>>
<<link '<div class="choice-item">Stay where you are</div>' 'antonialib3'>><</link>>
<</nobr>><<if $room1var is "1">>
<<if $dichoice11 is "11">> He shrugs lightly. "Burnt note with a couple of names on. Not hugely enlightening."
You hum noncommittally, frowning at the map.
“Want to help translate this? Also don’t touch the box on the desk. It's probably cursed.”
He raises his eyebrows as he glances towards the desk.
“That’s incriminating. Let’s look at the map then.”
<<link '<div class="choice-item">Translate</div>' 'translate'>><<set $roominitvis to "true">><</link>>
<<elseif $dichoice11 is "13">>
He shrugs, the corner of his mouth teasing up into a smirk.
"Natural talent."
You roll your eyes in response, still frowning at the map.
“You want to help translate this? Also don’t touch the box on the desk. It's probably cursed.”
Jasper raises his eyebrows, glancing towards it.
“Noted.”
<<link '<div class="choice-item">Translate</div>' 'translate'>><<set $roominitvis to "true">><</link>>
<<elseif $dichoice11 is "12">>
He blinks, noticing the box on the table for the first time, before taking off his cloak and handing it to you.
“Can you carry the cursed box-” you begin, but he cuts you off.
“No I cannot - it's your cursed box.”
You shrug and move towards the desk.
<<nobr>>
<<if $guartalert is "true">>
<<link '<div class="choice-item">”Thank y-”</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">”Thank you very much. Should we keep going?”</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<<elseif $dichoice11 is "14">>
He shakes his head.
"You take too long. You'd be a terrible spy,” he pauses, taking in the box on the table for the first time, “what’s that box doing there?"
“It’s cursed.”
Jasper blinks.
<<nobr>>
<<if $guartalert is "true">>
<<link '<div class="choice-item">”I - alright. Can we -”</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">“I - alright. Deal with that later. Can we get moving?”</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<<elseif $dichoice11 is "15">>
"Gladly," Jasper says, pivoting towards the doorway, before turning back towards you, “what’s that box on the table?”
“It’s cursed. Don’t touch it.”
Jasper blinks.
<<nobr>>
<<if $guartalert is "true">>
<<link '<div class="choice-item">”I - alright. Can we -”</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">“I - alright. Deal with that later. Can we get moving?”</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<</if>>
<<elseif $room1var is "2">>
<<if $dichoice12 is "11">>
"Riddle me this: why does the agricultural overseer own this?"
<<elseif $dichoice12 is "12">>
"I do, actually. Take a look."
<<elseif $dichoice12 is "13">>
Jasper snorts lightly.
"I highly doubt that. Anyway, take a look at this.”
<</if>>
He gingerly unwraps his cloak from around a small wooden box, sliding it on to the desk.
At your questioning glance he grins.
“Cursed box,” he says in explanation.
<<nobr>>
<<if $guartalert is "true">>
<<link '<div class="choice-item">“I will avoid touching that, then. Do you want to check another-"</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">“I will avoid touching that, then. Do you want to check another room?"</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<</if>>The noise of many feet clattering down the corridor accompanied by shouts of “you there, check the first door!” interrupts you mid-sentence. Jasper hesitates, eyes wide in panic.
“I thought you removed the wards!” You hiss.
“I did -” The clattering gets closer.
<<nobr>>
<<link '<div class="choice-item">Dive for the window</div>' 'guardswindow'>><</link>>
<<link '<div class="choice-item">Panic and try to break through the ceiling with magic</div>' 'guardsceiling'>><</link>>
<<link '<div class="choice-item">Freeze in place</div>' 'guardsfreeze'>><</link>>
<<link '<div class="choice-item">Get under the desk</div>' 'guardsdesk'>><</link>>
<</nobr>><<if $dichoice31 is "11">> He shrugs lightly."Got this weird amulet."
You turn around to give it a look. It's palm-sized and silver, with an intricately formed laurel wreath design. You don't recognise the emblem.
"No idea what it is," Jasper comments as you turn it over in your hand, “looks familiar though.”
"Probably some cult. Officials are odd,” you pause as some writing catches your eye, “hang on, this is the same language as on the map.”
<<link '<div class="choice-item"> “Want to give translating it a go?”</div>' 'translate'>><<set $roominitvis to "true", $amuletranslate to "true">><</link>>
<<elseif $dichoice31 is "13">>
He shrugs, the corner of his mouth teasing up into a smirk.
"Natural talent."
You roll your eyes in response, still frowning at the map.
“You want to help translate this? Also don’t touch the box on the desk. It's probably cursed.”
Jasper raises his eyebrows, glancing towards it.
“Noted.”
<<link '<div class="choice-item">Translate</div>' 'translate'>><<set $roominitvis to "true">><</link>>
<<elseif $dichoice31 is "12">>
He blinks, noticing the box on the table for the first time, before taking off his cloak and handing it to you.
“Can you carry the cursed box-” you begin, but he cuts you off.
“No I cannot - it's your cursed box.”
You shrug and move towards the desk.
<<nobr>>
<<if $guardalert is "true">>
<<link '<div class="choice-item">”Thank y-”</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">”Thank you very much. Should we keep going?”</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<<elseif $dichoice31 is "14">>
He shakes his head.
"You take too long. You'd be a terrible spy,” he pauses, taking in the box on the table for the first time, “what’s that box doing there?"
“It’s cursed.”
Jasper blinks.
<<nobr>>
<<if $guartalert is "true">>
<<link '<div class="choice-item">”I - alright. Can we -”</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">“I - alright. Deal with that later. Can we get moving?”</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<<elseif $dichoice31 is "15">>
"Gladly," Jasper says, pivoting towards the doorway, before turning back towards you, “what’s that box on the table?”
“It’s cursed. Don’t touch it.”
Jasper blinks.
<<nobr>>
<<if $guartalert is "true">>
<<link '<div class="choice-item">”I - alright. Can we -”</div>' 'guards'>><</link>>
<<else>>
<<link '<div class="choice-item">“I - alright. Deal with that later. Can we get moving?”</div>' 'corridoragain'>><</link>>
<</if>>
<</nobr>>
<</if>><<nobr>>
<<if $guardalert is "true">> <<set $guardver to "room3">><</if>>
<<set $antoniaver to "room3">>
<<set _roll to dice('1d100') + $know>>
<<set $antoniaver to "room3">>
<</nobr>>
<<if $dichoice3 is "11">> Jasper blinks at you.
"I do not!" he says, sounding fairly outraged, "I'm having a fairly average response to breaking in and entering."
You laugh quietly and move to look around the room.
<<elseif $dichoice3 is "12">>He shrugs as you move to look around the room.
<<elseif $dichoice3 is "13">>He snorts a laugh as you move to look around the room.
"Great. Really reassuring."
<<elseif $dichoice3 is "21">>"Hmm. Yeah no. Most of the scrolls here seem to be about agriculture," he says as you move to look around the room.
<<elseif $dichoice3 is "22">>"Fascinating," he says drily as you move to look around the room.
<<elseif $dichoice3 is "23">>He shrugs as you move to look around the room.
<<elseif $dichoice3 is "24">>He laughs as you move to look around the room.
"Too right. I'll tell that to myself as we're getting arrested."
<<elseif $dichoice3 is "31">>Jasper blinks at you.
"I do not!" he says, sounding fairly outraged, "I'm having a fairly average response to breaking in and entering."
You laugh quietly and move to look around the room.
<<elseif $dichoice3 is "32">>He snorts a laugh as you move to look around the room.
"Great. Really reassuring."
<<elseif $dichoice3 is "33">>He stays silent as you move to look around the room.
<<elseif $dichoice3 is "41">>"Oh do you - see I distinctly remember in Mylos when you-"
You cut off his response with a glare and he practically cackles.
Taking the higher ground, you move to look around the room.
<<elseif $dichoice3 is "42">>You move inside to look around the room.
<<elseif $dichoice3 is "43">>You move inside to look around the room.
<</if>>
<<if $originset is "false">>
The room is bizarrely dusty - you can clearly make out the outlines of where objects had once been stored. In the corner of the room, tucked between a curtain and the shelves, are two plain wooden boxes. You take a breath and channel your magic out towards them. The larger one has a locking property that is easy enough to counterspell, but the smaller crackles disconcertingly the moment you come into contact with it. It doesn’t seem to be warded, but there is something undeniably wrong about it that you can’t quite place. It feels like sticking your hand into a swamp - slimy and oozing it tugs your magic down into it. You recoil instinctively, shaking your hand to rid yourself of the sensation.
Wrapping your cloak around your hand so that you don’t come into contact with the box, you move it onto the desk and open the larger one to reveal a cache of maps.
The maps themselves show the whole of the empire, from the eastern coastline snaking downwards with the islands of Nesos and Telos scattered across the ocean to the central lakes and western desert. Bringing them up to the light, you see hundreds of sprawling annotations in light ink, written in <<nobr>>
<<if _roll gte 100>> Estlan, a dead language that you only have a passing familiarity with. <<notify>>knowledge check success<</notify>>
<<else>> a language you don't recognise. <<notify>>knowledge check failure<</notify>>
<</if>>
<</nobr>>
<label><<radiobutton "$origin" "Nesos" checked>> You know the eastern coastline well, as you were born on the islands of Nesos in the archipelago.</label>
<label><<radiobutton "$origin" "Erialos">> You wonder if your small town, on the border of the empire and Erialos, is there.</label>
<label><<radiobutton "$origin" "Leine">> The alliance of tribes collectively known as Leine is where you call home. It's too far north and west to be on this map.</label>
<label><<radiobutton "$origin" "Thalasseon">> Like Jasper, you originated in the kingdom to the south east, Thalasseon. You can just about make out its western border with Illyosia.</label>
<label><<radiobutton "$origin" "Illyosia">> You came from Melera itself, as the capital of the Illyosian Empire, and you can easily pick it out in its strategically important position on the southern coast.</label>
<label><<radiobutton "$origin" "Luria">> You came from the other side of the continent, the kingdom of Luria by the north-western mountains.</label>
Wherever you came from, your studies in magic had brought you to Melera, the capital of Illyosia.
Jasper appears beside you silently to interrupt your thoughts, leaning his head over your shoulder to scrutinise the maps. You jump and curse under your breath, startled by his sudden appearance. He laughs quietly from behind you.
<<if $bg is "spy">> "Interesting. Only thing on the shelves was dust," he says, gesturing towards the scrolls.
<<elseif $bg is "scholar">>"Weird," he says, eyes flicking over the annotations, "why'd they write on this in a dead language?"
<</if>>
<<nobr>>
<<if $bg is "spy">>
<<link '<div class="choice-item">"Lucky you. Anything on the desk?"</div>' 'room3futherin'>><<set $originset to "true", $dichoice31 to "11", $room3var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"Fine. On an unrelated note do you have something to wrap a cursed box in?"</div>' 'room3futherin'>><<set $originset to "true", $dichoice31 to "12", $room3var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"How do you move so quietly?"</div>' 'room3futherin'>><<set $originset to "true", $dichoice31 to "13", $room3var to "1", $jfr to Math.fm($jfr, 10)>><</link>>
<<link '<div class="choice-item">"Should we translate this?"</div>' 'translate'>><<set $originset to "true", $room3var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<else>>
<<link '<div class="choice-item">"Thought you were keeping watch in the corridor?"</div>' 'room3futherin'>><<set $originset to "true", $dichoice31 to "14", $room3var to "1", $jriv to Math.fm($jriv, 5)>><</link>>
<<link '<div class="choice-item">"No clue. Let`s get moving."</div>' 'room3futherin'>><<set $originset to "true", $dichoice31 to "15", $room3var to "1", $jfr to Math.fm($jfr, -5)>><</link>>
<<link '<div class="choice-item">"Why don`t we translate it and find out?"</div>' 'translate'>><<set $originset to "true", $room3var to "1", $jfr to Math.fm($jfr, 5)>><</link>>
<<link '<div class="choice-item">"How do you move so quietly?"</div>' 'room3futherin'>><<set $originset to "true", $dichoice31 to "13", $room3var to "1", $jfr to Math.fm($jfr, 10)>><</link>>
<</if>>
<</nobr>>
<<else>>
A brief flick through the scrolls on the shelves reveals nothing of use, as do the piles of paper on the desk. It is only as you are searching through the drawers that you uncover something a little odd. An amulet lies at the bottom of one of the drawers - it's palm-sized and silver, with an intricately formed laurel wreath design. You don't recognise the emblem.
“Check this out,” you call to Jasper, who is staring absently out of the window.
He appears beside you, leaning his head over your shoulder to inspect the amulet in your hand.
“Huh,” he says, his brow furrowing, “oddly familiar.”
He is silent for several further moments before shrugging and turning away.
“Beats me.”
As you turn it over in your palm you notice fine, spidery writing in the same language as on the maps. Curious, you squint at it intently and try to translate it.
<<link '<div class="choice-item">Translate</div>' 'translate'>><<set $roominitvis to "true", $amuletranslate to "true", $maptrans to "false">><</link>>
<</if>><<nobr>>
<<set _roll to dice('1d100') + $will>>
<</nobr>>
You duck down and keep close to the floor as you wind your way towards the intruders. The floor squeaks as you try to creep towards them, and you hear Jasper sigh from behind you. Eventually you get close enough to overhear the conversation, concealing yourself behind a large shelf and glancing between the gaps.
Two women stand in the clear space in the centre of the library, heads bent over a book.
“I trust you have taken all the necessary precautions,” the woman on the right drawls, arching an eyebrow towards her companion. She is adorned in a deep purple dress that reaches the floor, and wears an elaborate circlet on her head.
“I - naturally, Antonia. We may speak freely here,” the second woman speaks more stiffly and formally. The irony of her words is not lost on you as you keep as still as possible behind the shelving.
“How are the preparations going?”
“I purchased what you asked for - there’s enough for a trial attempt, before Cytha.” Jasper shifts uncomfortably, accidentally stepping on your foot. He mouths an apology.
“Very well. Come then, Marcella. I believe a trial run is in order."
The woman in blue - Marcella - nods sharply and begins to trace an intricate swirl of runes on the floor, too fast for you to follow. She sprinkles a sand-like substance as she goes - it catches the light as it falls, giving the marble a coppery gleam. Your legs start to ache from crouching behind the row of books for so long but your heart thudding against your chest keeps you in place. Jasper's breath is warm on your ear beside you, his eyes fixed, unblinking, as the ritual takes place.
"They're summoning something," he hisses into your ear, eyes wide.
Your heart stutters in your chest.
"We need to fucking move. Now," you whisper, gingerly edging backwards across the floor, still clutching your scrolls.
Jasper says nothing, still staring between the shelves.
"Come on, let's move!" The note of urgency almost catches in your throat, "what are we -"
There is a rushing to your right like the beating of a thousand wings - you swivel instinctively, and your heart stops.
Antonia stands before you, head tilted to one side with an expression of exaggerated surprise. Behind her looms a figure - a shade - its eyes empty, gaunt and skeletal, limbs far, far, too long to be humanoid, a body nebulous, shadow-cloaked. It tilts its head with a crack that you instantly recoil from.
"It seems we have an audience," she smiles, all teeth, eyes like cold metal. The shade mirrors her as she tilts her head to the other side.
"So we do," Marcella's voice echoes eerily from behind you - you flinch, backing up until you collide with the shelves. She makes no noise as she moves towards you, raising one hand to point in your direction.
The shade moves towards you instantaneously with a piercing shriek, limbs elongating, its eyes blank and smouldering.
<<nobr>>
<<if _roll gte 120>>
<<link '<div class="choice-item">Move!</div>' 'move'>><</link>>
<<notify>>will check success<</notify>>
<<else>>
<<link '<div class="choice-item">Move!</div>' 'libraryfail'>><</link>>
<<notify>>will check failure<</notify>>
<</if>>
<</nobr>>
<<nobr>>
<<set _roll to dice('1d100') + $will>>
<<if _roll gte 130>> <<set $shadescape to "true">> <<notify>>will check success<</notify>> <<else>> <<notify>>will check failure<</notify>> <</if>>
<</nobr>>
Jasper hesitates as you gesture for him to follow as you duck down and move towards the door, sending a cautious glance back into the library. As you creep between the shelves, the marble floor squeaking underfoot, you catch sight of two figures. One seems to be tracing something on the floor, sprinkling a coppery, sand-like substance that glimmers in the lantern-light while the other watches on.
"They're summoning something," Jasper hisses into your ear, his eyes wide.
Your heart stutters in your chest.
“We need to go, now.”
You break into a jog, all attempts at secrecy abandoned as you make a beeline straight for the exit.
You’re within touching distance of the door when there is a rushing to your right like the beating of a thousand wings - you swivel instinctively, and your heart stops.
One of the women stands before you, head tilted to one side with an expression of exaggerated surprise. She wears deep purple cloth that swishes ominously as she walks, with an elaborate circlet poised on her head. Behind her looms a figure - a shade - its eyes empty, gaunt and skeletal, limbs far, far, too long to be humanoid, a body nebulous, shadow-cloaked. It tilts its head with a crack that you instantly recoil from.
"It seems we have an audience," she smiles, all teeth, eyes like cold metal. The shade mirrors her as she tilts her head to the other side.
"So we do," another voice echoes eerily from behind you - you flinch, backing up until you collide with the shelves. The second woman makes no noise as she moves towards you, raising one hand to point in your direction.
The shade moves towards you instantaneously with a piercing shriek, limbs elongating, its eyes blank and smouldering.
<<nobr>>
<<link '<div class="choice-item">Run for the door</div>' 'antoniadoor'>><</link>>
<<link '<div class="choice-item"> Fight it</div>' 'move'>><</link>>
<</nobr>><<set $magsurge to "true">>
You pull Jasper down with you to get behind a particularly thick volume on runes and their uses.
“If we stay here hopefully they’ll just leave,” you hiss, keeping an ear out for any movement nearby.
The distant murmurs continue, before silence settles back down to cloak the library.
“You reckon they’ve gone?”
The moment the words are out of your mouth there is a squelch and a crackle of pure energy, then the sound of a thousand beating wings that rushes in the air around you, echoing through the room.
“Not to state the obvious, but that doesn’t sound good,” Jasper swallows audibly, tensing up.
“Well I’m sure that…” you trail off as a shadow separates itself from the floor and coalesces into a figure - a shade. Its eyes are empty, figure gaunt and skeletal, limbs far, far, too long to be humanoid, nebulous and shadow-cloaked. It tilts its head with a crack that you instantly recoil from.
Jasper yelps and scrambles back as it lurches towards you. Cursing, you roll backwards, away from its grasping hands - strands of sinew still glisten on the bone, rotten, necrotic flesh barely held in place by a web of mottled skin.
You draw frantic warding sigils in the air before you - the magic burns as you channel it through you far too quickly. The wards spark as the shade collides with them, buying you just enough time to create some distance between you.
“I have a terrible idea,” Jasper gasps from beside you as he stumbles into the edge of a shelf, “you’re not going to like it.”
There’s a pause as you both focus on avoiding the writhing mass of shadows oozing across the floor.
“I amplify your magic and we banish this thing,” he continues, ducking as the shade hisses and opens its mouth to reveal rows of jagged teeth that seep viscous shadows.
<<nobr>>
<<link '<div class="choice-item">“Well I don`t have a better idea…”</div>' 'magicsurge'>><</link>>
<<link '<div class="choice-item">“Absolutely not, no.”</div>' 'libraryfail'>><</link>>
<</nobr>><<if $shadescape is "true">>
You dart out of its reach and burst through into the corridor. It’s grasping hands tear into the flesh of your shoulder and you bite back a scream.
Keep moving keep moving must keep moving
Its breath is ice on the back of your neck, chilling you to your core, its clammy hands ravenous, insatiable - you stagger to the end of the corridor, gasping.
The window cracks beneath your weight as it crashes into you, razor-sharp teeth digging into your leg and for a moment there is only empty air below you as you fall.
Your body twists as a calloused hand reaches out to snag your wrist. Your face scrapes the wall as the soft limestone crumbles beneath your fingers, and for a terrifying moment you are pulled in opposing directions with the ground swaying far below. You kick out, desperate, and the shade lets you go.
“Well, fuck,” your rescuer says, as you roll on to the roof.
You open your mouth to respond but the world swims alarmingly and then - nothing.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<else>>
You dart out of the reach of its grasping hands - strands of sinew still glisten on the bone, rotten, necrotic flesh barely held in place by a web of mottled skin.
Your hands close around the cold metal of the door handle as you pull at it desperately - why won’t it open!
An icy chill seeps through your body and you can't move - you can't - there's no - you -
It's a freezing breath beside your left ear, clammy hands burning like frost on your skin, and then digging through, tearing through skin and cracking bone. Your vision blurs - you're falling for minutes, hours, the world growing distant and indistinct. Lights flash above you, harsh sparks that rain down and splutter out on your cloak. Your name, called in a frantic prayer - words in a language that you can no longer speak. Hands, pulling you - the floor is as cold as ice, and slick with blood. You crawl, scrabbling for purchase, to get away - to get -
Jasper's magic feels like claws scratching for purchase on your skin - it feels wrong, disconnected, but still the world wavers back into focus as the pain subsides.
"Fuck," Jasper curses, crouching beside you. Blood trickles down the side of his face, and his hands shake as he tries to pull you further towards the door. The shrill screech of the shade’s hunting-cry reverberates through the room.
Jasper curses again, and closes his eyes.
You try to speak, but dissolve into a coughing fit that leaves your ribs aching. Jasper’s face dances in and out of focus as the room spins alarmingly.
<<nobr>>
<<link '<div class="choice-item">“Leave me.”</div>' 'libraryfailending'>><<set $dichoicel to "1">><</link>>
<<link '<div class="choice-item">"We need … to keep … running.”</div>' 'libraryfailending'>><<set $dichoicel to "2">><</link>>
<<link '<div class="choice-item"> Close your eyes and give in.</div>' 'libraryfailending'>><<set $dichoicel to "3">><</link>>
<</nobr>>
<</if>><<set $magsurge to "true">>
You send shelves of scrolls cascading down as you hit the ground. The shade crashes into the shelves where you were just standing, wood withering under its touch. It turns with a howl and lurches towards you.
Cursing, you scramble away from its grasping hands - strands of sinew still glisten on the bone, rotten, necrotic flesh barely held in place by a web of mottled skin.
You draw frantic warding sigils in the air before you - the magic burns as you channel it through you far too quickly. The wards spark as the shade collides with them, buying you just enough time to create some distance between you.
“I have a terrible idea,” Jasper gasps from beside you as he stumbles around the edge of a shelf, “you’re not going to like it.”
There’s a pause as you both leap backwards to avoid the writhing mass of shadows that ooze across the floor.
“I amplify your magic and we banish this thing,” he continues, ducking as the shade hisses and opens its mouth to reveal rows of jagged teeth that ooze with viscous shadows.
<<nobr>>
<<link '<div class="choice-item">“Well I don`t have a better idea…”</div>' 'magicsurge'>><</link>>
<<link '<div class="choice-item">“Absolutely not, no.”</div>' 'libraryfail'>><</link>>
<</nobr>>Jasper nods decisively and hovers his hand over your chest, glancing apprehensively over his shoulder as the guard nears.
<<nobr>>
<<if $jlovinit is "true">>
Your heart rate picks up at the proximity.
<</if>>
<</nobr>>
“Go!”
You pull as much as you can from the crackling air around you and channel it through your body - it sings in tune with the magic that thrums through you, Jasper’s magic amplifying and strengthening it. You laugh at the freedom brought through finally letting yourself be carried along by the flow of mana instead of forcing it to follow your will, at the sheer power that dances at your fingertips.
The air is electric as you turn to face the shade. You trace a banishment rune, allowing the current to pull you where it wills: there is something thrilling in giving in. Distantly, a voice calls your name, but you are past the point of caring - you are the air, the sky, the breeze, the flame, you could mould the world in your image with a single thought. It howls as its body disintegrates, wisps of shadows and fragments of bone falling like rain above you.
“$forename, $forename!”
Acrid smoke billows around you - the magic burns as it courses through your body, the world growing indistinct as it consumes you <<linkappend "whole." t8n>>
Your head throbs as you blink open your eyes. The sky is cornflower-blue, white clouds skittering across in a gentle breeze. There’s a disconcerting moment where you’re unsure of who or where you are - there is only the ground below and the sky above. You push yourself upright, too exhausted to do more than flinch in surprise as you notice the figure of a woman sitting a few metres away from you. You’re in a clearing in an unfamiliar woods on a mountainside, half-propped up against a tree.
You cough as you attempt to speak, your throat parched.
“I - what did I - where am I? What happened?”
She glances in your direction and snorts.
“You really fucked up. I’m almost impressed,” there’s a brief pause as she moves a strand of hair from her face, “the palace is, well, smouldering. Surprised you’re not dead, really.”
Your head reels. What did you - oh gods. The shade - Jasper -
She’s still speaking as you stagger to your feet - the world swims alarmingly as you move towards the tree-line to look back down the mountain. Your body aches, a sharp burst of pain in your chest with each breath. Catching yourself on a tree, you stare down at the city: a plume of smoke rises from the palace, hazy and dark it drifts, carried by the southern wind towards the ocean.
You sit down heavily on the ground with a jolt, putting your arms around your knees and staring out at the deep blue of the sea. You don’t feel - you don’t know how - all you can think is
//What have I done?
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</linkappend>>
<<if $magsurge is "true">>He grits his teeth.
“Well I’m all out of ideas.”
You turn and then the shade is right there - you can't move - you can't - there's no - you -
<<else>>You can't move - you can't - there's no - you -
<</if>>
It's a freezing breath beside your left ear, clammy hands burning like frost on your skin, and then digging through, tearing through skin and cracking bone. Your vision blurs - you're falling for minutes, hours, the world growing distant and indistinct. Lights flash above you, harsh sparks that rain down and splutter out on your cloak. Hands, pulling you - the floor is as cold as ice, and slick with blood. You crawl, scrabbling for purchase, to get away - to get -
Jasper's magic feels like claws scratching for purchase on your skin - it feels wrong, disconnected, but still the world wavers back into focus as the pain subsides.
"Fuck," Jasper curses, crouching beside you. Blood trickles down the side of his face, and his hands shake as he tries to pull you further towards the door. The shrill screech of the shade’s hunting-cry reverberates through the room.
Jasper curses again, and closes his eyes.
You try to speak, but dissolve into a coughing fit that leaves your ribs aching. Jasper’s face dances in and out of focus as the room spins alarmingly.
<<nobr>>
<<link '<div class="choice-item">“Leave me.”</div>' 'libraryfailending'>><<set $dichoicel to "1">><</link>>
<<link '<div class="choice-item">"We need … to keep … running.”</div>' 'libraryfailending'>><<set $dichoicel to "2">><</link>>
<<link '<div class="choice-item"> Close your eyes and give in.</div>' 'libraryfailending'>><<set $dichoicel to "3">><</link>>
<</nobr>><<if $dichoicel is "1">>
“Don’t. Don’t say that,” Jasper murmurs, his voice low as he turns from you. You can’t see his face.
You sit there in silence. Your blood seeps out of you, pooling on the floor. You can’t -
The shade looms above you, and it hungers.
You close your eyes.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoicel is "2">>
Each breath is a sea of agony. You keep crawling, pulling yourself against the cold marble. Every shadow has teeth, the doors tower above you, impassable. There is a terrible gnawing hunger inside you that grows worse with every passing moment. You’re in the corridor. Someone is screaming. There’s blood on your hands.
//Yours?
//You don’t know. You need to run but you’re frozen, your body finally giving in - there’s a spark and then - nothing.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoicel is "3">>
Your head drops back against the wood of the door. Blood seeps and pools beneath you, sticky and cloying in your mouth. The shade digs its bony hands into your chest and you don’t have it in you to scream.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>><<nobr>>
<<set _roll to dice('1d100') + $phys>>
<</nobr>>
“We need to go!” You shout in the direction of Jasper, sprinting for the window.
“Oh really, thought we’d just wait for the guards to waltz in,” he snaps, shoving the door closed and holding it with his shoulder.
You’re twisted uncomfortably, half-way through the narrow frame, when you realise quite how far away the ground is. Clinging to the edge, you try to ease out as slowly as possible - the soft stonework crumbles as your feet scrabble for purchase against the wall. Through your panic you see the door burst open and a young, startled-looking guard pause in the doorway as Jasper stumbles backwards.
<<nobr>>
Your foot slips and for a moment you glance down at the crowd of curious scribes and courtiers that has gathered in the courtyard below. This is not the situation you thought you’d be in when you <<if $bg is "spy">> accepted this job.<<else>>planned a visit to the library this morning. <</if>> Cursing repeatedly, you manage to regain your footing just as Jasper’s face appears at the window.
<</nobr>>
“We have a situation.”
He ducks out of view as the guard careens into the window. Momentarily you are face to face with the blank, unseeing eyes of the guard as they reach out for you, their arm elongating impossibly, stretching and grasping with claw-like hands. You kick out blindly, and the guard recoils with a howl of pain.
“What happened?” You yell, clambering on top of the window lintel, heart thudding violently.
“Cursed box,” Jasper yelps and half tumbles out of the window below you as you stretch for the edge of the roof, the lintel crumbling underfoot. Just as you get your arms over the edge of the roof there’s a crack from below and a curse cut short. You look down just in time to see Jasper’s hands slip from the top of the lintel - the guard’s - the creature’s - hands stretching across and digging into the wall.
Before you can react you feel your arms give way and your fingertips are the only thing keeping you from tumbling into the courtyard below. The shouts of the audience below ring out, mingling with the hunting-cries of the birds that circle above the <<linkappend "palace." t8n>>
<<if _roll gte 120>> <<notify>>physical check success<</notify>>
A calloused hand grabs your wrist even as the guard below stretches impossibly to snag your ankle. Your face scrapes the wall as the soft limestone crumbles beneath your fingers, and for a terrifying moment you are pulled in opposing directions, the ground swaying far below. A dagger glowing with runes narrowly misses your head, heading for the guard below you - there’s a wet squelch and a howl of pain as it connects.
The arms pull you up and finally you roll over onto the roof, heart thumping wildly, arms shaking.
“Unless you want to get killed horribly, I suggest we get a move on,” the voice of your rescuer echoes from above you.
A woman crouches on the ridge of the roof, a scarf wrapped across her lower face, her dark brown eyes unreadable. She slides another dagger into the scabbard that crosses her body before moving soundlessly along the roof and dropping on the one adjacent.
“Come on, you already owe me one dagger.”
<<nobr>>
<<link '<div class="choice-item">You push yourself up and edge along the roof. </div>' 'roofending'>><<set $dichoiceg to "1">><</link>>
<<link '<div class="choice-item">You stay where you are and look back over the edge.</div>' 'lookoveredge'>><<set $dichoiceg to "2">><</link>>
<<link '<div class="choice-item">You can’t move. You’re frozen.</div>' 'roofending'>><</link>>
<</nobr>>
<<else>> <<notify>>physical check failure<</notify>>
Your fingers give out just as a hand reaches down from above to try to grab your wrist - their calloused fingers brush yours but it's too late.
You twist desperately to keep out of the reach of the guard as they stretch impossibly, hands grasping, scraping the wall as you fall. You slam into the window frame as you slide down the wall, scrabbling for purchase on something, anything to arrest your fall.
The crowd roars below.
You hit a small balcony and then there is nothing but empty air rushing between you and the ground - too fast to use magic. You crash into the tiled roof of the peristyle, sliding along it before colliding with the ground, hard. The onlookers surrounding you gasp, a wave of pain washes over you and then the world goes dark.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>>
<</linkappend>>You dive to the ground and roll under the desk, pulling Jasper down with you. There is not nearly enough space - Jasper is far too tall to fit comfortably underneath it, his head jammed into the corner, chin digging into his knees.
You put one hand on the wood of the desk and try to transmute it to shield you from view - frantically you will it to hurry up, the wood twisting under your palms as the door creaks open.
Through the gap under the desk you see the guard step in - they pause in the doorway before shuffling over towards the desk. Too late, you realise that the cursed box is on the table.
Jasper realises this at the same time and stares at you in horror.
“The box!” He hisses, eyes darting between you and the legs of the guard.
Before you can move or respond there is a crackle of lightning-like energy followed by a blood curdling scream. From under the desk you watch as shadows start to seep across the floor, the stench of rot and decay wafting towards you.
In your hurry to get out from the desk you crack your head against the edge, sprawling backwards on to Jasper in a tangle of limbs.
The guard leans over the desk, stretching towards you, limbs elongating, eyes blank and unseeing. It opens its mouth and shadows ooze out of it.
Jasper curses.
You frantically scramble backwards, and
<<nobr>>
<<link '<div class="choice-item">Leap towards the window</div>' 'sgwindow'>><</link>>
<<link '<div class="choice-item">Try to banish it.</div>' 'sgfight'>><</link>>
<<link '<div class="choice-item">Sprint out the door.</div>' 'guardsdoor'>><</link>>
<</nobr>><<nobr>>
<<set _roll to dice('1d100') + $mag>>
<</nobr>>
<<nobr>>
You leap acrobatically onto the desk and push your hands against the ceiling, <<if $magstr is "mut">>channelling the magic through you to force the particles apart and create a large enough gap for you to scramble through. <<elseif $magstr is "heal">>grabbing a potion from your bag and concentrating on corroding a hole through the ceiling with the very potent acid.<<else>>tracing a rune on the ceiling and envisaging a decently sized hole forming.<</if>>
<</nobr>>
“Go, go!” Jasper yelps as the door swings open to reveal a very startled-looking guard.
“That's what I’m doing,” you hiss between gritted teeth as Jasper gives you a leg up, so you can pull yourself into the space between ceiling and roof.
“Stop right there!” The guard shouts from below, looking slightly confused as to how to enforce that command. Jasper kicks at them as they try to approach the desk - they stumble back, and in catching themself put one hand on to the box.
//Not my problem, not my problem, not my problem -
//There’s a crackle of energy and a shrill cry, the stench of rot and decay beginning to emanate from the room.
<<if _roll gte 100>> <<notify>>magic check success<</notify>> You curse and pull yourself further into the roof-space - there’s not enough room to stand, and barely enough to crawl. There’s a loud crash from below, and as you turn to see if Jasper is following you see his hand disappear from the edge.
//Fuck.
//<<nobr>>
<<link '<div class="choice-item">Keep going.</div>' 'keepgoing'>><</link>>
<<link '<div class="choice-item">Turn back.</div>' 'turnback'>><</link>>
<</nobr>>
<<else>> <<notify>>magic check failure<</notify>>
You curse as your hips get stuck, the space you formed too small for an adult human to fit through.
“You have to be kidding,” Jasper says from below followed by a thunderous crash where he abruptly lets go of you. You collide with the desk, hard, the air knocked out of your lungs, sending paper fluttering across the room.
When you open your eyes you see the guard crouched over Jasper, its eyes wild and hungry - it opens its mouth and howls, thick dark shadows spilling out and writhing through the air.
<<nobr>>
<<link '<div class="choice-item">Try to save him</div>' 'jsave'>><</link>>
<<link '<div class="choice-item">Take the opportunity and leave</div>' 'jleave'>><</link>>
<</nobr>>
<</if>>You freeze, one hand on the desk, glancing between Jasper and the door as the handle turns and it swings open.
The guard who opens it is young, and they look fairly startled to have uncovered the intruders so swiftly.
“Oh,” they say, staring at you. You stare back. Beside you, Jasper shifts uncomfortably.
They clear their throat. Outside, the chatter of the other guards continues. In total you guess there to be around five or six.
After a moment they pause and cough, straightening up to stand as tall as possible, ”first and foremost I’ll be taking these off of you.”
They reach forward for the box on the table and you
<<nobr>>
<<link '<div class="choice-item">Try to stop them from touching it</div>' 'stopguard'>><</link>>
<<link '<div class="choice-item">Stand there and watch. </div>' 'letguard'>><</link>>
<</nobr>><<if $dichoiceg is "1">>
Taking a deep breath, you scramble after her, legs shaking, with only the briefest glance behind you. There’s no use dwelling on things that you can’t change. It’s only when you’re safely off of the palace rooftops and into the surrounding commercial district that you allow yourself one last glance behind at the expanse of sea, bustling with the familiar sails of a thousand merchant ships. In the distance you can hear the cries of sea-birds hunting, intermingling with merchants calling their wares and the shouts of the city guard. Perhaps, in another life - yet that is not your story.
You turn away from the ocean and continue your escape over the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<else>>
Your heart feels as if it’s choking its way out of your throat, breath catching and stuttering in your chest.
“For the sake of-” the woman curses but moves back to kneel beside you.
“Take a deep breath. I’m not going to hurt you,” she raises her empty hands slowly, “I’ll help get you out of here, alright? Even if it means using up all of my expensive weaponry.”
She continues for a few moments, talking you through your panic in a low voice until the waves of leaden anxiety subside. She smells of wood-smoke and forest: it’s oddly calming.
“Let's get out of here,” she says, offering you a hand.
<<if $touchav is "yes" or $touchav is "ask">>You shake your head and find your own way to your feet. Touch would just be one thing too much right now. She doesn’t seem to mind, and turns soundlessly, checking that you are following behind her as she crosses the roofs.
You glance upwards - the sky above is a vibrant blue and the midsummer heat is almost oppressive, a haze settling across the city skyline. From up on the palace roof you can see the expanse of ocean stretching towards the sky, bustling with the sails of merchant ships. You count as many as possible, forcing your breaths to calm until you turn from the ocean and make your way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<else>>You grasp her hand and let her pull you to your feet.
As you follow her over the roof, you glance upwards - the sky above is a vibrant blue and the midsummer heat is almost oppressive, a haze settling across the city skyline. From up on the palace roof you can see the expanse of ocean stretching towards the sky, bustling with the sails of merchant ships. You count as many as possible, forcing your breaths to calm until you turn from the ocean and make your way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>>
<</if>>The guard-creature’s body dangles from the window, black blood oozing and trickling down the wall. You feel sick. On the ground the crowd has swelled to a mass of faces huddled around a small figure crumpled on the ground, chattering excitedly. Your stomach twists.
“For what it’s worth, I’m sorry,” the woman says from beside you. You hadn’t even heard her move. She glances at you sideways as she stands beside you.
<<nobr>>
<<link '<div class="choice-item">"It`s not worth much"</div>' 'roofending2'>><<set $dichoiceg1 to "1", $antoniafr to Math.fm($antoniafr, 10)>><</link>>
<<link '<div class="choice-item">"Thanks for saving me."</div>' 'roofending2'>><<set $dichoiceg1 to "2">><</link>>
<<link '<div class="choice-item">You stay silent, simply looking up at her.</div>' 'roofending2'>><<set $dichoiceg1 to "3", $antoniafr to Math.fm($antoniafr, 5)>><</link>>
<</nobr>><<if $dichoiceg1 is "1">>
She snorts, a gleam of amusement in her eye.
“Fair enough.”
You stay there in silence for a moment longer, staring at the edge of the roof.
A haze of heat rises from the rooftops of the city - from up on the palace you can see the expanse of ocean stretching towards the sky, bustling with the sails of merchant ships. You watch them dance across the ocean, the taste of salt in your mouth. Maybe in another life - but that is not your story, so you turn from the sea and make your unsteady way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoiceg1 is "2">>
“Thanks for saving me.”
She’s silent for a moment, looking out at the rooftops of the city that shimmer under the heat-haze.
“You owe me,” she says eventually, but her words lack force.
You stay there in silence for a moment longer, staring at the edge of the roof.
A haze of heat rises from the rooftops of the city - from up on the palace you can see the expanse of ocean stretching towards the sky, bustling with the sails of merchant ships. You watch them dance across the ocean, the taste of salt in your mouth. Maybe in another life - but that is not your story, so you turn from the sea and make your unsteady way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoiceg1 is "3">>
She watches you, inscrutable, for a few seconds. A wave of dizziness washes over you - you drop your head to your hands and scrub your hands over your face. You don’t know - you don’t - you can’t -
“Come on,” She finally says, breaking the silence to offer you a hand.
<<if $touchav is "yes" or $touchav is "ask">> You shake your head and find your own way to your feet. Touch would just be one thing too much right now. She doesn’t seem to mind, and turns soundlessly, checking that you are following behind her as she crosses the roofs.
As you gingerly stand, you take a final glance down at the horde milling about the courtyard.You can no longer see Jasper - you don’t know whether that's for better or worse. Still, you close your eyes, clench your jaw and say a silent prayer to the spirits for a safe passage over the western ocean, before turning away and continuing on your silent way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<else>> You grasp her hand and let her pull you to your feet. She smells faintly of woodsmoke and forest - it’s oddly comforting.
As you follow her over the roof, you take a final glance down at the horde milling about the courtyard. You can no longer see Jasper - you don’t know whether that's for better or worse. Still, you close your eyes, clench your jaw and say a silent prayer to the spirits for a safe passage over the western ocean, before turning away and continuing on your silent way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>>
<</if>>
//No no no no
//You leap from the desk, hands darting frantically as you trace wards in the air. Your magic fizzles at your fingertips, pulling more and more from within you until there is nothing left to give but still you press on, pulling more and more from the well within you. Your vision blurs. The guard crumples but the shadows continue to pour from their body - you can feel them ooze over you, feel their hunger, feel as they leech your life-force from you. The world goes dark as the shadows swallow you whole.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>You mutter an apology under your breath and sprint for the door, trying to turn your thoughts to any other subject than shadows, Jasper, and dying horribly.
As soon as you make it into the corridor you realise that you might have seriously misjudged the situation. There are at least ten guards scattered along the corridor - they turn towards you, looking mildly surprised.
“Got $mc_them,” the guard nearest to you yells, and even as you try to swivel out of his reach the hilt of his sword swings down and connects to your skull with a loud crack. You crumple, and the world goes dark.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>You curse again and crawl back towards the room. As you glance into the room, the guard's body lengthens impossibly, reaching one grasping hand towards you. You reel back but it grasps hold of your leg and pulls you through. You crash hard into the desk, sending paper flying - the world grows blurry as you try desperately to recall warding runes, the gnawing pain growing as it digs into your skin.
Your hands dart frantically as you finish tracing the runes in the air between you and the guard - their eyes are blank, unseeing, and when they open their mouth and howl thick dark shadows writhe and spill out.
//No no no no no
//You can’t breathe as the shadows reach out and swallow you whole - distantly, you hear someone calling your name in a desperate prayer but the world goes dark before you can answer.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>You swallow and force yourself to crawl further under the roof, until it dips and gets too narrow to go further, thinking about anything other than spirits or Jasper or dying horribly.
<<nobr>>
“Sorry,” you mutter, half to yourself and half to the empty space, as you take a deep breath and <<if $magstr is "mut">>channel the magic through you. It burns in your veins, but you have little choice other than to continue.<<elseif $magstr is "heal">> pull out another potion. Your focus slips and some of it drips down your wrist and you hiss in pain as it burns into your skin. <<else>> trace another rune in the ceiling - it burns against your hands, but you have little choice other than to continue. <</if>>
<</nobr>>
Eventually you can see enough daylight for you to be able to scramble through and on to the roof. You take a deep sigh and turn to move further away from the edge, flinching back instinctively as you come face to face with a woman standing beside you, eyebrow raised.
<<nobr>>
She grabs your wrist to stop you from stumbling off the edge - <<if $magstr is "heal">>you hiss in pain as she touches the burnt skin.<<else>>a wave of exhaustion washing over you.<</if>>
<</nobr>>
<<if $magstr is "heal">>
“Sorry,” she says, letting go of your arm as soon as you are safely on the roof, “I’d offer to heal you but I’d probably make it worse.”
You sigh, and stare down at your wrist for a moment.
“I’ll live.”
<<else>>
“Sorry,” she says, letting go of your arm as soon as you are safely on the roof, "sit down for a moment.”
You take the offer gladly, easing on to the ridge.
<</if>>
“I’d ask you what you’re doing popping out of the roof like a...mole but then I’d have to explain what I’m doing here,” she says, running a hand through her dark hair, “and I’d rather not do that.”
You snort lightly, watching her out of the corner of your eye. She’s tall and well-built, the bright sunlight catching on her golden-brown skin as she fiddles with the hilt of the sword strapped to her right hip.
<<nobr>>
<<link '<div class="choice-item">“Any chance you can get me out of the city?” You question. </div>' 'leoconvoend'>><<set $dichoiceg2 to "1">><</link>>
<<link '<div class="choice-item">"This day has been fucking insane."</div>' 'leoconvoend'>><<set $dichoiceg2 to "2", $antoniafr to Math.fm($antoniafr, 10)>><</link>>
<<link '<div class="choice-item">You sigh and put your head in your hands.</div>' 'leoconvoend'>><<set $dichoiceg2 to "3", $antoniafr to Math.fm($antoniafr, 5)>><</link>>
<</nobr>><<if $dichoiceg2 is "1">>
You figure there’s not many ways that this day can get worse, but being arrested the moment you get off the roof would be one. And as much as you hate to admit it, staying in the city is nigh-impossible with the guards on such high alert.
“Most probably,” she says with an eyebrow raised, and holds a hand out for you to take, "coming?"
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoiceg2 is "2">>
Understatement of the year
“I’ll take your word for it,” she says, pausing briefly as she notices something in one of the courtyards below, “I presume those guards are your fault?”
You groan, and glance down. Sure enough, guards are fanning out across the courtyard, yelling orders at each other - through the windows opposite you can make out more.
“We should probably get out of here,” you sigh, rubbing your hands across your face.
“Most probably,” she says, eyebrow still raised, and holds a hand out for you to take, “I’m almost impressed. Coming?
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoiceg2 is "3">>
“Long day, huh,” she says, pausing briefly, “I see what you mean.”
You raise your head to see where she is indicating - the courtyard below is crawling with guards. You sigh.
“Long fucking day.”
“I’m almost impressed,” she says, raising an eyebrow, “but we should probably move. Coming?”
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>>You jump forward, “I wouldn’t touch that if I were you it’s very curse-”
Your words trail off as the guard grabs the box. They look momentarily bewildered, staring at you with a furrowed brow, until they are thrown backwards with a crackle of lighting-like energy.
Shadows start to seep from the box and squelch across the floor as you stare, transfixed in place as the shadow slithers into the body of the guard with a sickening damp crunch and the stench of rot wafting towards you.
Jasper swallows audibly.
“Fuck.”
Your body kicks into gear as the shadow-guard lurches towards you.
<<nobr>>
<<link '<div class="choice-item">Dive for the window</div>' 'sgwindow'>><</link>>
<<link '<div class="choice-item">Try to fight it.</div>' 'sgfight'>><</link>>
<<link '<div class="choice-item">Run for the door.</div>' 'guardsdoor'>><</link>>
<</nobr>>
<<nobr>>
<<set _roll to dice('1d100') + $phys>>
<</nobr>>
You’re twisted uncomfortably, half-way through the narrow frame, when you realise quite how far away the ground is. Clinging to the edge, you try to ease out as slowly as possible - the soft stonework crumbles as your feet scrabble for purchase against the wall. Through your panic you see the guard-creature reaching for Jasper - it opens its mouth and howls, thick dark shadows spilling out and writhing through the air towards him.
Your foot slips and for a moment you glance down at the crowd of curious scribes and courtiers that has gathered in the courtyard below. This is not the situation you thought you’d be in when you // accepted this job. // planned a visit to the library this morning.
<<nobr>>
Your foot slips and for a moment you glance down at the crowd of curious scribes and courtiers that has gathered in the courtyard below. This is not the situation you thought you’d be in when you <<if $bg is "spy">> accepted this job.<<else>>planned a visit to the library this morning. <</if>>
<</nobr>>
You regain your footing just in time to see the guard-creature reach out for you, their arm elongating impossibly, stretching and grasping with claw-like hands. Kicking out blindly, you swing on to the top of the lintel as the guard recoils with a howl of pain.
Your foot slips again as the lintel crumbles, your heart sinking as the guard-creature’s hands stretch across and dig into the wall with terrifying swiftness. Taking a deep breath, you send a desperate prayer to any benevolent gods and leap for the edge of the roof. The shouts of the audience below ring out, mingling with the hunting-cries of the birds that circle above the palace.
<<if _roll gte 120>> <<notify>>physical check success<</notify>>
A calloused hand grabs your wrist even as the guard below stretches impossibly to snag your ankle. Your face scrapes the wall as the soft limestone crumbles beneath your fingers, and for a terrifying moment you are pulled in opposing directions with the ground swaying far below. A dagger glowing with runes narrowly misses your head, heading for the guard below you. It connects with a wet squelch and a howl of pain.
The arms pull you up and finally you roll over onto the roof, heart thumping wildly, arms shaking.
“Unless you want to get killed horribly, I suggest we get a move on,” the voice of your rescuer echoes from above you.
A woman crouches on the ridge of the roof, a scarf wrapped across her lower face, her dark brown eyes unreadable. She slides another dagger into the scabbard that crosses her body before moving soundlessly along the roof and dropping on the one adjacent.
“Come on, you already owe me one dagger.”
<<nobr>>
<<link '<div class="choice-item">You push yourself up and edge along the roof. </div>' 'sgroofending'>><<set $dichoiceg3 to "1">><</link>>
<<link '<div class="choice-item">You stay where you are and look back over the edge.</div>' 'sgroofending'>><<set $dichoiceg3 to "2">><</link>>
<<link '<div class="choice-item">You can’t move. You’re frozen.</div>' 'sgroofending'>><<set $dichoiceg3 to "3">><</link>>
<</nobr>>
<<else>> <<notify>>physical check failure<</notify>>
Your fingers stretch up just as a hand reaches down from above to try to grab your wrist - their calloused fingers brush yours but it's too late.
Twisting desperately to keep out of the reach of the guard as they stretch impossibly, hands grasping, you tumble down, slamming into the window frame, scrabbling for purchase on something, anything to arrest your fall.
The crowd roars below.
You thump into a small balcony and then there is nothing but empty air rushing between you and the ground that is coming far too fast to use magic. You crash into the tiled roof of the peristyle, sliding along it before colliding with the ground, hard. The onlookers surrounding you gasp, a wave of pain washes over you and then the world goes dark.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>><<if $dichoiceg3 is "1">>
Taking a deep breath, you scramble after her, legs shaking, with only the briefest glance behind you. There’s no use dwelling on things that you can’t change.
It’s only when you’re safely off of the palace rooftops and into the surrounding commercial district that you allow yourself one last glance behind at the expanse of sea, bustling with the familiar sails of a thousand merchant ships. In the distance you can hear the cries of sea-birds hunting, intermingling with merchants calling their wares and the shouts of the city guard.
Perhaps, in another life - yet that is not your story. You turn away from the ocean and continue your escape over the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<elseif $dichoiceg3 is "2">>
The guard-creature’s body dangles from the window, black blood oozing and trickling down the wall. You feel sick. The crowd below is a multitude of faces, all muttering and gossiping. There is no sign of Jasper. You briefly consider returning to search for him but a sudden influx of guards into the courtyard dissuades you from that idea: the place is crawling with people that would probably prefer you dead.
Taking a deep breath, you turn from the edge and begin to make your way over the rooftops, only stopping to pause once you are safely away from the palace.
You turn to the woman, who stands a few metres away from you, fiddling with the hilt of the sword strapped to her hip. She’s tall and muscular, the mid-afternoon sunlight playing against her golden-brown skin as she leans against the side of a house.
“I hope you know where you’re going,” you say, glancing down at the street below that teems with merchants selling their wares.
"Just trust me.”
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<else>>
Your heart feels as if it’s choking its way out of your throat, breath catching and stuttering in your chest.
“For the sake of-” the woman curses but moves back to kneel beside you.
“Take a deep breath. I’m not going to hurt you,” she raises her empty hands slowly, “I’ll help get you out of here, alright? Even if it means using up all of my expensive weaponry.”
She continues for a few moments, talking you through your panic in a low voice until the waves of leaden anxiety subside. She smells of wood-smoke and forest: it’s oddly calming.
“Let's get out of here,” she says, offering you a hand.
<<if $touchav is "yes" or $touchav is "ask">>You shake your head and find your own way to your feet. Touch would just be one thing too much right now. She doesn’t seem to mind, and turns soundlessly, checking that you are following behind her as she crosses the roofs.
You glance upwards - the sky above is a vibrant blue and the midsummer heat is almost oppressive, a haze settling across the city skyline. From up on the palace roof you can see the expanse of ocean stretching towards the sky, bustling with the sails of merchant ships. You count as many as possible, forcing your breaths to calm until you turn from the ocean and make your way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<<else>>You grasp her hand and let her pull you to your feet.
As you follow her over the roof, you glance upwards - the sky above is a vibrant blue and the midsummer heat is almost oppressive, a haze settling across the city skyline. From up on the palace roof you can see the expanse of ocean stretching towards the sky, bustling with the sails of merchant ships. You count as many as possible, forcing your breaths to calm until you turn from the ocean and make your way across the rooftops.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>>
<</if>><<nobr>>
<<set _roll to dice('1d100') + $mag>>
<<set $magsurge to "true">>
<</nobr>>
<<if _roll gte 120>> <<notify>>magic check success<</notify>> You duck to the side, frantically tracing warding sigils in the air before you - the magic burns as you channel it far too quickly. The wards send a cascade of sparks to the ground as the guard-creature collides with them, buying you just enough time to back up against the wall. Beside you, Jasper works on throwing up more wards, brow furrowed in concentration.
“I have a terrible idea,” he says, sending a bolt of energy in the direction of the guard, “you’re not going to like it.”
There’s a pause as you scramble to avoid the writhing mass of shadows that ooze across the floor.
“I amplify your magic and we banish this thing,” he continues, ducking as the guard-creature stretches out an impossibly long arm towards him.
<<nobr>>
<<link '<div class="choice-item">“Worth a shot.”</div>' 'magicsurge'>><</link>>
<<link '<div class="choice-item">“No, absolutely not.”</div>' 'guardmagicno'>><</link>>
<</nobr>>
<<else>> <<notify>>magic check failure<</notify>> You duck to the side, hands frantically tracing wards in the air before you - the magic burns as you channel it through you far too quickly. Sparks cascade to the ground as the guard-creature collides with them, and you stagger back as it stretches impossibly towards you with grasping hands.
You crash into the shelves, sending scrolls tumbling to the ground. The guard looms over you, their eyes blank, unseeing, and when they open their mouth and howl thick dark shadows writhe and spill out.
//No no no no no
//You can’t breathe as the shadows reach out and swallow you whole - distantly, you hear someone calling your name in a desperate prayer but the world goes dark before you can answer.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>
<</if>>Your heart thumps against your chest as you turn and run, Jasper keeping pace behind you. You burst out into the corridor, skidding to a halt when you realise that you might have misjudged the situation. There are at least ten guards scattered along the corridor - they turn, looking mildly surprised to see you standing there.
That surprise turns to fear as the guard-creature howls from behind, tearing the door off of its hinges. The guards scatter and you follow suit, sprinting back towards the staircase you originally came up.
You’re half-way down the steps when you realise Jasper is no longer behind you.
<<nobr>>
<<link '<div class="choice-item">Turn back for him</div>' 'doorjsave'>><</link>>
<<link '<div class="choice-item">Keep running</div>' 'doorjleave'>><</link>>
<</nobr>>You back away towards the window - if the guard eliminates themself from the situation then it just makes it easier for you, right?
The moment the guard makes contact with the box they are thrown back - they look faintly bewildered as they crumple to the ground with a crackle of lightning-like energy. Shadows start to seep from the box and squelch across the floor as you stare, transfixed in place as the shadow slithers into the body of the guard with a sickening damp crunch and the stench of rot wafting towards you.
Jasper swallows audibly.
“Fuck.”
Your body kicks into gear as the shadow-guard lurches towards you.
<<nobr>>
<<link '<div class="choice-item">Dive for the window</div>' 'sgwindow'>><</link>>
<<link '<div class="choice-item">Try to fight it.</div>' 'sgfight'>><</link>>
<<link '<div class="choice-item">Run for the door.</div>' 'guardsdoor'>><</link>>
<</nobr>>Cursing, you change course, scrambling back up the stairs and into the corridor.
He better appreciate this you think to yourself, leaping over the crumpled body of one of the guards. A dark, viscous liquid oozes from it that almost sends you sprawling headlong onto the floor. Gods.
As you round the corner to the library, you see the guard crouched over Jasper, its eyes wild and hungry - it opens its mouth and howls, thick dark shadows spilling out and writhing through the air.
Great.
“Oi!” You call, jogging towards it, hands darting to trace frantic wards in the air, “over here!”
It lurches forward and collides heavily with the wards, sending sparks cascading to the ground. The shadows seeping from it seem to eat into your magic - you stagger back with a curse. Jasper lies still against the ground. You back up further and further, channelling all the magic you have into keeping it at bay until the magic burns as it courses through you and you hiss in pain.
Your vision starts to grow fuzzy as the pain grows - the magic flows from you and with a faint stab of panic you realise that you can’t stop it. The guard crumples to the floor in a shower of sparks, the magic leeching more and more from you as it weaves pure strands of energy that barely keep out the shadows, until you fall to your knees, exhausted. They ooze over you, ravenous, greedy for your life-force. The world darkens as the shadows swallow you whole.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>//Not my problem not my problem not my problem
//You repeat to yourself, focusing on anything other than spirits, Jasper, and dying horribly. It’s not like you could feasibly win against that thing, anyway, and you don’t have a deathwish - it’s just basic self-preservation.
Breathing unsteady, you round the corner and clatter straight into a contingent of guards heading towards the staircase. The backup. Of course.
The guard directly in front of you looks faintly confused and turns to his superior as you rapidly backpedal up the staircase.
“Do I need to apprehend $mc_them?”
The chief guard is already charging forward, sword aloft.
“Yes, you fool, you do need to apprehend the intruder!”
Even as you try to swivel out of her reach, the hilt of her sword swings down and connects to your skull with a loud crack. You sprawl across the staircase as the world goes dark.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>this is the end of the current demo (and the end of the prologue). chapter 1 is in progress.
if you've found a bug, got a question etc send an ask to me @corvusasteris on tumblr or leave a comment
credits:
assets from canva
multipronouns code by @uroboros-if on tumblr
template by @cerberus-writes
many many useful macros by ChapelRHe grits his teeth.
“Well I’m all out of ideas.”
You turn and then the shade is right there - you can't move - you can't - there's no - you -
You duck to the side, hands frantically tracing wards in the air before you - the magic burns as you channel it through you far too quickly. Sparks cascade to the ground as the guard-creature collides with them, and you stagger back as it stretches impossibly towards you with grasping hands.
You crash into the shelves, sending scrolls tumbling to the ground. The guard looms over you, their eyes blank, unseeing, and when they open their mouth and howl thick dark shadows writhe and spill out.
//No no no no no
//You can’t breathe as the shadows reach out and swallow you whole - distantly, you hear someone calling your name in a desperate prayer but the world goes dark before you can answer.
<<link '<div class="choice-item">End of current demo</div>' 'endinginfopassage'>><</link>>world:
Illyosia - an empire waning in power. previously controlled territory that is now within Erialos and Nesos. ruled jointly by two rulers from different families. traditionally a hub for magical learning.
Thalasseon - a younger empire than Illyosia. after the death of the previous king, the sucession looks uncertain. contains the south western mountains.
Erialos - like Nesos, was once under the control of the Illyosian empire. comprised primarily of groups of free cities with a heavy seafaring presence.
Nesos - formed after an Illyosian general used the troops under her command to take control of the eastern island of Nesos from the Illyosian Empire. Its northern neighbor Telos remains under empire control.
Leine - loose alliance of tribes spread out across the northern wetlands.
Luria - the most westerly kingdom, dominated by the north western mountains and warm, thick forest. struggles for domination over the western bay with Thalasseon.
spirits:
there are three generally agreed-upon categories of spirit: spirits, shadows and shades.