<div id='preloadC'>
<img src='./assets/banner.png'>
<img src='./assets/rank0.png'>
<img src='./assets/rank1.png'>
<img src='./assets/rank2.png'>
<img src='./assets/rank3.png'>
</div>
<div id='sillyC'></div>
<div id='story'>
<div id='hidden_dialogs'></div>
<img id='parchment' class='content' src='./assets/parchment.png'>
<div id='menu' class='content'>
<div id='title'>Sleep Quest</div>
<div id='menubutton'></div>
</div>
<div id='mapcontainer' class='content'>
<img id='floor0' class='mapimg' src='./assets/tavern_f0.png' draggable='false'>
<img id='floor1' class='mapimg' src='./assets/tavern_f1.png' draggable='false'>
<img id='floor2' class='mapimg' src='./assets/tavern_f2.png' draggable='false'>
<img id='floor3' class='mapimg' src='./assets/cabin_f3.png' draggable='false'>
<img id='floor4' class='mapimg' src='./assets/manor_f4.png' draggable='false'>
<div id='mapTitle' class='title'></div>
<div class='mapmarker position'>
<img id='markerimg' src='./assets/mapMarker.png' draggable='false'>
</div>
</div>
<div id='lists' class='content'>
<div id='questC' class='listC' data-list='quest'>
<img id='questimg' class='listimg' src='./assets/note.png' draggable='false'>
<div id='questTitleC' class='titleC' data-list='quest'>
<div id='questTitle' class='title' data-list='quest'>Agenda</div>
<img id='questFlipper' class='listFlipper' data-list='quest' src="./assets/listFlipper.png">
</div>
<div id='quests' class='list'></div>
</div>
<div id='noteC' class='listC'data-list='note'>
<img id='noteimg' class='listimg' src='./assets/note.png' draggable='false'>
<div id='noteTitleC' class='titleC' data-list='note'>
<div id='noteTitle' class='title' data-list='note'>Notes</div>
<img id='noteFlipper' class='listFlipper' data-list='note' src="./assets/listFlipper.png">
</div>
<div id='notes' class='list'></div>
</div>
</div>
<div id='regionrose' class='content'></div>
<div id='passagesC' class='content'>
<read-aid></read-aid>
<div id='passages' draggable='false'></div>
<div id='moreArrow'>
<img src='./assets/moreArrow.png' draggable='false'>
</div>
</div>
<div id='replayHeader'>
<div class='header'></div>
<div class='info'>
<div class='title'></div>
<div class='subtitle'></div>
</div>
<button>End Scene</button>
</div>
<div id='curtain_map' class='curtain'></div>
<div id='curtain_rose' class='curtain'></div>
<div id='curtain_passage' class='curtain'></div>
<div id='curtainHole_map' class='curtainHole position'></div>
<div id='curtainHole_lists' class='curtainHole'></div>
<div id='curtainHole_rose' class='curtainHole'></div>
<div id='curtainHole_menubutton' class='curtainHole'></div>
<div id='curtainHole_title' class='curtainHole'></div>
</div>
<div id='splashC'>
<img id='splash_back' src='./assets/splash_back.jpg' draggable='false'>
<div id='splash'></div>
</div>
<div id='curtain_dialog' class='content'></div>
<div id='dialogC' class='content'>
<img id='page_default' class='page' src="./assets/page_default.png" draggable='false'>
<img id='page_small' class='page' src="./assets/page_small.png" draggable='false'>
<img id='page_large' class='page' src="./assets/page_large.png" draggable='false'>
<div id='dialog'></div>
</div>
<div id='show'></div>
<div id='debugC'><div id='clouds'>
<div id='cloudC_1' class='cloudC'>
<img id='cloud_1' class='cloud' src='./assets/cloud1.png' draggable='false'>
</div>
<div id='cloudC_2' class='cloudC'>
<img id='cloud_2' class='cloud' src='./assets/cloud2.png' draggable='false'>
</div>
<div id='cloudC_3' class='cloudC'>
<img id='cloud_3' class='cloud' src='./assets/cloud3.png' draggable='false'>
</div>
<div id='cloudC_4' class='cloudC'>
<img id='cloud_4' class='cloud' src='./assets/cloud4.png' draggable='false'>
</div>
</div>
<div id='splashTitleC' @data-progress="$act.other.progress">
<img id='splashTitle_back' src='./assets/cloud.png' draggable='false'>
<div id='splashHover' class='splashClick'></div>
<div id='splashSubtitle' class='splashClick'></div>
<div id='splashTitle'>Sleep Quest</div>
</div>
<div id='splashbuttons' @data-progress="$act.other.progress">
<<button 'Resume'>>
<<run setup.splashHandler('hide')>>
<</button>>
<<button 'Log Entries'>>
<<run setup.dialogOpen('saves')>>
<</button>>
<<button 'Settings'>>
<<run setup.dialogOpen('settings')>>
<</button>>
<<button 'Credits'>>
<<run setup.dialogOpen('credits')>>
<</button>>
<div id='edith_safety'>
<<button "<img src='./assets/edith_safety.png' draggable='false'>">>
<<run setup.settingHandler('set','edith_text',false)>>
<</button>>
</div>
<div id='splashTrophyC' class='trophyClick'>
<img class='splashTrophy trophyClick' data-color='bronze' src='./assets/rank1.png' draggable='false'>
<img class='splashTrophy trophyClick' data-color='silver' src='./assets/rank2.png' draggable='false'>
<img class='splashTrophy trophyClick' data-color='gold' src='./assets/rank3.png' draggable='false'>
<img class='splashEnvelope sealed trophyClick' src='./assets/envelope_sealed.png'>
<img class='splashEnvelope open trophyClick' src='./assets/envelope_filled.png'>
</div>
</div><<for _i = 0; _i < $quests.length; _i++>>
<div class='questbullet'>•</div>
<div class='questitem'><<print setup.quests[$quests[_i]].text>></div>
<</for>><<for _i = 0; _i < $notes.length; _i++>>
<div class='notebullet' @data-id="$notes[_i].id">x</div>
<div class='noteitem' @data-id="$notes[_i].id"><<print $notes[_i].note>></div>
<</for>><div id='journalTitle' class='dialogTitle'>Journal</div>
<div id='journal' class='dialogBody'>
<<button 'Compendium'>>
<<run setup.dialogOpen('compendium')>>
<</button>>
<<button 'Log Entries'>>
<<run setup.dialogOpen('saves')>>
<</button>>
<<button 'Title Screen'>>
<<run setup.dialogClose()>>
<<run setup.splashHandler('show')>>
<</button>>
<<button 'Settings'>>
<<run setup.dialogOpen('settings')>>
<</button>>
<<button 'Credits'>>
<<run setup.dialogOpen('credits')>>
<</button>>
<<button 'Back'>>
<<run setup.dialogClose()>>
<</button>>
<div id='bug' title='bug report'>
<<link "<img src='./assets/bug.png'>">>
<<run setup.bugReport()>>
<</link>>
</div>
</div><div id='loveC1' class='lovemakingC'>
<div id='love1' class='lovemaking'>Oh...</div>
</div>
<div id='loveC2' class='lovemakingC'>
<div id='love2' class='lovemaking'>Hnnggg...</div>
</div>
<div id='loveC3' class='lovemakingC'>
<div id='love3' class='lovemaking'>Mmmmf!</div>
</div>
<div id='loveC4' class='lovemakingC'>
<div id='love4' class='lovemaking'>Wait—!!!</div>
</div>
<div id='loveC5' class='lovemakingC'>
<div id='love5' class='lovemaking'>Ngh!</div>
</div>
<div id='loveC6' class='lovemakingC'>
<div id='love6' class='lovemaking'>Ahhh~</div>
</div><div id='debug'>
Debug console
<input type="text" id="debugConsole">
<button id='debugRun'>run</button>
<button id='debugClear'>clear</button>
<button id='debugHide'>hide</button>
</div><<if setup.thischeat === 'I AM HITURO'>>
<read-aid></read-aid>
<div class='dialogTitle I_AM_HITURO'>Welcome</div>
<div class='dialogBody I_AM_HITURO'>
<<p>>
<div class='letterAddress'>Hello Master Mouse,</div>
Everything should work except maybe a couple events that trigger outside their intended timeframe. This is unavoidable since several minor npcs were expanded and two entirely <span style="color: #490e7a; text-shadow: 0 0 0.05rem;">new cast members</span> were added to give a much needed perspective: Baldwin & Felice. They show up at the very beginning immediately after speaking with Godfrey for the first time — before getting the service key from Fabian — though they leave when the chicken hunt begins.
I've set it up so their introduction plays as a scene replay immediately after you close this dialog — and when the scene ends, it zips you to waking up after the argument with Cass & going to sleep.
That entire section has been rewriten and is the start of most of the new content. Everything concerning alcohol has also been overhauled, as well as everything to do with Cass' love. When you get to a certain point, a collection unlocks which shows all the alternate scenes you //could've// gotten.
There are several story-required scenes which also went through a rewrite. I've added a bullet about them in the note list and marked them as <span class='quote'>New!</span>. I also marked the optional events as new since I couldn't get your save and check which ones you saw.
As for the others, they should all be marked as already viewed since the game registers that you've played through them — though you can reset it in the options.
You may notice I've also styled the firefox scrollbars, though I'm still unsure how I feel about them. This build contains... lots of silliness. Good luck, have fun.
<div class='letterSign' style="font-size:1rem; padding-right:2rem;">- SleepyFool</div>
<</p>>
</div>
<<elseif setup.thischeat is 'UNLOCK ALL'>>
<div class='dialogTitle UNLOCK_ALL'>Unlocked</div>
<div class='dialogBody UNLOCK_ALL'>
<<p>>
All trophies, story arcs, substories, and scene collections are now available for viewing. This cheat does //not// persist window loads or saves, but your history of which scenes you have seen does.
<</p>>
</div>
<<elseif setup.thischeat is 'ENABLE SILLY'>>
<div class='dialogTitle ENABLE_SILLY'>Silly Enabled</div>
<div class='dialogBody ENABLE_SILLY'>
<<p>>
All silly nonsense in the settings have enabled. This cheat does //not// persist window loads or saves. The game will automatically disable silliness if you load a save that does not have it unlocked while this cheat is off.
<</p>>
</div>
<</if>>
<<button 'Back'>>
<<run setup.dialogClose()>>
<</button>><div id='compendiumTitle' class='dialogTitle'><div class='sticker complete'>Complete!</div>Compendium</div>
<div id='compendium' class='dialogBody'>
<div id='leftC'>
<<include 'trophies'>>
</div>
<div id='rightC'>
<read-aid></read-aid>
<<include 'substories'>>
<div id='compendiumBack'>
<<button 'Back'>>
<<if setup.end>>
<<run setup.dialogOpen('credits')>>
<<elseif setup.splash || setup.immediateClose>>
<<run setup.dialogClose()>>
<<else>>
<<run setup.dialogOpen('journal')>>
<</if>>
<</button>>
</div>
</div>
</div><div id='trophies'>
<<for _i,_id range Object.keys(setup.trophies)>>
<div class='trophyLineC'
@data-trophy-id="_id"
>
<div class='complete sticker'>Complete!</div>
<img class='trophyImg --unlocked' @src="'./assets/rank' + setup.trophies[_id].rank + '.png'">
<img class='trophyImg --hidden' src='./assets/rank0.png'>
<div class='trophyLine'>
<div class='title'><<print setup.trophies[_id].title>></div>
<div class='trophyComment'>
<<print setup.trophies[_id].comment>>
</div>
</div>
<div class='cheat' data-type='hint'>
<div class='label'>Hint</div>
<div class='colon'>:</div>
<div class='hint'><<print setup.trophies[_id].hint>></div>
</div>
<div class='cheat' data-type='answer'>
<div class='label'>Answer</div>
<div class='colon'>:</div>
<div class='answer'><<print setup.trophies[_id].answer>></div>
</div>
</div>
<</for>>
</div>/* <<run setup.list_substories>> */
<div id='substories'>
<<for _i, _id range Object.keys(setup.substories)>>
<div class='substoryLineC'
@data-substory-id="_id"
@data-type="setup.substories[_id].type"
>
<div class='substoryLine'>
<div class='complete sticker'>Complete!</div>
<div class='new sticker'>New!</div>
<div class='header'>
<button class='sceneReveal showButton'>Scenes⏵</button>
<div class='label'>
<<print setup.substories[_id].label>>
</div>
<div class='colon'>:</div>
<div class='title'>
<<print setup.substories[_id].title>>
</div>
</div>
<div class='substoryComment'>
<<print setup.substories[_id].comment>>
</div>
<div class='cheat' data-type='hint'>
<div class='label'>Hint</div>
<div class='colon'>:</div>
<div class='content'>
<<if setup.substories[_id].hint>>
<<print setup.substories[_id].hint>>
<<else>>
No hint for this one!
<</if>>
</div>
</div>
<div class='cheat' data-type='hint_started'>
<div class='label'>Hint</div>
<div class='colon'>:</div>
<div class='content'>
<<if setup.substories[_id].hint_started>>
<<print setup.substories[_id].hint_started>>
<<elseif setup.substories[_id].hint>>
<<print setup.substories[_id].hint>>
<<else>>
No hint for this one!
<</if>>
</div>
</div>
<div class='cheat' data-type='answer'>
<div class='label'>Answer</div>
<div class='colon'>:</div>
<div class='content'>
<<print setup.substories[_id].answer>>
</div>
</div>
</div>
<div class='sceneLine'>
<div class='title'>
<<print setup.substories[_id].title>>
</div>
<button class='sceneReveal hideButton'>⏴Back</button>
<div class='sceneC'>
<<for _j, _scene range setup.substories[_id].scenes>>
/* <<run console.log(_scene.id)>> */
<div class='scene'
@data-scene-id="_scene.id"
@data-scene-j="_j"
>
<div class='sticker new'>New!</div>
<button class='replayButton'>View</button>
<div class='replayDisabled'>You're currently in a scene!</div>
<div class='header'>
<div class='label'>Scene</div>
<div class='num'>
<<print _scene.n>>
</div>
</div>
<div class='colon'>:</div>
<div class='info'>
<div class='title'>
<<print setup.scenes[_scene.id].title>>
</div>
<<if setup.scenes[_scene.id].title2>>
<div class='title2'>
<<print setup.scenes[_scene.id].title2>>
</div>
<</if>>
<div class='subtitle'>
<<print _scene.subtitle>>
</div>
</div>
</div>
<</for>>
</div>
</div>
</div>
<</for>>
</div><div class='hover'>
<div class='verse'>
<div class='line'>Gather ‘round friends and lend me your ear,</div>
<div class='line'>I'll tell you a tale that y’all should have hear</div>
<div class='line'>Of a scoundrel so dirty that all should keep clear</div>
<div class='line'>It's an untold small quest for a princess' r—</div>
</div>
<div class='verse'>
<div class='line'><span class='emph_light'>—riches</span> and treasure so heavy so thick,</div>
<div class='line'>Hidden away in a castle of brick.</div>
<div class='line'>The walls were so tall and resistant to trick</div>
<div class='line'>but the gates were unlocked by a thrust of the d—</div>
</div>
<div class='verse'>
<div class='line'><span class='emph_light'>—dagger</span> so fast it impressed the fair lass.</div>
<div class='line'>She stopped the good guards and gave him free pass.</div>
<div class='line'>Waved at the scoundrel and tapped on her glass,</div>
<div class='line'>she skipped down to see him n’ to show him her a—</div>
</div>
<div class='verse'>
<div class='line'><span class='emph_light'>—alcove</span> and garden and humor good wit.</div>
<div class='line'>She made him profess and had him commit.</div>
<div class='line'>They got down to business a’ lick-ity split</div>
<div class='line'>he went on one knee and touched her pink s—</div>
</div>
<div class='verse'>
<div class='line'><span class='emph_light'>—slippers</span> and promised a life o’ good flair.</div>
<div class='line'>I'd like to keep on there's much more to share.</div>
<div class='line'>It seems we're done though I'm getting a glare</div>
<div class='line'>but a confession I have she's standing right there!</div>
</div>
<div class='end'>(*singer points to their wife*)</div>
</div><<run setup.saves = Save.get()>>
<div id='savesTitle' class='dialogTitle'>Log Entries</div>
<div id='saves' class='dialogBody'>
<div id='saveLinesC'>
/* special handling for auto save */
<div class='saveLine' data-type='auto' data-save='autosave'>
<div class='saveNum'>A</div>
<<if setup.saves.autosave>>
<button class='loadbutton'>Load</button>
<div class='saveDesc'>
<div class='slotTitle'>
<<print setup.saves.autosave.title>>
</div>
<div class='slotDate'>
<<print new Date(setup.saves.autosave.date)>>
</div>
</div>
<<if setup.enableSaveDelete>>
<button class='deletebutton'>Delete</button>
<<else>>
<button class='deletebutton' disabled>Delete</button>
<</if>>
<<else>>
<button disabled>Load</button>
<div class='saveDesc' style='text-align:center;'>
- - -
</div>
<button disabled>Delete</button>
<</if>>
</div>
/* everything else */
<<for _i=0; _i<=7; _i++>>
<div class='saveLine' data-type='manual' @data-save='_i'>
<div class='saveNum'><<print _i+1>></div>
<<if setup.saves.slots[_i]>>
<button class='loadbutton'>Load</button>
<div class='saveDesc'>
<div class='slotTitle'>
<<print setup.saves.slots[_i].title>>
</div>
<div class='slotDate'>
<<print new Date(setup.saves.slots[_i].date)>>
</div>
</div>
<<if setup.enableSaveDelete>>
<button class='deletebutton'>Delete</button>
<<else>>
<button class='deletebutton' disabled>Delete</button>
<</if>>
<<else>>
<button class='savebutton'>Save</button>
<div class='saveDesc' style='text-align:center;'>
- - -
</div>
<button disabled>Delete</button>
<</if>>
</div>
<</for>>
</div>
<div id='filebuttons' class='dialogButtons'>
<div class='filesave'>
<<button 'Save to Disk'>>
<<run Save.export()>>
<</button>>
</div>
<div class='fileload'>
<<button "Load from Disk">>
<<script>>
jQuery(document.createElement('input'))
.prop('type', 'file')
.on('change', Save.import)
.trigger('click');
setup.dialogClose();
<</script>>
<</button>>
</div>
<div class='fileback'>
<<button 'Back'>>
<<if setup.splash>>
<<run setup.dialogClose()>>
<<else>>
<<run
setup.enableSaveDelete = false;
setup.dialogOpen('journal');
>>
<</if>>
<</button>>
</div>
<label id='checkboxC_saves' class='checkboxC' @data-enabled="setup.enableSaveDelete">
<div>Delete</div>
<input type='checkbox' id='checkbox_saves'>
<span class='checkbox'></span>
</label>
</div>
</div><div id='restartTitle' class='dialogTitle'>Restart</div>
<div id='restart' class='dialogBody'>
<div>Are you sure you want to restart? All unsaved progress will be lost.</div>
<div id='restartbuttons' class='dialogButtons'>
<<button 'Restart'>>
<<run setup.splashHandler('show')>>
<<run Engine.restart()>>
<</button>>
<<button 'Back'>>
<<run setup.dialogOpen('settings')>>
<</button>>
</div>
</div><div id='resetscenesTitle' class='dialogTitle'>Reset Scenes</div>
<div id='resetscenes' class='dialogBody'>
<div id='resetQuestion'>
<div class='warning'>Are you sure you want to reset the scene viewer?</div>
<div class='resetBlock'>
<div class='header'>Soft Reset</div>
<div class='explanation'>Mark all unplayed scenes as <span class='quote'>New!</span> again, this only affects scenes you did not play through.</div>
</div>
<div class='resetBlock'>
<div class='header'>Hard Reset</div>
<div class='explanation'>Mark <span class='emph'>everything</span> as <span class='quote'>New!</span> — including scenes you've played through and ones you unlock from now on.</div>
</div>
</div>
<div id='resetbuttons' class='dialogButtons'>
<<button 'Soft Reset'>>
<<run
setup.sceneHandler('reset','soft');
$('#resetQuestion .warning').html('Scene viewer soft reset!');
>>
<</button>>
<<button 'Hard Reset'>>
<<run
setup.sceneHandler('reset','hard');
$('#resetQuestion .warning').html('Scene viewer hard reset!');
>>
<</button>>
<<button 'Back'>>
<<run setup.dialogOpen('settings')>>
<</button>>
</div>
</div><read-aid></read-aid>
<div id='creditsTitle' class='dialogTitle'>Credits</div>
<div id='credits' class='dialogBody'>
<div id='creditsContent'>
<div id='anote'>
<<p>>
<<if $act.other.trueend>>
<div id='anoteTitle' class='letterAddress'>
Why hello there,
</div>
If you've made it here, I'm going to assume you thoroughly enjoyed the game — or are playtesting it for me (or maybe both). Either way, thank you.
I hope Simon and Cass find what they're looking for in the end. I think that's the best any of us can have while we wander about this little rock: a heart of hope and love, and some friends to share the laughing and weeping. Not everything always goes the way we might want, but that's fine.
There's no destination in life except the ones we make for ourselves. The next time someone accuses you of being lost, just tell them you're only taking a longer route because it's more interesting. Until we next meet, friend.
<<elseif $ev.includes('resolved burdens')>>
<div id='anoteTitle' class='letterAddress'>
Congratulations friend,
</div>
Thank you for playing my quirky little adventure! This honestly started off just as a demonstration for the map navigation rose macro I made for SugarCube. As I started writing though, I fell in love with the characters and the entire thing simply came to life. I have to say, I'd love to have a Dinah in my life.
The dyanmic between Simon and Cassandra is just delightful, the way Cassandra can't be honest with herself and struggles to take that <em>last</em> step. In any case, I hope to see you next time.
<<else>>
<div id='anoteTitle' class='letterAddress'>
Greetings,
</div>
Thank you for playing my quirky little adventure. It merely started as a demo for a SugarCube macro I wrote, but the characters simply came to life. A story of wonder, of laughs, of silly nonsense, and of growth.
Play through to the end. It's worth the adventure, I promise.
<</if>>
<</p>>
<div id='anoteTail'>
<div>
<div id='anoteReaction'></div>
</div>
<div>
<div id='anoteClose'>
<<if $act.other.trueend>>
Toodles,
<<elseif $ev.includes('resolved burdens')>>
Best,
<<else>>
Good luck,
<</if>>
</div>
<div id='anoteSign' class='letterSign'>Unexpected_Dreams</div>
</div>
</div>
</div>
<<if $ev.includes('resolved burdens')>>
<<if $act.other.trueend>>
<div id='taunt'>
<div>
Holy smokes, you found everything: <a id='trophyCount' class='tauntbutton'>$compendium.trophies / <<print Object.keys(setup.trophies).length>> achievements</a> and <a id='substoryCount' class='tauntbutton'>$compendium.substories / <<print Object.keys(setup.substories).length>> substories</a>. I am in awe — I didn't think anyone would enjoy this silly nonsense that much.
</div>
<div class='small_text'>
Pst— check the game settings one last time.
</div>
<<if ! $showcheats>>
<div>
If you want to enable hints, click <a id='tauntcheats'>here</a> — not that this does anything anymore...
</div>
<</if>>
</div>
<<else>>
<div id='taunt'>
<div>
You've finished the main story, but only found <a id='trophyCount' class='tauntbutton'>$compendium.trophies / <<print Object.keys(setup.trophies).length>> achievements</a> and <a id='substoryCount' class='tauntbutton'>$compendium.substories / <<print Object.keys(setup.substories).length>> substories</a>. By the way, did I mention that some things can only be finished <b>after</b> completing the main story?
</div>
<<if $cheats.speed>>
<div>
<span id='taunttext'>Substories currently trigger immediately, but you can disable this by clicking</span> <a id='tauntspeed'>here</a>.
</div>
<<else>>
<div>
<span id='taunttext'>Substories will now trigger immediately if you click</span> <a id='tauntspeed'>here</a>.
</div>
<</if>>
<<if ! $showcheats>>
<div>
If you want some hints, click <a id='tauntcheats'>here</a>.
</div>
<</if>>
</div>
<</if>>
<</if>>
<div id='thanks'>
<div id='thanksTitle'>This game was made possible by:</div>
<ul>
<li>Inocyde, for providing the base image the map was created from. I extensively redrew it, but you can find their work here: <a class='link-external' href="https://www.patreon.com/Inocyde_world_builder" target="_blank">Patreon<img class='externalLink' src='./assets/externalLink.png'></a>, <a class='link-external' href="https://creativecommons.org/licenses/by-nc/4.0/" target="_blank">CC-BY<img class='externalLink' src='./assets/externalLink.png'></a></li>
<li>SjoerdHekking, for providing the Flash macro for SugarCube that this game uses</li>
<li>SjoerdHekking, TRBRY, Kanah Belflower, & Manonamora for pre-release testing and suggestions</li>
<li ><span id='hituro'>Hituro</span> for giving a very detailed review and appropriately jabbing on <em>not</em> remaking entire systems when they work and the game is 99.99% complete</li>
<li>TheMadExile, for maintaining and developing SugarCube, the engine used for this game</li>
</ul>
</div>
</div>
<div id='creditsbutton'>
<<button 'Back'>>
<<if setup.splash>>
<<run setup.dialogClose()>>
<<else>>
<<run setup.dialogOpen('journal')>>
<</if>>
<</button>>
</div>
</div><div id='settingsTitle' class='dialogTitle'>Settings</div>
<div id='settings' class='dialogBody'>
<div class='settingBlock'>
<div class='header'>Gameplay</div>
<div class='settingsList'>
/* default settings list */
<<set _list = [
{
setting: 'skip_title',
desc: "Skip title screen animation",
},
/* {
setting: 'auto_resume',
desc: "Automatically resume after loading save",
}, */
{
setting: 'disable_vignette',
desc: "Disable passage vignette",
},
{
setting: 'no_styling',
desc: "Disable <em>all</em> text embellishments",
},
{
setting: 'enable_box',
desc: "Enable passage box",
},
]>>
/* silly enabler */
<<if
(setup.ENABLE_SILLY) ||
($ev.includes('closed investigation'))
>>
<<run _list.push({
setting: 'edith_text',
desc: "Have Edith rewrite the game",
})>>
<</if>>
<<if
(setup.ENABLE_SILLY) ||
($dia.Cassandra.mimics && $loc['2CR'].party)
>>
<<run _list.push({
setting: 'loose_mimic',
desc: "Unleash a mimic into the story text",
})>>
<</if>>
<<if
(setup.ENABLE_SILLY) ||
($ev.includes('made love'))
>>
<<run _list.push({
setting: 'rose_goggles',
desc: "Put on Simon's love goggles",
})>>
<</if>>
<<if
(setup.ENABLE_SILLY) ||
($dia.Cassandra.drinkingcontest)
>>
<<run _list.push({
setting: 'drunk_sway',
desc: "Drink some Wyvern Flame",
})>>
<</if>>
<<if
(setup.ENABLE_SILLY) ||
($act.other.trueend)
>>
<<run _list.push({
setting: 'edith_revenge',
desc: "Help Edith with her revenge by letting her practice on the game",
})>>
<</if>>
/* create setting items */
<<for _i = 0; _i < _list.length; _i++>>
<<include 'setting_item'>>
<</for>>
</div>
</div>
<div class='settingBlock'>
<div class='header'>Animations</div>
<div class='settingsList'>
<<set _list = [
{
setting: 'disable_lists',
desc: "Disable animations for agenda & note lists",
},
{
setting: 'disable_map',
desc: "Disable animations for the map",
},
{
setting: 'disable_text',
desc: "Disable animations for text",
},
{
setting: 'disable_notifications',
desc: "Disable animations for notifications",
},
]>>
<<for _i = 0; _i < _list.length; _i++>>
<<include 'setting_item'>>
<</for>>
</div>
</div>
<<if $showcheats>>
<div class='settingBlock'>
<div class='header'>Hints</div>
<div class='settingsList'>
<label class='setting checkboxC' @data-enabled="$cheats.speed">
<div class='settingdesc'>Substories trigger immediately</div>
<input type='checkbox' name='speed' value='speed' id='checkbox_speed'>
<span class='checkbox'></span>
</label>
<label class='setting checkboxC' @data-enabled="$cheats.trophy === 'hints'">
<div class='settingdesc'>Show trophy hints on hover</div>
<input type='checkbox' name='trophy' value='hints' class=' checkbox_trophy' id='checkbox_trophy_hints'>
<span class='checkbox'></span>
</label>
<label class='setting checkboxC' @data-enabled="$cheats.substory === 'hints'">
<div class='settingdesc'>Show substory hints on hover</div>
<input type='checkbox' name='substory' value='hints' class=' checkbox_substory' id='checkbox_substory_hints'>
<span class='checkbox'></span>
</label>
</div>
</div>
<div class='settingBlock'>
<div class='header'>Answers</div>
<div class='settingsList'>
<label class='setting checkboxC' @data-enabled="$cheats.trophy === 'answers'">
<div class='settingdesc'>Show trophy answers on hover</div>
<input type='checkbox' name='trophy' value='answers' class=' checkbox_trophy' id='checkbox_trophy_answers'>
<span class='checkbox'></span>
</label>
<label class='setting checkboxC' @data-enabled="$cheats.substory === 'answers'">
<div class='settingdesc'>Show substory answers on hover</div>
<input type='checkbox' name='substory' value='answers' class=' checkbox_substory' id='checkbox_substory_answers'>
<span class='checkbox'></span>
</label>
</div>
</div>
<</if>>
</div>
<<if setup.splash>>
<div id='bug' title='bug report'>
<<link "<img src='./assets/bug.png'>">>
<<run setup.bugReport()>>
<</link>>
</div>
<</if>>
<div id='settingbuttons' class='dialogButtons'>
<<button 'Reset Scenes'>>
<<run setup.dialogOpen('resetscenes')>>
<</button>>
<<button 'Restart'>>
<<run setup.dialogOpen('restart')>>
<</button>>
<<button 'Back'>>
<<if setup.splash || setup.immediateClose>>
<<run setup.dialogClose()>>
<<else>>
<<run setup.dialogOpen('journal')>>
<</if>>
<</button>>
<button id='cheatsDisable'>Disable Hints</button>
</div><label class='setting checkboxC' @data-enabled="$settings[_list[_i].setting]" @id="'setting_' + _list[_i].setting">
<div class='settingdesc'><<print _list[_i].desc>></div>
<input type='checkbox' class=' checkbox_setting' @id="'checkbox_' + _list[_i].setting">
<span class='checkbox'></span>
</label>/* update questlist, set save description */
/* <<set
_state = $ev.includes('resolved burdens') ? 'end'
: $ev.includes('broke key') ? 'middle'
: 'start'
>>
<<set
$ev.progress = $act.other.trueend ? 'end-true'
: $ev.includes('rejuvenated') ? 'end-almost'
: $ev.includes('resolved burdens') ? 'end'
: $ev.includes('closed investigation') ? 'story-almost'
: $ev.includes('began investigation') ? 'story-middle'
: $ev.includes('broke key') ? 'story'
: 'start';
>> */
/* <<if $quests.length > 0>>
<<run Config.passages.descriptions[$here] = setup.altnames[$here] + ": " + setup.quests[$quests[0]].save + `<span class='saveStar' data-progress='${$ev.progress}'></span>`>>
<<else>>
<<run Config.passages.descriptions[$here] = setup.altnames[$here] + `<span class='saveStar' data-progress='${$ev.progress}'></span>`>>
<</if>> */
/* speed cheat */
<<if $cheats.speed>><<set $timenow = $timenow + 10000>><</if>>/* trigger autosave if enabled */
/* <<if $autosave>>
<<run Save.autosave.save()>>
<<set $autosave to false>>
<</if>> */
/* reset and update map, rose, passages */
<<mapupdate>>
<<if $rosedisabled>>
<<roseupdate :disableall>>
<<set $rosedisabled = false>>
<<else>>
<<roseupdate>>
<</if>>
<<run $('#passages').scrollTop(0); setup.checkScroll();>>
/* <<run console.log(State.variables)>> */
/* if not in scene */
<<if $can_replay>>
/* update compendium */
<<set _unlocked_substories = $compendium.substories>>
<<run setup.updateCompendium()>>
/* new scene pinger */
<<if _unlocked_substories !== $compendium.substories>>
<<timed 1s>>
<<flash 'Substory Complete!'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-substory'>>
<</flash>>
<</timed>>
<</if>>
/* new setting pingers */
<<set _list = [
{
id: 'edith_text',
unlock: `$ev.includes('closed investigation')`,
},
{
id: 'loose_mimic',
unlock: `$dia.Cassandra.mimics && $loc['2CR'].party`,
},
{
id: 'rose_goggles',
unlock: `$ev.includes('made love')`,
},
{
id: 'drunk_sway',
unlock: `$dia.Cassandra.drinkingcontest`,
},
{
id: 'leaving_tavern',
unlock: `$act.other.trueend`,
},
]>>
<<for _setting range _list>>
<<if ! $act.other[_setting.id] && Scripting.evalTwineScript(_setting.unlock)>>
<<set $act.other[_setting.id] = 1>>
<<timed 2s>>
<<flash 'New Game Setting!'>><<thumb './assets/banner.png'>><<classFlash 'flash-setting'>><</flash>>
<</timed>>
<</if>>
<</for>>
/* walk checker, only runs if go_walk quest is present */
<<if $quests.includes('go_walk')>>
<<if $timenow - $act.sleep.lasttime >= 15>>
<<removequest 'go_walk'>>
<<addquest 'sleep_2WR'>>
<</if>>
<</if>>
/* after love pinger */
<<if $ev.includes('left after love') && ! $ev.includes('love pinged') && ! $dia.Cassandra.afterlove>>
<<if $timenow - $act.other.love?.lasttime >= 10>>
<<run $ev.pushUnique('love pinged')>>
<<removequest 'Cassandra_sleeping'>>
<<addquest 'afterlove_Cassandra'>>
<</if>>
<</if>>
/* INSURANCE against dangling quests */
<<if $quests.includes('Cassandra_sleeping') || $quests.includes('afterlove_Cassandra')>>
<<if $dia.Cassandra.afterlove>>
<<removequest 'Cassandra_sleeping'>>
<<removequest 'afterlove_Cassandra'>>
<</if>>
<</if>>
/* second walk checker, only runs if staff_walk quest is present */
/* <<if $quests.includes('staff_walk')>>
<<if ! $quests.includesAny(
'leaving_Baldwin',
'leaving_Dinah',
'leaving_Fabian',
'leaving_Godfrey',
'leaving_Lambert',
'leaving_Merill',
'leaving_Richenza'
) && ! $dia.Cassandra.leaving
>>
<<addquest 'leaving_Cassandra'>>
<</if>>
<<if setup.fixready()>>
<<removequest 'staff_walk'>>
<<addquest 'staff_0SE'>>
<</if>>
<</if>> */
/* completionist checker, only runs if search_trophies quest is present */
<<if $quests.includes('search_trophies') || $quests.includes('complete_compendium')>>
<<if
($timenow - $act.other.love?.lasttime >= 10) &&
($compendium.allcomplete) &&
($ev.includes('dance prepared')) &&
(['0TE','0TL','0DR','0SE','1LB','1LO','2CR'].includes($here))
>>
<<replace '#passages .passage' t8n>><<nobr>>
<<set $thread to 'midnightball'>>
<<include 'Merill'>>
<</nobr>><</replace>>
<</if>>
<</if>>
<</if>>
/* leave trackers */
/* love */
<<if
$ev.includes('made love') &&
Number($floor) < 2 &&
! $ev.includes('left after love')
>>
<<run $ev.pushUnique('left after love')>>
<</if>>
/* yip */
<<if
$dia.Dinah.hardliquor_3 && (Number($floor) !== 1) &&
! $dia.Dinah.unyipped
>>
<<set $dia.Dinah.unyipped = 1>>
<</if>>
/* ball */
<<if
$loc['0TE'].carriage &&
($here === '1LB' || $here === '0SE') &&
! $ev.includes('dance prepared')
>>
<<run $ev.pushUnique('dance prepared')>>
<</if>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* reminder to fix hole */
<<elseif
$ev.includes('next evening') &&
! $quests.includes('fetch_staff') &&
! $ev.includes('retrieved staff') &&
! $loc[$here].see_hole
>>
<<set $route to 'see_hole'>>
/* assess damage */
<<elseif $ev.includes('retrieved staff') && ! $loc[$here].damage>>
<<set $route to 'damage'>>
/* aux desc */
<<elseif $loc[$here].all >= 2 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<p>>
You're home. You made it. Forget about that man sized gap in the wall, it doesn't matter. You can think about it tomorrow.
<</p>>
<<listactions>>
<<elseif $route is'auxdesc'>>
<<vignette 1>>
<<p>>
Books line the walls of your study, some chained the walls. A simple oak desk sits in the middle, providing a place to work or socialize as needed.
<</p>>
<<listactions>>
<<elseif $route is 'see_hole'>>
<<addquest 'fetch_staff'>>
<<vignette 1>>
<<p>>
A gentle breeze flows through the tower. The hole from last night yet remains. You should probably fetch your sapphire scepter from your bedroom and fix everything.
<</p>>
<<listactions>>
<<elseif $route is 'damage'>>
<<if $ev.includes('second hole')>>
<<set $route to 'damage_secondhole'>>
<<else>>
<<set $route to 'damage_unlocked'>>
<</if>>
<<include $here>>
<<elseif $route is 'damage_before'>>
<<removequest 'staff_1WO'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Wind has whipped through your small study while you were gone. The papers have been put away, but several books lay on the floor. You pick them up and place them back on their shelf before looking over the work ahead of you.
<</p>>
<<elseif $route is 'damage_unlocked'>>
<<set $route to 'damage_before'>>
<<include $here>>
<<p>>
<div class='thought'>'A beautiful Simon-shaped door. Wonderful workmanship — especially that corner where I got impatient and just kicked it in.'</div>
It isn't difficult to patch the hole in wall since the materials are right there on the ground floor, though it won't be as fetching as before. The supply corridor however... will give you much more trouble. You may be a skilled magus with great control but you are not a stonemason. Cobbling earth and granite together would fix the <em>structural</em> issue, but it would be somewhat <em>unappealing</em> to look at. A hole can be decorated with a tapestry on the inside and clever painting on the outside, but not an entire bridge, especially when its architecture is <em>vastly</em> different than the rest of the building.
<</p>>
<<set $route to 'damage_after'>>
<<include $here>>
<<elseif $route is 'damage_secondhole'>>
<<set $route to 'damage_before'>>
<<include $here>>
<<p>>
<div class='thought'>'Double the ventilation. Cass can't complain about it being stuffy now.'</div>
It isn't difficult to patch the hole in wall... or the second one downstairs. The materials are right there on the ground floor, though it won't be as fetching as before. The supply corridor however will give you much more trouble. You may be a skilled magus with great control but you are not a stonemason. Cobbling earth and granite together would fix the <em>structural</em> issue, but it would be somewhat <em>unappealing</em> to look at. Holes can be decorated with a tapestry on the inside and clever painting on the outside, but not an entire bridge, especially when its architecture is <em>vastly</em> different than the rest of the building.
<</p>>
<<set $route to 'damage_after'>>
<<include $here>>
<<elseif $route is 'damage_after'>>
<<p>>
You lips form a line when you remember the events of last night and you walk over to the <span class='emph_light'>security controls</span> to turn them off for now. The usable bricks are collected in a pile and the broken sections of floor and wall are pushed to the ground below. You'll have to do the same on the other side before you begin. It doesn't look like there are many usable bricks on over there either, but you could be wrong.
<div class='thought'>'Maybe I'll let the children have a go at painting again.'</div>
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'staff_1SH'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<else>>
<<vignette 0>>
<<p>>
The study to your tower.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
<<if ! $ev.includes('resolved burdens') && ! $ev.includes('tower unlocked')>>
<<set $route to 'sparekey'>>
/* aux desc */
<<elseif $loc[$here].all >= 3 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'sparekey'>>
<<vignette 1>>
<<run $ev.pushUnique('tower unlocked')>>
<<done>><<rosedisable>><</done>>
<<p>>
You stumble across the darkness, too tired to even bother snapping your fingers to light the room. May as well unlock the front door at this—
There's a note stuck on the inside: <span class='quote'>'Here's that spare key you wanted. You're welcome.'</span> Taped above the handle, <em>inside</em> your tower and <em>behind</em> the door you couldn't open, is a spare key to the living room door. You test it, it works. That woman... couldn't she have just <em>given</em> this to you like a normal person?
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I should rig the front door to throw <em><b>a lion</b></em> at Cass the next time she opens it...
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is'auxdesc'>>
<<vignette 1>>
<<p>>
A simple table sits in the center with two chairs next to it, for guests other than Cassandra. She just claims the recliner every time.
<</p>>
<<listactions>>
<<elseif $route is 'homeagain'>>
<<if $ev.includes('second hole')>>
<<set $route to 'homeagain_secondhole'>>
<<else>>
<<set $route to 'homeagain_unlocked'>>
<</if>>
<<include $here>>
<<elseif $route is 'homeagain_unlocked'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Only after you step inside do you remember that your bed is still in shambles. Right. You rub your eyes, remembering the events of last night. Hmmm... The guest rooms and dormitory beds were in better condition than you might have imagined. A small pleasant spark of curiosity lights, the smoldering remains of what that drove you when the four of you trekked across unknown lands, and perhaps what will drive you once again in the near future.
What <em>other</em> places might you not have considered?
<</p>>
<<actionlink 'Explore' `{end: true, arrow: 'back'}`>>
<<addquest 'search_trophies'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'homeagain_secondhole'>>
<<run $ev.pushUnique('tower unlocked')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Something glints from the door after you've step inside using the new human-shaped window. There's a note stuck above the lock: <span class='quote'>'Here's that spare key you wanted. You're welcome.'</span> Taped above the handle, <em>inside</em> your tower and <em>behind</em> the door you couldn't open, is a spare key to the living room door. You test it, it works. That woman... couldn't she have just <em>given</em> this to you like a normal person?
Ah, only now do you remember that your bed is still in shambles. Right. You rub your eyes, remembering the events of last night. Hmmm... The guest rooms and dormitory beds were in better condition than you might have imagined. A small pleasant spark of curiosity lights, the smoldering remains of what that drove you when the four of you trekked across unknown lands, and perhaps what will drive you once again in the near future.
What <em>other</em> places might you not have considered?
<</p>>
<<actionlink 'Explore' `{end: true, arrow: 'back'}`>>
<<addquest 'search_trophies'>>
<<addnote 5000>>
I should rig the front door to throw <em><b>a lion</b></em> at Cass the next time she opens it...
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'cleanlipstick'>>
<<run $ev.pushUnique('cleaned lipstick')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
<<if $enterCode is '0FD'>>You stop to stare at your reflection when you reach for the door handle.<<else>>You stop to stare at your reflection in the window at the foot of the stairs.<</if>> It's faded but there's... something on your neck. You touch it, and your fingers come away <em>deep maroon</em>, a scandalous rouge. What in the...
You snap your fingers to turn on the lights and walk over to a mirror on the wall. There are <span class='sexy'>lip marks</span> from the base of your jaw down to your collar bone. They've faded over the course of the day, but anyone who had spent more than a minute speaking with you would have noticed. Is that why the cabinet gave you strange looks? Why Kenrick and Isabel had a quiet chuckle before you brought up the topic of your resignation? Why Baldwin had been suppressing a goddamn smile the whole afternoon?
Heat rises in your cheeks to match the color of the lip marks, undoubtedly done with Cass' cosmetics kit. How long have you been walking around like this? This must be why she hid under the sheets during your conversation this morning. You had almost doodled on <em>her</em>, she wouldn't have been able to keep a straight face.
You quickly rub away the marks with a nearby cloth and begin thinking of a dozen different ways to get back at her.
<</p>>
<<backlink>>
<<else>>
<<vignette 0>>
<<p>>
Your living room, in all it's comfortable glory.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* following Cassandra after she kisses you */
<<elseif $loc['2CR'].lipstick && ! $loc[$here].lipstick>>
<<set $route to 'lipstick'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<done>><<rosedisable>><</done>>
<<set $thread = 'burdens'>>
<<include 'Cassandra'>>
<<elseif $route is 'lipstick'>>
<<vignette 1>>
<<p>>
"Cass?" You knock on the door, but there's no answer. It's unlocked when you test it. She's nowhere in sight, she must have returned to her home.
<</p>>
<<listactions>>
<<elseif $route is 'trueend'>>
<<done>><<rosedisable>><</done>>
<<include 'trueend_1'>>
<<elseif $route is'idle'>>
<<vignette 0>>
<<p>>
Cassandra's room, though you wonder if she actually uses it.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $act.other['cassandralocked'] = 1>>
<<set $can_replay = false>>
<<vignette 2>>
<<rosedisable '2SR'>>
<<if $ev.includes('obtained planks')>>
<<done>><<rosedisable>><</done>>
<<p>>
You knock on the door, "Cassandra?"
"Simon. Can you come back later? I just... need some time."
<</p>>
<<actionlink 'Back'>>
<<if ! $dia.Cassandra.doorknock>>
<<addnote>>
<b>Cassandra</b>... wishes to tell me something. Not a petty jest, not this time.
<</addnote>>
<<set $dia.Cassandra.doorknock = 1>>
<</if>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<else>>
<<include 'cassandralocked_chicken'>>
<</if>><<p>>
You try the handle, it's locked of course. You try an arcane pick. <em>That</em> doesn't work either. You try a hair pin. It melts, oops. Well, it's highly unlikely the woman's pet is inside if the door is melting lockpicks.
<</p>>
<<backlink>><<set $act.other['trueend_1'] = 1>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'trueend_1'>>
<<p>>
You stumble into the room, half awake.
Cass leans on your arm, drunk from more than the drinks everyone began having halfway through the event. She reaches down to remove her heels — then remembers she threw them off the balcony after her feet began to hurt.
You chuckle, "Ready to sleep? I think it's been a long enough night."
She smiles, "Night? It's almost morning again."
You're unsure <em>what</em> time it is, which makes you wonder... "Does the tavern ever shut down for the evening?"
"It does."
"It does?" Everything still seemed to be in full swing downstairs.
"Only when you're not watching Love." She shrugs.
"That doesn't make any sense."
"Does it need to?" She laughs and pulls you into the array.
<</p>>
<<actionlink 'Continue'>>
<<set $here to '3SD'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'trueend_1'>>
<</actionlink>>
<<blockNext>>
<<p>>
You've been through several times now, but it's still an odd experience, "Pity we can't bring <em>this</em> along. Teleporting would be incredibly convenient."
Cassandra laughs, "That would defeat the entire purpose of <em>leaving</em>."
Fair enough. "One day I suppose. Baldwin and Felice agreed to test the metal fist by the way — Godfrey as well."
"That should be fun." She begins to disrobe to change into her sleeping attire — and you look away, which makes her laugh.
A clean set of your own pajamas are neatly folded on a nearby desk — Cass must have fetched them knowing you'd forget. You smile. She's right, it's the little things that matter — it has always just been the little things.
She flicks the lights off when you finish changing and jumps onto the bed to pick up a pillow. She smirks and channel a bit of <em>force</em> — then throws it. The fluffy javelin smacks you in the face.
You pick up the offending weapon. "Oh, is it like that now?"
She squeals.
<</p>>
<<actionlink 'Have your vengeance' `{end: true, arrow: 'sword', noscroll: true}`>>
<<run setup.trueending('letter')>>
<</actionlink>>
<</block>><div id='mail'>
<img class='envelope sealed' src='./assets/envelope_sealed.png'>
<img class='envelope cover' src='./assets/envelope_cover.png'>
<img class='envelope open' src='./assets/envelope_open.png'>
<div class='letterC' data-n='2'>
<read-aid></read-aid>
<img class='letter_bg' src='./assets/page_default.png'>
<div class='letter passage --fade'><<include 'trueend_3'>></div>
</div>
<div class='letterC' data-n='1'>
<read-aid></read-aid>
<img class='letter_bg' src='./assets/page_default.png'>
<div class='letter passage'><<include 'trueend_2'>></div>
</div>
<div class='photoC' data-n='9'>
<img class='photo' src='./assets/photo_farewell.png'>
</div>
<div class='photoC' data-n='8'>
<img class='photo' src='./assets/photo_sign.png'>
</div>
<div class='photoC' data-n='7'>
<img class='photo' src='./assets/photo_knickknacks.png'>
</div>
<div class='photoC' data-n='6'>
<img class='photo' src='./assets/photo_knife.png'>
</div>
<div class='photoC' data-n='5'>
<img class='photo' src='./assets/photo_drinks.png'>
</div>
<div class='photoC' data-n='4'>
<img class='photo' src='./assets/photo_coat.png'>
</div>
<div class='photoC' data-n='3'>
<img class='photo' src='./assets/photo_cooking.png'>
</div>
<div class='photoC' data-n='2'>
<img class='photo' src='./assets/photo_charm.png'>
</div>
<div class='photoC --hover1' data-n='1'>
<img class='photo' src='./assets/photo_mithril.png'>
</div>
<div id='curtain_mail'></div>
</div><<done>><<rosedisable>><</done>>
<<block 'trueend_2'>>
<<p>>
At first everyone held the vibrating fist of metal with some apprehension — Baldwin's question about hazardous emissions was a concern neither you or Cassandra had even considered. The next day you and Cass performed some tests and didnt' find anything. You didn't think there would actually be anything — considering Felice's observation that if it <em>was</em> in fact toxic, you likely would've felt <em>something</em> with the sword next to your face for so many years.
After a week of handling it and feeling perfectly fine, Baldwin began sending quips in little curled notes, a direct feed of the man's witicisms at your expense. You responded in kind of course — it was impossible for you to take a comment about being unable to escape your flatulence lying down. After two weeks, it had left your hands entirely — Cass and Felice were using it to converse about all manner of trivial things.
Godfrey merely used the device to report that it was operating as normal, which is as much as you had expected from him. After three days of careful consideration, he accepted the position as business owner. There was a huge celebration for his promotion. The man tried to prepare the venue for his own party — which would defeat the purpose of <em>doing something for him</em> — so Merill distracted him with a book of numbers she had been hiding: employee wages.
His duties... did not change at all though you told him he no longer needed to report to you — but that you would still like to know if the building exploded.
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(1)>>
<<blockAdvance 'trueend_2'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
The next day, you and Fabian had your spar. He brought you to a nearby quarry in the slums. Several fellows gathered immediately at the man's appearance and whistled. Before long, there was a small audience. You began setting up a barrier to protect the surroundings — but Fabian noted that unless you intended to bury the entire quary, any damage you or he did was actually free labor.
In the past, you might have been arrogant enough to challenge the man without the use of magic, but age and experience has taught the necessity of being prudent. You might not have the <em>mithril</em> sword any longer — and the strongest close combat spells in your arsenal are therefore sealed — but the heavier weight of the iron stick in your hand was very familiar. You had used a sword like it for years before Nathaniel gave you his.
Which ended up not mattering because Fabian snapped it in half — forcing you to rely on the unbridled strength of your youthful muscle. It's good you <em>specialize</em> in body enchantment or the outcome might have been different.
You won of course, but only because you knocked the giant out of bounds. He was unharmed even after being thrown fifty meters. It makes you wonder if he even needs the protective charm you gave him so he could go "base jumping."
That protective charm — and the accompanying enormous writing pad that Fabian immediately took to — were among the many things you and Cass crafted for the tavern members over the next two weeks.
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(2)>>
<<blockAdvance 'trueend_2'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
Lambert held the little lightning applicator you made with some perplexed bewilderment, still unsure if he could actually <span class='emph_light'>cook</span> anything with it — but found it was amazingly useful at starting fires.
The day after you told him you were leaving, he had again asked you to reconsider — and when you did not, he resigned himself to his fate of trying to teach Cass to cook. It was as though her ability to sensibly identify ingredients and their uses had <em>leaked</em> out of her over the years after being unused for so long. Perhaps it's because it isn't a skill she learned growing up — she's a former noble — but rather something she cobbled together watching you, Nathaniel, and Priscilla.
The man is praiseworthy in the pursuit of his craft. Even <em>you</em> hesitated to bite down on some of Cass' 'cuisine', though in the end you joined him — out of love for the woman. You and Lambert will forever share comradery as lavatory prisonmates — a bond that will never break.
Violet on the other hand seems to have a stomach <em>made of</em> adamantium — she finished the bowl of steak purée and asked for seconds. The little lass spends every waking moment in the kitchen. She isn't skilled enough yet to title herself souschef, but it'll only be a matter of time.
She breaks plates left and right, which is a problem, but you used that as an excuse to replace <em>every single piece of glass tableware</em> that was the approximate size of a mug — before moving to the <em>windows</em>. The mimic <em>still</em> eluded you however — so you and Cass just <em>fumigated</em> the entire building. It's congealed corpse was found under a girl's bed that evening, after the shopping trip everyone took while the building was made unbreathable.
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(3)>>
<<blockAdvance 'trueend_2'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
Felice tagged along for the shopping trip, Baldwin did not — neither did Lambert, Godfrey, and Fabian. They gave some nonsensical excuse and left you alone, at the mercy of the excited women who dressed you like a doll.
It had taken several hours and <em>a lot</em> of aimless wandering, but they did help you pick out a new cloak. Merill and Beatrice initially chose a <em>terribly</em> gaudy blue and gold fluffy design with frills that the tailor <em>insisted</em> looked good on you. Cass rejected it after she regained enough composure to speak, but she had Felice make a quick sketch to save the image into memory — thankfully not of you wearing it. The drawing reminds you of Madam Richenza's pet, Edith.
Picking out the telescope was much faster: thirty minutes, since you knew the exact shop and model. Merill was extremely excited, but you reminded her that she didn't need it for the meteor shower.
There was a huge tavern event the night of the meteor shower to celebrate the new outdoor venue Cass helped you build — a large open space of flattened ground and grass that acts as a zen garden when not used. The troupe of the prior night returned to show just what they could do. The girl that fell that night was laughing and singing while launching from a trapeeze bar, <em>also</em> while juggling.
It was also a good opportunity to gift Beatrice the little charm made to help modulate her voice — a small necklace inscribed with her favorite lavenders, Quentin's suggestion. If not for Cass you wouldn't have remembered that one of the revealed truths during the drinking contest was that Beatrice is his niece.
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(4)>>
<<blockAdvance 'trueend_2'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
You did end up indulging Dinah and having a drink with her — Cass attending of course — but only after she calmed down. The fiery bartender ran amok the first couple days after. She was trying to fit in every prank she had been saving. At one point, you elected to simply lay on the grass outside for an evening instead of going inside to do anything because the building was so full of traps. Eventually, Cass scolded her and made her remove everything — she had been caught in more than one prank intended for you.
The two lions and pit of snakes at the tower front door however were your special gift for her. She screamed, but it's possible she was more angry that you prepared a change of clothes — just in case there was an... <em>accident.</em> There ought to be a word to describe the combination of <em>annoying</em>, <em>humorous</em>, and <em>endearing</em>.
That weekend was certainly <em>interesting</em> — You and Cass opened the bottle of <span class='midcourt'>Midnight Courtier</span>. It took <em>days</em> to bleach the walls back to their normal color. Cassandra had trouble conversing normally with you — or just being in the same room without fidgetting — for a week, but you were not much better.
The taste was... somewhat enjoyable? You're not entirely sure. A third of the bottle remained but you and her agreed having it again so quickly might be too stimulating. You <em>did not</em> take it out for Dinah even though she hinted she wanted to taste the contraband, with genuine fluttering lashes — Cass smacked her. While everyone else was outside watching the bright meteor shower, the three of you had a quiet dormitory floor to yourselves. Reasonably quiet anyway until Dinah started crying.
As it turns out, the young woman is a <em>lightweight</em> emotional drunk despite being a bartender. All those jabs about not being able to handle alcohol were turned around and transformed into a barbed garden of embarassment. Cass had a good laugh with you and put the young woman to bed after she cried herself to sleep saying how much she'll miss the two of you.
<</p>>
<<actionlink 'Pack your things'>>
<<script>>
setup.photoHandler(5);
setup.trueending('pack');
<</script>>
<<run $('.passage').scrollTop(0)>>
<</actionlink>>
<</block>><<done>><<rosedisable>><</done>>
<<block 'trueend_3'>>
<<p>>
The blade in your hand shimmers faintly, giving off it's signature light blue phospherescence — barely a handspan wide. The reflection is clear and sharp despite the dim lighting of the room — the man you see is eager, youthful, <em>happy</em>. You chuckle and pack the mithril kitchen knife that was made with the leftovers. It'll have to be reworked by a <em>real</em> blacksmith when you get to Renwick.
"Are you sure, Love?" Cassandra yawns — she already has her things in a bag over her shoulders. It's dark out, the sun hasn't risen yet.
"Yes, I think so. If we wait for everyone to wake up, they probably won't let us go. Plus we already had that great big party last night. It's unlikely anyone will wake up until mid-afternoon."
"True, I didn't know Merill could drink so much for a little woman."
"Neither did I honestly. She could've given me or Quentin a run for our money. Where do you think it all goes?"
She laughs, "I have no clue. Hey come over here."
Cass points at a half eaten gameboard with two dice on your shelf, "I always wanted to ask, why'd you keep <em>this</em>. You can buy a game of Bashard at practically any marketplace."
"You don't remember?"
She frowns, "Remember what?"
"You cried for <em>days</em> after the basilisk ate the other half."
She laughs, "I did?"
"Mmm, if I remember, you said you had a bond with it though I can't for the life of me remember <em>why.</em>"
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(6)>>
<<blockAdvance 'trueend_3'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
Cassandra shrugs and pockets the dice from the gameboard — then picks up the rusted music box next to it. "Oh I remember this, didn't we have Felice reproduce it at some point?"
"The result was a <em>nightmare</em>, Baldwin tells me he <em>still</em> hears the terrible noises in his dreams sometimes."
She picks up the bag of marbles next, "These are some <em>terrible</em> marbles Simon. Look this one's just a cube. I felt bad for the kid we got them from."
"Blame Priscilla for extorting the poor lad."
"Is it extortion if we replace them something better?"
"Cass, I don't think a bag of marbles really compares with a person's <em>mother</em>." The marbles were all the boy had to offer for you find his missing parent.
"Didn't you also <em>make</em> the kid better marbles?"
"...Oh I did, didn't I?"
She laughs and shuffles the ten cards, "Love, do you think the rest of the deck is still in that pit?"
"Mmm it's <em>possible</em> — assuming they haven't been destroyed. I doubt anyone else is stupid enough to go diving in there. What was it Nathaniel said we were supposed to find at the bottom?"
She touches her chin in thought, "Couldn't have been a treasure chest, a block of mithril maybe?"
"No, I would've remembered if it was that — I think it was a giant ruby..."
"Why would there be a ruby at the bottom of an acid pit Simon?"
"How the hell should I know?" This gets you both to laugh.
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(7)>>
<<blockAdvance 'trueend_3'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
Cass leans her head on your shoulder as the two of you sit on the floor in your room. "Simon, do you... regret opening the tavern?"
You take a breath, "No."
"Why? I know you didn't really like running the place."
"Mmm you might be right, but... every person I've met, every friend I've made — every little stumble along the way — they've all changed who I am. I'll likely still make plenty of mistakes, but I like the Simon I am now. I suppose that means I'm glad I opened the place, even if it wasn't what I wanted to do in the end. And those idiots have grown on me. Ha, maybe you're right Cass and I am secretly a people person after all. My only regret is... that I didn't make you love me sooner — like this — though I'm not sure how I could've done that."
Cassandra kisses you on the cheek and laughs. She stands and stretches, "Come on, I think it's about time."
"Time for what?"
"Spoilers~"
<</p>>
<<actionlink 'Continue'>>
<<run setup.photoHandler(8)>>
<<blockAdvance 'trueend_3'>>
<</actionlink>>
<<blockNext>>
<<run $('.passage').scrollTop(0)>>
<<p>>
She leads you by the hand out the front door to the tower. The sun still isn't up yet, but a different kind of bright light takes its place: they've hung a banner across the front of the tavern with the words <span class='quote'>We love you, come back to visit!</span>. Everyone is poking out from windows waving at you and Cass.
You look up at the clear sky, "Damn you Cass."
She hands you a hankerchief chuckling, "I told everyone last night. I had a hunch you'd want to leave without saying goodbye."
"Damn this rain, we had better get going before it gets worse." You turn away and stick your hand up, which gets a light cheer in response — and that only makes the rain heavier. Weather magic won't help with this kind, there are no clouds above to manipulate.
Cass takes your other hand and the two of you begin walking down the long road ahead. "Sure Love, though I think you already know — I like the rain."
<</p>>
<<actionlink 'Credits' `{arrow: 'embark'}`>>
<<run setup.trueending('collect')>>
<</actionlink>>
<</block>><<if ! $route>>
/* these trigger immediately */
/* love making */
<<if $loc['2SR'].lipstick && ! $loc[$here].love>>
<<set $route to 'love'>>
<</if>>
<</if>>
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 0>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You slowly blink awake. This light feeling in your chest, this comfortable relaxation that's <em>filled</em> with invigorating energy. A quiet night's sleep. You've missed this, dearly.
The sky outside Cassadra's home is bright and cheery, the afternoon sun filters through the verdant canopy and lights the room with a nice shaded brightness that isn't blinding nor too warm. <em>Afternoon</em> sun. Wait what time is it? How long have you been sleeping? Upon closer inspection, Cass is wearing different clothes than you remember, she smells faintly of lilacs. There's no chance you'll be attending the meeting with the cabinet, though... upon remembering the constant bickering perhaps that's not a bad thing.
<div class='thought'>'I've got quite the sleep debt, I suppose.'</div>
So this is where the woman goes when you can't find her. It only makes sense that she wouldn't be satisfied with a simple tavern room. She <em>is</em> ex-nobility, even if the country she's from no longer exists on any map.
<</p>>
<<actionlink 'Take a look around her room'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
There's no <em>real</em> roof above your head, only a latticework of vines and leaves, yet the breeze that drifts through the small room only comes from the open windows. A luxurious use of a wind control formation, you suppose. It must've taken more effort to build the thing than to simply build a roof over— hmmm... or maybe not considering the teleportation array you saw yesterday.
The room is simply decorated, trinkets and mementos are laid here and there amidst books and pots of fragrant herbs. You recognize some of the titles on the shelf:
<em>Psy Wren</em>, of a bird who gets sent to the future and must fight to save the world.
<em>Teasing Magus Thomasine</em>, of a wizard in training who can't be honest with herself and a boy too dense to realize her feelings.
Unfortunately, there doesn't seem to be any way to return to your own the tavern...
<</p>>
<<backlink>>
<</block>>
<<elseif $route is'teleported'>>
<<done>><<rosedisable>><</done>>
<<set $thread = 'teleported'>>
<<include 'Cassandra'>>
<<elseif $route is 'love'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'love'>>
<<include 'Cassandra'>>
<<elseif $route is 'afterlove'>>
<<done>><<rosedisable>><</done>>
<<p>>
You quietly climb out of bed and stretch. The moon still shines in the dark sky above, it isn't morning or anywhere near but blood pumps through you at full speed. The <em>body</em> may be spent, but the <em>mind</em> taps gleefully. You haven't had a drop of alcohol, but you <em>feel</em> intoxicated. She <em>loves</em> you. <em>She</em> loves you.
<div class='thought'>'And I love her.'</div>
The words still sound a little odd in your mind. You're unused to being... <em>candid</em>, a consequence of your development which was frought with endless confrontation with bullies. There are still many things for you to learn it seems. Cassandra stirs when you get up but stays fast asleep. You might have been a <em>tad</em> rough so it's probably best to let her continue snoozing.
How had you possibly convinced the primal beast to look away for so many years? Not the one of <em>lust</em>; while strong, lust is a brutish animal, deceivable with some planning and preparation. No, the primal beast of contentment; it whispers that you are <em>incomplete</em>. Though you suppose it <em>hadn't</em> look away, you just convinced it to be satisfied with <em>her</em> happiness. Even sleeping, Cassandra is perfect. Not in the sense of the word's <em>definition</em> — nobody's that as she abundantly made clear yesterday — but in the sense of being <em>just the one for you.</em>
She bats at an invisible enemy and frowns. You give her a fresh quilt and a peck before turning to leave, but stop when <em>devious</em> thoughts creep in. The pen from this morning is still on her desk, and there's still a <em>small debt</em> concerning the matter with the lipstick...
<div class='thought'>'I wonder how long it will take <em>her</em> to notice...'</div>
<</p>>
<<actionlink 'Head back to your tavern'>>
<<if $quests.includes("Cassandra_leaving")>>
<<addquest 'Cassandra_sleeping'>>
<</if>>
/* NEEDS REVIEW: rewrite */
<<addnote 3000>>
She won't take offense to the word <em>"Property"</em> will she? I made the letters quite readable from afar.
<</addnote>>
<<set $route to 'idle'>>
<<set $here to '2SR'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'afterspicy'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'afterspicy'>>
<<include 'Cassandra'>>
<<elseif $route is'idle'>>
<<vignette 0>>
<<if $ev.includes('cabin revealed')>>
<<p>>
Cass' extension to the summer cabin, cleverly hidden with a formation.
<</p>>
<<listactions>>
<<else>>
<<p>>
Cassandra's home, located wherever the hell it's located.
<</p>>
<<listactions>>
<</if>>
<</if>>
<<set $route to undefined>><<p>>
Cass is still sleeping, you should come back when she gets up, or when you've finished everything and are ready to turn in for the night.
<</p>><<if $dia.Cassandra.afterspicy>>
<<p>>
<div class='thought'>'Mmmm there's no reason for me to head over there for now.'</div>
The rest of Cass' home is unlocked now, and the summer cabin lays in that direction through a hidden corridor — but you have unfinished business in the tavern.
<</p>>
<<backlink>>
<<elseif ! $ev.includes('encountered forcefield')>>
<<include 'forcefield_1'>>
<<backlink>>
<<else>>
<<vignette 0>>
<<p>>
It's no use. In any case, you should let her have her privacy.
<</p>>
<<backlink>>
<</if>><<set $act.other['forcefield_1'] = 1>>
<<if $ev.includes('next evening')>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<run $ev.pushUnique('encountered forcefield')>>
<<p>>
A complex field prevents you from continuing down the steps. It isn't harmful or detrimental, it just feeels like walking through increasingly thick air.
You can't even <em>see</em> where the runes are inscribed. She's good. If you close your eyes though, you can sense where they generally are from the resistance they create. If you touched a bit of... and...
No, you shouldn't try and break her security system, that would be bad form. It <em>is</em> tempting though.
<</p>><<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'idle'>>
<<vignette 0>>
<<p>>
Stairs in your tower, leading up.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'idle'>>
<<vignette 0>>
<<p>>
Stairs in your tower, leading up and down.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'idle'>>
<<vignette 0>>
<<p>>
Stairs in your tower, leading down.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro, triggers finale if needed */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* sleep finale */
<<elseif $act.sleep.story.party && ! $loc[$here].remember>>
<<set $route to 'remember'>>
/* fetch staff to fix everything */
<<elseif $ev.includes('next evening') && ! $loc[$here].staff>>
<<set $route to 'staff'>>
/* fetch sword */
<<elseif $dia.Baldwin.mithril && ! $loc[$here].sword>>
<<set $route to 'sword'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Your bedroom. You've made it. You take a good deep breath, the air in the room is... stale, so you open a window to let the breeze in. Simple furnishings sit under emroidered drapery, amidst shelving that lines the walls. A large telescope points towards the dark country side, next to a low bed. The sheets are tidily folded.
Light from the chandeliers above floods the room when you snap of your fingers, casting out some of the darkness in the room.
A neat pile of books sits on the table, bookmarks carefully placed on the page they were opened to. The chairs are folded and out of the way, your laundry in a basket on by the stairs instead of on the floor. She didn't have to do that, you would've gotten around to it eventually.
<</p>>
<<if $act.sleep.story.party>>
<<actionlink 'Continue'>>
<<set $route to 'remember'>>
<<goto $here>>
<</actionlink>>
<<else>>
<<sleepwist>>
<<listactions>>
<<backlink>>
<</if>>
<<elseif $route is 'remember'>>
<<vignette 2>>
<<removequest 'go_walk'>>
<<removequest 'sleep_2WR'>>
<<done>><<rosedisable>><</done>>
<<run $ev.pushUnique('remembered')>>
<<include 'sleepfinale'>>
<<elseif $route is 'staff'>>
<<run $ev.pushUnique('retrieved staff')>>
<<removequest 'fetch_staff'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Your bedroom is still a mess. Everything that has been fluffy and cushiony had been a target of your wanton outburst. Thankfully, you had the unconscious prescience to spare your memorabilia, books, and other useful instruments. It would have been... quite catastrophic if the mithril blade had sliced the wardrobe that kept your sapphire scepter. The metal is <em>peerlessly</em> sharp, not even a fortified casting focus would've presented much resistance without its wielder actively protecting it. The metal slowly sublimates into pure mana which automatically resharpens the blade on an atomic level.
The sword is sticking straight up in the middle of the room where you left it, having cleanly sliced through the <em>floor</em>. If not for the hilt, it might have simply bored a shaft through the tower. You gingerly pick up the dangerous stick, stuff it back into its silver sheath, and toss it onto what remains of your bed. You'll have to figure out what to do with it later.
You could donate it to Baldwin, he might have a use for it. Leaving it as a sword would be a monstrous waste of resources, but it isn't as though you have a castle fortification to build that might make proper use of it. Not even the tavern and tower foundation had needed something so precious.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You walk over to the wardrobe and pull out a dusty bejeweld rod after a bit of fishing. The sapphire scepter is just as gaudy as you remember. The meter tall mahogany staff has faint obsidian runes carved along its surface that accentuate its ability to conduct mana. A sapphire half the size of your fist has been inset into the tip. A golden clasp keeps in place. It isn't <em>real</em> gold, that would be too soft, just leafing. A steel ball has been placed on the other end to balance the weight of the staff, which also made the rod a formidable close-combat weapon.
You heft the rod and feel its familiar pull, its <em>thirst</em>. It yearns to be given a <em>challenge</em>. It rebukes you for leaving it to rot in the dark where it couldn't test its limits or satiate its curiosity. They say instruments take on the personalities of their owners after a while. The staff had <em>intentionally</em> been made flashy in order draw eyes, to provoke enemies and inspire allies. You'll have to get this remodelled to be better suit the time, but there is no craftsman in Asteria capable of handling it. Another stop to add to the list.
You channel a bit of mana and within moments, the staff appears to be nothing more than a simple oak rod with a large knot on one end. Any mage worth their penny would immediately see through it, but this should keep it from being too showy to bring around for now.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'staff_1WO'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'sword'>>
<<vignette 2>>
<<removequest 'fetch_sword'>>
<<run $ev.pushUnique('retrieved sword')>>
<<done>><<rosedisable>><</done>>
<<p>>
You walk over to the sword on your bed, it's intricate silver scabbard glimmers in the dim moonlight. It was decorated with obnoxious charm for much the same reason your staff was made ostentatious. The <em>original</em> sheath that Nathaniel had used for years was simple leather and steel, but he had swapped it for its current sunsilver one when waiting for your staff to be finished. Sunsilver is a tad stronger than steel, but its most remarkable feature is that it collects light during the day and dimly <em>glows</em> at night. When struck, it radiates the stored light in a bright flash. Nathaniel had often used it to draw attention and save someone's skin.
<em>This</em> one would also need a glamour. Within several moments, the sword looks to be a simple soldier's weapon — though you add a rose and hummingbird to the scabbard.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'mold_sword'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is'idle'>>
<<vignette 0>>
<<if $ev.includes('remembered')>>
<<p>>
Your bedroom, sword slashes mark every couch, chair, and bedding.
<</p>>
<<listactions>>
<<else>>
<<p>>
Your bedroom, trinkets line the shelves.
<<sleepwist>>
<</p>>
<<listactions>>
<</if>>
<</if>><<set $loc[$here].intro = 1>>
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<done>><<rosedisable>><</done>>
<<p>>
To say it was a hectic day would be an <em>understatement</em>. The cabinet had at first given you strange looks and then errupted into a hysteric frenzy when you announced your resignation. The members immediately began vying for control of the vacuum you would leave behind, each suggesting their own choice of replacement. You recognized many of these "capable successors" as their own children, nephews, or neices. Nepotism at its finest.
The king and queen greeted in a cheery mood, chuckling. They reacted a little better when you told them you quit — or rather Queen Isabel did.
Kenrick's jaw dropped and Isabel had to pick it up for him because it refused to return to its normal posiiton. She pinched his side and apologized for her husband's unsightly behavior. Fortunately, the three of you were in a private chamber because he pulled your robes and <em>begged</em> you to stay — that there was absolutely no way he could handle the kingdom's affairs without you — which might have been true if not the capable woman by his side. She gave you a bittersweet smile. How Isabel keeps the cabinet balanced alongside the various factions is beyond you, she'll have her work cut out for a little while.
You wonder just how much Cass has taught her. While the sorceress-in-hiding <em>technically</em> doesn't work at the palace, you know she comes and goes to help out with various things — though she seems to make it a game to hide from you and pretend she doesn't visit. You once caught her and Felice acting as scullery maids — and only because she took too long rigging the chair in your office to continually inch <em>ever so slightly</em> forward while you sat in it.
<</p>>
<<actionlink "Finish up at the palace and head to Baldwin's" `{end: true, arrow: 'start'}`>>
<<removequest 'quit_work'>>
<<set $rosedisabled to true>>
<<set $route to 'Baldwin'>>
<<set $here to '4BH'>>
<<goto $here>>
<</actionlink>>
<<set $route to undefined>><<set $loc[$here].intro = 1>>
<<routetracker $here>>
<<npc 'Baldwin' 'intro'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"So you've finally decided to pack your bags, eh?" The older man across from you motions for you to hand him the pestle. Baldwin stands with a square posture, his shoulders and back are straight despite time's attempts to drag them down. The two of you are working on a less pungent fertilizing agent that should <em>hopefully</em> work with dessert succulents.
"Think it's been a long time coming, Baldwin." You give him the pestle and he winces before grinding the earthwyrm pellets. <em>Less</em> pungent is the key word here — and is the reason why Felice is nowhere to be found.
"My son didn't give you too much trouble?"
You pinch your nose and swirl the flask in your hand, "Almost cried — again. Isabel kept him in line though."
"Ha, she takes after your mistress."
"Cass isn't my mistress."
"You keep saying that, but you love each other and live together — you squabble and make up by pulling petty jests that lighten each other up, though I suppose you'll never admit that they do. You even have children of sorts in the form of those tavern employees. If you're not a married couple then what are you?" Baldwin sets the mortar down and looks up. One eyebrow is raised in an affirmative accusation that shouts <span class='quote'>'You're not fooling anyone, Simon.'</span>
/* The former king is a man of medium stature and fine build. His wears a short white beard and his shoulders and back are straight despite time's attempts to drag them down. Even now, he exercises with the sword to keep his health. He'd <em>still</em> be a good match for the royal guards, though they won't even agree to spar of course, for fear of potentially injuring him. */
He continues, "By the way, how long did it take for you to fix whatever Cass did last night?" His light smirk and the twinkle behind his eyes tell you there's <em>something more</em> to his question — a hidden joke — but he keeps it to himself.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<em>Sigh.</em> "We... had a fight last night," you say without looking up. The potion in your hand darkens a bit.
"Oh? I suppose she finally called you out on being a blockhead?"
"What, she told you?"
"She'd complain every time she was over and you weren't around Simon. The amount of times she <em>didn't</em> mention it might be countable on my fingers."
"Why didn't you say anything then?"
He pauses — then takes his gloves off and sighs. His crystal blue eyes look right at you. In them you see the sadness and empathy of a man with problems he himself doesn't know how to deal with — and the hope that he may do the best with what he has to continue pushing on. "We all have skeletons in our closet, Simon. I was a king — you <em>know</em> the things I've had to do. Some, you were standing right next to me. The war did a number on all of us. I may know the bits and pieces you and Cass have told me, but I couldn't know the extent of it. I'm not an involved party. Who am I to tell you how to handle your trauma? No at most I can offer an ear to listen."
And the man did offer. You set the flask down and sigh as well, "Thank you for being a friend Baldwin."
He begins smiling, "I think I like this new Simon. I haven't heard you use that word before. Can you tell me what it means?"
"Oh shut up." You can't help but grin yourself.
<</p>>
<<actionlink 'Test the fertilzer and then head home for the evening' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'homeagain'>>
<<set $here to '0FD'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<set $route to undefined>><<p>>
<<print ':( How did you get here? There shouldn\'t be any way for you to get to this passage.'>>
<</p>><<p>>
<<print ':( How did you get here? There shouldn\'t be any way for you to get to this passage.'>>
<</p>>/* route checker */
<<if ! $route>>
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
It's been a long day, you trundle home tired, weary, and sleepy. Work was difficult but nothing a wizard of your caliber couldn't deal with, just babysitting royal brats and enduring diplomats. Sometimes you wonder if any of them actually have anything worthwhile to say. The brats aren't so bad, they drop the manipulative facade when you overwork their brains during a lesson, but the others. <em>Sigh.</em> Your comfortable living room is in sight, right on the other side of the door.
<</p>>
/* SPLIT ROUTER: SECOND HOLE */
<<elseif $route is 'homeagain'>>
/* HACK PATCH - BUG FIX?!? */
<<roseupdate :disableall>>
<<if $ev.includes('tower unlocked')>>
<<set $route to 'homeagain_unlocked'>>
<<else>>
<<set $route to 'homeagain_secondhole'>>
<</if>>
<<include $here>>
<<elseif $route is 'homeagain_unlocked'>>
<<run $ev.pushUnique('next evening')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
It's been a long day, you trundle home tired though only a little bit sleepy, the effects of a good night's rest. Your comfortable living room is in sight, right on the other side of the door. You fish out the spare key you Cassandra gave you and stare at it. Life's not so bad.
<</p>>
<<actionlink 'Head inside' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'homeagain'>>
<<set $here to '0LR'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'homeagain_secondhole'>>
<<run $ev.pushUnique('next evening')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
<<run $ev.pushUnique('second hole')>>
It's been a long day, you trundle home tired though only a little bit sleepy, the effects of a good night's rest. Your comfortable living room is in sight, right on the other side of the door. You stare at the door and realize you had never actually give yourself access by unlocking the door from the other side last night. You stare at the remains of the key that are still in your pocket and once again contemplate your life choices.
<em>Well</em>, a second hole in the wall isn't going to make much of a difference. You wave at Godfrey when he comes over from the service entrance to check what the bright light and heat is.
<</p>>
<<actionlink 'Head inside' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'homeagain'>>
<<set $here to '0LR'>>
<<goto $here>>
<</actionlink>>
<<else>>
<<vignette 0>>
<<if $ev.includes('tower unlocked')>>
<<p>>
Your front door, the comfortable couches <em>now</em> within reach.
<</p>>
<<listactions>>
<<else>>
<<p>>
Your front door, the comfortable couches just out of reach.
<</p>>
<<listactions>>
<</if>>
<</if>>
<<set $route to undefined>><<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<<set $act.other['broke_key'] = 1>>
<<rosedisable '0LR'>>
<<vignette 1>>
<<run $ev.pushUnique('broke key')>>
<<addquest 'Godfrey_0SE'>>
<<p>>
Your key snaps. You stare at it and contemplate your life choices.
Stars shine in the night sky, through a mask of light pollution from the city behind you. Crickets chirp in the vacant field nearby. The din of revelry drifts over from other entrance. You did this to yourself. There's no solution to this that doesn't require talking to people.
<em>Sigh.</em>
<</p>>
<<roseupdate>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* PROGRESS CATCHER */
<<elseif $ev.includes("invited to fix") && ! $loc[$here].fix_check>>
<<set $route to 'fix_check'>>
/* reminder to fix corridor */
<<elseif
$ev.includes('next evening') &&
! $quests.includes('fetch_staff') &&
! $ev.includes('retrieved staff') &&
! $loc[$here].see_broken
>>
<<set $route to 'see_broken'>>
/* these triger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* small act of kindness */
<<if $ev.includes('began investigation') && ! $loc[$here].rearranging>>
<<set $route to 'rearranging'>>
/* spoke with Merill about woods and flares */
<<elseif $dia.Merill.flares && ! $loc[$here].flares>>
<<set $route to 'flares'>>
/* find Violet crying */
<<elseif ($timenow - $dia.Violet.lasttime >= random(5,7)) && $dia.Violet.missing && $dia.Merill.food && setup.investigation().progress > 5 && ! $loc[$here].Violet_crying>>
<<set $route to 'Violet_crying'>>
<</if>>
<</if>>
<</if>>
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
Employees bustle in and out of the service entrance. A bespectacled man in a black and silver butler's suit stands just outside with a clipboard. His suit is sharp and perfectly tailored. Everything about him is bilaterally symmetric, from the horns under his swept back hair down to the very angle his feet point as he stands. He gives you a patented expressionless stare when you approach. Nobody can pull off dull monotony like Godfrey can.
<</p>>
<<listactions>>
/* REVIEW?: SMALL PRANK */
<<elseif $route is 'rearranging'>>
<<vignette 1>>
<<p>>
As you pass by the service entrance once more, you notice a box 3 meters from the door. It isn't that the box itself or its contents are particular in any way, but rather its position <em>there</em>, where Godfrey normally stands.
You tap the box of beets with your cane, lift it off the floor, and stack it with the other vegetables, revealing once again the worn prints of the man's shoes.
<div class='thought'>'To stand in the <em>exact</em> same spot every time...'</div>
Hmmmm... You touch the floor and make the ground <em>sink</em> ten centimeters. It'd be an interesting sight to see if Godfrey <em>continues</em> to stand in that spot despite it now being a shallow well in the exact shape of his shoes.
<</p>>
<<listactions>>
<<elseif $route is "see_broken">>
<<addquest 'fetch_staff'>>
<<vignette 1>>
<<p>>
The broken stone lays in a gigantic by the path between the service entrance and the tower front door. You should probably fetch your sapphire scepter from your bedroom and fix everything.
<</p>>
<<listactions>>
<<elseif $route is 'flares'>>
<<vignette 2>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
Right by the service entrance is a small lockbox holding a number of incendiary sticks. At a glance they appear to be traditional single use aerial flares: light, and a moment later a firework will shoot into the sky for everyone within 5 kilometers to see.
The amount of mana emanating from the box is <em>staggering.</em> There's even a glyph on the box itself to mask its presence, which is how you never even noticed it before. <em>What</em> has Cassandra done to these things? You pick up one of them up for inspection. Lines are intricately carved into its surface, forming a network of densely packed formations. They've even been placed such that the entirety appears to be a hummingbird sipping from a rose, the tavern's logo. A layer of resin protects it from the elements.
A <em>warding sigil</em>, normal... A <em>protection charm</em>, good. An <em>embedded arcane missile</em>, a <em>tad</em> excessive... You raise an eyebrow, a <em>thunder phalanx</em>...? An <em>astral nova</em>?!
You pity the fool who dares attempt harm on your staff members while they take a stroll.
<</p>>
<<backlink>>
<<elseif $route is 'Violet_crying'>>
<<if $ev.includes('resolved burdens')>>
<<set $route to 'Violet_crying_base'>>
<<else>>
<<set $route to 'Violet_crying_resolved'>>
<</if>>
<<include $here>>
<<elseif $route is 'Violet_crying_before'>>
<<set $loc[$here].lasttime = $timenow>>
<<npc 'Violet' 'crying'>>
<<set $dia.Violet.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'subthread'>>
<<p>>
You take a break by the staff entrance, sitting down on one of the numerous supply crates. Things that require cooling go in the icebox, but for everything else... do they just sit here? You contemplate what the inventory turnover is and whether that's a probem, but remember that Godfrey is in charge of supplies. If it was an issue, then he would have mentioned it, so it therefore must not be an issue. But what of thieves? Hmmm. Even if it <em>isn't</em> an issue, it may be worth expanding the store room.
The chirp of crickets and nightlarks sound in the night, but amidst them you hear a soft shuffle and the sniffle of a familiar voice from around back, away from either the path into the woods or your residence. You follow it.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
Violet is sitting on a box in the dark. You can hear the light sounds of carousing drifting over from the open window only several meters away, but here they don't matter. Her head is in her arms. Gentle sobs break the stillness. She's wearing a casual shift and her uniform is crumbled underneath her.
"Violet?" She doesn't even notice you approaching.
"Boss-Bossman..?" She quickly wipes her face and then brushes herself off.
"Are you alright? Lambert was looking for you."
"I'm- I'm fine." She glances left and right, but there's nowhere to retreat so she resigns herself to staring at the sky.
You take a seat on the grass next to her. "Do you wish to talk about it?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
The two of you sit in silence for a minute, broken only by the occasional sniffle. She fidgets and wrings her hands.
"My... family don't have a lot of money boss. Oh, I ain't complaining about wage it's good. I'm... just saying." She stops to clear her eyes.
You simply nod and let the girl compose her thoughts.
"We never got to eat anything tasty, just potatoes and maybe leftover fish from pop's haul, and whatever me or Vince would find. Mama would do her best, but she's not very good haha..." She looks at her hands. Even in the darkness, you can see the bandages wrapped around several fingers.
"When Merry hired me, I was <em>so</em> happy. It was doing tables, but I could see a <em>real</em> chef work. I thought maybe he could teach me, and then with the money you were paying, maybe I could treat everyone to something tasty <em>I</em> made..."<em>Sniff.</em>
She pushes a palm to her nose, "There're so many things I want them to try, so many things I never knew about..."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
"Lambert has told me you are a hard worker, Violet."
"Lamby... yells at me sometimes, but I can tell he ain't really mad that's just how he is, but today was... <em>different</em>. He was so angry, said I might have h-hurt someone. I-I think I did something I can't take back. I just wanted to show I was learning, that I c-could help." She brings her knees up and grips the uniform she's taken off. "Are you... are you going to fire me...?"
"Violet, let's go speak with Lambert. If you apologize and promise not to do it again, I'm sure he'll forgive you."
The girl shakes her head, terrified of what the head chef might say.
<em>Sigh.</em> The two of you sit in silence some more. You lean against the cold stone wall of your tavern. The grass underneath you is moist and chilly, its prickle is pleasant under your fingers. The soft light from the nearby window illuminates just enough to cast away the obscurity of darkness. It's a crisp night, perfect for reminiscing.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
"I saw you playing with the kids earlier Violet. Do you have many siblings?"
She doesn't reply, and for a moment you fear you'd have to try again, but eventually she speaks, "Three. There's me, Vince, Theo, and Mary."
"Impressive. I was an only child, so I can't say I know what that's like. Of all the dishes you've seen Lambert make, which one do you like the most?"
"...the stew." The girl answers through her knees, her words barely audible.
"Oh? My favorite dish is a stew as well. Not the mutton stew that we had tonight, a simple tomato basil with potatoes and goat milk."
"But you work at the palace Fenny." She looks up at you.
"Ha! You'd think after all I've eaten, that it'd be something fancy or expensive, but no. Those might be delicious, but they grow old quickly, they lack charm. No I prefer simple soup like my mother used to make. I could eat that everyday. Have you cooked for your family?"
Violet shakes her head, "I... I wanted to get better first."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<</block>>
<<elseif $route is 'Violet_crying_base'>>
<<block 'thread'>>
<<set $route to 'Violet_crying_before'>>
<<include $here>>
<<blockNext>>
<<p>>
"Gaining skill is good, but how do you suppose it's done? Do people study, learn, and then succeed on their first try? Haha, no. We first fail and make <em>many, many</em> mistakes. Small ones, large ones, even... costly ones. Everyone makes mistakes Violet. Everyone... fails now and then, and that's fine. They do not define us. It's what we do..<em>after</em>...that..."
You remember the dark red, such <em>vivid</em> saturation. It was everywhere. The primal <em>laugh</em>, that mocking sneer. Oh the <span class='emph'>screams.</span>
<div class='thought'>'Why? Why do you not hate me Cassandra? How can you stand to be with me, how can you possibly smile?'</div>
"Fenny?" Violet tilts her head at you.
<em>Cough.</em> "I was saying Violet, that mistakes do not define us. It's what we do after. Rise and stand, missie. Hold your goal tight within you and never let go. If you fall, stand and stand again. Fight with everything you have. That's how you achieve success. Up, on your feet then. If Lambert won't listen to reason, I'll make him."
"Really?" She stands and holds her uniform and apron. Her face is still a mess, but now hope twinkles lightly.
"I promise."
<</p>>
<<actionlink 'Head to the kitchen' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $here to '0KT'>>
<<set $route to 'Violet_chef'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'Violet_crying_resolved'>>
<<block 'thread'>>
<<set $route to 'Violet_crying_before'>>
<<include $here>>
<<blockNext>>
<<p>>
"Gaining skill is good, but how do you suppose it's done? Do people study, learn, and then succeed on their first try? Haha, no. We first fail and make <em>many, many</em> mistakes. Small ones, large ones, even... costly ones. Everyone makes mistakes Violet. Everyone... fails now and then, and that's fine. They do not define us. It's what we do..<em>after</em>...that..."
You remember the dark red, such <em>vivid</em> saturation. It was every—
You wince, shake your head, and think of the idiot's stupid grin instead. The visions won't go away overnight, but one day.
<div class='thought'>'Quick bastard, you owe me another drink for this — Cass and I will pour your favorite piss ale for you when we arrive, you'd better drink up.'</div>
"Fenny?" Violet tilts her head at you.
<em>Cough.</em> "I was saying Violet, that mistakes do not define us. It's what we do after. Rise and stand, missie. Hold your goal tight within you and never let go. If you fall, stand and stand again. Fight with everything you have. That's how you achieve success. Up, on your feet then. If Lambert won't listen to reason, I'll make him."
"Really?" She stands and holds her uniform and apron. Her face is still a mess, but now hope twinkles lightly.
"I promise."
<</p>>
<<actionlink 'Head to the kitchen' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $here to '0KT'>>
<<set $route to 'Violet_chef'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'cherries'>>
<<run $ev.pushUnique('rejuvenated')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You gently drop to the floor and feel the last of the power leave as you pour it back into the tavern so it can continue operating. Cassandra looks at you from the first floor opening. She tilts her head and rubs her eyes before smiling and heading inside. People cheer, pat you on the back, and rush up the stairs to admire the new construction. The canopy provides a light reprieve from the rain which is still sprinkling from the clouds above. It might even be a popular spot now.
"Master Fenrose, I advise you inform the staff should you attempt to do anything like that again." Godfrey steps up with his brow slightly knit.
"Ah, yes. Sorry. I got a little carried away."
"It is alright." He holds a box of tools and nails and climbs the stairs to the new terrace.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Fenrose...?" The portly chef addresses you with a bit of uncertainty in his voice while holding a bunch of cherries.
"Yes?" You frown, he seems a bit... shorter than you remember, which is strange.
"Oh good, I wasn't sure. Any particular dessert you enjoy and don't mind eating everyday? We have <em>a lot</em> of extra fruit now." He gestures at the ground which is <em>covered</em> in cherries. Some people have even begun picking them up, wiping them with a wet sleeve, and eating them.
You take the one from his hand and pop it in your mouth. It has a tangy sweetness and delightfully fresh taste, but otherwise seem like perfectly normal cherries. "I'll have Merill tell the customers they're free take as much is reasonable, but have the kitchen staff begin packing them into boxes. It wouldn't do to let them rot or get be stepped on and tracked everywhere. Cobblers are good, we can start with those."
"Sounds good, I've a couple ideas for providing variety."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Dinah brushes water off her hair, but it's a pointless gesture since rain is dripping from the sky. Still, she preens herself and straightens her clothes before walking up to you. "Hey Simon. Do you... want to have a drink sometime? I mean, if Cassandra is okay with it... You know what, forget I asked. I'll just uh..."
The woman bites a lip amd then brushes her clothes again. The thin fabric clings to her in the rain, her sleeveless black bartender's coat has been tightened so that it accentuates her bust.
"Are you alright Dinah? You're behaving <em>oddly.</em> You didn't get hit in the head by flying rubble earlier did you?" You touch your chin and feel a smirk creeping in just from looking at the magnificent floral structure you and Cassandra have built.
"What? No I'm fine." She gapes at you again and then blinks. "This... is going to take some getting used to," she finally says.
"What in the blazes you talking about?"
"I finally know what Cass was talking about. I didn't really believe her. Did you learn to scowl all the time so people would leave you alone?" Dinah blushes, her tail twirls around a leg coquettishly.
"Dinah, make some sense." You put your scowl back on which seems to snap her back to attention.
"Right. <em>You</em> probably haven't noticed. Here." She fishes in her pocket and hands you a small mirror.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The visage that returns your stare is familiar, but you haven't seen him in a <em>long</em> time. Chestnut brown hair sweeps from the top of his head. He has a strong jawline and clear expressive eyes that radiate <em>youth</em>. It isn't the unfledged spirit of a growing boy but the sprightly <em>vigor</em> of a confident man with energy to spare.
"Oh." You touch your cheek and feel the taut skin. It springs back with a light touch. You stretch your shoulders and <em>nothing cracks</em>. You look at your hands, no longer pale and wrinkled.
"Yeah..."
"Must've been a side effect of manipulating all that life force."
"You should've done this earlier. I bet <em>Cass</em> will be happy."
You place a finger on your chin to think on it and smile, "Do you have a hair tie by any chance Dinah?"
"Don't be too rowdy, we still have to sleep at night." The bartender hands you a spare loop and laughs before skipping back inside.
<</p>>
<<backlink>>
<</block>>
/* split router */
<<elseif $route is 'fix_check'>>
<<run $ev.pushUnique('checked fix')>>
<<if ! setup.questHandler('leaving','check')>>
<<set $route to 'fix_check_people'>>
<<elseif ! $dia.Cassandra.leaving>>
<<set $route to 'fix_travel_plans'>>
<<else>>
<<set $route to 'fix_ready'>>
<</if>>
<<include $here>>
<<elseif $route is 'fix_check_people'>>
<<vignette 1>>
<<removequest 'staff_0SE'>>
<<run setup.questHandler('leaving','add')>>
<<p>>
The service entrance, various supplies stacked in columns by the wall. The rubble has been cleared and collected to one side. The usable bricks sit in a small stack barely taller than yourself. You'll have to supplement with the ground. It might be a good idea to walk around and check on the staff and customers before doing anything though. Just in case. Perhaps you'll even gain inspiration on how to appropriately go about the task and create something... agreeable.
It would also be a good time to inform the staff that you and Cass plan to leave, if she hasn't already told them.
<</p>>
<<listactions>>
<<elseif $route is 'fix_travel_plans'>>
<<vignette 1>>
<<removequest 'staff_0SE'>>
<<addquest 'Cassandra_leaving'>>
<<p>>
The service entrance, various supplies stacked in columns by the wall. The rubble has been cleared and collected to one side. The usable bricks sit in a small stack barely taller than yourself. You'll have to supplement with the ground.
Nothing comes to mind as to how to create something... agreeable. Perhaps you might gain some insight if you delayed the task and make travel plans with Cass first.
<</p>>
<<listactions>>
<<elseif $route is 'fix_ready'>>
<<vignette 1>>
<<p>>
The service entrance, various supplies stacked in columns by the wall. The rubble has been cleared and collected to one side. The usable bricks sit in a small stack barely taller than yourself. You'll have to supplement with the ground.
<em>Sigh.</em> Perhaps it won't look as bad as you might think when it's done — only one way to find out.
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<if $ev.includes('fixed everything')>>
<<p>>
The service entrance, various supplies stacked in columns by the wall. Customers and employees alike pick cherries to eat or pack and admire the new terrace.
<</p>>
<<listactions>>
<<elseif $ev.includes('invited to fix')>>
<<p>>
The service entrance, various supplies stacked in columns by the wall. The rubble has been cleared and collected to one side.
<</p>>
<<listactions>>
<<else>>
<<p>>
The service entrance, various supplies stacked in columns by the wall.
<</p>>
<<listactions>>
<</if>>
<</if>>
<<set $route to undefined>><<set $act.other['fixeverything'] = 1>>
<<if $dia.Cassandra.mithril>>
<<include 'fixeverything_aftermithril'>>
<<else>>
<<include 'fixeverything_beforemithril'>>
<</if>><<set $act.other['fixeverything_before'] = 1>>
<<vignette 2>>
<<run $ev.pushUnique('fixed everything')>>
<<removequest 'staff_0SE'>>
<<done>><<rosedisable>><</done>>
<<p>>
If only you had artistic talent... Oh well. You can fix it first and worry about aesthetics later. The air tingles and you feel the gentle warmth begin to well within. You poke and prod at the ball of energy, provoking it. <span id='fix_mana'>Mana</span> rises within you and the furnace opens one eye but turns its head, bored. <em>Sigh.</em> Leaves from the nearby tree drop as though to offer a consolation prize. You look at the cherry tree and smile.
<div class='thought'>'Ha! So be it. Merely patching a hole would be <em>too boring</em> anyway.'</div>
You set the staff on the ground. Not holding the focus means losing conductivity but it was close enough to perform adequately. Lensing is more important for what you intend to do — and you'll both your hands free.
With open palms, you grip the air and <span class='emph'>twist.</span> Wind picks up and the clouds above you distort under the weight of your will. You'll need as much mana as you can gather. Small pebbles begin to lift into the air as the atmosphere bend and lightning thunders. The furnace smiles, <em>this</em> is a challenge worth taking on. It <span id='fix_roar' class='furnace'>roars</span>. The building has begun to vibrate under the brewing storm at this point. Water starts dripping from the sky like a cloth wrung of its power.
Cassandra steps out from the maintenance door and shouts over the deafening gale, "Are you crazy!? What the hell are you doing!?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>><<set $act.other['fixeverything_beforemithril'] = 1>>
<<block 'thread'>>
<<include 'fixeverything_before'>>
<<blockNext>>
<<p>>
"Shut up and help me!" You point at the tree and then at the ruined bridge.
It only takes her a moment to understand what you intend to do. <em>Manipulating life</em> is not an easy task. Removing wrinkles is simple enough but forcing a tree to <em>instantly grow and take the place of a bridge?</em> No one would be foolish enough to even try, it'd sap their own vitality if they didn't have enough mana.
She ducks inside and returns holding a rod as tall as her. It looks like a simple black pole with a small orb at the tip but you know the thing is incribed with so many glyphs it merely <em>appears</em> to be a blank slate. A person would have a difficult time reading them even with a microscope. She taps the staff against the wall and the tavern <em>itself</em> begins to glow.
When had the entire building been transformed into a casting focus?! Immediately, the strain on your vessel lessens and you catch your breath. She grins at your shock but quickly gets to work.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'fixeverything_after'>>
<</block>><<block 'thread'>>
<<include 'fixeverything_before'>>
<<blockNext>>
<<p>>
"Shut up and help me!" You point at the tree and then at the ruined bridge.
Foolish. You should've asked Cass how to use the tavern as a casting focus <em>before</em> beginning but it's too now.
<em>Manipulating life</em> is not an easy task. Removing wrinkles is simple enough but forcing a tree to <em>instantly grow and take the place of a bridge?</em> No one would be foolish enough to even try, it'd sap their own vitality if they didn't have enough mana.
It only takes her a moment to understand what you intend to do. She ducks inside and returns a holding a rod as tall as her. It looks like a simple black pole with a small orb at the tip but you know the thing is incribed with so many glyphs it merely <em>appears</em> to be a blank slate. A person would have a difficult time reading them even with a microscope. She taps the building with her staff and the entire building glows.
Immediately, the strain on your vessel lessen and you catch your breath.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'fixeverything_after'>>
<</block>><<block 'subthread'>>
<<p>>
People have stepped out to watch the spectacle. Godfrey and Lambert stand by the kitchen door, silently watching. Fabian, Merill, and Dianh are cheering you on from the tavern entrance. Baldwin leans against a wall and waves at you. No one seems to recognize the former king, they likely would have groveled if they did.
<span id='fix_power' class='radiant'>Power</span> <em>thunders</em> through you. Every fiber in your body screams. You aren't stupid enough to try to hold the gathered mana <em>within</em> your body, it's wrapped around you like a vicious biting suit of power, but even the tiny bit leaking through your skin is enough to threaten charring your insides. Every light in the tavern has gone out, sucked dry to fuel the process you've begun. In exchange, you've become a turquoise <span id='fix_sun' class='sparkC'>sun<sparks/></span> shining in the night. Your feet lift off the floor. Even gravity can't contain you any longer.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
<em>Slowly</em>, you move the bubble of light off you and envelop the tree. It cracks and splinters, the leaves darken, wither, and then drop, only to be immediately replaced by new ones that spring forth. Sweat beads on your forehead from concentration. One wrong move and the entire ball of energy would collapse under its own weight, likely catastrophically. Cassandra seems to be doing well on her side, she's also ditched her staff to manipulate with both hands.
The cherry that grows next to your tower has been there for a <em>long</em> time, but it isn't particularly large. Trees grow slowly after all, or at least they should.
<div class='tree'></div>
<div class='p'>Branches spurt from the trunk and crawl along the ruined stonework, <span id='fix_verdant' class='radiant'>verdant</span> foliage explodes from its arms. Fruits drop to the ground. The entire process only takes several minutes, but a new viridescent bridge adorned with <span id='fix_sakura'>sakura</span> flowers has taken the place of the destroyed corridor.<img id='fix_tree' src="./assets/sakura_tree.png" class='embellishment'></div>
You even set rails along the sides, propped up several benches, and dropped a spiral staircase to the ground floor. <<if $ev.includes('second hole')>>The holes in the tower were fixed as well of course.<<else>>The hole in the tower was fixed as well of course.<</if>>
<</p>>
<<actionlink 'Continue' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'cherries'>>
<<goto $here>>
<</actionlink>>
<</block>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* rain, rejuvenated */
<<elseif $ev.includes('fixed everything') && ! $loc[$here].rain>>
<<set $route to 'rain'>>
/* herb chicken*/
<<elseif
$ev.includes('obtained service key') &&
! $loc[$here].supplied_1
>>
<<set $route to 'supplied_1'>>
<<elseif
$ev.includes('bridge broken') &&
$loc[$here].supplied_1 && ! $loc[$here].supplied_2
>>
<<set $route to 'supplied_2'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* aux desc */
<<if $loc[$here].all >= 3 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
/* revenge spicy */
<<elseif
$ev.includes('ate fish') &&
! ($ev.includes('rejuvenated') && ! $dia.Dinah.rejuvenated) &&
! $loc[$here].counterspicy
>>
<<set $route to 'counterspicy'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
Everyone stops what they're doing when you step into the kitchen. For a moment, time stands perfectly still under the weight of your glower. In a quick frenzy, everyone begins working at double speed, intent on showing that they have no desire to be unnecesesarily relieved of their duties.
A portly man glances in your direction, sighs, and then waves at everyone to stop messing about. The kitchen to your tavern isn't particularly large and nor is its menu selection especially impressive, but you pride yourself in the <em>quality</em> of its output, or rather in the man you've chosen to run the operation. Lambert may not be a celebrated or honored culinary artisan, but he is pragmatic and discerning; a man who proves his worth not with precocious wit or conniving manipulation but with the physical product of his hands. A fine head chef indeed.
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'auxdesc'>>
<<vignette 1>>
<<p>>
The kitchen of a tavern is always busy and yours is no exception. It only now dawns on you that, you never actually specified opening and closing hours. Does this place run 24 hours a day? The smell of slow simmered stew fills the kitchen and makes your stomach rumble.
<</p>>
<<listactions>>
<<elseif $route is 'supplied_1'>>
<<vignette 2>>
<<npc 'Violet' $route>>
<<set $loc[$here].lasttime = $timenow>>
<<set $dia.Violet.lasttime = $timenow>>
<<p>>
<<if $dia.Violet.intro>>Violet<<else>>A cat-eared young lady<</if>> kicks the service entrance door open, holding more live chickens than should be humanly possible. "Bossman! Chickens acquired!"
Lambert directs an assistant to take over before walking over and lightly knocking the lady on the head, "Violet, stop bringing them inside! And put them in the cage outside where they belong."
Unphased, she straightens and salutes. The chicken under her arm has resigned itself to fate, but the one in her hand struggles desperately, pecking her forehead. "Okie dokie Bossman!"
<</p>>
<<npc 'Violet' 'intro'>>
<<listactions>>
<<backlink>>
<<elseif $route is 'supplied_2'>>
<<vignette 2>>
<<npc 'Violet' $route>>
<<set $loc[$here].lasttime = $timenow>>
<<set $dia.Lambert.lasttime = $timenow>>
<<set $dia.Violet.lasttime = $timenow>>
<<p>>
The cat-eared young lady from earlier picks up a plate of freshly braised herb chicken, but stops in front of you. "Oh! Boss-Bossman! Want a chicken?"
Before you can answer, Lambert is shouting at her from across the kitchen "Violet, those are for customers! If you eat <em>another</em>—"
"Gotta go Boss-Bossman!" She leaves before receiving the rest of her scolding.<<if $ev.includes('began investigation') && ! $ev.includes('found chicken')>> Those chickens being served, Madam Richenza's chicken isn't among them... right?<</if>>
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'Violet_chef'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'Violet_chef'>>
<<include 'Lambert'>>
<<elseif $route is 'rain'>>
<<set $loc[$here].lasttime = $timenow>>
<<set $thread to 'rejuvenated'>>
<<done>><<rosedisable>><</done>>
<<include 'Lambert'>>
<<elseif $route is 'counterspicy'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'counterspicy'>>
<<include "Dinah">>
<<else>>
<<vignette 0>>
<<p>>
The tavern kitchen, delicious smells waft through the air.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $act.other['eatstew'] = 1>>
<<set $can_replay to false>>
<<run $ev.pushUnique('ate stew')>>
<<vignette 1>>
<<p>>
You've had Lambert's mutton stew before many times before. It's good, but not <em>this</em> good. The savory meat melts in your mouth, but the clean simple aftertaste has been replaced by the tiniest hint of an oily sheen and floral bitterness. It seems somebody has snuck one of the herb roasted chickens at the bottom of the pot, and it's improved the taste.<<if ! $ev.includes('ate chicken')>> You'll have to sample the chicken to be sure though.<</if>>
<</p>>
<<if $loc[$here].supplied !== 2>>
<<addnote>>
It may be worth returning to have some chicken when it is ready. What remains seems quite palatable.
<</addnote>>
<</if>>
<<listactions 'stew' 'Lambert' 'Lambert_chicken'>>
<<backlink>><<set $act.other['eatchicken'] = 1>>
<<set $can_replay to false>>
<<run $ev.pushUnique('ate chicken')>>
<<vignette 1>>
<<p>>
It was the correct decision to pay for well respected chef. Broiling chicken is not easy, you have to ensure the entire bird is thoroughly cooked without drying it out. The interior is soft and juicy, the meat tears nicely. The charred surface is a bit bitter but imparts to the skin a toasty crunch that compliments the spice mix and pesto. Lambert has done a fine job.
<</p>>
<<listactions 'chicken' 'Lambert' 'Lambert_chicken'>>
<<backlink>><<set $can_replay to false>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<if $dia.Dinah.rejuvenated>>
<<include 'eatfish_notpranked'>>
<<else>>
<<p>>
You open the cupboard and look at the shelf that stores your personal plate, bowl, cup, fork, spoon, dinner knife. They <em>appear</em> to be no different from when you used them last night — but you can't be sure.
It might be best to wait until you find out what Dinah and Cass have done to your things.
<</p>>
<<actionlink 'Have dinner anyway' `{arrow: 'start'}` clear t8n>>
<<include 'eatfish_pranked'>>
<</actionlink>>
<<backlink>>
<</if>><<set $act.other['eatfish_pranked'] = 1>>
<<set $can_replay to false>>
<<run $ev.pushUnique('ate fish')>>
<<run $ev.pushUnique('fish pranked')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You fetch your tableware from the cupboard — the plate is a little oily under your fingers, but that's likely because today's menu is deep fried fish — there's oil <em>everywhere</em>. You place several fillets onto your plate, fill a bowl of soup, and find a quiet corner in the kitchen — or at least as quiet as it can get anyway. Today's soup is chicken, stock made from yesterday's herb broiled leftovers.
The first sip is a bit spicy. The second has you sweating. Lambert has put <em>a lot</em> of heat in the soup. You take a drink from your glass, but it doesn't help. After a minute, you've taken off your coat, but the heat doesn't subside no matter what you do.
"Lambert." You finally call out. Your face is red, your shirt is drenched, your head swims — your tongue <span class='furnace'>burns</span>.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Yes?" He looks at you for a second and then begins smiling.
"Why is today's dinner so <em>spicy?</em>" You can't feel <em>anything</em> anymore — just pain and suffering. Your bowels groan under the torment.
"Fenrose, would you like to see some magic?"
You breath through your mouth in short, ragged breaths — your nose is unusable, "You can perform magic?"
He picks up your spoon, walks over to the sink, and dabs a bit of soap onto it. The spoon turns <em>black</em> with the <em>slightest</em> hint of red.
"What..."
"That sharp scent on the metal? That's <em>Devil's Pitch</em> — hot sauce so spicy it'll bore a hole in wood if not cleaned after a spill. As for why it's <span class='emph_light'>invisible</span>, I think you have an idea."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
He touches soap to the rest of your tableware — <em>everything</em> comes away black.
Cass... that woman. Your vision spins. Why is it <em>still</em> getting hotter? You lay on the ground, unable to think. "W-Wah... wahhhhdddur."
"Water doesn't actually help with capsaicin, friend." He chuckles.
Your <em>fingers</em> begin to burn from the close contact with the hot sauce. You take off your shirt, but it doesn't really do much. Your mouth is so swollen you're not sure it can even make the appropriate shapes anymore. "Wa..."
Lambert holds a cup of white vinegar and you prop yourself up to take it from his hand. It helps — but only a little — so you seize the jug from his other hand and begin chugging it.
"Woah, easy there Fenrose, doing that might just make things worse."
He's right. Your stomach screams — the human body was not meant to drown in vinegar. By this point, your entire digestive tract is on fire and you choose to just lay on the ground. Lambert pours the liquid into your open mouth for you because it's too painful to even <em>move</em>.
<</p>>
<<actionlink 'Lie perfectly still but in agonizing pain for ten minutes'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Conscious thought has finally returned and you turn to address the savior who provided your sour medicine, "Lambert, has Dinah has dinner yet?"
"No not yet."
"And Cass?"
"I don't believe she has either." He laughs.
"Good good."
"Be careful Fenrose. You might get a scowl and some yelling from Dinah, but the Ms. doesn't eat spicy. You might find yourself sleeping outside tonight, bound to a tree."
You shrug, "Wouldn't be the first time."
He chuckles again, "Suit yourself."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I should watch when Dinah comes down for dinner. As for Cass... would she suspect anything if I bring it to her myself?
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>><<set $act.other['eatfish_notpranked'] = 1>>
<<set $can_replay to false>>
<<run $ev.pushUnique('ate fish')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You fetch your tableware from the cupboard — the plate is a little oily under your fingers, but that's likely because today's menu is deep fried fish — there's oil <em>everywhere</em>. Wait no.
<div class='thought'>'What was it that little rascal said earlier?'</div>
You touch your cup, fork and spoon — all a bit oily. You bring your fingers to your nose there's a sharp scent on the metal. The inside of your nostrils begin to itch after several seconds.
"Lambert."
The portly man walks over and looks at the way you're holding your tableware with a raised eyebrow then smiles, "Discovered have you?"
"You don't have any part of this do you?"
"Me? I'm just a chef who takes breaks every once in a while. I can't know what people do to kitchenware while I'm out." He laughs.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Your eyes narrow — he likely had some idea — but you let him off. You hold up the fork, "Do you recognize it?"
He takes a whiff and laughs, "This is <em>Devil's Pitch</em>, hot sauce so spicy it'll bore a wood if not cleaned up after a spill. If I'm not wrong..."
He opens a cupboard and fishes around for a minute before presenting a glass bottle with a blackish red syrup.
"Has Dinah had dinner yet?"
"I don't believe so."
"And Cass yet?"
"Hmmm no." He touches his chin and laughs.
"Good. Good."
"Be careful Fenrose. You might get a scowl and some yelling from Dinah, but the Ms. doesn't eat spicy. You might find yourself sleeping outside tonight, bound to a tree."
You shrug, "Wouldn't be the first time."
He chuckles again, "Suit yourself."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I should watch when Dinah comes down for dinner. As for Cass... would she suspect anything if I bring it to her myself?
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* introduce Fabian */
<<elseif $loc['0TL'].intro && ! $loc[$here].Fabian>>
<<set $route to 'Fabian'>>
/* Fabian hug */
<<elseif $ev.includes('checked 1SB') && (! $ev.includes('closed investigation')) && ! $loc[$here].Fabian_hug>>
<<set $route to 'Fabian_hug'>>
/* Godfrey bow */
/* new person in location */
<<elseif $ev.includes('closed investigation') && ! $loc[$here].Godfrey_bow>>
<<set $route to 'Godfrey_bow'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* NEEDS REVIEW? update? */
/* aux descriptions */
<<if $loc[$here].all >= 2 && ! $loc[$here].auxdesc_1>>
<<set $route to 'auxdesc_1'>>
<<elseif $loc[$here].all >= 3 && $loc[$here].auxdesc_1 && ! $loc[$here].auxdesc_2>>
<<set $route to 'auxdesc_2'>>
/* CAMEO */
<<elseif (setup.investigation().progress > 3) && $dia.visitor && ! $loc[$here].visitor_call>>
<<set $route to 'visitor_call'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<set $loc[$here].lasttime = $timenow>>
/* REVIEW: maybe add more muscle descriptors? */
<<vignette 2>>
<<p>>
<span id='r0TE_name'>The Wizard's Reach</span>, a beautiful name. Merill once complained that the name wasn't a good fit because the wizard in question, you, never appeared but that was beside the point. A name was like an ambition, it had to show appropriate strength of desire to attract customers.
You have with you a simple casting focus, but an elderly man with a walking cane isn't an odd sight. More might have recognized you if you had your sapphire sceptre, but you never brought it out <em>precisely because</em> it makes you stand out. The select few who <em>do</em> recognize you show a bit of churlish delight at your circumstanes.
<</p>>
<<if $loc['0TL'].intro>>
<<set $route to 'Fabian'>>
<<include $here>>
<<else>>
<<listactions>>
<<backlink>>
<</if>>
<<elseif $route is 'Fabian'>>
<<p>>
A large burly man stands by the open tavern doors. The muscles on his chest alone probably weigh more than you do. He grins cheerfully for a moment before catching himself and putting on his fiercest look. He isn't very successful. Fabian is a massive man who's greatest strength is... well his strength. Despite the imposing stature he casts on the vicinity, the nearby patrons are at ease, likely because he's an innocent straightforward man who speaks his mind and follows instructions, if perhaps a bit too literally at times. He gives the impression of a puppy or maybe a gigantic worg, if they were cute instead of savage.
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'auxdesc_1'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
The doors to your tavern-home. Some might think having a tavern connected to your residence would be a terrible experience, but they forget to account for the perks of being a wizard with access to sound-dampening.
<</p>>
<<listactions>>
<<elseif $route is 'auxdesc_2'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
The sign to the Wizard's Reach is a bit tilted, so you raise you staff to prod it into place. Most don't seem to notice that your staff never actually touches the wooden placard. You give it a firm prod to glue it back in place. Wouldn't want this to fall on anyone.
<</p>>
<<listactions>>
<<elseif $route is 'Fabian_hug'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
Fabian stands "meancingly" at the door, a woman gives him a hug and tiptoes to pat him on the head before skipping inside.
<</p>>
<<listactions>>
<<elseif $route is 'Godfrey_bow'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
You had expected to see one of the other bouncers standing where Fabian was, perhaps Anthony or maybe that new fellow Merill recently hired, you can't remember his name. Instead, Godfrey has taken over. You contemplate the choice. Certainly... the disciplined man would be a good choice for keeping things in line, but... bouncers require empathy, people skills, and sometimes even force to accomplish their task. Does Godfrey even have the emotions required to feel empathy? As usual, he is taking notes. However the main entrance bouncer greets visitors and it would apparently be rude to not make eye contact, so Godfrey's hand is just scribbling while the journal hangs from his belt. He isn't even looking at it. How the man manages to generate anything legible like that is a mystery.
An inebriated couple stumble out from the dining room nearly falling over. They spot Godfrey, straighten up, brush off their clothes, and <em>preen</em> themselves before <em>bowing</em> to him. They then return to stumbling into the night. <em>What</em> in the world...?
<</p>>
<<listactions>>
<<elseif $route is 'visitor_call'>>
<<set $loc[$here].lasttime = $timenow>>
<<npc 'visitor' 'call'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You see the bespectacled man in strange garb from earlier pacing back and forth on the grass just off the main path by the tavern entrance. He holds that odd enormous metal hinge under his arm and a small box to his face while gesticulating and speaking to thin air. He ought to see a mental health specialist.
"No, that's not what I said. I mean I <em>know</em> I said it would be done by yesterday, and it isn't, but it's still yesterday. No, <em>you</em> don't make any sense."
Godfrey is standing by the tavern doors as usual, but there's something odd about him. His movements are stiff, well <em>awkward</em> is more correct since Godfrey's movements are always stiff, but they now lack the mechanical fluidity of a well oiled machine. The couple he greets don't seem to notice, but he is uncomfortably turned to specifically keep the pacing man out of sight. His hands stop to repeatedly scratch out something on his notepad. Is he... <em>trembling?</em>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Godfrey."
"Master Fenrose."
"Do you... know that man?" You point at the bespectacled fellow pacing several meters away.
"W-who? I do not know who you are uh referring to."
Did Godfrey just stutter and use a filler word?! "That man, over there, with the large metal hinge, and speaking to himself."
"S-surely you jest Master Fenrose, there is nobody there, certainly no one pacing."
"I hadn't mentioned he was pacing."
"A slip of the tongue, of my imagination. Yes."
You frown, Godfrey seems to be actively trying to ignore his presence.
<</p>>
<<actionlink 'Walk over to him'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Hello, sir." You hail the man just as he stops to put away the small box he was holding to his face.
"Oh, you! Hey there. Thanks for the earlier. The waitress came, but didn't know which table the tea was for. Cute lady, the small one."
"Merill? I trust you had no issues receiving your drink, was it to your liking?"
"Is that her name? Yeah I picked it off the tray when she stood around trying to find me. I'm not sure she even noticed. Interesting selection. I didn't think tuna in tangerine tea would be any good. Had me surprised."
You frown, that is <em>not</em> what you asked Merill to give him. It was supposed to be a simple jasmine with milk, but the man seems to be happy with it so there's no reason to mention the mistake.
"It's a pity, I would've liked to stay longer but I think I've been here too long already. I wonder if the bartender upstairs would've been adverse to a dinner..." He looks up at the sky and touches his chin, "Well, in any case, a mouse yelled at me, so I need to get going."
"A... mouse?" Maybe the man was referring to fae folk. Some of them <em>are</em> small, but you hadn't heard of a <em>rodent</em> one before.
"Oh he wasn't being <em>mean</em>, just gave the poke I needed. Him, the bird, ice pop, flower, and the other flower have been a great help."
...More fae folk then. "Well sir, if you do visit this part again, our doors are open for you."
"Hah, gladly Simon." He gives you a wistful smile and nods, waving with his back turned as he walks into the night.
<</p>>
<<actionlink 'Watch the strange man leave' `{end: true, arrow: 'back'}`>>
<<addnote>>
Hmmm... Did I ever mention my name to him? Perhaps he heard it from Merill.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'carriage'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<set $act.other.love.lasttime = $timenow>>
<<npc 'Cassandra' 'carriage'>>
<<npc 'Godfrey' 'carriage'>>
<<npc 'Beatrice' 'carriage'>>
<<npc 'Merill' 'carriage'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
As expected, the stablemaster was confused and surprised to see Cassandra with a gentleman, and had at first thought she was cheating — which made you frown for <em>multiple</em> reasons. When you explained who you were, his confusion <em>only grew</em>. Like Merill, he thought you were your own son, which made Cassandra have a laughing fit.
The ride took a little longer than thirty minutes. It was dark — you had traveled the road many times but you were with animals you hadn't handled before. In the end, Cass took over.
Godfrey stepped forward to take the carriage from the clearly wealthy customers, but froze when he saw it was you and Cassandra — which is as much confusion as you've ever seen him display.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Master Fenrose, Miss Cassandra, good evening. I will bring the animals out back for you." Godfrey bows and takes the reins.
You catch the technical error and smile. <em>Evening</em>, he said. The man must be <em>incredibly</em> confused to make a blunder like that.
"Thank you Godfrey."
Beatrice and Merill poke out from the dining room to see who the well dressed customers are. Beatrice drops her pad, Merill tilts her head almost so far it becomes parallel with the floor.
"Rosy, Cass, weren't the two of you upstairs doing... the..." Merill reddens and motions with her hands — realizes her gestures themselves are obscene and stops.
Beatrice tries to help, but she's no better — rather she powers through her embarrassment with an intense finger curl — but while hiding behind her friend and staring at the floor.
"Hm? Did something happen? Cass and I were just out for a bit."
"Yes, no, but if then—" Merill frowns and kneads her temple with her knuckles, you can <em>almost</em> see the steam rising as she tries to rationalize everything.
You and Cass pat the young women on the heads and have a small laugh while heading inside.
<</p>>
<<backlink>>
<</block>>
<<else>>
<<vignette 0>>
<<p>>
The main entrance, customers come and go during all hours of the night.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* desc for person in new location */
<<elseif $ev.includes('began investigation') && ! $loc[$here].Godfrey_conductor>>
<<set $route to 'Godfrey_conductor'>>
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* personality for Violet */
<<if
$dia.Lambert.magic && $ev.includes('asked about master key') &&
($timenow - $dia.Violet.lasttime >= random(5,7)) && ! $loc[$here].Violet_kids
>>
<<set $route to 'Violet_kids'>>
/* more poop chute nonsense */
<<elseif $loc['1HW'].uniqueclient && ! $loc[$here].chute>>
<<set $route to 'chute'>>
/* alternate wait scene triggers after closing investigation */
<<elseif $ev.includes('closed investigation') && ! $dia.Merill.performance>>
<<set $route to 'performance'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 2>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
As expected, the main floor of your tavern is bursting at the seams with vivacity. Men and women of all ages laugh, dance, and play. Even children roam around freely. Mixing drunkards with children seems like a recipe for disaster but Merill expertly manages. <em>How,</em> you're somewhat unsure since that the woman sometimes blend in with the children due to her height, but you've not had any problems.
A girl carelessly runs her face into your knee and trips, dropping the figure in her hands. It shatters and she begins crying.
<em>Sigh.</em> You crouch to pick up the broken pieces and examine them. These witless features, this oversized sword and needlessly flashy cape... "Little girl, is this Arthur Ransley, the Sword of Predestined Victory?"
She nods, but doesn't stop crying.
"Do you know why he's called the Sword of Predestined Victory?"
She shakes her head. She likely has no idea what 'predestined' means. These titles have gotten too pretentious lately.
"<em>Predestined</em> means certainly going to happen. No matter how tough the enemy is, Arthur keeps fighting. If he doesn't win, do you know what he does?" You draw a bit of mana and feel the soft warmth begin to circulate. The amaranthine light draws the attention of nearby patrons.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Magic is a somewhat rare gift. <em>Mana</em> itself isn't too rare, most people have <em>a little bit</em>, it's what allows them to operate appliances, but few people have enough to actually perform magic.
Those that <em>do</em> are often untrained because how could they know? Unless they were specifically tested, most of these hidden talents would just have a slightly stronger physique or a little bit more luck compared to their peers.
Even among fae, few unconsciously operate mana with enough velocity to produce noticeable results unless they had a truly difficult upbringing. Some do of course, these magicians are <span class='emph_light'>reflexive casters</span> instead of <span class='emph_light'>systemic casters</span> like yourself, but most people call to them <em>paladins</em> even if that isn't correct.
<em>Paladins</em> are a classification on what a magician chooses to do with they mana, not a classification on how they manipulate it. A systemic caster that paints glyphs on their body is as much a paladin as a reflexive caster that just eats a meal before going into battle because they can hit harder on a full stomach.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Magicians were more common when the academy propsered because the institution was famously skilled at finding and recruiting talent. <em>Everyone</em> was tested when they became of age, the resources required to do that were so substantial that there will likely never be anything like it ever again.
Here in the capital, most people have at least <em>seen</em> magic before but it typically isn't something they have close personal access to. You hold the sword up for the little girl and the tip begins to glow. She quiets to watch you cup your hands, brilliance peeks from within your clasped finger.
"When Arthur loses, he gets up to fight. Again and again he rises. They may win today, but one day, victory will be his because he's <em>invincible.</em>" With a small puff of air and a dazzling flash, you open your palms. The figure is repaired, a simple glueing spell. You hand it back to the elated girl who thanks you and runs to show her mother.
Some among the onlookers recognize you and begin cheering, but you give them a half-hearted wave to quiet them down. The dancer on stage gives you a quick curtsy before continuing her performance. The musicians can't stop, but they greet you with their eyes. Merill beams and waves with her body if not her hands, she's in the middle of serving food.
<</p>>
<<listactions>>
<<backlink>>
<</block>>
<<elseif $route is 'Godfrey_conductor'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
There's something... <em>different</em> about the atmosphere. The customers are still enjoying themselves gaily, the employees are still bustling in and out of the kitchen or mingling with the patrons, but where previously there was a <em>fracas</em> of merriment, there is now a <em>symphony</em> of festivity. Godfrey stands at the center, orchestrating the dining room proceedings in place of Merill who has gone to take her break.
<</p>>
<<listactions>>
<<elseif $route is 'Violet_kids'>>
<<npc 'Violet' 'kids'>>
<<set $dia.Violet.lasttime = $timenow>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 2>>
<<p>>
"I'mma getcha!" Violet rushes past you chasing after several kids with makeshift weapons. One of them falls victim to her assault and giggles when Violet picks her up and spins her about.
"<em>RAWR,</em> now you're mine!" Your blue haired waittress places the little girl on her shoulders, who then proceeds to grab Violet's ears like handlebars. You watch her chase after the others, sliding and leaping over chairs, and frown.
"Don't worry Rosy, she's <em>very</em> good." Merill has stopped in front of you. "Actually, I think it's safer that they play with her, than to have them just run around."
Without warning, Violet suddenly picks up speed with uncanny agility and vaults over a table to stop a drunken man from backpedaling into a boy. The girl on her shoulders shrieks in delight.
"See?"
<</p>>
<<backlink>>
<<elseif $route is 'review'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'review'>>
<<include 'Merill'>>
<<elseif $route is 'chute'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
You stop in the middle of the dining room and stare at the ceiling. The space has been expanded and is now much more open. There used to be pillars in the middle of the room that would hide the channels carrying... the <em>waste</em> product from the upstairs living quarters. However, they are nowhere to be seen, nor are there any auxiliary ducts in their place. It couldn't possibly be simply... <em>collecting</em> in that middle guest room... <em>could it?</em> No, that'd be absurd. Godfrey should have an appropriate answer.
<</p>>
<<listactions>>
<<elseif $route is 'performance'>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<set $dia.Merill.lasttime = $timenow>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you step into the dining room, a troupe has taken the place of the dancer. The dining room is decently sized, as far as taverns go, but it isn't enough space for them to <em>truly</em> show their capabilities. You'd need to prepare an outdoor arena. The Wizard's Reach <em>is</em> located at the far edge of the city and is surrounded by plenty of open space and woodlands, so it wouldn't be difficult to do. Something to contemplate.
A man lightly launches a girl up to the top of a small human pyramid while she juggles. <em>Impressive.</em> A gaggle of children have gathered at the front, sitting on the floor to watch and cheer. A familiar head of hair pokes out from among them and stands. Strangely she's wearing a tavern uniform — no wait, that's Merill. She stretches, spots you, and then skips over.
"Hiya Rosy! Need something from the kitchen?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"No I'm alright—"
<</p>>
<<include 'performance_1'>>
<<blockNext>>
<<include 'performance_2'>>
<<blockNext>>
<<include 'performance_3'>>
<<p>>
The momentum carry itself — Godfrey has already left to return to his station by the tavern entrance, Merill and the others have taken over to lead the song.
You set the lute down — satisfied at the success.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
An outdoor stage might be nice, for dances and festivals if not just for performances.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'lipstick'>>
<<done>><<rosedisable>><</done>>
<<p>>
The tavern is much emptier during the day, especially in the morning, but the few people who do see you cheer as you enter. The women giggle and the men exlaim and give you a high five as you pass. Cassandra was right, you have been an idiot. Nathaniel surely would not have wanted that of you. Your <em>friend</em>. How silly of you to avoid a word for so long — you wonder how many more friends you have, if they might lurk amongst the regulars as well. It is a new dawn for Simon Fenrose and the world agrees.
You scowl at them, but they only laugh, a common occurence. You now realize your scowls have never held held the weight you <em>thought</em> they did.
<</p>>
<<actionlink 'Head to work' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'quit'>>
<<set $here to '5PA'>>
<<goto $here>>
<</actionlink>>
<<else>>
<<vignette 0>>
<<p>>
The dining room, a cheerful place with nightly performances.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $can_replay = false>>
<<if $path is '0DR'>>
<<include 'wait_before'>>
<<include 'wait_0DR'>>
<<else>>
<<include 'wait_1LO'>>
<</if>>
<<set $path to undefined>><<vignette 2>>
<<removequest 'wait_0DR_1LO'>>
<<run $ev.pushUnique('Richenza left')>>
<<set $dia.Richenza.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
/* NEEDS REVIEW: MERILL & GODFREY */<<set $act.other['wait_0DR'] = 1>>
<<include 'wait_before'>>
<<block 'thread'>>
<<p>>
The main floor is as hectic as it gets. A troupe has taken the place of the dancer. The dining room is decently sized, as far as taverns go, but it isn't enough space for them to <em>truly</em> show their capabilities. You'd need to prepare an outdoor arena. The Wizard's Reach <em>is</em> located at the far edge of the city and is surrounded by plenty of open space and woodlands, so it wouldn't be difficult to do. Something to contemplate.
A man lightly launches a girl up to the top of a small human pyramid while she juggles. <em>Impressive.</em> A gaggle of children have gathered at the front, sitting on the floor to watch and cheer. A familiar head of hair pokes out from among them and stands. Strangely she's wearing a tavern uniform — no wait, that's Merill. She stretches, spots you, and then skips over.
"Hiya Rosy! I'm about to go on break, want something before I go?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You hold up a deck of cards you picked up from the counter. "No I'm alright. Thank you, but these—"
<</p>>
<<include 'performance_1'>>
<<blockNext>>
<<include 'performance_2'>>
<<blockNext>>
<<include 'performance_3'>>
<<p>>
You let the momentum carry itself — Merill has already left to take her break, Godfrey and the others have taken over to lead the song. You take your pack of cards and find a quiet corner to relax — satisfied at the success — just as Cassandra comes down from the stairs. She sees you and smiles.
<</p>>
<<actionlink 'Continue'>>
<<addnote>>
An outdoor stage might be nice, for dances and festivals if not just for performances.
<</addnote>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
The woman waltzes down the steps with the polished style of an aristocrat. Old habits die hard, you suppose. She spots you and, without even asking, pulls a chair, "Asterian rules or Hannish?"
You glance at the lost cause of single solitaire in front of you and put down the cards to begin stacking them again. "Bah, only cheaters play by Hannish."
"You only say that because you never win when we play by Hannish."
"And that makes you a <span class='emph'>cheater</span>, Cassandra."
"What's this? I think I hear the cries of a <em>sore loser</em> in our vicinity. Do you know where this creature might be Simon so we can go vanquish it?"
"Fine! Hannish." You pass out the cards while keeping an eye on the stairs.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Unsurprisingly, Cassandra flattens you 3:1. You contemplate for a moment whether it's worth it to clock her smug face, but decide sparring in the middle of your tavern probably isn't a good idea.
Eventually, a woman wearing an enormous ball gown trots down the stairs. She courteously moves to the side when another customer attempts to climb the stairs past her, but he gives up and waits for her to pass instead.
Your tavern is accomodating to people of all sorts, but you did not anticipate customers might wear clothes wider than they are tall. It is a <em>tavern</em> after all, not an opera house. It takes a full ten minutes for her to descend the 30 or so odd steps. She curties at the small group that formed at the foot of the stairs to wait for her. They reply in kind.
<</p>>
<<actionlink 'Time to move' `{end: true, arrow: 'back'}`>>
<<addquest 'go_1MB'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>><<set $loc[$here].performance = 1>>
<<npc 'Godfrey' 'performance'>>
<<npc 'Merill' 'performance'>>
<<npc 'Beatrice' 'performance'>>
<<npc 'Dorothy' 'performance'>>
<<npc 'Violet' 'performance'>>
<<p>>
A woman screams. You look at the stage just as the girl on top trips — you wave your staff, but not quickly enough. A helper catches her and the two tumble to the ground.
You rush over with Merill. Godfrey has appeared as well, from <em>somewhere</em>.
"Are you alright? Do you need healing?"
The girl clutches her foot in pain, it's unbroken but sprained. "I'm okay."
Though healing is not your forte, you at least have the capacity to address a sprain. You prod the well of mana within and it humbly accepts the order — the small hidden gem set at the tip of your walking cane twinkles in time with the pulse of power flowing through your veins.
You touch the tumbler's foot and her expression relaxes.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>><<block 'subthread'>>
<<p>>
The rest of the troupe apologizes for cutting the show short and step off to treat the girl in their own way — she can walk now, but her nervous glances and gentle shaking tell you there's more to her that needs healing than her foot. An older man picks her up so she doesn't have to walk and they head outside to where their caravan is parked.
"Mmm, it's good she wasn't injured. Does that happen often Merill?"
The tavern matron shakes her head, "No. I think they weren't used to the smaller indoor space. They usually perform outside — where they can have more people support the pyramid base."
The crowd has begun murmuring. A man stands and shouts at his companion, but a glare from Merill gets the two of them to sit again. A child begins to cry and Godfrey hands him a toy from his pocket to placate him. Performances at a tavern serve a purpose more than simple entertainment — they keep the customers <em>occupied</em> so they don't cause other issues.
"Merill, do we have anyone else that can keep the people entertained?"
"No, they were supposed to perform for another hour..."
Godfrey steps up, "I can be of service. I know a great deal of stories."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You frown, though the man is capable — there is little you can't imagine him succeeding at — but entertaining a crowd requires gripping their emotions and weaving them into a tapestry, doubly important for a <em>storyteller</em>.
Merill vaults off a chair to catch a cup that was carelessly thrown into the air. She sets it down and gives a sharp rebuke to the patron who threw it.
"Merill. Can you... dance?"
She laughs, "Ha... me? No no, I can't. Only with children, I'm too short."
"I meant <em>choreographed</em> dancing. Do you know the song, <span class='quote'>The Mouse of Ale Road</span>?" It's a popular festival song that groups dance together to. Perfect because it's long.
"Of course! Who doesn't?"
"I've also heard you sing the <span class='quote'>The Scoundrel's Princess</span> along with some of the other waitresses. Godfrey, can you play one of those?" You point at the tavern's spare items: a viol, a lute, and several others — even a fingerboard that was abandoned but kept because it was in good condition.
"Yes." The butler merely says — which you take to mean that he can play <em>all</em> of them.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<</block>><<p>>
You nod. "Good, let's clear a space in the center. Merill, I want you and a couple waitresses to lead until we have a bit of momenutm. Godfrey, let's give a performance. I'll take the lute, you can pick whichever you like."
It's a slow start. Merill has a lovely singing voice — you lend your own raspy addition while playing.
Godfrey starts as well, but you stop him — he has picked a double bass as his instrument and compliments the melody with a nice bass line. Although his words, notes, and rhythm are correct, they're... <em>too correct.</em> Some patrons had begun frowning at their own intonation and the slight difference between his song and the natural beat of the crowd. It's enough that he keeps the music in time.
A couple employees have gathered and picked up instruments as well. <<if $dia.Beatrice.intro>>Beatrice<<else>>A short haired waitress<</if>> picks up a tamborine and spins about.<<if $dia.Violet.intro>>Violet<<else>>One cat-eared woman<</if>> takes a stick and begins beating on the barrels. Her timing is terrible, but it works nonetheless. <<if $dia.Dorothy.intro>>Dorothy<<else>>Another timid girl<</if>> tweets softly with a wind flute — surprisingly quite capable.
<span class='quote'>The Mouse of Ale Road</span> is a silly song about a tiny warrior saving a kingdom. The children are the first to dance, but by the fourth verse — when the mouse fights the butcher's cat — the adults have joined. When <span class='quote'>The Scoundrel's Princess</span> comes on, the floor is laughing and cheering.
<</p>><<set $act.other['wait_1LO'] = 1>>
<<include 'wait_before'>>
<<block 'thread'>>
<<p>>
Unlike the main floor below, the quieter lounge doesn't host troupes, dancers, or other such. The people who come here aren't looking for that sort of entertainment. The people have gathered into four separate blocks, eagerly whispering amongst themselves. The lights have been dimmed moreso than their usual faint incandescence. A spotlight shines on the bar, but surprisingly Dinah is nowhere to be seen.
You look up — like many newer buildings, the tavern has converted to mana powered lighting. They're safer and easier to control than natural lighting produced by a flame, though pricier to install and replace when they inevitably run out of fuel. It isn't really a problem for you though since you can refuel them yourself, though usually Godfrey takes care of it.
Personally, you find the paler hue a bit unsavory and continue to use natural lighting inside your own bedroom. It isn't <em>blue</em> or <em>white</em> light — that would be strange — just... less yellow.
You help yourself to another glass of blanc renfrogné, grab a deck of cards from the shelf, and find an empty seat on a sofa by the corner.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'gamenight_1'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'gamenight_2'>>
<<p>>
She <em>does</em> however wave at Cassandra when she comes down the steps and point her straight to you.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The woman waltzes over with the polished style of an aristocrat. Old habits die hard, you suppose. She look at the cards in front of you and then takes a seat on the sofa, "Asterian rules or Hannish?"
You begin shuffling the lost cause of single solitaire together. "Bah, only cheaters play by Hannish."
"You only say that because you never win when we play by Hannish."
"And that makes you a <span class='emph'>cheater</span>, Cassandra."
"What's this? I think I hear the cries of a <em>sore loser</em> in our vicinity. Do you know where this creature might be Simon so we can go vanquish it?"
"Fine! Hannish." You pass out the cards while keeping an eye on the door at the end of the hall.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Unsurprisingly, Cassandra flattens you 3:1. You contemplate for a moment whether it's worth it to clock her smug face, but decide sparring in the middle of your tavern probably isn't a good idea.
Eventually, a woman wearing an enormous ball gown trots out of the room. She waves at something inside the room and <em>somehow</em> closes the door behind her, despite the metal structure supporting her dress from underneath being wider than her arms. You wonder for a moment whether she would even be able to make it down the hall.
Your tavern is accomodating to people of all sorts, but you did not expect someone might wear clothes wider than they are tall. It is a <em>tavern</em> after all, not an opera house. She manages though, and slowly descends the stairs to the main floor.
<</p>>
<<actionlink 'Time to move' `{end: true, arrow: 'back'}`>>
<<addquest 'go_1MB'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>><<set $loc[$here].gamenight = 1>>
<<npc 'Dinah' 'gamenight'>>
<<npc 'Merill' 'gamenight'>>
<<p>>
<em>"Ladies and gentlemen! It's what you've all been waiting for!"</em> the lights blink out and several people playfully shriek, undoubtedly while clutching their partner in feigned terror.
When the lights have returned, a costumed Dinah has appeared parading up and down between the tables with a perfectly black pointer and a floppy pointed hat. She snaps her fingers and spins. You catch her spot you in the corner and her grin widens. "Does anyone know what we're here for tonight? You in the corner!"
Everyone turns to look at you. The lights have been expertly set up to allow Dinah to control a spotlight to point right on you.
"..." You return the crowd's gaze and contemplate whether you should acknowledge their existence. The silence stretches for several seconds.
"Ubuuuuuuu! Minus points for House Hustlepuff! How about you, do you know the answer?" She points at a woman who just entered the landing. Merill beams at the unexpected prank, she clearly hadn't even heard the question.
<</p>><<p>>
"No idea!" Merill screams, "But I know a joker when I see one!"
She charges Dinah and the two of them prance about, skipping between tables and hopping under them to the amusement of the guests. Eventually, Dinah lets herself get caught. Her hands have been cuffed and she's paraded up to the stairs to the second floor by a proud Merill. The sullen expression on Dinah's face, the way she flops over and forces Merill to <em>drag</em> her up the steps, it makes you think she had just been given a death sentence. The crowd murmurs, wondering if the show's over, but the lights flicker once more.
"Just kiddinnnnng!" The prankster reappears having somehow changed outfits. She directs the crowd and you quickly realize the tavern is hosting a game night. She winks but leaves you alone — Dinah may be a troublemaking rascal, but she isn't mean-spirited bully.
<</p>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* Richenza returns */
<<elseif $ev.includes('next evening') && ! $loc[$here].mortalenemy>>
<<set $route to 'mortalenemy'>>
/* new person, Cassandra */
<<elseif ($here === setup.findPerson('Cassandra')) && ! $loc[$here].Cassandra_advice>>
<<set $route to 'Cassandra_advice'>>
/* NEEDS REVIEW */
/* new person, Richenza */
/* small event */
<<elseif $ev.includes('closed investigation') && ! $loc[$here].Jasper_meal>>
<<set $route to 'Jasper_meal'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* aux desc */
<<if $loc[$here].all > 2 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
/* zachary climbing in after being thrown out */
/* triggers after checking guest bed, and then again after after closing investigation */
<<elseif
$ev.includes('checked 1SB') &&
$dia.Merill.all && $dia.Fabian.all &&
! $loc[$here].shady_1
>>
<<set $route to 'shady_1'>>
<<elseif
$ev.includes('closed investigation') &&
$dia.Dinah.shady &&
$loc[$here].shady_1 && ! $loc[$here].shady_2
>>
<<set $route to 'shady_2'>>
/* CAMEO */
<<elseif $ev.includes('asked Dinah about suite') && ! $loc[$here].visitor_coffee>>
<<set $route to 'visitor_coffee'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'intro'>>
<<include 'Baldwin'>>
<<elseif $route is 'auxdesc'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
A cool breeze blows across the empty fields. It's dark. The terrace faces the country side away from the garish light of the city that pollutes the night sky. You can make out Melchior's Chalice, but most of the other constellations aren't visible without a guide or telescope.
<</p>>
<<listactions>>
<<elseif $route is 'shady_1'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
As you step onto the terrace, you hear a muffled grunt from the bushes. A man hoists himself onto the terrace, brushes himself off, and then climbs over the railing. He wears a brocade suit, well tailored and richly colored. The chest pocket is embellished with a beaver.
You frown, contemplating whether you should use your full authority as proprietor to evict him, but his clothes are too courtly to be a simple thief. He walks over to a group, and they laugh after he makes a comment, letting him sit. Perhaps he simply fell in and was climbing back in.
<</p>>
<<listactions>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
A man climbed the railing. <em>The railing.</em> Perhaps... I <em>should</em> have kicked him out.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'shady_2'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"You there!"
You turn to see a young in courtly attire addressing you and frown. He has a beaver embedded on his chest pocket. "I presume you are the crook who has been—"
"Lower back pain? Stiff shoulders? No no, with the way you stand, it's got to be joint ache! Have I got it right?" He steps in front of you and leans back to make his observations.
"Young man, you had better not be reselling room keys."
"What? Who? The beds in this tavern <em>are</em> wonderful, but I can tell at a glance, they're not enough for <em>you</em>, a man of your stature." He fishes in his coat pockets and presents a business card that has been hastily created from one of your tavern napkins, "Zachary Whitford at your service."
Despite the obvious lack of credibility, you take the napkin. On it, written in a neat hand is: <em>Zachary Whitford, Consultant and Polymath Specialist</em>, which tells you absolutely nothing about what the man's occupation is supposed to be.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"What are those robes made of, good sir? Fine-spun bowsilk?"
You take a look at your own clothes, "No these are—"
"Perfect, wonderful. Just the right threading to catch all the bountiful young flowers, look at you. No need to be humble!" He laughs cheerfully. "Say, how about a a once in a lifetime opportunity?"
He touches his chin in thought then exclaims, "Ah no! I shouldn't tell you, this information could have me <em>arrested</em>, but for you my friend, I simply can't resist." He poses flambouyantly with his hankerchief over his mouth, waiting for you answer.
Ah. The mystery of the bartender's plight has been solved. He and Dinah both hail from the same breed of swindlers. You turn to leave, "No I will pass. Have a good eve—"
"But I can alleviate your <em>insomnia</em> friend."
<</p>>
<<actionlink 'Pause'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Ridiculous. There's no way he could alleviate your insomnia. You've tried everything. Your bed even has enchantments, custom written just for you.
"I can," he says.
You bite, "What is this opportunity?"
He stoops and looks from side to side before leaning in, "A special treat, just for you. Follow me, if you <em>dare</em> to venture."
Most with a shread of rational thought would likely pull out at this step. You <em>are</em> a magus with power perhaps matched by only by a handful of people though. He threads through the crowd with a quick step. People greet him as he passes, and he stops to exclaim something to a man and give him a hug. He even manages to perform a quick waltz spin with a laughing woman while leading you out the tavern entrance.
<</p>>
<<actionlink 'Follow him' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $ev.pushUnique('followed Zachary')>>
<<set $here to '0BW'>>
<<set $route to 'Zachary'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'Cassandra_advice'>>
<<vignette 1>>
<<p>>
You see Cassandra speaking with one of the waitresses, she gestures with a free hand. The other girl laughs and skips happily, before quickly writing something down on her palm and returning to work.
<</p>>
<<listactions>>
/* CAMEO */
<<elseif $route is 'visitor_coffee'>>
<<set $loc[$here].lasttime = $timenow>>
<<npc 'visitor' 'coffee'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Hello, you!" As you enter the terrace, you see a bespectacled man waving frantically at you, desperate to get your attention. He's wearing a strange garb you've never seen before. His coat is clean and simple, yet from a glance you can immediately tell it's finely made. The cloth is a soft velvety black and there's a metal toothed link running down the middle up to the parted high neck. On the table in front of him is a... peculiar gigantic metallic hinge.
You walk up to him. "Sir, how can I help you?"
"Do you work here?" He stretches and you can hear several bones audibly crack. That... cannot be healthy.
"In a fashion." You don't <em>technically</em> work here, but you <em>are</em> the proprietor.
"Great! I've been trying to order for the longest time. I mean I've been working so it doesn't really bother me that much, just thought I'd have some kaw fee."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Kaw fee?" The words sound familiar, but your tavern doesn't serve anything of the sort.
The man pauses, "Yes... kaw fee? Black stuff, has kah feen, bitter and stimulating."
"Our kitchen has a fine selection of stouts, if that's what you're after. I could have the waitress bring you a menu."
"No can't have alcohol at the moment. Does the place not have kaw fee?"
You frown, "Could you... describe the beverage you're seeking?"
The man reflects your frown, just as confused as you are. "Uhhh, it's made from ground beans, you press boiling water through a filter. Well technically that's a fen 'tch press. And people usually add milk, but I usually just get a black pike."
Fen 'tch? Pike? As in the pointed weapon or the fish? The more he speaks, the more confused you become. "You mentioned it being... stimulating?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Oh yeah, made from the same stuff as the illicit drug ko cane. No wait, that's not true. I just <em>think</em> it is in the back of my head for some reason even though I know it's not. No wait that's chalk o let. Anyway has much more kah feen than tea."
Black, tastes awful, stimulating... "Do you perhaps mean buna?"
"<em>Maybe?</em>" He tilts his head in confusion.
"Ah. Buna is a specialty product, imported from overseas. I apologize but we don't serve it here. It would be prohibitively expensive for most of our clientele."
The giant metallic hinge on the table makes a high pitched <em>ding.</em> The man pauses to tap on the surface then addresses you again, "Sorry about that, forgot to silence. Apple, you know how it is."
You do <em>not</em> know 'how it is' or what apples have to do with the conversation at hand. He continues.
"Buna's an <em>import product?</em> Huh. I guess I'll just a have some tea then, whatever you recommend. Thanks." The man returns to idly tapping on his hinge. What is he even doing? He's just staring at a black surface and smiling to himself.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Buna. <em>Awful</em> tasting stuff. I've no idea why anyone want to drink it, but I suppose I could look into it again.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'Jasper_meal'>>
<<set $thread to 'meal'>>
<<include 'Jasper'>>
<<elseif $route is 'mortalenemy'>>
<<set $thread to 'mortalenemy'>>
<<include 'Richenza'>>
<<else>>
<<vignette 0>>
<<p>>
The terrace lounge, a small respite from the rowdy indoors.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'Zachary'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
He leads you lightly off the main road, carefully avoiding the tavern staff before turning to you, "The Wizard's Reach, that's the name of this wonderful place. Most know that a wizard runs the place, but did you know..." He pauses for theatric effect, "The wizard in question is in fact <em><b>the</b></em> Simon Fenrose, Royal Adjutant, <em><b>hero</b></em> of the <em>Plague War</em>, slayer of ShadowMaw himsef, <em>the</em> great... <span class='storm_sword'>Storm Sword!</span>"
You touch your chin and wonder if you should tell him, but before you come to a decision he gesticulates at the wall behind your front door. "The secret, friend, is that <em>this</em> great hero is actually a hermit who layers his home with enchantments. Can you feel it? The <em>power</em> of the very stones in front of us? The amount of mana poured into them, they are miracles unto themselves. And as elves will gladly tell you, where mana breathes, life and revitalization flow freely."
"What does this have to do with my insomnia?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"My friend my friend, don't you see? The mana here <em>itself</em> is a source of <em>limitless</em> energy. Now I know a man of your protential needs great vigor to replenish your strength, but <em>this</em>! This is what you have been missing." He gestures at a table cloth that has been laid down on the grass behind the wall that shields your front door. A mass of leaves from the nearby trees form a makeshift pillow.
"...Surely you're not suggesting I sleep <em>here</em>."
"Oh, but I am. I merely ask you to try it."
He makes a quick flourish before walking into the woods, "Until next we meet, sir. Remember, once in a lifetime!"
<</p>>
<<actionlink 'Frown to yourself' `{end: true, arrow: 'back'}`>>
<<addnote>>
Surely, <b>sleeping</b> out in the open, <b>behind</b> my own <b>front door</b> <em>can't</em> be a good idea.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<else>>
<<vignette 0>>
<<if ! $act.sleep['0BW']>>
<<p>>
The woods in front of your home, behind the wall the hides your front door. <em>Surely</em> you can't get a good night's rest here... <em>right?</em>
<</p>>
<<listactions>>
<<else>>
<<p>>
The woods in front of your home, behind a wall that hides your front door.
<</p>>
<<listactions>>
<</if>>
<</if>>/* route checker */
<<if ! $route>>
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* REVIEW? update to match new Simon*/
/* aux desc */
<<elseif $loc[$here].all >= 5 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<p>>
The stairs leading away from the main floor are well maintained, and intricately decorated. Paintings you don't recognize adorn the walls, alongside one with your grisly mug on it.
There's a sign by the foot of the bannister that says: "Guest rooms available. For additional information, speak with Dinah."
<</p>>
<<listactions>>
<<elseif $route is 'auxdesc'>>
<<vignette 1>>
<<p>>
You stop to take a closer look at painted mirror reflecting your face. The younger man in it is holding a mithril sword in his right alongside the staff in his left. Hmph, the sword in his hand isn't even his yet he holds the sword high as if to proclaim that he deserved to cast his shadow upon the world.
The entire piece is ridiculous. Felice <em>insisted</em> you smile for this one — even coached you on how to appropriately use your face muscles from behind the canvas, but you have the feeling she took vast creative liberties.
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<p>>
The ground floor south stairs, steps lead up.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<removequest 'go_0ST'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The crowd roars when you step onto the stage. How... did it come to this? You just wanted to go home, have a nice bowl of stew, maybe read a book by the fireplace, and then go to sleep. Fine, if they want a show, <em>let's give them one.</em>
<div id='play_pattern' class='p'>You slam your staff onto the ground and a whirl of energy manifests in your open palm. With theatric flair, you wave your robes and blow. The ball of energy disperses into a tessellation onto the fabric of space itself, a web of <em>fractal patterns</em> spreading from you to the walls.</div>
"Give me a slow piece, something majestic." you whisper to a musician. Music fills the room and you let the sound waves pluck the strings of your lattice structure. Each note transforms them into a shape, a figure, a picture. In all honesty, your drawing ability is mediocre at best, but it's impressive enough to people who have never seen phantasms made of light.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
A three dimensional play springs to life, drenching the tavern in its glow. A boy reaches out to touch the small shape of a swordsman and you let it leap over his hand and fence his fingertips. Slowly, the tavern air fills with a myriad of stories. Small narrative strand weaves in and out to collectively form a tapestry with a dark void in the center. You've dimmed the lights to accentuate the figures and the effect is astounding. Where before there was thunderous excitement, now only stupefying astonishment remains.
You continue to draw from memory. A man saves a girl from a ring of thugs. An enormous dog tosses a woman into the air. Two childish men butt heads for the love of a beautiful woman. An assassin is tossed out a window. A group of sellswords run from an avalanche of snakes. The small figures around the room dance, fight, spin, and play. Each group of patrons receives their own small story. Then, all the tiny light shapes stop and turn towards the center.
<div id='play_clawC' class='p'>A claw the size of an carriage <span id='play_rend'>rends</span> the space itself and <em>forces</em> it to submit. The air hisses, flowing through the open crack. It desperately pushes back against the invader, but the shadowed monstrosity grips the fabric of the world and compels it to acknowledge its existence. The black dragon that steps through is vicious, cruel, and <span class='sinister'>sinister</span>. Pointed spines run down its back. Ethereal markings cover its sharpened scales. It flexes its claws like a newborn unsure how much strength it has, then casually picks up a woman too frightened to run and <em>evicerates</em> her. It roars, <em>satisfied</em>.<img id='play_claw' class='embellishment' src='./assets/claw.png'></div>
Tavern goers scream, frightened by the fiendish abomination. A child covers her eyes, too terrified to watch as the monster crafts a mountain of bodies, but the <em>worst</em> had yet to come. The runes covering dragon's body shine and bath the room with a soft ultraviolet glow. One by one, <em>the dead bodies stand</em>.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Everywhere the creature walks, rivers of bright red flow and undead rise. Countries fight, but the dragon merely adds their armies to its horde. War ravages the tavern. Towns crumbie to dust and cities are town asunder. Fields burn and produce clouds of smoke that perpetually cover the sky and darken the light of day, as though the sun itself were terrified.
In the corner of the room a shining institution rises. Humanity's brightest minds and sharpest swords gather to form a bastion against the evil. It pushes back against the rising wave but the winged demonic giant simply perches on a mountain <em>to watch.</em> It presses the tower with its uncountable legion, moving its pieces with the calm amusement of an individual enjoying a game of chess. Millions of mindless drones assault the fortress walls, each with absolutely no regard for the structural integrity of its own body. It only takes a single crack for the sea of black shapes to flow into the tower and drown it from within.
Nationality no longer has any meaning, the entire world fights to survive and it is <span class='emph'>losing</span>. But not all is lost.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
A small quartet braves the swarm. One man strolls in front of the group without a care in the world. He flips the sword in his hand and catches it as though to proclaim, <span class='quote'>'Watch this.'</span> Wind whips around him and drags the leaves into a whimsical tornado. He disappears. <span id='play_boom' class='embellishment'>Boom</span>
The entire tavern shakes from the speed of his step, a hundred skeletons explode into dust. The woman next to him puts a hand to her forehead and sighs. She grips the hammer in her hand, it's <span class='emph_light'>massive.</span> Golden <span id='play_holy'>splendor</span> pours from her tunic and plate mail, and it washes the undead in its holy radiance. They shy away from her, but not quickly enough. She swings and launches a swathe of enemies into the air.
The other woman smacks the first man behind the head when he returns but he merely laughs. She slams staff on the ground and the tavern is covered in a <span id='play_myriadC'>myriad<span id='play_myriad' class='embellishment'></span></span> of intricate gllyphs so numerous it transforms every surface into a book. One soldier on the ground stares in disbelief as the hole in his chest knits itself. He stands ready to fight once more just as thunder <em>roars</em>.
The dark clouds in the sky thicken and lightning flashes. Paradoxically, it begins to coalesce overhead as torrential rain starts to pour. A girl in the corner of the room screams when its white brilliance <span class='emph_light'>splinters the heavens</span> and strikes the last man in the quartet.
The small lean fellow is unhurt. Instead he is <span id='play_wreath' class='sparkC'>wreathed<sparks/></span> in its cerulean flicker. It leaps sporadically from his staff and hair which now stands on end. He draws the sword on his belt and follows his friends. Lightning bursts from the metal in his right and disintegrates enemies. He swings the staff in his left as a maestro and the raging flood of rainwater obeys.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The four heroes push on through the sea of black. Light peeks through the grim veil of death when they pass and hope springs anew where the dragon once wrought havoc. Undead break like glass at their touch, but there's <em>too many of them.</em> They need to confront the <span class='emph'>source</span>.
The Stygian dragon stretches its claws and sits on a throne of corpses to <em>wait</em> for them. Its derisive roar is a chuckle of delight. One mage isolates the field with her runic formations and the other provides support by directing the elements. The two warriors don't even give it time to stand.
<div id='play_crash' class='boom embellishment'>Crash</div>
Its claws are sharp and treacherous, it punches metal like soft paper and rends the earth like butter. Every strike rips mountains and buildings into the air. Corrossive black <span class='sinister'>miasma</span> spews from it <em>constantly</em>. The enigmatic runes on its body bind and twist the mind.
The runic caster is the first to fall. Magic is a power of life and will, but the endless fighting has taken a toll on someone who never trains her body. She gives the last of her energy to the others and collapses. The paladin is next. Even the dragon can't break her stalwart defense. She is <em>resilient</em> but isn't quick enough to avoid its blows so the creature attacks relentlessly until she is forced to withdraw. The man of wind has the speed to strike swiftly and skip around its claws. He slowly stacks injuries upon the dragon, but they're all shallow. He lacks the ability to deliver a decisive blow. The mithril in his hands is peerlessly sharp, but he is incapable of bringing forth its true potential. He does what he can and passes the torch.
In the end, the man of lightning stands alone. He bares his staff in one and his friend's shimmering blade in the other, unwiling or perhaps unable to forgive himself if the dragon took a single step past him. He dances with the dragon in a waltz of lightning, fire, and metal, but the sword slowly loses its luster. With victory in sight, the dragon smiles. It goads the exhausted man and taunts him with an open gesture. That was its final mistake. The sword had lost its luster because he had been gathering its mana <em>into himself</em>.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<div id='play_slash' class='embellishment'>Slash<sparks /></div>
Light <em>explodes</em> from the man's feet. The speed of his strike is <em>blindingly</em> fast. A storm of seething mana coats the blade edge, spinning so quickly it shreds the dragon's scales. The beast screams and magenta soup pours from its wound, the liquid hisses when it splashes onto the stone. The dragon slumps to the ground quivering. Its torso has been cleanly split in two, yet the monster continues to crawl, desperate to take its foe with it. It curses the man with the last of its breath and drops, motionless. The people in the tavern cheer. The nightmare was over. Dawn breaks and the undead horde dissolves like broken mist. Exhausted, the man falls but his friends catch him. The <span class='emph_light'>four</span> of them limp into the horizon, hurt but alive to tell the tale.
You let the lightwork fade back into invisibility and release your hold on the chandeliers' flames. People rub their eyes as if waking from a dream.
A deafening applause errupts from the mass. Merill beams, waving whole heartedly from atop a table using both hands. The kitchen staff have all come out to watch the spectacle. Even Godfrey has stopped by to take a look, though he quickly returns to his station when it's clear the show is over.
You bow and step off the stage to let the usual performers take their positions again. One of the ladies that pass you blushes and lets her hand linger on your arm for maybe a little too long to be considered proper.
<</p>>
<<run $ev.pushUnique('worked')>>
<<actionlink 'Continue' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $here to '0DR'>>
<<set $route to 'review'>>
<<goto $here>>
<</actionlink>>
<</block>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* hint at not being good with hard liquor */
<<if $loc[$here].all >= 3 && ! $loc[$here].hardliquor>>
<<set $route to 'hardliquor'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
You step away from the rowdy chatter of the ground floor into calmer air of first floor. Usually only tap is served downstairs. For anything more refined, people come to the lounge. There only used to be <em>one</em> room, but that was so long ago.
Renovations have slowly been made over the years and what stands now is nothing like what you remember of the place when you first purchased the building. The supply corridor is of course nowhere within sight, and you cannot for the life you remember where it should have been located. Dinah notices you from her position behind the counter and winks. The motion is an intentionally awkward half blink and she knows it, delighting in the confused half second stutter it took you to process whether she was having a stroke.
<</p>>
<<listactions>>
<<elseif $route is 'hardliquor'>>
<<vignette 2>>
<<p>>
You've had your fair share of malt and brew over the years of course. The hoppy stuff never did grow on you, despite how often the four of you drank, especially after completing jobs. Well, if you can call what Priscilla did 'drinking.'
No, the polished aroma of wines and the strong taste of liquors always were a better fit for your palette. You and Cassandra have a drink somewhat regularly for leisure in your tower or at Baldwin's. They know not to say the <em>magic words</em>, that always ends in at least one person having regrets. On occasion, you've even shared drinks with the staff, even if it is... <em>somewhat</em> risky to do so.
<</p>>
<<listactions>>
<<backlink>>
<<else>>
<<vignette 0>>
<<p>>
The first floor south stairs, steps lead down.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* Dinah hitting on Simon */
<<elseif $ev.includes('rejuvenated') && ! $dia.Dinah.rejuvenated>>
<<set $route to 'Dinah_rejuvenated'>>
/* these trigger after delay */
<<elseif $loc[$here].lasttime >= random (5,7)>>
/* discouraging two men from doing something,
should trigger near end or after investigation,
but not while holding chicken */
<<if ((setup.investigation().checked.Cassandra && ! $ev.includes('found chicken')) || $ev.includes('closed investigation')) && $dia.Dinah.bartendertrick && ! $loc[$here].discourage>>
<<set $route to 'discourage'>>
/* aux desc */
<<elseif $loc[$here].all >= 4 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<done>><<rosedisable>><</done>>
<<set $loc[$here].lasttime = $timenow>>
<<set $thread to 'intro'>>
<<include 'Dinah'>>
<<elseif $route is 'discourage'>>
<<set $loc[$here].lasttime = $timenow>>
<<npc 'Dinah' $route>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You take a break by the lounge bar, and take an empty seat by the stairs.<<if ! $ev.includes('found chicken')>> Where is that damn chicken?<</if>> Dinah is at the other end, entertaining a couple with her theatrics. She puts on glasses (undoubtedly faux) and begins reading from a scripture, apparently of her own making. She's even brought out a doll to play the part of an estranged sister.
Even though they're too far to partake in the story, the two men next to you are following her movements, ever wave of her hair and flourish of her tail. Understandable, Dinah is an attractive young woman after all, her charm lies in more than just her slender figure and fetching features. Curious, you listen in.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Are you sure, Levin?" One man is the rough sort not oft seen on the quieter lounge, wearing a dirty cuirass over leather. He glances at his friend before turning to watch Dinah again.
"Definitely, you've seen her do it. She'll take sips from drinks. It'll work." The other man hands the first a small blue pill. Your eyes meet momentarily and he quickly looks away to continue fiddling with the cards in front of him.
You've seen enough. You pick up your staff and stand. "Out. Both of you. Now."
"Hey there old man, we're just looking to have some fun, no one's getting—"
<span id='discourage_leave' class='sparkC'>"I said to leave."<sparks/></span> The entire room dims to fuel the rage that flows through you. Bright white sparks leap from your clothes and the tips of your hair. Everyone quiets, the only sounds in the room are the sharp static pops and dull buzz of the electricity burning through the cane in your hands.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The two men run down the stairs so quickly they don't even bother to take their belongings with them. You release your hold on the room and sit back down to pick up the pill they left behind.
<div class='thought'>'Fey Whisper. <span id='discourage_desp'>Descpicable.</span>'</div>
You crush it between your fingertips, melt the pieces into a glass soup, and toss the residue into the trash.
"Simon, everything... alright?" Dinah's has walked over from the other end of the bar, her brows are lowered in concern.
"Ah, I was just showing some folks how I got my name. Cravens, couldn't even stand to a little theatrics, though I suppose I might have gone a bit far. I apologize."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Did they... do something?" She frowns.
"Nothing you need to concern yourself with. Say, Dinah, I saw you sipping from another person's drink again. You're not allowed to drink while working."
"I already told you, it's just a trick Simon."
"Promise me."
"What?"
"Promise me you won't drink from a customer's drink."
"Sure...? I promise." She tilts her head in thought and then begins to grin, "Simon, are you... <em>worried</em> about me?"
"Bah, you can take care of yourself. I just don't want to burden our customers with an inebriated flop where the bartender should be."
"Whatever you say~" The woman is laughing cheerfully when you turn to leave.
<</p>>
<<backlink>>
<</block>>
<<elseif $route is 'Dinah_rejuvenated'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'rejuvenated'>>
<<include 'Dinah'>>
<<elseif $route is 'auxdesc'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
You watch Dinah perform a trick which involves spinning while mixing a drink. To your surprise, she's actually quite competent at her job.
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<p>>
The lounge bar, where customers come to willingly partake in poison.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* new person */
<<if $ev.includes('next evening') && ! $loc[$here].Baldwin>>
<<set $route to 'Baldwin'>>
/* STAGGERED intro */
<<elseif $loc[$here].all >= 3 && ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* should trigger as going up stairs */
<<if $ev.includes('asked about master key') && ! $loc[$here].bookshelf>>
<<set $route to 'bookshelf'>>
/* triggers if got lavatory description and obtained master key */
/* speed up if Richenza left */
<<elseif
( ($loc['2LV'].intro && $ev.includes('obtained master key')) ||
$ev.includes('Richenza left')
) && ! $loc[$here].mimicmug>>
<<set $route to 'mimicmug'>>
/* tavern game night */
<<elseif $ev.includes('closed investigation') && ! $dia.Merill.gamenight>>
<<set $route to 'gamenight'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
The first floor lounge is intricately decorated with plush carpeting and lavish furnishings. When you first purchased the place, the furniture barely qualified as usable, though you had refurnished the master bedroom at the end of the hall of course. Godfrey has done a <em>superb</em> job managing the business side. Intimate couples cuddle on the seating or whisper to each other.
<</p>>
<<listactions>>
<<elseif $route is 'bookshelf'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
On one side of the lounge is a black hardwood shelf holding books, cards, and simple games. The cards and games show obvious use, but the books less so. Perhaps the people who visit simply have no taste for good literature. You brush your hand agaisnt the books you yourself donated.
<em>Journeyman's Guide to the World</em>
<em>The Taste of Magic</em>
<em>Great Beasts and Where They Might Not Be Found</em>
<em>Warshaker</em>
<</p>>
<<listactions>>
<<elseif $route is 'mimicmug'>>
<<vignette 2>>
<<npc 'Dorothy' $route>>
<<npc 'Dorothy' 'intro'>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You sit down at an empty table to take a quick breather. It's simply astonishing the difference the tapestries and rugs make. With them, the lounge is a refined oasis of style, hovering between a lively carnival below and an idyllic flower garden above. <em>Without</em> them, the lounge becomes what it <em>truly</em> is — a floor perpetually under construction with unfinished moulding and half installed appliances. It's a wonderful illusion.
One of the staff is making the rounds — mopping unused tables and picking up leftover glasses. Dorothy is one of the newer girls — you've only seen her work a couple times, possibly because she normally takes a night shift. You can see her inexperience from the way she's staring at the tray in her hands to make sure it doesn't tip over.
She sets it down on a chair when a dashing young man hails her — presumably to attempt courtingg the damsel. You can't hear his words, but he's making showy gestures and unnecessarily pointing at his chest as though to make bold claims. She rebuffs him and takes a step back — inadvertently tipping the tray.
You quickly wave your staff to try to catch them, but you're a little far for the dull stick in your hands to be of any use. You wince, expecting a loud shatter. Instead, the first cup flips over and <em>catches</em> the rest, placing them on the floor unharmed. You stand.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Dorothy. Are you alright?"
The young girl turns to you when you approach, she's smiling, but you can see relief on her face for giving her an excuse to break conversation with the man. "Oh Mr. Fenrose, hello."
The dashing youngster attempts to continue chatting but it's difficult to hold a conversation with a person's back, even if it belongs to a cute girl. He gives up after several seconds and leaves to find other company.
"Dorothy, the cups—"
"Oh! I didn't even notice, I'm so sorry. I'm glad none of them broke." She kneels to begin putting them back on the tray, but you stop her.
"No wait, I wanted to ask you. We don't use <em>magical</em> cups in our tavern do we?" Crud. Which one was the first one? The glasses all look identical. You poke them with stick, none of them move.
She frowns, "No... I don't think so. Why ask?"
Ahhhh hell. "Say, if one of these mugs could move, not that I'm saying they could, which one do you think it would be?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Mr. Fenrose?" Dorothy tilts her head in confusion. The two of you are kneeling and staring at the transparent cups on the floor.
"Why... don't you leave these cups with me Dorothy? I'll take care of them."
"Sure...?" The slender waitress's face pinches in confusion at your request but she does as you ask. You forgot to ask her take leave the tray as well, but it doesn't really matter. Probably.
<em>Sigh.</em> You scoot the cups into a line and label them by tearing a sheet from your journal. "Alright you bastard. Which one are you? There's no point hiding, I saw you."
Mimics. Despite popular belief, they aren't particuarly dangerous since they lack the digestive organs to devour prey. The amoeboids are more filter feeders or perhaps parasites — subsisting off the <em>excretions</em> of their victims. They are however <em>unpleasantly</em> <span class='emph'>filthy.</span> A mimic the size of a mug could get into all sorts of terrible places. You shudder, imagining a cup taking a swim in the latrine — then inviting itself to the bar. They aren't <em>true</em> fae — moving more by instinct than reason — but older ones have enough intelligence to understand intent.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I'm warning you. Show yourself before I begin hurling these one by one at the wall." The six cups in front of you don't move.
"Have it your way then." You cast an isolation barrier to prevent glass shards from flying everywhere, pick up the first cup and chuck it to the stone — it shatters. The nearby patrons look at you in alarm. Dinah frowns the bar and moves to ask what's going on.
"That's one." You pick up the second while keep an eye on the remaining cups — it shatters as well.
"Two..."
"Simon, is everything okay?"
"Oh Dinah, just... taking care of a small pest problem." You look up from your position on the floor and gesture that you want this handled clandestinely. You'll give explain her a proper explanation later when there aren't so many customers around. You pick up the next cup. This one shatters too.
"Three..."
Dinah moves from patron to patron expertly — you watch her bow to a couple and they laugh. You aren't sure what she says to everyone, but they give you the space you need. The glass shards collect in a small heap by the wall. You pick up both of the remaining cups and hurl the one in your right hand at the wall. It disintegrates.
"Ha! I've got you!" This is the last cup, it <em>has</em> to be the mimic.
<</p>>
<<actionlink 'Continue'>>
<<set $here to '1LB'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
You make your way to the bar, firmly grasping the cup. You are <em>not</em> letting this one go. Mimics <em>can</em> change shape at a moment's notice but they generally take on similar shaped and colored objects, a preference or expertise if you will.
You lean over to the bartender, "Dinah do you have a box, I found... a mimic."
Her eyes widen and she stares at the cup in your hand.
"Oh they're not really dangerous — just a health hazard. They don't have teeth, can't bite."
She contemplates the statement and then raises her brows in acknowledgement, "That <em>does</em> make sense. How did you even find it?"
"Dorothy was cleaning the tables and accidentally bumped the tray she had set down. I saw this cup grab the other... <span class='emph_light'>five</span>... cups and set them down to..." You stop.
"Simon?"
"—to prevent its presence being revealed." <span class='emph'>Five</span> other cups. How many did you throw at the wall? Bloody hell.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Hold on a minute Dinah."
You address the cup in your hand, "You <em>are</em> the mimic... right?"
It doesn't reply, but then again you didn't really expect to. You tap the surface, it gives a nice solid ring.
"..." You cast another isolation barrier and hurl the cup in your hand at the wall. It shatters.
"...Simon?"
You seat yourself on the bar stool and place your face to the nice cherry wood counter. <em>Sigh.</em> "Dinah have someone clean up the glass and post a notice for all employees to be on the lookout for... moving glassware."
The young woman is clearly concerned but she trusts your judgement that the creatures aren't dangerous. She pours you a cup of champagne and then drains one for herself.
You stare at the translucent wineglass she just handed you, "<em>You</em> aren't the mimic... are you?"
<</p>>
<<actionlink 'Search fruitlessly and speak to glassware like a madman for the next 30 minutes' `{end: true, arrow: 'back'}`>>
<<addnote>>
Perhaps... I ought to just throw out <em>all</em> the tavern <b>glassware.</b> That should work... Probably.
<</addnote>>
<<set $here to '1LO'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'sleepinvitation'>>
<<done>><<rosedisable>><</done>>
<<set $path to '1LO'>>
<<include 'sleep'>>
<<elseif $route is 'gamenight'>>
<<set $dia.Merill.lasttime = $timenow>>
<<set $dia.Dinah.lasttime = $timenow>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The people have gathered into four separate blocks when you step into the lounge. The lights have been dimmed moreso than their usual faint incandescence. A spotlight shines on the bar, but surprisingly Dinah is nowhere to be seen.
You look up — like many newer buildings, the tavern has converted to mana powered lighting. They're safer and easier to control than natural lighting produced by a flame, though pricier to install and replace when they inevitably run out of fuel. It isn't really a problem for you though since you can refuel them yourself, though usually Godfrey takes care of it.
Personally, you find the paler hue a bit unsavory and continue to use natural lighting inside your own bedroom. It isn't <em>blue</em> or <em>white</em> light — that would be strange — just... less yellow.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'gamenight_1'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'gamenight_2'>>
<<p>>
You <em>do</em> however make a note to return the favor later.
<</p>>
<<backlink>>
<</block>>
<<elseif $route is 'lipstick'>>
<<npc 'Merill' $route>>
<<done>><<rosedisable>><</done>>
<<p>>
The lounge is in a familiar state of construction when you step down from the second floor landing — all the fancy drapes and curtains of last night are gone. In their place is the incomplete moulding, rough chauking, and half-built walls. You stop to frown at a room whose walls are practically non-existent. Vertical wooden slats are the only tell that there even is a room there. The furniture inside has been covered to prevent the dust from the work settling onto them. How had Godfrey managed to hide that and convince a guest the quarters were an appropriate lodging to sleep in?
The man himself is on the far end of the hall, directing a group of workers how to appropriately install a shelf. As usual, his suit is spotless despite the grit that covers the clothes of everyone around him.
Merill walks up to you with a glass of orange juice. The small matron also stops to stare for a moment, before giggling to herself. She has on casual wear instead of her uniform. She's an early riser and like Godfrey, she never <em>really</em> stops working since there's always <em>something</em> for a manager to look after, but she doesn't work the dining room until it starts getting busy in the evening. Come to think of it... does Godfrey ever sleep?
"Hi Rosy, sleep well?"
"I did, thank you Merill." You take the glass of juice from her.
"Are you going to leave like that?" She grins and points at her face.
You haven't washed, so you're probably not looking the cleanest but it should be fine. It isn't as though people <em>need</em> to wash every day. "Mmmm it's fine, I'm running late."
She chuckles again, and waves as you leave.
<</p>>
<<actionlink 'Inspect the hole in your tower' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'wall_morning'>>
<<set $here to '1SH'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'Baldwin'>>
<<set $thread to 'lounge'>>
<<include 'Baldwin'>>
<<else>>
<<vignette 0>>
<<p>>
The lounge, where guests pay to... what exactly do guests do here? <<if $dia.Dinah.intro>>Sleep, you suppose, and eat apparently.<</if>>
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
<<elseif $ev.includes('rejuvenated') && ! $dia.Dinah.rejuvenated>>
<<set $route to 'Dinah_rejuvenated'>>
/* start of investigation */
<<elseif $ev.includes('crime happened') && ! $ev.includes('began investigation')>>
<<set $route to 'crimescene'>>
/* baby time */
<<elseif ($timenow - $dia.Merill.lasttime >= 9) && $dia.Merill.uniqueclient && ! $loc[$here].baby>>
<<set $route to 'baby'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* barrels, first triggers after asking Dinah about suite */
/* then after Richenza leaves */
<<if $ev.includes('asked Dinah about suite') && ! $loc[$here].barrels_1>>
<<set $route to 'barrels_1'>>
<<elseif $ev.includes('Richenza left') && $loc[$here].barrels_1 && ! $loc[$here].barrels_2>>
<<set $route to 'barrels_2'>>
/* seeing a client come out of the room */
/* minimum obtaining master key */
/* requires the Merill food event to trigger first */
<<elseif $dia.Merill.food && $ev.includes('obtained master key') && $loc['2LV'].intro && ! $loc[$here].uniqueclient>>
<<set $route to 'uniqueclient'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 2>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
A long majestic rug runs own the length of the hallway, several large barrels holding ale sit behind the stairs, undoubtedly supplying the kitchen with their contents. How <em>is</em> Godfrey able to get these in here without using the supply corridor? There's no way they take the stairs lugging these things. They wouldn't fit through a window either.
The door into the small guest bedroom at the end of the hall is open, but the private suite has a "Do Not Disturb" sign hanging from the door. Curiously, another door has a sign that instead says "Invitation Only."
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'barrels_1'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
These barrels... You give the closest one a knock, a thick heavy thud respond. They aren't hollow, so it's not as if they <em>constructed</em> on this floor, and it wouldn't make sense to pipe fluid up through a window or inside the walls only to pipe it back down.
<</p>>
<<listactions>>
<<elseif $route is 'barrels_2'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 2>>
<<p>>
Perhaps... No laughable. Sure, there was a theoretical proposal for a <b><em>teleportation</em></b> array passed around some years ago. You looked over it yourself when it first appeared, the math was correct but the amount of control and precision required to even <em>attempt</em> to draw the multi-layered runic formation was baffling. It'd need a serious overhaul or maybe several magicians with a cortex the size of a watermelon to create something <em>remotely</em> usable.
The king himself had asked you to look into it and you just laughed. That didn't stop him from sinking large fractions of the national treasury into the project. It was definitely enticing, but nobody anywhere had succeeded in teleporting anything larger than a fingernail clipping.
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'crimescene'>>
<<done>><<rosedisable>><</done>>
<<include 'crimescene'>>
<<elseif $route is 'uniqueclient'>>
<<vignette 1>>
<<run $ev.pushUnique('saw unique client')>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<p>>
A mid-aged man in fine livery steps out of the middle room, gently closing the door behind him — the <span class='quote'>Invitation Only</span> sign gently sways.
He sees you, straigtens, and provides the customary greeting for a man of military stature, a fist over the chest. "Adjutant Fenrose. Evening."
He isn't wearing his uniform but judging from his age and the fact that he immediately recognized you, you surmise he is likely a Silvercloak or higher.
"Evening..."
"Owen, Paladin of the Second Watch." He supplies.
"Evening Paladin."
The seasoned man nods and takes his leave. Curiously, you see Dinah stop and check off a list as he passes. Hmmm... You look up at the ceiling. The room he just exited should be <em>right under</em> the second floor lavatory and the man <em>smelled</em> normal and not as though he had just—
<div class='thought'>'Let's not think of what he might've been doing in there.'</div>
The pipes must go through the room, but you don't remember seeing any chutes on the ground floor, but you ought to check again.
<</p>>
<<backlink>>
<<elseif $route is 'baby'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you came up the landing earlier, Dinah gave you a bittersweet smile and nod. She showed <em>genuine</em> sympathy and compassion. The vixen is by no means an unkind woman, but mischief is baked into her soul like a bread loaf requires dough to even <em>be</em> bread.
Merill is waiting for you by the door to the middle guest room, having changed into an apron dress with a straight-laced blouse and skirt. A loose cowl hangs behind her neck. She seems to be reciting lines to herself and doesn't notice you approaching. A small case sits on the floor next to her.
Cassandra on the other hand has been watching you ever since you arrived to the lounge area. Like Merill, she has changed into an apron dress. Hers however has a criss-cross bodice that accentuates her full figure.
"Simon~" Her face is cool but the inflection of her voice gives away her delight.
"?Cassandra, mind telling me <em>what</em> in the blazes is going on?"
"Shouldn't you know? You're the one who requested the service from our dear little Merill. She was kind enough to inform me."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I was merely asking about the operations of the tavern. Which I <em>own</em>."
"Now now, no need to be so coy~ Would you like the <em>standard</em> package? Or perhaps the <em>deluxe</em> package? Wait, I'm getting ahead of myself. Let's head inside first. You're a <em>special</em> customer who gets <em>two</em> lovely ladies to satisfy you after all." One of the nearby patrons gasps at Cassandra's words. She pats Merill on the head and the smaller woman seems to finally notice your presence.
"O-oh Rosy. Are you ready?"
"Ready for <em>what</em>, Merill?"
Cassandra stops her before she can answer, "Hold on dear. Let's go inside first, some people like our Simon especially prefer being <em>discreet</em>." She leans down to whisper something to Merill, who nods vigorously, and then unlocks the door with a key and gestures for you to step inside.
<</p>>
<<actionlink 'Step inside' `{end: true, arrow: 'start'}`>>
<<set $here to '1UB'>>
<<set $rosedisabled to true>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'Dinah_rejuvenated'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'rejuvenated'>>
<<include 'Dinah'>>
<<else>>
<<vignette 0>>
<<p>>
First floor hallway, various rooms are available to guests.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $act.other['crimescene'] = 1>>
<<set $can_replay = false>>
<<vignette 2>>
<<run $ev.push('began investigation')>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
A group has gathered in the hallway, watching a man in a familiar pearly white with metal pauldrons. Oh no.
The <em>inquisitors</em> of Asteria are... an <em>enthusiastic</em> branch of law enforcement. They're not <em>terrible</em> people persay, just ones a person would not normally want to be involved with. It's not as though they blindly take people off the streets and charge them with false crimes, that'd be barbaric. It's just... encounters always begin with shouting and end with one or more persons wondering if it's possible to <em>die</em> from chronic annoyance and/or bafflement.
The flambouyant young man strides up and down the hall, nightstick in hand. His tunic flaps in the light breeze from a window and he gesticulates vigorously as though performing a ritual. Each movement is sharp and punctuated with an odd scream. No wait those are accusations, his voice is simply fluctuating left and right like an indecisive ladder that can't decide which direction it should fall and ruin the day of the person on top.
The usual low chatter of carousers is gone. At the open door to the private suite, a woman in a dress far too large kneels, crying next a chalk outline on the ground. Is that... blood?
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The inquisitor smacks his cudgel on a palm and whirls, "WAS IT <em>YOU?</em>"
A sharp toothed woman fervently denies the assertion.
The inquisitor crouches to scratch the floor and then abruptly stands. "OR WAS IT <em>YOU?!</em>"
A stout man with a lush beard gently shakes his head. He sips from a mug in his hand and shrugs.
The inquistor then stoops to glare at the kneeling Madam Richenza, "OR MAYBE IT WAS <span class='emph'>YOU!</span>"
Dinah coughs her position by the wall, clear amusement in her eyes as she watches the spectacle. "Sir that's the victim."
"AND the person everyone trusts to <em>not</em> be the perpetrator. <span class='emph'>SUSPICIOUS!</span>"
You inch forward to take a closer look at the outline on the floor. It's a drawing of a chicken that's been forcefully pounded into the tavern carpetting with many many strokes.
"..." It would've been more sensible to use <em>black charchoal</em> instead of <em>white chalk</em> or, daresay the <em>outrageous</em> idea of using an <em>inked</em> drawing utensil instead of a <em>dusted</em> one. But then the man wouldn't be an <em>inquisitor.</em>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You turn to Godfrey, who somehow manages to materialize out of thin air whenever a problem occurs. "Godfrey, can you tell me what the bloody hell is going on?"
"A crime has occured. The woman's pet is missing, possibly killed."
Dinah smiles, "There's been a murder most <em>fowl.</em>"
"<span class='emph'>Foul.</span>"
"That's what she said."
"The <em>chicken</em> has not been found, but the victim called for the inquisitor when she saw the bloodstains and feathers. He happened to be downstairs enjoying a meal."
You push a hand to your eyes and take a deep breath. "...Godfrey."
"Yes, Master Fenrose?"
"Can you... take care of this? I'm... going to go to bed." Hopefully enough of the corridor remains for it to still be salvageable.
"Certainly."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You push your way through the crowd and attempt to side step the woman's enormous gown, but the inquisitor blocks you with an arm as you struggle to pass the woman without leaping over her.
"IT WAS <span class='emph'>YOU</span>, WASN'T IT! Trying so brazenly to ruin the scene of the crime, I <em>should've</em> known!"
"Young man, could you perhaps stop shouting?"
"If anyone's shouting, it's <em>YOU</em> trying to drown out the sound of <span class='emph'>JUSTICE</span>! Confess, sinner!"
Madam Richenza claws at her hair, clearly distraught at her loss. Her lips quiver and makeup runs down her cheek in dark rivulets, pooling at her chin. She pulls at the hem of your robes with pleading eyes. "Y-you! You were lingering outside my room! Please, I just want my baby girl back."
"I <em>KNEW</em> it! Hands in the air sinner!" The inquisitor reaches into his coat to pull out his weapon: a <em>second</em> nightstick, though this one is silver-colored and has the word <span class='quote emph'>RIGHTEOUSNESS</span> embossed along the edge.
"Now hold on just a minute."
"Suspect is attempting to resist, I repeat—"
<em>Sigh.</em>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Young man, I am Simon Fenrose, the proprietor. I just need to—"
"<em>DESTROY EVIDENCE?</em> I'm on to you, I know your criminal ways." He draws two fingers from his eyes to yours. "I see everything."
The inquisitor drapes a ribbon across the door and stoops to begin picking at the rug, <em>thread by thread</em>. "Once I find that evidence, you're going behind bars, mark my words."
You wait a moment for him to continue, but he concentrates on his task. You wonder if he seriously intends to unravel the entire rug by hand, and then move on to the carpeting inside the room. At least he isn't trying to arrest you anymore.
The crowd disperses, returning to their leisure either in the lounge or back in the dining room. With the inquisitor silently picking at threads, there's nothing to watch anymore. You sit at the bar and calculate how much you need to drink before sleeping in a bed won't be a worry anymore. You've tried before of course. Alcohol might help with the stress and aches, but not with visions. Nothing helps with those.
<</p>>
<<actionlink 'Continue'>>
<<addquest 'clear_name'>>
<<blockAdvance 'thread'>>
<<set $here to '1LB'>>
<<roseupdate :disableall>>
<<mapupdate>>
<</actionlink>>
<<blockNext>>
<<p>>
Dinah leans in from the other side of the counter, "How does it feel to be a sinner, O Great Wizard?"
"Please. Not you too."
"I've got good news and bad news for you, pick one." She thumbs her notepad and touches her pen to her lips.
"Don't people usually ask <em>which</em> they want to hear <em>first</em>?"
She shrugs, "It's sort of one thing, and they're both kind of bad."
"...Out with it then."
"Well, there's a 99% chance you <em>did</em> actually cause the chicken to disappear. Someone saw a chicken fly down the hall after that great big ruckus you caused outside in the corridor after going into the room. Hard to miss a several hundred kilo stone bridge collapsing. <em>BUUUT</em>, it's not dead, assuming one of the girls didn't catch it and give it to Lambert to cook. Just around here, somewhere."
You take a deep breath, time for a goose hunt then.
"<span class='emph'>Chicken.</span>" Godfrey says, as he passes the two of you, to climb the stairs back down.
You frown, "I didn't even say that out loud."
<</p>>
<<actionlink 'Find an aggressive chicken' `{end: true, arrow: 'back'}`>>
<<addquest 'find_chicken'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>><<set $can_replay = false>>
<<if $path is '1LO'>>
<<include 'closeinvestigation_1LO'>>
<<else>>
<<include 'closeinvestigation_1HW'>>
<</if>>
<<set $path = undefined>><<vignette 2>>
<<removequest 'return_chicken'>>
<<run $ev.pushUnique('closed investigation')>>
<<run $ev.pushUnique('obtained fairy greed')>>
<<done>><<rosedisable>><</done>><<set $act.other['closeinvestigation_1LO'] = 1>>
<<include 'closeinvestigation_before'>>
<<block 'thread'>>
<<p>>
You step forward with your sleeping package under an arm. "Madam Richenza. I've found your chicken."
Before you can even set the box down, the old woman has wrested it from your hands with the force of a person possessed. "EDITH!! My beautiful! I was so worried for you!"
"AHA! MISCRETIN, I've caught you redhanded!"
<</p>>
<<include 'closeinvestigation_after1'>>
<<blockNext>>
<<include 'closeinvestigation_after2'>>
<</block>><<set $act.other['closeinvestigation_1HW'] = 1>>
<<include 'closeinvestigation_before'>>
<<block 'thread'>>
<<p>>
You step forward with your box in hand. "Young man, I've found the chicken."
"YOU MEAN, You've returned the body, CRIMINAL!"
"Ah no, the chicken is very much still—" before you can continue, Madam Richenza wrests the box from you with the force of a person possessed. How she managed to sneak up on you with her current attire is beyond you.
"EDITH! My beautiful! I was so worried for you!"
"AHA! Redhanded, you MISCRETIN!"
<</p>>
<<include 'closeinvestigation_after1'>>
<<blockNext>>
<<include 'closeinvestigation_after2'>>
<</block>><<p>>
You wonder for a moment whether you should correct his vocabulary, but Godfrey does it for you and receives the inquisitor's lashes in your stead. Good man.
"Case closed then, young man?" You peek over the inquisitor's shoulder at the small mound of threading he's managed to pull up from your carpetting and begin gesturing to Godfrey to have that fixed, but he's already holding a rolled up rug in one hand. It's like the man can read minds. Terrifying thought.
<</p>>
<<actionlink 'Continue'>>
<<blockAdvance 'thread'>>
<<removequest 'clear_name'>>
<</actionlink>><<block 'subthread'>>
<<p>>
"You win today, PRO-PRYetor. I'll have you know that just because you're a PRO at prying your nose where it doesn't belong doesn't mean you have the law on your side. IN FACT, the law is on MY side!"
He waits for a response, but you've decided silence is better than opening your mouth and giving him reason to continue conversing.
The two of you stare at each other for a minute before the inquisitor repeats himself, perhaps unsure if you heard him the first time, "You win today, PRO-PRYetor! Just because you're a PRO at PRYING your nose where it doesn't belong doesn't mean you have the law on your side. The LAW is on MY side!"
If an stone barricade could be pleasantly professional, you would give it a run for its money, though your facial muscles <em>might</em> have twitched a tiny bit to indicate friendly rapport.
"The LAW is on MY side. Mine!" He tries again.
"..."
"Hmph," He stomps down the stairs, presumably to finish his cold meal.
"Thank you, thank you Mr. Fenrose!" Madam Richenza curties and turns to hand Dinah a card, "Ms. Dinah, please have my things ready tomorrow morning."
The animal in her arms opens one eye and looks at you — if you didn't know any better you might have assumed her drowsy glare contains <em>spite</em>. Madam Richenza trots down the stairs whispering to her chicken. You hear her asking Edith if she needs to see her doctor.
<</p>>
<<actionlink 'Continue'>>
<<blockAdvance 'subthread'>>
<<set $here to '1LB'>>
<<mapupdate>>
<<roseupdate :disableall>>
<</actionlink>>
<<blockNext>>
<<p>>
"Dinah, did that woman check out?" You motion for her to pour you another glass of blanc renfrogné.
"Just did. People appear to pick up her things every time, her servants I suppose. Though I'm not sure why they ask <em>me</em> for her address." She flashes you the card Madam Richenza gave her.
"And of the key? Did she return it to you?"
"Oh, she doesn't need to. The ones guests have automatically get disabled the next day, perks of having arcane resistant locks." She grins, reaches under the counter, and pulls out a bottle <span class='fairygreed'>Fairy Greed</span>, <<if $dia.Dinah.hardliquor>>something <em>else</em> she isn't supposed to have, so you pry this from her hands as well. <<else>>something she isn't supposed to have, so you silently lean over and gently, but resolutely, pry it from her fingers. She pouts at you.<</if>> Fairy Greed is a <em>mild hallucinogen</em>.
"It's still night. Doesn't she plan to come back and... sleep for the evening she's paid for?"
"Who knows."
<em>Sigh.</em> You glance over at the lanky guard by the stairs, "Do me a favor and have Fabian to take over for Anthony. That way if the bird escapes again, he can catch it."
"Can do."
<</p>>
<<backlink save>>
<</block>><<set $can_replay = false>>
<<if ! $ev.includes('made love')>>
<<include 'drinkingcontest_CassHidden'>>
<<else>>
<<include 'drinkingcontest_CassLove'>>
<</if>><<npc 'Quentin' 'drinkingcontest'>>
<<npc 'Cassandra' 'drinkingcontest'>>
<<npc 'Dinah' 'drinkingcontest'>>
<<npc 'Beatrice' 'drinkingcontest'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'subthread'>>
<<p>>
You place the two bottles on the counter next to Quentin.
He glances over and picks up the white bottle of gin, taking a sharp breath when he sees it's only two thirds full. "You were not joking. I have never seen anyone insane to actually drink this."
Dinah begins to sneakily bring out a blackboard and two hats, giddy with excitement. Where does she keep all these props?
"Simon, I had thought to challenge you to a small sum at first, a couple gold talents, nothing extravagent, but now..." He touches his chin to consider and flips the two talents he had originally meant to bet to Dinah, as a gift. She catches them with one of the hats.
You raise an eye brow. <em>Two talents</em> could buy out half the lower shelf, not exactly a 'small sum.'
"How about we play for... <em>secrets?</em> A game of two truths one lie, the loser shall owe the victor a <em>reasonable</em> favor." His smile tells you he knows who you are even though you never gave your full name. It has the confidence of a man who hasn't thought to explain why both sides of the wager are even because he hasn't even considered he might lose.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You decide to trust your senses, "You want to compete against me with <em>secrets</em>? Quentin, you've dug your own grave."
"<em>That</em> confident, are we? Barkeep! Let my friend pick our first poison."
"Can't <em>begin</em> with the Wyvern Flame, that'd ruin the fun, let's go with th—" You frown, Dinah isn't behind the bar. You glance around and see her silently creeping around the tables holding out the hats and blackboard to customers. The couple in front of her glances over, nods, and then places a several of marks into the left hat.
"ARE YOU TAKING BETS?!" Your shout jolts the woman upright and she tries to hide the hats. You stroll over and freeze. The odds according to the blackboard are 7:1 in favor of Quentin winning.
"Ho, my friend. The patrons have no confidence in you. Well it's an easy decision to make." Quentin's grin is wide. He places a hand on your shoulder.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You brush it off, walk behind the bar, open the safe, and return with <em>ten</em> talents worth in bowl. The coins clink loudly when they drop into your hat. "This will be the easiest money I'll make."
Quentin roars in laughter and matches your wager. The crowd screams in excitement. How much money does this man just <em>carry around</em> with him?
"Let's start with the Fairy Greed." You grab the young woman's shoulders and point her to the two bottles on the counter to end her tomfoolery, but the crowd follows the three of you back to the bar. She fishes out a <em>second</em> blackboard and props it on an easel.
"Are you sure? You're playing an away game with the choice Simon, I have that flowing through my veins."
"We'll see about that. Shall I begin, or will you?"
"Please, I'm the challenger, the floor is yours friend."
<</p>>
<<actionlink 'Drink'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
Two truths one lie is <em>child's play</em> for you. You start with two simple facts about your occupation and a lie that you're actually a fae lord in disguise. Quentin smirks, his eyes glimmer. He takes the bait and answers incorrectly just to drink. Of course you now have to respond in kind.
Fairy Greed is an aromatic, light brandy made from fruit that is fermented <em>before</em> it is harvested. It's sweet, spicy and has a piquant zesty profile and airy texture. It slides down your throat smoothly. Immediately, you begin <em>hearing</em> colors. A good start.
Quentin plays a skillful game, expertly mixing falsehoods and taunts, but few can hope to match the life you've lived. The bottle of Fairy Greed quickly disappears and he chooses a bottle of Silver Serenade from the top shelf, tossing another talent onto the counter.
<</p>>
<<actionlink 'Drink'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
The two of your pound drink after drink. The crowd screams with every new revelation. Dinah stands on the bar and conducts the onlookers, brandishing a baton and masterfully embellishing every detail from you or Quentin.
The blackboard sits on the floor, on top a small circle bleached white from the drippings of the now empty Wyvern Flame. Cassandra holds you upright as you shout and gesticulate. When did she get here?
"But that cannot <em>possibly</em> be true, Simon!" Quentin screams while holding a bottle in one hand. He drinks from it anyway. Neither you or he have bothered with the glasses after the fourth bottle.
"It is! I tell everyone that I was happy for them, that my..." You pause to drain the rest of your bottle. The liquid fire burns down your throat. It scorches the soul and makes your vision dance, yet it fuels the <em>passion</em> driving your words.
<</p>>
<<actionlink 'Drink'>>
<<set $here to '1LO'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<</block>><<p>>
You've moved over to the lounge seating at some point. Quentin sits on one of the comfortable stools leaning on the table. You and Cassandra are on sofa across from him. The floor is crowded with patrons and employees alike, all listening with rapt attention.
<</p>><<set $act.other['drinkingcontest_CassHidden'] = 1>>
<<block 'thread'>>
<<include 'drinkingcontest_before1'>>
<<blockNext>>
<<include 'drinkingcontest_before2'>>
<<p>>
"Quentin! Look at me! I'm a scowly old man who doesn't know how to say nice words, but I have friends! People who care for me! Isn't it wonderful? Ah I love them. BUT! I chased the woman I love <em>relentlessly</em> for <em>years</em> after she rebuffed me. The secret, the ever so closely held secret you deny to be true..."
You lean in and Quentin does the same. Everyone on the room quiets. The bottle in your hand slams against the table. "The secret is that I love her <em>still!</em> Not as a friend, but as her, <em>her</em>, <span class='emph_light'>her</span>. <span id='contest_know'>And she doesn't know it.</span> How could I not? That smile, those eyes, so full of <em>life</em>; the silly pout whenever I embarass her; that furrowed brow whenever she tries to think of a counterplay; that slow hidden smirk when she succeeds. Ahh, it's everything. Everything."
<</p>>
<<include 'drinkingcontest_after1'>>
<<blockNext>>
<<include 'drinkingcontest_after2'>>
<</block>><<set $act.other['drinkingcontest_CassLove'] = 1>>
<<block 'thread'>>
<<include 'drinkingcontest_before1'>>
<<blockNext>>
<<include 'drinkingcontest_before2'>>
<<p>>
"Quentin! Look at me! I'm a scowly old man who doesn't know how to say nice words, who would love me? But I have friends, can you believe it? Isn't it wonderful? Ah I love them. BUT! That's not the best bit. What is this giddy feeling that I feel in my stomach, this palpitation, this bright shine that covers everything despite the dark of night? Let me tell you, it's <em>happiness</em>. But let me tell you I chased her <em>relentlessly</em> for years after she rebuffed me. The secret, the ever so closely held secrety you deny to be true..."
You lean in and Quentin does the same. Everyone on the room quiets. The bottle in your hand slams against the table. "The secret is that I never stopped loving her! Not as a friend, but as her, <em>her</em>, <span class='emph_light'>her</span>. How could I? That smile, those eyes, so full of <em>life</em>; the silly pout whenever I embarass her; that furrowed brow whenever she tries to think of a counterplay; that slow hidden smirk when she succeeds. Ahh, it's everything. Everything."
<</p>>
<<include 'drinkingcontest_after1'>>
<<blockNext>>
<<include 'drinkingcontest_after2'>>
<</block>><<p>>
You stand to address the crowd, step over the sleeping body of a man too weak to compete with you and Quentin, and point around the room. "You! and you! and you! Do you think there's a paradox to be solved of how I can still find a woman beautiful even after decades? No, your <em>presumption</em> is entirely incorrect! Those lips, that shining silver hair, those radiant emerald eyes, even the way she lounges around and pretends to do nothing when I know she helps at my workplace when I'm not watching. They don't make her beautiful, no they're beautiful because <em>they belong to her</em>. <span class='emph'>That</span> is my secret, isn't it Cass? Cass?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>><<p>>
You sit back down and nudge the woman, she has her hands buried in her face. The braids in her platinum hair has started to unravel a little and a few strands threaten to take a swim in her glass on the table so you brush them back for her. She twitches. Everyone waits on bated breath for her answer. As quiet as a gentle breeze she whispers, "<span id='contest_true'>...it's true.</span>"
The room erupts in screams, the sound is deafening. Quentin drains the last of his bottle, having answered incorrectly. His jaw opens but lavender light streams from his fingertips instead. He attempts to continue with his hands as opposed to his mouth since his mind seems to have forgotten how to operate his larynx. He fails and slumps to the table, unconscious.
<<if ! $dia.Beatrice.intro>>
<<npc 'Beatrice' 'intro'>>
Fabian catches the man before he can drop to the floor and starts to lug him over a shoulder so he can bring him to his room.
A short haired waitress stops him by silently waving her hands — you've only heard Beatrice speak a handful of sentences the entire time she's been under your employ despite being quite close to the chatty, bubbly Merill. She leans over the unconscious Quentin and <em>slaps</em> him.
You stand to stop her, but the drunk man opens one groggy eye — sees the small lady — and laughs. She pulls on his ears until he sits up.
<<else>>
Fabian catches the man before he can drop to the floor and starts to lug him over a shoulder so he can bring him to his room.
Beatrice stops him however by waving her hands. She leans over the unconscious Quentin and <em>slaps</em> him. You stand to stop her, but the drunk man opens one groggy eye — sees the small lady — and laughs. She pulls on his ears until he sits up.
<</if>>
"I'm awake, I'm awake. <span class='emph'>Hurh!</span>" He catches himself before the liquid comes back out. With one hand over his mouth, he waves to you with a finger and declares you the victor. Unsteadily, he leaves to stagger after your slender employee.
"AAAAAND WE HAVE A <span id='contest_winner'>WINNER!!</span>" Dinah spins on the table, tapping with her heels and waving with her baton. Men and women run up to congratulate you, but your only thoughts are of the pounding ache assaulting your senses as of an hour ago. Two hours ago? Your eyes are heavy.
<</p>>
<<actionlink 'Sleep' `{end: true, arrow: 'long'}`>>
<<set $rosedisabled to true>>
<<set $route to 'sleepinvitation'>>
<<goto $here>>
<</actionlink>><<set $can_replay = false>>
<<p>>
<<if $ev.includes('obtained master key')>>
The door is locked. You try the master key for the guest rooms. Surprisingly, it doesn't open this door. Neither does the service key. Curious.
<<else>>
The door is locked. The service key doesn't open this door, though the master key for the guest rooms might.
<</if>>
<</p>>
<<backlink>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
/* SPLIT ROUTER: CASS LOVE */
<<if $route is 'intro'>>
<<if ! $ev.includes('made love')>>
<<set $route to 'intro_CassHidden'>>
<<include $here>>
<<else>>
<<set $route to 'intro_CassLove'>>
<<include $here>>
<</if>>
<<elseif $route is 'intro_before'>>
<<vignette 2>>
<<run $ev.pushUnique('babied')>>
<<done>><<rosedisable>><</done>>
<<block 'subthread'>>
<<p>>
You step inside and the two ladies follow — locking the door once in. The immediate area inside the room is standard height, but several feet beyond the door, the ceiling drops to half height<<if $dia.Godfrey.chute>> just as Godfrey had described<</if>>. There is not even enough space to stand.
The chamber is partitioned into two with a small changing room in one corner. The interior decor is markedly different from the one outside. The lounge and guest rooms are richly furnished and have a stately professionalism in their opulence — with the exception of the much too gaudy private suite.
By contrast, the walls in this room have been layed with worn brick. Rush matting over tile covers the floor instead of the clean hardwood and rugs just outside. No tapestries decorate the walls. One side has a short shelf stocked with jars like the ones Mother used to keep in the kitchen — another has several dolls and miscellaneous baubles, neatly arranged. A low table sits in the middle of the room.
The air has an earthly scent, the fragrance of freshly cut timber mixes with the herbal odor of kitchen spices. Merill gets on her knees, crawls over to the window, and cracks the wooden shutters open to let in the night air. She opens the case and sets onto the table several utensils, three bowls of soup, and a jar of <em>milk.</em>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
"Young man, do you know how late it is?!" Cassandra pokes you in the chest and puts her hands on her hips. Her brows are knit in concern. She pushes on your shoulders to get you to kneel with her.
"Cassandra, wha—"
"Mother was so worried!" Cassandra sets down the <em>spatula</em> she seems to have picked up somewhere and gives you a tight hug.
You splutter and struggle under her iron vice grip, but she simply digs her hand into your hair and rubs your head. "Don't you know you're supposed to be home by sundown? It's dangerous at night. Promise me you won't do it again!"
"?Cassandra?!"
"Now I know a little man like you wants to play until you pass out from exhaustion, but you've got two mothers waiting for you at home! You have to let us know if you want to stay out late." She pouts and gives your forehead a light flick.
<</p>>
<<actionlink 'Splutter some more in confusion'>><<blockAdvance 'thread'>><</actionlink>>
<</block>>
<<elseif $route is 'intro_mid'>>
<<p>>
"...The two of you are supposed to be my mothers. Two mothers. Both mine."
Cassandra crawls back over to place a hand on your forehead, "Do you have a fever, young man? To forget the faces of the your own parents!" She leans in to whisper, "This <em>is</em> what you asked for dear Simon~"
You pull back from her. "I... think I've seen enough."
"Rosy?" Merill breaks character and frowns.
"Simon, why not try it? Merill tells me her clients sleep like <em>babies</em>."
Perhaps because they've <em>become</em> babies. Inside the case the women brought, you see linens prepared for <em>swaddling</em>. "No... I think I will pass."
?Cassandra sighs, "At least have the soup. Merill went through the trouble of requesting that just for you — I even had her get some milk."
"Fine..."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $route is 'intro_CassHidden'>>
<<block 'thread'>>
<<set $route to 'intro_before'>>
<<include $here>>
<<blockNext>>
<<p>>
Merill comes over to join the embrace. She lets go and addresses Cassandra, "Cass dear, Simon is a growing boy, he's got all that pent up energy and nowhere to spend it. Why don't we have dinner first — before it gets cold?"
"<em>Sigh.</em> You're right Merill. It's my fault for raising such a reckless child. Come now, L-Love." Cassandra stutters on the last word but quickly composes herself and motions for you to join the two of them at the table. "It's your favorite tomato lentil."
You gape at the two of them. They look at you expectantly. Merill tilts her head, confused that you aren't following the script. Cassandra is having trouble keeping a straight face, her cheeks are blushed and the edge of her lips keep curling. You can see her tremble lightly as she clutches her sides.
<</p>>
<<actionlink 'Gesticulate with bewilderment'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $route to 'intro_mid'>>
<<include $here>>
<<blockNext>>
<<p>>
Cassandra leads you by hand and makes a signal to Merill.
You take a seat and pick up the spoon. It's surprisingly delicious for a rush order, perhaps Lambert already had some brewing for another customer. Merill begins gently humming.
As though it were natural, Cassandra starts massaging your shoulders while you eat. You have to admit, it <em>is</em> comfortable. The walls, the floor, everything in the room has been tailored to mimic a simple country home like the one you spent your childhood in. Even the fact that the ceiling is so low you're forced to sit adds to the atmosphere of relaxation. You take a sip of the milk — goat milk.
Cassandra leans over your shoulder from behind, "We don't have to follow the script if you don't want to, but give it a try Simon. I know how much trouble you have sleeping."
<em>Sigh.</em> "Not a word to anyone."
Her smile lacks the devilish hint you've come to expect. It's authentic. "I promise."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
By the time you've finished the soup, Merill has already begun laying down a futon and fluffing a pillow. You recognize her soft singing as a lullaby that was popular decades ago. She seats herself at the head and pats her lap, "Come, mother will read you a bedtime story."
You open your mouth to protest, but Cassandra speaks up first, "T-thank you Merill, but you've done enough. I can take it from here."
"Oh." The smaller woman relaxes, perhaps relieved that she won't have to tuck her <em>employer</em> into bed. She gives a quick bow before exiting the room, leaving you and Cassandra alone.
"Cassandra, <em>who's</em> idea was..." You gesture at everything in front of you.
"Fabian's. He has some pretty interesting ideas. This room is by its nature somewhat secretive, but among people who know it's more popular than you might expect. Many are separated from their families or... they may have lost the chance to see them again. It's not something that can be provided to just <em>anyone</em> of course, hence the requirement for an invitation. And only the girls who want to sign up."
She pauses, "I haven't done this for anyone else — just so you know."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Hm... I'll admit it's a pretty clever use of a half-size room."
Cassandra cleans the table and pushes it to one side to give more space to the futon. She <em>doesn't</em> seat herself at the head like Merill did, instead lying down next to it and propping herself up with an elbow. She notices the question in your gaze and the rougish charm returns to her smile, "Were you expecting a lap pillow, Simon? Sorry to disappoint."
You give her a half-hearted wave and sigh. "What was it you meantioned in the beginning about a deluxe package?"
"I suspect you already have an idea. <em>Is...</em> that what you're interested in Simon? I can't say I'm especially keen on wiping after you but... if that's..." She makes a face and then starts laughing. "Come on, I can at least sing you a lullaby."
<</p>>
<<actionlink 'Shuffle into the bedding' `{end: true, arrow: 'long'}`>>
<<set $rosedisabled to true>>
<<set $route to 'sleep'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'intro_CassLove'>>
<<block 'thread'>>
<<set $route to 'intro_before'>>
<<include $here>>
<<blockNext>>
<<p>>
Merill comes over to join the embrace. She lets go and addresses Cassandra, "Cass dear, Simon is a growing boy, he's got all that pent up energy and nowhere to spend it. Why don't we have dinner first — before it gets cold?"
"<em>Sigh.</em> You're right Merill. It's my fault for raising such a reckless child. Come now Love." Cassandra giggles to herself quietly and pinches your ears before moving to sit next to Merill — gesturing for you to join them, "It's your favorite tomato lentil."
You gape at the two of them. They look at you expectantly. Merill tilts her head, confused that you aren't following the script. Cassandra is having trouble keeping a straight face, her cheeks are blushed and the edge of her lips keep curling. You can see her tremble lightly as she clutches her sides.
<</p>>
<<actionlink 'Gesticulate with bewilderment'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $route to 'intro_mid'>>
<<include $here>>
<<blockNext>>
<<p>>
Cassandra leads you by hand and makes a signal to Merill.
You take a seat and pick up the spoon. It's surprisingly delicious for a rush order, perhaps Lambert already had some brewing for another customer. Merill begins gently humming.
As though it were natural, Cassandra starts massaging your shoulders while you eat. You have to admit, it <em>is</em> comfortable. The walls, the floor, everything in the room has been tailored to mimic a simple country home like the one you spent your childhood in. Even the fact that the ceiling is so low you're forced to sit adds to the atmosphere of relaxation. You take a sip of the milk — goat milk.
Cassandra leans over your shoulder from behind, "We don't have to follow the script if you don't want to, but indulge me for a bit of fun. I don't think you'll ever let me coddle you otherwise."
<em>Sigh.</em> "Not a word to anyone else."
Her eyes twinkle and she whispers, "Did you know? Your embarrassment just tells me how much you love me."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<em>Cough.</em> You ignore the comment and continue eating.
<div class='thought'>'These damn nerves, uncontrollable despite the years.'</div>
By the time you've finished the soup, Merill has already begun laying down a futon and fluffing a pillow. You recognize her soft singing as a lullaby that was popular decades ago. She seats herself at the head and pats her lap, "Come, mother will read you a bedtime story."
You open your mouth to protest, but Cassandra laughs, "Merill, you don't have to go <em>that</em> far. I'll take it from here."
The smaller woman relaxes, perhaps relieved that she won't have to tuck her <em>employer</em> into bed. "Oh. Sorry, I didn't mean to..."
Cassandra pats Merill, "Thank you, don't tell anyone when you leave or else our Simon here might die of a heart attack."
Merill chuckles, makes a quick bow, and exits the room.
You gesture at everything in front of you, "Cassandra, <em>who's</em> idea was..."
"Fabian's. He has some pretty interesting ideas. This room is by its nature somewhat secretive, but among people who know it's more popular than you might expect. Many are separated from their families or... they may have lost the chance to see them again. It's not something that can be provided to just <em>anyone</em> of course, hence the requirement for an invitation. And only the girls who want to sign up."
She pauses, "I haven't done this for anyone else — just so you know."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Hm... I'll admit it's a pretty clever use of a half-size room."
Cassandra cleans the table and pushes it to one side to give more space to the futon. She seats herself at the head — just as Merill did — and pats her lap. Her face betrays her own embarrassment, "No funny business, just a pillow. My <span class='small_text'>bum</span> <span class='smaller_text'>still hurts.</span>"
"Hm? What was that? I couldn't hear you."
She throws a cushion at you — which has been hardened with a swiftly drawn sigil. It knocks the wind from you, but you chuckle nonetheless.
"Cass, what was it you meantioned in the beginning about a deluxe package?"
"I suspect you already have an idea. <em>Is...</em> that what you're interested in? I can't say I'm especially keen on wiping after you but... if that's..." She makes a face and starts laughing — then her features drop sharply, "Wait Simon, you're not seriously—"
"No! Definitely not."
She sighs in relief, "There are a lot of things I'm willing to try, but..."
"I can't imagine how <em>anyone</em> could find that stimulating." You pause, "But it does make one curious..."
"<em>SIMON!</em>" Her tone is of embarrassed anger, but her mouth is curled in laughter.
You shrug.
"Come on Love, I'll sing you a lullaby."
<</p>>
<<actionlink 'Shuffle into the bedding' `{end: true, arrow: 'long'}`>>
<<set $rosedisabled to true>>
<<set $route to 'sleep'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'sleep'>>
<<done>><<rosedisable>><</done>>
<<set $path to '1UB'>>
<<include 'sleep'>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* sleep invitation */
<<elseif $ev.includes('obtained master key') && $dia.Fabian.intro && $dia.Dinah.intro && ! $loc[$here].sleepinvitation>>
<<set $route to 'sleepinvitation'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<run $ev.pushUnique('checked 1SB')>>
<<if $ev.includes('checked 1MB')>>
<<removequest 'find_1SH'>>
<<addquest 'suite_Dinah'>>
<</if>>
<<p>>
The guest room is surprisingly well furnished. If one of the simple rooms is this well decorated, you can only imagine how luxurious the private suite must be. The room doesn't seem to be currently occupied, but the wardrobe is filled with all manner of intricate clothing. You spot a formal dress, a skintight latex suit, and even a school uniform. Someone must have forgotten them in a hurry to leave. You should inform Dinah.
Unfortunately, the door to the supply corridor isn't hidden behind any tapestry or furniture. It must be in the private suite.
<</p>>
<<listactions>>
<<elseif $route is 'sleepinvitation'>>
<<vignette 1>>
<<run $ev.pushUnique('invited to sleep 1SB')>>
<<removequest 'assess_1SB'>>
<<addquest 'sleep_1SB'>>
<<p>>
It <em>is</em> quite the comfortable room, though the paintings overhead area a bit... scandalous. The sheets are satin, the cushioning is soft yet springy, there are even scented wax candles. You're not sure what the rope and handcuffs are for, but the room seems to cater to a wide variety of needs. Perhaps some people have trouble managing their somnambulism.
You should finish with any incomplete business before attempting though — the <em>hope</em> is that it will take a while before you wake, perhaps even the entire night — if you're lucky and <span class='emph'>the dreams</span> do not come.
<div class='thought'>'A pointless hope. They always come, but am I ready to face them again? At least it will be nice to see my parents once more — <span class='emph'>my childhood.</span>'</div>
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<p>>
First floor, an unused guest bedroom at the end of the hall.
<<sleepwist>>
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
/* can't stagger this one, produces problems */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* grant access up stairs after working */
<<elseif $ev.includes('worked') && ! $ev.includes('became employee')>>
<<set $route to 'employee'>>
/* forward stance */
<<elseif $ev.includes('closed investigation') && ! $loc[$here].rotation>>
<<set $route to 'rotation'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
<<if $dia.Cassandra.hardliquor_1 && $leaveCode === '2S2' && ! $loc[$here].hardliquor>>
<<set $route to 'hardliquor'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<npc 'Anthony' 'lounge'>>
<<p>>
At the edge of the lounge, a lanky fellow stands next to the railing leading up the stairs. He wears the dark coat over striped buttoned shirt and clean trousers that marks him as a bouncer of your tavern. He takes one look at your scowl and meekly scampers to the side. A more sensitive individual might've found it rude that a he shuffled out of the way after seeing their face. It isn't as though you're there to dismiss him. Anthony is by no means a <em>weak</em> willed or scrawny individual, he just... doesn't compare to Fabian, but <em>very</em> few people do.
You sincerely hope he does a better job stopping customers from trying to access the living quarters of your staff, though it might be a good idea to just have Fabian stand here instead.
<</p>>
<<listactions>>
<<elseif $route is 'employee'>>
<<vignette 1>>
<<run $ev.pushUnique('became employee')>>
<<p>>
"Well, I'll be Mr. Fen. You <em>do</em> work here! I saw your performance, never left my post of course. I could see it all the way here from the first floor, though I wish I was down with the others to see the dragon up close."
"Yes. Yes I work here Fabian. I am an employee. At my own tavern. Because I work here." You are <em>much</em> too tired for this, but the cheery man means no harm or disrespect so it's hard to be angry with him.
He stands aside to let you through as you please. "Yep! Well carry on, I've no reason to stop you."
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'rotation'>>
<<done>><<rosedisable>><</done>>
<<set $loc[$here].lasttime = $timenow>>
<<set $thread to 'rotation'>>
<<include 'Fabian'>>
<<elseif $route is 'hardliquor'>>
<<vignette 2>>
<<p>>
As you enter the lounge, a person bumps into you, nearly spilling the contents of her drink on you. She apologizes, wiping the non-existent stain on your robes. <em>Sigh.</em> You tell the intoxicated damsel it's fine and for her to be on her way. She leaves, but the scent of her liquor remains.
<</p>>
<<backlink>>
<<else>>
<<vignette 0>>
<<p>>
The first floor north stairs, steps lead up. A sign by the wall says "Employees Only."
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* sleep invitation */
<<elseif $ev.includes('saw planks') && ! $loc[$here].sleepinvitation>>
<<set $route to 'sleepinvitation'>>
/* aux desc */
<<elseif $ev.includes('closed investigation') && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
/* these trigger after delay,
assuming after closed investigation */
<<elseif $ev.includes('closed investigation') && ($timenow - $loc[$here].lasttime >= random(5,7))>>
/* Cassandra reminisce */
<<if ! $loc[$here].Cassandra_room>>
<<set $route to 'Cassandra_room'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<removequest 'go_1MB'>>
<<addquest 'cross_1SH'>>
<<p>>
With tenant occupied, you quietly slip into the private suite. Immediately, something feathery assaults you in the darkness, aggressively pecking your foot. Its sharp talons claw at your legs, painfully digging into your shins.
"Bgak! Bgak bak bak!"
"Shoo, shoo!" You prod the menacing chicken with a boot, but it's <em>relentless</em>. You don't want to harm the woman's pet and have no choice but to brave its assault.
It's fortunate your clothes are have protection glyphs because the animal's talons are <em>sharp</em> and probably would've drawn blood. When the hen realizes your clothes are impenetrable, it begins clawing at your exposed hands and ankles — it even attempts to claw <em>your face</em> — forcing you to cast an isolation barrier to prevent its approach.
The brilliant blue beast stabs at the light barrier and squawks fiercely when it can't penetrate it — even <em>Shadowmaw</em> had to gather strength to break this when at its strongest.
Eventually it realizes it can do you no <em>real</em> harm and flutters to a corner to watch you meander the dark. Its eyes glow like demonic gems as sits on a trunk — guarding its mistress' belongings and assessing your every movement.
<em>Sigh.</em> You make your way over to the opposite wall and grope around. Behind a gigantic tapestry of a flag belonging to a country which no longer exists is an old supply entrance, cleverly hidden.
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'sleepinvitation'>>
<<vignette 1>>
<<addnote>>
The <b>private suite</b>. Gaudy and ostentatious, perhaps unnecessarily so. Money can't buy happiness, but it might help with <b>sleep</b>.
<</addnote>>
<<run $ev.pushUnique('invited to sleep 1MB')>>
<<done>><<rosedisable>><</done>>
<<p>>
<em>Sigh.</em> You sit on the regal cushions of the recliner, contemplating your options.
<div class='thought'>'Raven wood.'</div>
Its distinct onyx patterning on the recliner, wardrobe, and bed complements the rich violet duvet covering the bed. You touch the sheets, they're <em>soft</em>, like a captured cloud. Maybe... The woman <em>did</em> check out, and the bed <em>does</em> appear to be unused. The king size mattress before you might not have the comforts of <em>your own</em> bed, but it does appear to be <em>comfortable</em> at least. It might even be comfortable <em>enough</em>.
<<sleepwist>>
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'auxdesc'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
Madam Richenza's things are neatly placed in several trunks. Most contain clothes or person effects, but one is filled with animal products. You didn't get a chance to look before because of your feathered assailant so you stop to examine the room.
Each side of the room is covered with ornate tapestry, barely leaving any speace for the eyes to see the walls themselves. A large silvered mirror is set behind the door. The pixieglass chandelier hangs from the ceiling, its supports nearly invisible, creating the illusion of floating candles that lightly sway. Luxurious is an understatement, the king's own quarters might not be as lavishly furnished.
<<sleepwist>>
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'Cassandra_room'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
This room used to be much more cozy — not the gaudy exhibition it currently is. You had picked out a fair number of the large furniture pieces and offered to let Cassandra fill the rest.
She hated it — though she did live in it for some time. Eventually, she took up residence in one of the rooms on the second floor instead, perhaps to keep the women there company. Her room is across the chasm from yours in the tower — sometimes the two of you communicate through windows as though you were schoolchildren.
<div class='thought'>'I wonder, where did all the furniture I picked out go...?'</div>
<</p>>
<<listactions>>
<<backlink>>
<<else>>
<<vignette 0>>
<<if $ev.includes('fixed everything')>>
<<p>>
The private suite, which has been converted into a makeshift corridor for people to access the new sakura balcony.
<</p>>
<<listactions>>
<<elseif $ev.includes('next evening')>>
<<p>>
The private suite to your tavern. Madam Richenza's things have been packed and shipped, leaving the room filled only with the over-oppulent decorations.
<</p>>
<<listactions>>
<<elseif $ev.includes('Richenza returned')>>
<<p>>
The private suite to your tavern. The guest has checked out, but her things are still here, minus Edith's pillow.
<<sleepwist>>
<</p>>
<<listactions>>
<<elseif $ev.includes('closed investigation')>>
<<p>>
The private suite to your tavern. The guest has checked out, but her things are still here.
<<sleepwist>>
<</p>>
<<listactions>>
<<else>>
<<p>>
The private suite to your tavern, currently occupied by Madam Richenza.
<<sleepwist>>
<</p>>
<<listactions>>
<</if>>
<</if>>
<<set $route to undefined>><<set $act.other['lockedroom'] = 1>>
<<set $can_replay = false>>
<<vignette 1>>
<<run $ev.pushUnique('checked 1MB')>>
<<if $ev.includes('checked 1SB') && ! $ev.includes('asked Dinah about suite')>>
<<removequest 'find_1SH'>>
<<addquest 'suite_Dinah'>>
<</if>>
<<p>>
The door's locked, a woman clears her throat from inside, "It's occupied, please come back later."
<<if $ev.includes('asked Dinah about suite')>> It would likely be easier to wait for the tenant to leave.<<if ! $ev.includes('obtained master key')>> Godfrey or Merill probably know where the master key is.<<elseif ! $act.sleep['1SB']>> You may as well assess the available guest room for sleeping propsects.<<else>> You should find a quiet corner in the lounge, or perhaps the dining room to pass the time.<</if>><<else>> Dinah may know about who the occupant is.<</if>>
<</p>>
<<backlink>><<set $can_replay = false>>
<<p>>
The inquisitor stops you once more. "Confess!"
You won't be able to get through here until the investigation is over.
<</p>>
<<listactions>><<if ! $route>>
/* these trigger immediately */
/* STAGGERED intro */
<<if $ev.includes('closed investigation') && ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
The private suite is the only guest room with its own bathroom, though no lavatory. That'd just make the place smell. One day — when centralized piping is standard in buildings — it might be a good propsect to include a lavatory in the same room as the bathroom.
It was difficult enough to pipe the geothermal spring underneath the building up to the first and second floors, and you likely wouldn't have succeeded without Cassandra's help. Engineering was never your strong suit. She was always better at the sort of thing that required complex calculations or intricate specifics.
'Muscle bound idiot caster,' she used to call you since you relied more on the <span class='emph'>force</span> of your will and the gut instinct of what an answer <em>should</em> be, rather the meticulous calculation of the theory behind its operation.
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'idle'>>
<<vignette 0>>
<<p>>
The private suite bathroom.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* last dance: midnight ball */
<<elseif $ev.includes('invited to dance') && ! $loc[$here].midnightball>>
<<set $route to 'midnightball'>>
/* leap */
<<elseif $ev.includes('bridge broken') && ! $loc[$here].leap>>
<<set $route to 'leap'>>
/* planks */
<<elseif $ev.includes('leaped') && ! $loc[$here].planks>>
<<set $route to 'planks'>>
/* cleaning rubble */
<<elseif $loc['1WO'].damage && ! $loc[$here].rubble>>
<<set $route to 'rubble'>>
/* new location, sakura balcony */
<<elseif $ev.includes('fixed everything') && ! $loc[$here].sakura>>
<<set $route to 'sakura'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* Ursula cannons */
<<if
$ev.includes('fixed everything') &&
$dia.Godfrey.turrets && ! $dia.Godfrey.Ursula
>>
<<set $route to 'Ursula'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
You need to finangle and jiggle the service key Fabian gave you before it finally clicks open the lock. The door probably hasn't been opened in a <em>very</em> long time and loudly creaks when you pull it. The supply corridor is in similar disrepair.
It isn't a <em>proper</em> corridor, just a flat floor bridging the tower and tavern. There aren't even walls or guardrails to stop a hapless fool from tumbling off the side. Before you had purchased the building, it had been a guild hall. They had used this bridge, and the crane hanging above it, to supply the workshop on the first floor with needed materials. Even now several planks of lumber hang overhead, likely in a similar state of abandonment. It's a wonder they haven't simply crumbled after years. Perhaps you ought to do some cleaning and maintenance on your tower when you get a chance.
Cracks stretch along the floor. Tentatively, you step out onto the bridge to your tower and you can hear several loose stone tumble to the floor below. You should probably move quickly.
<</p>>
<<listactions>>
<<elseif $route is 'leap'>>
<<removequest 'examine_1SH'>>
<<addquest 'leap'>>
<<vignette 1>>
<<p>>
The ruined corridor stretches forward several meters, then sharply drops. A gaping hole bars access to your tower. The door on the other side taunts you, laughing at your inability to simply go home and go to bed. It isn't even that far, only 30 meters or so. During the war, the four of you had to run from hordes of enemies all the time. Leaping off a cliff isn't anything new. Perhaps...
You stretch and feel the joins in your knees crack, the gentle warmth of mana lubricates the tendons and ligaments. Your senses sharpen, the cold night air prickles against your skin. You can feel each tiny sliver of wind pick at your clothes and brush against your arms.
<div class='thought'>'Yes I can.'</div>
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'planks'>>
<<run $ev.pushUnique('saw planks')>>
<<vignette 2>>
<<removequest 'examine_1SH_again'>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You look at the simple walking cane in your hand, and then to the mountain of rubble below you. It might have been <em>possible</em> to repair the bridge with your sapphire scepter. Though... that might set off the security system again. <em>Sigh.</em> Well, it wouldd be useful in other ways. It might even allow you to manipulate the security controls from outside the tower. It'd be difficult or perhaps impossible even, but it would certainly give you a better chance at trying than the cheap stick currently in your hands.
Bringing it out did mean inviting all sorts of questions about the war though. People don't understand. It's peaceful. Everyone who <em>truly</em> understands war is an ancient specimen like yourself. Everyone else, they all heard the stories growing up, the heroics, the exhilirating struggles; What they saw were the horrific evil and the glorious triumph despite the entire world's failure. That's all the cared about, the <em>survivors.</em>
<div class='thought'>'They call <span class='emph'>me</span> the leader, Nathaniel. Ha! Do you see this?'</div>
You never asked Cassandra what she thought about the things they said. She locked herself in a room for days after. Priscilla had to kick the door down to make sure she was even eating. There's no way you could have asked her.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Up above you a supply crane holds several unused beams in the night sky, left over from when the building was a guild hall. Likely hopeless, but your choices are limited. In the darkness they appear to be standard wood, but the guild hall <em>was</em> known to produce exquisite crafts. They sold the building to move to a bigger one closer to the city center.
The useless branch in your hand doesn't accomplish anything more than briefly bark at the darkness overhead. Its conductivity is piss poor. To achieve anything, you'd need to channel <em>a lot</em> more mana, but you already know what would happen if you did.
Light streams from a window overhead, The hallway in the women's dormitory <em>is</em> a lot a closer. Cassandra's window next to it is dark, she's likely out somewhere in the tavern. It's difficult not to imagine her making faces at you from it while you reply with obscene gestures from your bedroom window on the other side of the chasm. She <em>might</em> have a better casting focus you could borrow... but well you can think about it if trying from the window doesn't work.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<roseshow '2SC'>>
<<addquest 'examine_planks'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $route is 'wall_morning'>>
<<npc 'Godfrey' $route>>
<<done>><<rosedisable>><</done>>
<<p>>
The hole in your tower isn't as bad as you thought, barely man sized. The makeshift catwalk you made last night has collapsed. What remains of the planks sit cracked and broken on the floor below. The other side is inaccessible again, which should keep intruders out until you come back in the evening.
Some of the workers do a double take when you pass and give you a thumbs up while grinning. Perhaps it's the brisk step in your walk that gives away the lightness of your spirit. You wave at them to continue working. The horned butler gives you a courteous greeting when you approach.
"Godfrey, have someone statationed on this side while I'm out. I'll come fix everything when I come back in the evening. The security system should keep most people out anyway, but it's best to not give them ideas in the first place."
"Of course."
"And when you get a chance, could you fill out an application for a new mailing address?" It would be the third one for the building, after the one for the tavern and the one for the tower. You never actually check the one to the tower though since the public address consistently gets bundles of useless correspondence.
"Certainly."
"Thank you."
<</p>>
<<actionlink 'Continue downstairs' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'lipstick'>>
<<set $here to '0DR'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'rubble'>>
<<vignette 2>>
<<removequest 'staff_1SH'>>
<<run $ev.pushUnique('invited to fix')>>
<<done>><<rosedisable>><</done>>
<<p>>
The Renwicks would cry if they knew you were using the staff they had meticulously crafted as a <em>broom</em>. You're unsure how, but there's even small bits of rubble <em>inside</em> the private suite. Collapsing structures tend to be somewhat chaotic and at times appear to ignore natural laws entirely. Small stone are pushed out the open maintenance door with a motion of your staff. The larger pieces on the remains of the bridge itself tumble to the ground below. You've told Godfrey to clear the area and the staff have moved everything out of the way.
It only takes several minutes for this side to be clean as well. With the rubble cleared, you no longer have a means of climbing down directly. You'll have to go around and take the stairs.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'staff_0SE'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $route is 'sakura'>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'sakura'>>
<<include 'Godfrey'>>
<<elseif $route is 'Ursula'>>
<<set $loc[$here].lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'Ursula'>>
<<include 'Godfrey'>>
<<elseif $route is 'midnightball'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
The light drizzle from before has stopped but the petrichor remains, filling the balcony with a refreshing invigorating scent. Godfrey has finished carving the benches on the side already and lighting has been strung across the top to give the area a dim, intimate atmosphere. Several musicians have set up in the corner to play a slow tune for the patrons.
"What do you think?" Merill walks up and spins. The little matron has changed into a stunning dress herself, an evening gown with a lightning blue top and dark bottom. The other employees are wearing similar garb — though each has embellishments that make them unique. Merill's dress has a pinched frill and a polka dot pattern on the wrist.
"Why do we have evening gowns among our uniforms, Merill?"
She laughs, "Why not? So?"
"Mmmm it looks good on you."
She beams and puffs her chest, "We all worked hard on these, and on the setting too. Remember to compliment Cass too!"
"And to think this place was just built not too long ago."
A couple wearing masks nod silently at you and you step aside to let them pass by. Their attire is polished and exquisite.
You chuckle, "A masquerade."
"It's more fun this way!" She hands you two masks before zipping away — a white wooden one with a carved <span class='emph'>hummingbird</span> and a black fabric one with an embroidered <span class='emph'>rose</span>.
<</p>>
<<listactions>>
<<backlink>>
<<else>>
/* NEEDS REVIEW: sakura balcony */
<<vignette 0>>
<<if $ev.includes('invited to dance')>>
<<p>>
The cherry blossom balcony, masked patrons in fine clothing are swaying to the gentle music.
<</p>>
<<listactions>>
<<elseif $ev.includes('fixed everything')>>
<<p>>
The cherry blossom balcony. Pink flowers adorn the trees even though it isn't currenlty spring.
<</p>>
<<listactions>>
<<elseif $ev.includes('invited to fix')>>
<<p>>
The broken bridge. The rubble has been cleared, you'll have to take the stairs to go down.
<</p>>
<<listactions>>
<<elseif $ev.includes('next evening')>>
<<p>>
The broken bridge. The catwalk from last night lays in a splintered heap on the ground floor below.
<</p>>
<<listactions>>
<<elseif $ev.includes('bridge repaired')>>
<<p>>
The supply corridor, a makeshift catwalk stretches across the gaping hole. The rubble provides a way down, but not up.
<</p>>
<<listactions>>
<<elseif $ev.includes('bridge broken')>>
<<p>>
The supply corridor, unused, in disrepair, and now broken. The rubble provides a way down, but not up.
<</p>>
<<listactions>>
<<else>>
<<p>>
The supply corridor, unused and in disrepair.
<</p>>
<<listactions>>
<</if>>
<</if>>
<<set $route to undefined>><<set $act.other['falling'] = 1>>
<<set $can_replay = false>>
<<vignette 2>>
<<removequest 'cross_1SH'>>
<<run $ev.pushUnique('bridge broken')>>
<<run $ev.pushUnique('crime happened')>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<div id='fall_crack' class='rumble embellishment'>Crack.</div>
<<p>>
You're halfway across when a distinct snap resonates through the stone underneath your feet. The sound of crumbling rock is specific, unique, and singular. It's a roar that etches itself into the very soul, perhaps engrained in evolutionary history from a primal instnct to avoid being buried under a mountain of rubble. Your weight begins to drop, a clawing urge to roll rises in your chest. You ignore it and continue pounding your feet. The bridge isn't even that long, 30 meters or so. If you had <em>prepared</em> before hand and channeled a bit of mana it would've been a cinch to cross the gap. Hell, you've probably even <em>leapt</em> the distance when you were younger. The door to your tower is <em>right there.</em> The branches of the nearby tree tease you, just out of reach.
<div id='fall_can' class='thought'>'I can!'</div>
Unfortunately, boldly proclaiming to yourself that you can doesn't in fact accomplish much in the way of changing reality. For a moment, you fly, unbound by the rules of Mother Nature or those of Father Time. Of course no parent lets their child misbehave for long; their punishment is fast, harsh, and sharp. The ground comes up to meet your face, giving you a loving embrace like an idiotic brother who can't understand that their strength <em>hurts</em>. He attempts to smooch your forehead but your shoulder interjects, shoving itself between your unprotected skull and the solid unmovable rock. Nothing breaks because again, your robes have protection glyphs, but holy hell does it hurt. Magic can do nothing for pain, that is an <em>internal</em> sense. If anything channeling mana would only stimulate the nerves, exacerbating the condition.
<</p>>
<<actionlink 'Lay on the ground and stare at the night sky'>>
<<addquest 'examine_1SH'>>
<<set $here to '0SE'>>
<<roseupdate :disableall>>
<<mapupdate>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<vignette 1>>
<<p>>
It's a beautiful night, perfect for stargazing, that is if the nearby city would cooperate for a moment and agree to turn off all its lights instead of angrily glaring at the void of space.
<div class='thought'>'Space has done nothing wrong, City. Just be quiet and let me do some astrology.'</div>
If you ignore that the ground is hard and covered in pointed rocks, that it's unimaginably loud next to the tavern service entrance, that it's somewhat cold outside, and that you hadn't just caused 1/5 of your home to collapse which now lays around and on top of you, then this very spot on the floor would make a nice bed. Yes, that isn't a lot to ask the mind to ignore. You close your eyes.
<div class='thought'>'Ahhh... sleep. I'm done, let's go to sleep.'</div>
"Good night, Master Fenrose."
See, Godfrey's even come to bid you have a pleasant rest. That's what this is, not him saying hello you as you lay on the floor in front of the service entrance and pointedly <em>not</em> making any remarks about the fact that you had just tumbled out of the sky. <em>Sigh.</em>
You sit up and brush yourself off. "Good evening Godfrey."
"I trust you are unhurt?"
You contemplate the question, "...Unfortunately."
The ruined corridor is a mass of rubble and broken stone. It seems fairly hopeless from here, but it might be salvageable. You'll have to take a closer look from the door on the first floor.
<</p>>
<<backlink>>
<</block>><<set $act.other['leapbridge'] = 1>>
<<set $can_replay = false>>
<<vignette 2>>
<<removequest 'leap'>>
<<run $ev.pushUnique('leaped')>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Ha, it's certainly been a while since you've done something like this. Sure you get exercise when you spar with the children at the palace, but they hardly know how to hold a weapon despite your efforts. They don't even make you break a sweat. The stick in your hand is a terrible casting focus. It barely even has qualifies as one, it took a lot of effort for the craftsman to nestle a gem into the tip without making the stick appear like anything other than a walking cane. It's enough for every day use, but for something like this...
You smile, a <em>challenge.</em> The best rival, as always, is oneself. No one is better suited to goad a person, to taunt them, to pull at their spirit and ask the requisite question: 'Can you do it?'
<div class='thought'>'Just watch. <span id='leap_can'><span class='emph'>I can</span></span>.'</div>
The air flows into your lungs like silken water, slick with strength. It presses against your chest begging to be let free but you pump it through your vens and grind it to fine dust. Your heart races to keep up, each thump in your ears resonates with the pulse of mana flowing within you.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Magic is a discriminating force. Just like how a person's mannerisms betray their peculiarities, a magician's mana divulges the caster's secrets, their base nature. <em>Your</em> mana has always been unruly, disobedient. It begins slowly with a ponderous black mobility so sluggish you wonder if it's even trying. The gentle heat it gives is pallid and sickly, and just when you want to shout and ask why it won't obey, it roars. It's a smoldering furnace that taunts, intentionally annoying so that it has reason to retaliate when you inevitably poke it. And many do poke it.
A stroke of lightning marks the dawn of the raging inferno. Like a flash, the mana curls into a twisted band and explodes. Furious heat roils through your veins, screaming to be let free. Air begins to prickle and snap as electricity leaps from you.
<span class='storm_sword'>Storm Sword.</span> You never liked the name, it was too extravagant and you didn't deserve a title with the word <em>sword</em> in it. You flex and take a couple steps back.
<</p>>
<<actionlink 'Leap'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<div id='leap_boom' class='boom embellishment'>Boom</div>
The force of your step shatters the stone underneath. The entire building groans, struggling to maintain its shape. It'll be fine though, you personally reinforced the foundation. The night flees the light of your magic and a cerulean nova flashes through the sky.
You'll easily make it. It's a wonder you hadn't thought of this earlier. You could have just leaped from the ground floor up to the first. The brisk wind brushes past as you soar through the air flying with the strength of magic. <em>Traditional</em> flight magic is not bad but it's boring, truly this is how a person <span class='emph'>lives.</span>
Strangely, the far edge remains several meters away. You should've landed by now. It's as though—
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<div id='leap_r' class='embellishment'>RRRRRRRRRRRRRRR</div>
An ear splitting scream wrenches through the tavern. The entire building lights up with red and white. You can hear people inside screaming. Something wrenches your feet. The world spins.
Ah crap. <span class='emph'>The security system.</span>
You hang suspended in midair by an invisible rope that slowly lowers you to the ground. It taps you gently to the stone and then leaves your head awkward half-propped on one side. It doesn't let go.
Godfrey steps out of the serveice entrance, followed Lambert and Merill.
<</p>>
<<actionlink 'Continue'>>
<<set $here to '0SE'>>
<<roseupdate :disableall>>
<<mapupdate>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
"Uh... hello." Your hands have been tied behind your back. Blood begins to pool in your skull, pressure builds. Nausea wells within your gut, your scalp chafes painfully against the broken pebbles, and your neck crimps to one side. <span class='emph'>Why</span> is the system set up to lower the victim a <em>tiny</em> bit beyond their height?
"Mr. Fenrose... I thought you..." Lambert frowns, unsure what to say. The flashing lights and sirens have stopped. Godfrey holds a control key in one hand, but his... won't help with your predicament.
"Lambert, do me a favor and reach into my left pocket."
He does as you ask and fishes out your key. It's in two pieces. Ah, that's right. <em>Sigh.</em>
"Master Fenrose." The horned quartermaster steps forward. You frown. Are there counterbalances on his <em>shoes</em>? Why? So that his weight on the ground is evenly distributed?
"Godfrey."
"To clarify, were you the person who—"
"Yes. It was me."
"Noted. I shall inform the knights that it was an error."
"Thank you."
He leaves, presumably to wait at the tavern entrance for the knights to respond to the disturbance.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Merill stoops to try to meet eye level with you. It's odd to see the woman tower over you, even if she's upside down from your point of view. "So there's nothing wrong Rosy?"
"No. Just a... small mishap."
She beams and then pats your head, "I'm going to tell the guests that everything is alright then!" She skips inside.
Lambert moves one of the supply boxes and sits. "So uh, Fenrose. How long will you stay like this?"
"Well... it depends how quickly the knights arrive, but I'd say twenty minutes approximately. I'll be let go once the system detects their presence and then sees them leave."
"That's... good. Would you like some tea while you wait? <<if $ev.includes('ate stew')>>Another bowl<<else>>A bowl<</if>> of stew maybe?"
You point at a nearby mat by swinging your hips, "Could you maybe just slide that under my head?"
He moves the box of radishes next to it so that your skull rests in a bed of vegetables. Not what you meant, but it beats the pointed rubble and likely the mat you originally wanted as well, so you don't correct him.
"I'll... just leave this here for you." He sets a cup of tea on the ground. "Best of luck."
"Thank you Lambert."
<</p>>
<<actionlink 'Ponder on the historical practice of hanging people upside down as a form of torture for 20 minutes' `{end: true, arrow: 'back'}`>>
<<addquest 'examine_1SH_again'>>
<<addnote 5000>>
Would it <em>really</em> be such a bad idea to move the <b>security controls</b> somewhere accessible outside? It's unlikely any thief would be able to hack it... or even know how to operate it...
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>><<set $act.other['repairbridge'] = 1>>
<<set $can_replay = false>>
<<vignette 1>>
<<removequest 'repair_bridge'>>
<<addquest 'return_tower'>>
<<run $ev.pushUnique('bridge repaired')>>
<<p>>
To your genuine surprise, the planks of wood are <em>not</em> termite infested, nor are they deteriorated chunks of material barely passable as wood. The beams are actually in relatively good condition. You tap each piece of wood with your staff and glue it in place, a little jingle on your lips at the unexpected turn of luck. A makeshift bridge is up in minutes, sturdy enough hold for an evening.
<</p>>
<<roseupdate>> /* undisables 1WO */
<<listactions>><<set $act.other['meltwall'] = 1>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Nearly skipping, you cross the catwalk. You can't even remember when the last time this door opened and a thick layer of grime covers the handle, but you don't care and grip the knob.
It's locked because <em>of course it is.</em>
And it's acrane pick resistant because <em>of course it is.</em>
And the tavern keys don't open it because <em>why should it?</em>
<em>Sigh.</em> You press your staff to the wall next to the door. It honestly doesn't matter any more. You consider for a moment whether Godfrey <em>knew</em>, if he had calculated this. But no, the man has no reason to have malicious intent towards you — it's questionable whether he's even acquainted with your old acquaintance <em>spite</em> or his brother <em>resentment.</em>
You've spent far too long out here already. Spending too much time in a tavern always brought forth unsavory tastes to your palette. Within a minute, the wall begins to hiss and pop. Air pops out of the cracks in high pitched wails. Within five minutes, it glows. The stones are a warm beacon in the empty night, away from the crowdy ruckus just a handful of meters away. Magma drips down the sides and you kick it off your boots, making sure none of employees are below you.
Twenty minutes later, you have a sizeable new door.
<</p>>
<<run $ev.pushUnique('melted wall')>>
<<actionlink 'Step inside' `{end: true, arrow: 'back'}`>>
<<removequest 'return_tower'>>
<<addquest 'sleep_2WR'>>
<<set $here to '1WO'>>
<<goto '1WO'>>
<</actionlink>><<removequest 'midnightball'>>
<<set $act.other.midnightball = 1>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you had gone upstairs to fetch Cass, she had practically jumped into your arms. While the two of you have danced before, that was <em>before tonight</em>. Felice was right, the things you and her do from now on may be the same as before — but at the same time, they're not.
People all around are dancing in a circle, swapping partners in time with the music. You have the humming bird mask on and Cass wears the rose. The featers on it fit her more anyway. She has a hand on your shoulder and looks up while gently swaying with you, "Love, don't you have something to say?"
You remember Merill's advice from earlier, "You look beautiful Cass. And I love you."
She laughs, "Good enough."
You raise an eyebrow, "What more am I supposed to say?"
"Compliments are better if you pick out something specific. Like this: Simon, I like the way this mask frames your eyes, sharp and curious — but I <em>love</em> the way it makes you think I can't see when you're watching me through your peripherals, just following me around the room."
<em>Cough.</em> "Well, the dress is a nice blue."
Cass laughs, "Yes <em>the dress</em> is what you're paying attention to."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Felice and Baldwin twirl close — the two have been doing a light salsa despite the slow music, going at their own pace as usual. She laughs, "Go easy on him Cass or you might regret it."
"Felice, I don't think you're qualified to give that advice." Cass pokes the other woman in the ribs and they laugh. The two spin together leaving you and Baldwin partnerless.
He turns to you and raises an eyebrow.
"I think not." You quickly reply.
He laughs, "I wasn't going to suggest it, but if you insist..."
You frown at him. He shrugs, "Don't worry Simon. While it doesn't really get any better with time, the flavor does change."
"In what way?"
He considers for a moment, "A little hard to describe — and I think it's different for each pair. Do you remember? Felice used to be a shy dainty princess, look at her now."
Felice and Cass have made a small clearing by flaunting their nimble steps and turns. Some have stopped to just appreciative their graceful movements. The former queen has apparently taken on the guise of a dashing heart-throb — she's giving Cass a spin while winking at nearby patrons.
Baldwin continues, "I'd say our flavor began very sweet, but now it's... like a stew with nice tallow, more savory."
"Spicier." Felice leans close to interrupt. Cass is laughing in her arms, enjoying her role as a petite maiden.
Baldwin chuckles, "Mmmm probably that too. I like the flavor you and Cass have though. It's also a bit spicy, but you've got this lemon zest — sweet and tart with a little bitter to keep things interesting."
Eventually Felice and Cass return. Baldwin takes the mantle of princely charm from his wife and the two saunter away to perform a natural turn.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Oops." A broad back bumps you from behind.
"Faster!" A woman shouts.
You turn to see Merill <em>sititng</em> on Fabian's shoulders as he spins — and laugh, "Merill. Fabian. I don't think that qualifies as dancing— woah!"
Merill has stepped from his shoulder onto yours and now directs <em>you</em> to spin. "It's dancing if I say it is!"
Fabian has taken Cass from you and lifts her into the air, "What even <em>is</em> dancing Mr. Fen? Isn't it just moving to music?"
"Hmmm I suppose you're right." The little matron on your shoulders twists her legs and leaves you no choice but to move at her directive while she laughs.
She has no difficulty balancing herself despite your inexperience imitating a chair. "Now fly Rosy!"
"I can't do that Merill, not without preparation."
"You didn't have any problems last night — though that was upside down. Something for you to work on!"
She jumps back onto Fabian, but Cass now joins her on the other side laughing — giving you a moment of peace. You sit to watch the large man spins with his arms out — balancing the weight difference of two ladies on his shoulders.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
A bob of blue hair pokes into view and the pointed ears wiggle earnestly. The lady they're attached to holds a tray "Fenny! I've got something for you!"
Violet wears a dirty kitchen apron over her evening gown — a jarring mismatch — but Lambert merely shrugs when you raise an eye at her attire. The portly chef has changed into clean suit with similar coloring as the womens' dress — but he still wears his chef's hat.
"And what's this?" You poke at the red <em>something</em> on the tray. It looks like it could be custard, but it's firm enough to jiggle and is — for some reason — translucent.
Lambert answers for her, "They're called gel pies. It's not poisonous — I've had a taste."
"...And what are they <em>made of</em> for you to even consider that a concern?"
"Slimes."
You frown, "As in the little gelatinous balls that eat dirt by the river?"
He laughs, "The very ones. Have a try, I guarantee you'll be pleasantly surprised."
The pick one by a toothpick and plop it in your mouth. It's <span class='emph_light'>cold</span>. The sharp taste of cherries explodes forth when you bite into the soft springy texture. The pieces melts and deposits a sweet clean profile — a bit sour, but curiously zingy and fresh.
"Oh." You nod approvingly.
"Right? I said the same when I tried it." Lambert nods as well.
Violet eats one herself, "Lamby, I still think we should call them gel-oh's."
"We've discussed this Violet, that doesn't make any sense."
"It does!" The two of them leave to serve other customers.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Someone taps on the shoulder. Beatrice's gown has the impression of lilies running down one side. She holds up her pad, <span class='quote'>'Sorry for hitting you earlier.'</span>
You laugh, "It's fine — I'm sturdy. Sorry for prying."
She shakes her head and gestures that she wouldn't have been able to hide it from you much longer anyway.
"About that, I think I might be able to help." You draw a bit of mana and touch her hand.
She frowns — unsure what you're doing — then her eyes shoot up and she touches her throat.
"A little complex but not all that demanding actually. With Cass' help, I should be able to make something that runs the calculations for you. Go on, give it a try."
<span class='small_text'>"Thank you."</span> Her voice is quiet, tiny and hesitant. She laughs, then covers her mouth — then laughs again because she doesn't need to anymore.
"It's still good for you to learn how to do it yourself, think of it more as training wheels."
She nods and smiles — before running off. You chuckle and pick up the writing pad she left on the bench beside you.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I can hold onto that for you and return it to her later." Godfrey offers to take the pad off your hands. His suit is simpler than the others' but he wears steel cufflinks on his wrists and a chain on his breastpocket.
You give Beatrice's pad to him, and he replaces it with a drink in a <em>porcelain</em> cup. You raise an eyebrow — the rest of the cups on the tray are made of <em>glass</em>. The notice Dinah put up only mentioned moving glassware, not that there was a mimic.
"Have you... known?"
"Only shortly before you, it escaped me two nights ago after I washed it. I had hoped to catch it quickly. Traps have been set at all the entrances into the tavern's unsavory environments — yet I fear it knows because it continues to elude capture. The mimic is relatively clean as a result though."
"To even escape you, impressive."
"I would rather it not be impressive." He gives you a blank stare.
You laugh, "Agreed. Any ideas?"
"I have already tried all of mine."
<em>Sigh.</em> "Cass and I will think of something."
The butler nods and leaves with Beatrice's pad under his arm.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Your attention please!" A woman with long red hair interrupts everyone with a loud clinging. She wears a familiar mask of a horned demon while standing atop a bench — her tail swishes back and forth merrily.
The terrace quiets to let her speak. Oh no.
Dinah shouts before you can stop her, "I'd like to announce that someone we all know is celebrating their anniversary with their special someone — and have agreed to lead a dance! Give it up for Simon and Cass!"
The bartender looks at you and performs a flourish to tell everyone who she means. Even though Dinah is wearing a mask that completely covers her face, you know she's winking and having a laugh.
The balcony dims and two spotlights shine, one on you where you sit and the other at the other side of the veranda. The crowd parts to reveal a bashful Cass searching for a place to hide. Unfortunately, Felice has her locked in place — she and Baldwin had probably planned this with Dinah.
You chuckle and stand.
<div class='thought'>'May as well have a bit of fun.'</div>
You raise your scepter and toss it to the side for Dinah to catch. By the time you've reached Cass, Felice and Baldwin have already let her go.
You bow and offer a hand, "Love, may I have this dance and many more to come?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
She sighs, "Yes. Yes you may."
The people cheer and stand in a circle to watch when she takes your hand. You begin to waltz with her to the song Dinah has chosen.
"Why are you embarrassed Cass? You were just showing off with Felice a moment ago."
"Simon, you <em>know</em> why this is embarrassing." Her steps are fluid and graceful, but her ears are undeniably red and her brow tells you she plans to exact revenge later on trio responsible — despite the glee pulling at the edge of her lips.
The lights have been trained on you and Cass. The tavern goers and employees stand in a circle murmuring and chuckling. You spot Merill and Beatrice moving among the crowd — leaning in to whisper here and there. This atmosphere... there's something more.
Cass has noticed as well, "Love has the music gotten faster?"
"Yes... I think it—"
"Hit it friends!" Dinah shouts from her makeshift podium — there's a cymbal crash and the musicians break into <em>ragtime swing</em>. Everyone around you launches into full energetic groove, laughing and shouting. Several people pat you on the back and push you to join — congratulating the two of you on your 'anniversary.'
You smile and lean in, directing Cass to join as well — she has already begun giggling.
<em>A masquerade swing.</em> The discrepancy between the elegant attire of the people and their lively vivacious sweeps is peculiar and surreal — yet no one minds.
<div class='thought'>'And this is just right for us.'</div>
<</p>>
<<actionlink 'Dance the night away' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled = true>>
<<set $here to '2SR'>>
<<set $route to 'trueend'>>
<<goto $here>>
<</actionlink>>
<</block>>/* route checker */
<<if ! $route>>
/* staggered intro */
<<if $loc[$here].all >= 2 && $leaveCode === '1S2' && ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* set yip checker */
<<if $dia.Dinah.hardliquor_3>><<run $dia.Dinah.yip = 1>><</if>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
This floor has also undergone heavy renovation. It isn't as luxurious or ostentatious as the lounge below, but has the comfortable air of a cozy home. Not <em> your</em> home, even if it is <em>technically</em> your home. Having live-in employees is strange.
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<p>>
The second floor north stairs, steps lead down on the left.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* triggers immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* after making love, Cass moves to common room */
<<elseif $ev.includes('left after love') && ! $loc[$here].afterlove_1>>
<<set $route to 'afterlove_1'>>
<<elseif $dia.Cassandra.afterlove && ! $loc[$here].afterlove_2>>
<<set $route to 'afterlove_2'>>
/* Cassandra kiss scene */
<<elseif $ev.includes('cleaned lipstick') && ! $loc[$here].lipstick>>
<<set $route to 'lipstick'>>
/* employment party */
<<elseif $ev.includes('became employee') && ! $loc[$here].party>>
<<set $route to 'party'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* Argent's cross board game */
<<if $loc[$here].all >= 4 && ! $loc[$here].auxdesc>>
<<set $route to 'auxdesc'>>
/* dinner game conditions */
<<elseif
$ev.includes('ate fish') && setup.findPerson('Cassandra') &&
! $loc[$here].Cassandra_dinner
>>
<<set $route to 'Cassandra_dinner'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<done>><<rosedisable>><</done>>
<<set $loc[$here].lasttime = $timenow>>
<<set $thread to 'intro'>>
<<include 'Cassandra'>>
/* REVIEW: done? employment party */
<<elseif $route is 'party'>>
<<npc 'Beatrice' $route>>
<<npc 'Violet' $route>>
<<npc 'Eliza' $route>>
<<npc 'Dorothy' $route>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The lights are off on the second floor oddly enough. It's quiet, but you hear nervous shuffling and faint floorboard creaking as you ascend the darkened stairwell.
<<if $dia.Fabian.hired>>
<div class='through'>Ah right, the <em>'honey.'</em></div>
<</if>>
The moment you step onto the landing, light bursts forth and someone throws a bouquet of flowers at you. Understandably, you fail to catch it because of the explosion of sound and the brilliant flash that floods your senses.
<b><em>"Surprise!"</em></b>
It takes a moment for you to regain vision and hearing. If this were an assassination attempt, it would certainly be admirable try. Staff members have gathered in the common room, laughing and cheering. Many were <em>just</em> in the dining room, so they must have run up the stairs after your performance. Confetti floats through the air, which you note to be an extreme fire hazard but no one seems to mind. A banner has been hung across the hall — the words <span class='quote'>"Surprise!"</span> have been hastily crossed out in favor of <span class='quote'>"Congratulations on being hired!</span>"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<<if ! $dia.Beatrice.intro>>
<<npc 'Beatrice' 'intro'>>
A short haired waitress energetically pumps her fists with a sunny cheerfulness — her eyes are <em>sparkling</em>. She holds the bouquet that was thrown at you earlier but she doesn't say anything — you've only heard Beatrice speak a handful of sentences of most during the entire time she's worked for you despite being quite close to the bubbly, chatty Merill. She silently places the bouquet in your hands and gestures ecstatically at a wreath.
You begrdugingly allow her to wrap the lilacs around you neck.
<<else>>
Beatrice energetically pumps her fists with a sunny cheerfulness — her eyes are <em>sparkling</em>. She hands you the bouquet and gestures ecstatically at a wreath of lilacs.
You begrdugingly allow her to wrap it around you neck.
<</if>>
<<if $dia.Violet.chef>>
Violet, now wearing her new uniform as a kitchen assistant, walks over holding a slice of cake in her hand <em>itself</em>, "Boss-Bossman, cake?"
<<else>>
Violet walks over holding a slice of cake in her hand <em>itself</em>, "Boss-Bossman, cake?"
<</if>>
Before you can even answer, she upturns her palm into yours. You stare at the raw cake in your hand, unsure if she expects you to simply nibble from it like so or for you to use <em>the bouquet</em> in your other hand as a eating utensil. "...Thank you, Violet."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<<if ! $dia.Dorothy.intro>>
<<npc 'Dorothy' 'intro'>>
Another waitress — Dorothy is one of the newer girls — walks over with a glass plate and stares at your full hands, unsure what she had wanted you to do with it.
"Thank you Dorothy, but I'll have it like this." You smile at the girl's fluster and take a bite of the cake straight from your palm. It's not bad.
<<else>>
Dorothy laughs and walks over with a glass plate and looks between your full hands, unsure what she had wanted you to do with it.
You stare at it. <em>Glass.</em>
<div class='thought'>'<span class='emph'>You</span>... aren't the mimic— No I'm being silly... right?'</div>
"Thank you Dorothy, but I'll have it like this." You take a bite of the cake straight from your palm. It's not bad.
<</if>>
The party is short but animated.<<if $dia.Eliza.all>> Eliza even trundles out of the dorm to curl up on a recliner — but not before waving at you.<</if>> The shouts and cheers in the dining room were for your <em>performance,</em> the servie you performed them. Here, they're for <em>you</em> — a subtle distinction which tugs on the course strings within your chest and makes you chuckle.
The party disperses after a short while and the staff return to their duties, leaving you wondering if this was simply an elaborate silly prank. It wasn't unwelcome though.
<</p>>
<<backlink>>
<</block>>
<<elseif $route is 'auxdesc'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<p>>
You pick up a game from the shelf. Argent's Cross, fun but not at all historically accurate. The academy put up a good fight, but even they got squashed like a bug. <em>That</em> was the real wake up call for the nations to act. Damn politicians, always maneuvering to mitigate their own losses. If the coalition was formed even a month sooner, countless lives could have been saved.
<</p>>
<<listactions>>
<<elseif $route is 'lipstick'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'lipstick'>>
<<include 'Cassandra'>>
<<elseif $route is 'afterlove_1'>>
<<done>><<rosedisable>><</done>>
<<set $thread to 'afterlove'>>
<<include 'Cassandra'>>
<<elseif $route is 'afterlove_2'>>
<<vignette 1>>
<<p>>
Cass pouts at you when you arrive to the common room, but even that is undeniably cute. Her ears are still steaming.
<</p>>
<<listactions>>
<<elseif $route is 'Cassandra_dinner'>>
<<if $dia.Merill.rejuvenated && $ev.includes('changed clothes')>>
<<set $route to 'Cassandra_dinner_ready'>>
<<else>>
<<set $route to 'Cassandra_dinner_unready'>>
<</if>>
<<include $here>>
<<elseif $route is 'Cassandra_dinner_ready'>>
<<vignette 1>>
<<p>>
Cassandra is snacking on a bag of cookies when you enter, she looks up and waves one at you.
"I found your present — and your 'gift'" She grimaces.
You chuckle, two of the cookies had been rigged to taste like rotten eggs. It had taken you and Lambert many nights to get right.
"Should you be eating those before dinner?"
She shrugs, "I'm hungry."
You smile. Hungry for some Devil's Pitch, maybe?
<</p>>
<<listactions>>
<<backlink>>
<<elseif $route is 'Cassandra_dinner_unready'>>
<<vignette 1>>
<<p>>
Cassandra is snacking on a bag of cookies when you enter, she looks up and waves one at you.
"I found your present — and your 'gift'" She grimaces.
You chuckle, two of the cookies had been rigged to taste like rotten eggs. It had taken you and Lambert many nights to get right.
"Should you be eating those before dinner?"
She shrugs, "I'll just have a later dinner."
You smile, you'll have quite a bit of time to properly prepare the Devil's Pich then — until you fix the supply corridor at least.
<</p>>
<<listactions>>
<<backlink>>
<<else>>
<<vignette 0>>
<<p>>
The second floor common room, a place for employees to relax.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* triggers immediately */
/* drawing on face after waking up from Cassandra's room */
<<if $ev.includes('was shown exit') && ! $loc[$here].lipstick>>
<<set $route to 'lipstick'>>
/* STAGGERED intro */
<<elseif $loc[$here].all >= 4 && ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<p>>
The connecting corridor of the second floor runs from the bath and lavatory at one end, to the sleeping quarters at the other. Most of your live-in employees sleep in the dormitory, but Merill and Cassandra have their own rooms. The floor is of course female only, though Godfrey does come up here occasionally to either catalogue, fix, or maintain items.
<</p>>
<<listactions>>
<<elseif $route is 'lipstick'>>
<<done>><<rosedisable>><</done>>
<<set $dia.Dinah.lasttime = $timenow>>
<<npc 'Dinah' $route>>
<<npc 'Beatrice' $route>>
<<npc 'Dorothy' $route>>
<<block 'thread'>>
<<p>>
You push the door to Cassandra's room open, feeling quite refreshed. The bright light of day basks the common room through the windows. The view <em>now</em> is what you're more accustomed to since you usually receive your reports from Merill and Godfrey in the morning before heading to work.
Dinah lazily trundles out of the bathroom, still wearing her pajamas. Her red hair is a fritzy mess. With half an eye open as she walks, she munches on a brush instead of the rough linens more commonly used to clean teeth. You frown, toothbrushes aren't meant to be used like that.
The bartender must have just woken up since the first floor lounge doesn't open until sundown. She sees you and then stops to gape, the brush falls from her mouth and clatters to the floor.
"Simon. Did you just... come out of Cassandra's room?"
"Yes? Is something the matter?"
"..." She gestures with her hands trying to say something, her tail curls into an animated spring. Her mouth opens and closes, and she scratches her neck while suppressing a grin. "I just thought... don't you two..."
She swallows and then coughs, "Did you have <em>fun</em> last night?"
You think back on the events of the the evening. It couldn't really be said you had <em>fun</em>, but it was carthartic. It feels as though the world has opened up. The weight you hadn't realized you had been holding had been set down. Perhaps it might take a little more time to completely forgive yourself, but you are on the right path now. It had taken some great mental gymnastics to twist your psyche into a knurled bramble. True you aren't a <em>jolly</em> person, but you had at least known how to <em>have fun</em>.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Mmmmm I wouldn't so much say it was <em>fun</em>, as opposed to that I had needed the release. Cassandra seemed to take more joy in our exchange than I. She was in a good mood when I left."
"I'll bet. I admit, I sort of had my doubts, with your age, you know, but Cass seemed happy enough and it wasn't my place to say. I'm happy for you, for her." Dinah's grin is wide and brilliant.
<<if $dia.Beatrice.intro>>Beatrice pulls a chair to listen to the conversation, her cheeks are blushed and she furtively glances at you, then away.<<else>>A short haired lady pulls up to silently listen in to the conversation. Beatrice's cheeks are blushed and she furtively glances at you, then away.<</if>>
To be so honestly called out on your behavior, it's a bit refreshing. "It's true, I've been quite a mope, a spoilsport, haven't I? Cass really let loose on me last night. I wager she had been pent up for a while, gave me quite the thrashing."
The silent brunette sitting on the chair spits out her drink, coughing. <<if $dia.Dorothy.all>>Dorothy pats her on the back and sits on the ground next to her, to also listen in. She peeks at you from between her fingers. <<else>>Another girl pats her on the back and sits on the ground to also listen in. Dorothy peeks at you from between her fingers. <</if>>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Dinah seems to have pulled out a notepad from <em>somewhere</em>. Her eyelashes rapidly flutter, "Please, go on."
"There's not much to say honestly. There was a lot of screaming, mostly on her part."
"Cass- she-she's a screamer?" Dinah writes into her pad. The girls around you mutter and jab at each other while giggling. What's so interesting about this conversation anyway?
"Oh yes, not as much as when we were younger. I'm surprised she's held back for so long honestly. I hope we didn't bother you, it was quite late at night."
"No-no. Not at all." Dinah takes a napkin from Beatrice and thanks her. The woman has, for some reason, spontaneously begun bleeding from her nose.
"Uhm Mr. F-Fenrose."
"Yes Dorothy?" The girl is perhaps one of the youngest of your tavern employees, barely an adult.
"Does it... <em>feel good?</em>" She squirms from her seat on the floor and looks down. Beatrice gasps at her question.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Yes, yes it does." Your heart is lighter. The air itself is more invigorating. Each breath fills you with a pleasant lightness you've forgotten how to feel. Everyone needs a person to call them out their mistakes, a... true <em>friend</em>. You shouldn't shy away from that word anymore.
You continue, "Dorothy, you have to find the right person though. It might hurt, so you need someone who cares for you and will look after you. You're young, find a person who... loves you."
"L-like how you and Ms. Cass love each other?"
"...Yes, but don't tell her I said that. She'll tease me relentlessly."
Dinah looks up from her scribbling and frowns, "You don't ever tell her that? Simon... you <em>have</em> to realize how that makes you look."
You chuckle, it wouldn't hurt to tell Cassandra you care for her every once in a while. "Yes, you're right. Thank you Dinah. Well, I have to get going. I'm running late."
The group of excited girls disperse, some still giggling amongst themselves. Dinah has begun deliriously grinning to herself and scratching out some sort of manuscript. Strange woman.
<</p>>
<<actionlink 'Head downstairs' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled to true>>
<<set $route to 'lipstick'>>
<<set $here to '1LO'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<else>>
<<vignette 0>>
<<p>>
The second floor hallway.
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>>/* route checker */
<<if ! $route>>
/* these trigger immediately */
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
/* sleep invitation, triggers after investigation */
<<elseif $ev.includes('began investigation') && ! $loc[$here].sleepinvitation>>
<<set $route to 'sleepinvitation'>>
/* these trigger after delay */
<<elseif $timenow - $loc[$here].lasttime >= random(5,7)>>
/* STAGGERED auxiliary intro */
<<if ! $loc[$here].auxintro>>
<<set $route to 'auxintro'>>
/* fixing up dorm room */
/* small act of kindness for Merill */
<<elseif $loc[$here].all >= 2 && ! $loc[$here].fix>>
<<set $route to 'fix'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<set $loc[$here].lasttime = $timenow>>
<<p>>
The building is somewhat old, but you did authorize Godfrey to make renovations as needed and the dormitory was not spared. Five bunk beds are arranged along the walls, neatly made aside from one where a young lady soundly sleeps.
<</p>>
<<listactions>>
<<elseif $route is 'auxintro'>>
<<vignette 1>>
<<npc 'Alice' 'changing'>>
<<p>>
A window has been opened to let the breeze into the room. The subtle scent of pine from the nearby forest intermingles with the floral perfume some of the women like to wear, bringing to mind a woodland paradise. You've never been to the hidden home of nymphs, even among fae they rarely show themselves, but you imagine it might smell something like this.
Perhaps the women ought to be more embarrassed about having you come and go even if you <em>are</em> an old man. None of them seem to mind however, one girl even waves at you while she changes into her uniform to start her night shift. You glance away and a quickly backpedal back out of the room to give Alice some privacy while she finishes. She gives you a light curtsy and giggle when she passes you in the hallway.
<</p>>
<<backlink>>
<<elseif $route is 'sleepinvitation'>>
<<addnote>>
Eliza certainly doesn't have any issues <b>sleeping</b> in that rocking chair. The <em>chair</em> in the <b>2nd floor dormitory</b> can't be more comfortable than my bed... can it?
<</addnote>>
<<npc 'Eliza' $route>>
<<run $ev.pushUnique('invited to sleep 2DO')>>
<<vignette 1>>
<<p>>
The gentle snores of a slumbering maiden drift from the corner of the room with the firepalce. The light in this room is almost always off, since at least <em>one</em> girl is sleeping in it at every moment, even during the day. A dishelved mop of hair peeks out from behind a rocking chair facing the other direction. The multi-colored eclectic braids hanging off one side could only belong to one person in the tavern. You let Eliza continue sleeping.
On closer inspection, the women's dormitory is actually quite inviting. A thick stone walls provide good insulation and sound isolation; the carpetting gives much needed softness to the floors; the gentle warmth of the fireplace is balanced with the breeze from the open window.
The beds are quite comfortable too. They're standard bunk beds, one on top one on bottom with a ladder on the side for access, but they have the cozy snugness of a well tended home. Not everyone makes their bed, some sheets lay about in haphazard clumps. You can <em>almost</em> guess which bed belongs to who by looking at how the linens are positioned and what personal effects peek out of the wardrobe.
There should be at least one unused bed though.
<<sleepwist>>
<</p>>
<<listactions>>
/* SMALL PRANK */
<<elseif $route is 'fix'>>
<<set $loc[$here].lasttime = $timenow>>
<<vignette 1>>
<<addnote>>
A floorboard in dormitory creaks, three from the wall and two from the door.
<</addnote>>
<<p>>
The floorboards creak a bit when you step into the dorm room. You frown and crouch to push on the wood. The building is somewhat old so it's to be expected. With a quick tap of your cane and a little pressure and mana, you stiffen the offending plank. There. Meril is a light sleeper so this should help.
Your forehead knits, and you chuckle — tapping the board again to have it make the sound of flatulence the next time it's stepped on.
<<sleepwist>>
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<p>>
The second floor dormitory, where your live-in employees sleep.
<<sleepwist>>
<</p>>
<<listactions>>
<</if>>
<<set $route to undefined>><<set $act.other['getmasterkey'] = 1>>
<<set $can_replay = false>>
<<vignette 2>>
<<removequest 'key_2DO'>>
<<if ! ($act.sleep['1SB'] || $ev.includes('invited to sleep 1SB'))>>
<<addquest 'assess_1SB'>>
<<else>>
<<addquest 'wait_0DR_1LO'>>
<</if>>
<<run $ev.pushUnique('obtained master key')>>
<<p>>
The hefty master key is hanging right by the door. It looks <em>nothing</em> like a traditional skeleton key, but that's to be expected since the locks in your tavern are arcane resistant. You pocket it. <<if ! $act.sleep['1SB']>>You've got time to spare now, you may as well take a look at the available guest bed and see if it could possibly alleviate your insomnia.<<else>>You should find a quiet corner in the lounge or lobby to pass the time while you wait.<</if>>
<</p>>
<<backlink save>>/* route checker */
<<if ! $route>>
/* intro */
<<if ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 1>>
<<p>>
The dormitory bathroom, perhaps the only bathroom in the city not located on the ground floor; natural hot spring waters as well. You doubt any other tavern employee in the city has such luxurious treatment.
<</p>>
<<listactions>>
<<else>>
<<vignette 0>>
<<p>>
The dormitory bathroom
<</p>>
<<listactions>>
<</if>>/* route checker */
<<if ! $route>>
/* STAGGERED intro */
<<if $loc[$here].all >= 2 && $ev.includes('asked about master key') && ! $loc[$here].intro>>
<<set $route to 'intro'>>
<</if>>
<</if>>
/* else */
<<set $route ??= 'idle'>>
<<set $can_replay = $route is 'idle'>>
/* routes */
<<routetracker $here>>
<<run $playerActions.push(`turn ${turns()}, ${$here}: ${$route}`)>>
<<if $route is 'intro'>>
<<vignette 2>>
<<p>>
You step into the dormitory lavatory. It smells, but perhaps not as bad as it <em>could</em>. Magic mitigates the odor and prevents it from leaking into the hallway, but it can't eliminate it entirely, seeing as the source lingers. Two rows of seats above shafts that... wait a minute.
When you had installed the piping system that provides water to the first and second floors, you had left the sewage system as simple shafts because gravity would take care of it. However, on your way up, you noticed there were <em>guest rooms</em> where the shafts should have been. Granted, Godfrey had full authority to remodel the tavern as he saw fit since he was better at running the business than you could ever hope to be, but... the piping for the bathrooms had required magical engineering to get right, and Godfrey hadn't come to you to request modifications. So... are these channels just <em>running straight through the room below...?</em>
<div class='thought'>'Why hasn't anyone complained?!'</div>
<</p>>
<<listactions>>
<<backlink>>
<<else>>
<<vignette 0>>
<<p>>
The dormitory lavatory, unsurprisingly it smells. Magic helps, but it can only do so much.
<</p>>
<<listactions>>
<</if>>/* thread checekr */
<<if ! $thread>>
/* these trigger immediately */
<<if ! $dia.Godfrey.intro>>
<<set $thread to 'intro'>>
/* comments on fresh appearance */
<<elseif $dia.Godfrey.Ursula && ! $dia.Godfrey.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* leaving */
<<elseif $ev.includes('next evening') && ! $dia.Godfrey.leaving>>
<<set $thread to 'leaving'>>
/* after investigation */
<<elseif $ev.includes('closed investigation') && ! $dia.Godfrey.turrets>>
<<set $thread to 'turrets'>>
/* these trigger as soon as possible */
/* new position, dining room */
<<elseif $ev.includes('began investigation') && ! $dia.Godfrey.break>>
<<set $thread to 'break'>>
/* new position, tavern entrance */
<<elseif $ev.includes('closed investigation') && ! $dia.Godfrey.bow>>
<<set $thread to 'bow'>>
/* these triggger after delay */
<<elseif $timenow - $dia.Godfrey.lasttime >= random(5,7)>>
/* after telling Dinah to clean lavatories */
<<if $ev.includes('told Dinah to clean lavatories') && ! $dia.Godfrey.cleaning>>
<<set $thread to 'cleaning'>>
/* poop chutes */
<<elseif $loc['0DR'].chute && $dia.Godfrey.cleaning && ! $dia.Godfrey.chute>>
<<set $thread to 'chute'>>
/* business owner */
<<elseif $dia.Godfrey.sakura && $dia.Baldwin.wireless && ! $dia.Godfrey.businessowner>>
<<set $thread to 'businessowner'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Godfrey')>><</done>>/* fetch thread */
<<run setup.fetchThread('Godfrey')>>
/* trackers */
<<threadtracker 'Godfrey'>>
<<run $playerActions.push(`turn ${turns()}, Godfrey: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'intro'>>
<<removequest 'Godfrey_0SE'>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<run $ev.pushUnique('tavern unlocked')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Godfrey."
"Master Fenrose. Good night."
"Ah yes yes. Do you have a spare key to my living quarters?" Your eyelids are heavy, as though the darkness of the sky itself were a ponderous mass.
"I do not. You explicitly changed the lock when you bought the building, if you remember."
You do remember. <em>Sigh.</em> "I am <em>tired</em> and simply want to go to bed."
"You could try one of the guest bedrooms." Godfrey writes in his notebook as he converses with you.
You raise an eyebrow. It isn't that paper is particularly rare — many still prefer wax tablets since they're cheaper and infinitely reusable, though you've grown accustomed to crisp of texture of paper yourself while studying at the academy — it's that the man has a <em>stack</em> of notebooks sitting on a box next to him, and by his behavior he seems to be going through them at breakneck speed.
/* Paper and parchemnt isn't rare in Asteria, it <em>is</em> a well off country after all, but <em>journals</em>, bound sheets specifically for the purpose of taking notes has only recently begun gaining traction. Many still prefer wax tablets due to their affordability and reusability. You keep a journal though because you became accustomed to using them at the academy. Wax tablets simply feel strange now. Nothing beats the crisp texture of paper between your fingers. Godfrey undoubtedly uses a journal simply because information density is higher. */
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You try to remember what the guestrooms look like. "Those things? No, they won't do. They barely qualify as beds last I saw. Is there another way in?" They couldn't possibly be enough, not with what you need to do to get any amount of decent sleep.
"You could melt a wall." He said that as if he had just suggested you hire a locksmith, though none existed that could break into your tower.
You return Godfrey's stare. "...No. I think I prefer having my walls in tact."
"Intact."
"That's what I said."
He pauses for a moment, "Very well, there is another method."
"Which is...?" Speaking with this man was like pulling teeth. You wonder if he would even flinch if you actually reached in and pulled one out.
"You could try accessing the tower through the unused maintenance corridor." He points up at the bridge hanging above your heads.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Of course! You look at the crumbling stonework hanging above your heads. It's surprising how a person can unintentionally train their mind to forget something exists by dismissing it repeatedly, even if the thing in question were a large stone structure they see every day. The tree growing next to it has dug its roots in and threatens to slowly split it in half.
"Thank you." The tavern and tower are <em>technically</em> one building connected via a corridor, but sealing that off was one of the first things you did. It accomplished absolutely nothing in keeping Cassandra out of the tower, but the adjacent room had been converted to a guest room in any case and it would've been a security concern to keep the passage open.
"Certainly. Fabian holds the service key that will let you in. I last saw him at the terrace lounge 'attending' to a customer."
Godfrey likely means 'tossing someone out.' This <em>does</em> mean you will have to go through the tavern though. It isn't as if you <em>never</em> stepped inside, but you never really had any reason to linger, especially not at night since Godfrey and Merill took care of most everything for you. Cheers errupt from the nearby open window as though to solidy your woes: It is currently peak hours.
<em>Sigh.</em>
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<addquest 'go_0TL'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* CONSECUTIVE ROUTER: MASTERKEY */
<<elseif $thread is 'masterkey'>>
<<removequest 'key_Merill_Godfrey'>>
<<addquest 'key_2DO'>>
<<if $dia.Godfrey.masterkey === 1>>
<<set $thread to 'masterkey_1'>>
<<else>>
<<set $thread to 'masterkey_else'>>
<</if>>
<<include 'Godfrey'>>
<<elseif $thread is 'masterkey_1'>>
<<set $loc[$here].lasttime = $timenow>>
<<run $ev.pushUnique('asked about master key')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Godfrey."
"Master Fenrose."
"Do you have the master key to the guest rooms? I need to let myself into one of them."
The man appears to be taking notes with <em>both</em> hands while conversing with you. "No, the staff leave it in the second floor dormitory when not used so that whoever needs it may take it."
"Thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'masterkey_else'>>
<<p>>
"Godfrey, where did you say the employees keep the master key?"
"In the upstairs dormitory, Master Fenrose."
"Thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'break'>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Hello Godfrey."
"Master Fenrose, good night." As he's speaking to you, he catches a mug and sets it back down on a waitress's platter without spilling a drop. She doesn't even notice.
"Do you... ever take a rest break? I don't think I've seen you relax before."
"I do. I am, only mortal, after all." He hands a piece of candy from a pocket to a young girl and a toothpick to the mother.
"What is it, you <em>do</em> on your breaks then?"
"I update the ledger and perform maintenance on the tavern."
"I... don't think that qualifies as a 'rest break' Godfrey."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"A 'rest break' is defined as a pause in the execution of employment duties to perform activities the individual finds relaxing or restful. I see no reason why these activities must be categorically leisure activities. As long as an activity is not a task the individual is responsible for, it would not be considered a continuation of their employemnt duties, and hence qualifies as a 'rest break' activity, assuming the individual finds said task relaxing or restful."
"But Godfrey... who is responsible for updating the ledge and performing maintenance on the tavern?"
"I am, until five minutes before my rest break, at which point I relieve myself of these responsibilities and assign them to Miss Cassandra."
"And you find these activities relaxing and/or restful...?"
"I do."
Well who are you to question how the man chooses to spend his break.
<</p>>
<<backlink>>
<</block>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Godfrey.chicken === 1>>
<<run $ev.pushUnique('interrogated Godfrey')>>
<<set $thread to 'chicken_1'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Godfrey'>>
<<elseif $thread is 'chicken_1'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Hello Godfrey."
"Master Fenrose, I have observed Edith come in the from terrace and enter the kitchen."
"Who?"
"Madam Richenza's chicken is named Edith."
"Oh. Thank you. But you didn't chase? Don't you suppose you might have been able to... catch her?"
"This is the optimal vantage point to give and receive information, and no."
You raise an eyebrow, "There are things you can't do, Godfrey?"
"Surely you jest Master Fenrose, I am mortal. I simply made the judgement call <em>not</em> to activate the tavern's armaments."
"The <em>what</em> now?"
"The turrets have a non-lethal setting of course, but they would have frightened the children."
"...Tell me more about those later."
"Certainly."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
<b>Edith</b> flew from the terrace to the kitchen. But what was that he mentioned about <em>turrets??</em>
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Godfrey, did the chicken come through here?"
"Just once, from the terrace to the kitchen."
<</p>>
<<backlink>>
<<elseif $thread is 'bow'>>
<<vignette 1>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<p>>
"Godfrey, what was that?"
"Sir?"
"Those drunkards, they almost stumbled into you, straigtened, and then <em>bowed.</em>"
"Civilians showing courtesy, is there a problem?"
"No, but... shouldn't drunkards be more... drunkardly?" You frown. He was speaking perfect sense, yet nothing made sense.
"Would you like them to be more drunkardly? I could ask them to comport themselves as such next I observe them visiting."
"No no, it's... fine. I suppose. Good work on the..." You gesture vaguely at the building, "proceedings." It was difficult to say exactly <em>what</em> Godfrey's responsibilities were since he seemed to do <em>everything</em>.
"Thank you, Master Fenrose."
<</p>>
<<backlink>>
<<elseif $thread is 'cleaning'>>
<<vignette 1>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<p>>
"Godfrey. Say, how often are the lavatories in our tavern cleaned?"
"We contract out the work to an agency that specializes in the task. They come once every 5 days."
"Hmmmmm, I'd like you to tell Dinah to clean them the next the time it's scheduled. Let her stew on it for a couple days, then tell her that you've change your mind and bring in the regular crew."
Godfrey raises an eyebrow at you, a rare display of asymmetric emotion. "And what does this accomplish?"
"Ah nothing, just returning a favor."
<</p>>
<<backlink>>
/* REVIEW: done? check routing */
<<elseif $thread is 'chute'>>
<<vignette 1>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<p>>
"Godfrey... I've been wondering, the lavatory on the second floor, aren't they simply... chutes that run through the building? Isn't there a <em>room</em> right underneath them? Shouldn't the dining room have pillars to hold these chutes?" You remember there was construction some months ago, but a wouldn't the plumbing have required your help?
"The system was redone 7 months ago, and a septic tank was installed to allow for expansion on the first floor and ground floor."
A septic tank, that makes sense, that must also be why the cleaning crew comes every 5 days. <em>How</em> they empty and clean an elevated tank must be a complicated process, especially since they don't seem to be transporting its contents openly though the tavern. "Is that what the locked room on the first floor holds, a septic tank? Shouldn't the room be closed off then? I saw a guest leave from there earlier."
"There is a direct access panel inside the room, but the septic tank only consumes half the height of the floor."
You frown, that would mean most customers need to <em>crawl</em> to avoid bumping their head.
<<if ! $dia.Dinah.uniqueclient>>"As with the other guest rooms, Miss Dinah handles the proceedings."<</if>>
<</p>>
<<backlink>>
/* SPLIT ROUTER: TURRETS */
<<elseif $thread is 'turrets'>>
<<if $ev.includes('interrogated Godfrey')>>
<<set $thread to 'turrets_mentioned'>>
<<else>>
<<set $thread to 'turrets_notmentioned'>>
<</if>>
<<include 'Godfrey'>>
<<elseif $thread is 'turrets_mentioned'>>
<<set $dia.Godfrey.lastTime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Godfrey... you mentioned something about <em>turrets</em> earlier."
"Ah yes, on top of the security you installed, the tavern has the latest system by Kester, though at my own discretin I have additionally included four Ursula Star mechanical cannons.
<</p>>
<<set $thread to 'turrets_after'>>
<<include 'Godfrey'>>
<<elseif $thread is 'turrets_notmentioned'>>
<<set $dia.Godfrey.lastTime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Godfrey, the chicken flew right through the dining room earlier, surely you must have seen it."
"I did, Master Fenrose."
"...and you didn't catch it? I thought, if it was you, it would've been a simple task."
"Surely you jest Master Fenrose, I am mortal. I simply made the judgement call <em>not</em> to activate the tavern's armaments."
"The <em>what</em> now?"
"The turrets have a non-lethal setting of course, but they would have frightened the children."
"...Godfrey, why does the building have turrets?"
"On top of the security you installed, the tavern has the lastest system by Kester, though at my own discretin I have additionally included four Ursula Star mechanical cannons."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'turrets_after'>>
<<include 'Godfrey'>>
<</block>>
<<elseif $thread is 'turrets_after'>>
<<p>>
"Ursula cannons. We run a <em>tavern</em> Godfrey. How did you even acquire blueprints to military grade artillery?"
"Are you <em>sure</em> you want me to answer that question, Master Fenrose?"
"...Would knowing indict—"
"I should let you know sir, <em>that</em> question itself should also not be asked or answered."
"...I see." You pause, "Have you put yourself, myself, or anyone else in the tavern in danger?"
"Not at all."
"Carry on then."
<</p>>
<<backlink>>
<<elseif $thread is 'leaving'>>
<<run setup.questHandler('leaving','update')>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Godfrey, I have something to tell you." The bespectacled butler is positioned at the tavern entrance again tonight.
He hands you a sheet as he speaks, "Yes, Master Fenrose?"
"Cass and I plan to leave for some time, I leave the tavern to you..." You look at the sheet and smile. It's the application for the new mailing address. Everything has been filled out except for the spot where the property owner's signature goes. It's even been notarized already.
"Aren't documents supposed to be notarized only <em>after</em> they've been completed?"
"I am a notary." He says matter of factly. Of course he is.
"I thought notaries aren't allowed to notarize documents they have some personal investiture in."
"It just so happens I was unemployed this afternoon." His face is impassive as always, but you catch the slightest change in his glance.
You smile for him and sign the document, "I'm sorry to hear that. I'm glad to have you back. Be sure to reprimand whoever fired such a capable employee."
He raises an eyebrow.
"Yes, give them lots of accounting and reports to handle, that should teach them."
"Of course."
<</p>>
<<actionlink 'Back'>>
<<run setup.questHandler('leaving','progress')>>
<<addnote>>
I wonder if anyone else is able understand humor of the Godfrey variety.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* SPLIT ROUTER: SAKURA */
<<elseif $thread is 'sakura'>>
<<if ! $ev.includes('changed clothes')>>
<<run $ev.pushUnique('changed clothes')>>
<<if $dia.Godfrey.turrets>>
<<set $thread to 'sakura_clothes_Ursula'>>
<<else>>
<<set $thread to 'sakura_clothes_base'>>
<</if>>
<<else>>
<<if $dia.Godfrey.turrets>>
<<set $thread to 'sakura_noclothes_Ursula'>>
<<else>>
<<set $thread to 'sakura_noclothes_base'>>
<</if>>
<</if>>
<<include 'Godfrey'>>
<<elseif $thread is 'sakura_before'>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
You step up to the new balcony. The spiral staircase could have been made a little bit wider, but the way it is now is <em>intimate</em> and perhaps some people will prefer that. People walk around arm in arm admiring the blossoms and picking the few ripe fruit that didn't drop to the floor.
One couple leans against the railing while sitting on one of the rough benches you and Cassandra cast out of wood, at peace as they hold each other. A woman picks a flower from a nearby branch and tucks it into her partners hair, he plays the part of a dainty princess which makes her giggle.
The maintenance door has been propped open to allow guests to come and go. The private suite will have to be remodelled to allow access to the balcony, or perhaps a route could be opened from the tavern entrance in a way that doesn't impede the staff. You're sure Godfrey will figure something out.
Already, he has directed people to clean and appropriately decorate the space. The man himself is carving the rough bench you had set to adorn it with a hummingbird and rose. You frown, maybe you could have just asked him to cut the broken rubble and make new bricks. He probably could have even set the bricks himself and match the existing architecture, but then you wouldn't have this magnificent new terrace.
The patrons don't mind the working employees coming and going. One couple even courteously steps out of the way to allow someone set up a temporary lighting fixture.
<</p>>
<<elseif $thread is 'sakura_noclothes_base'>>
<<set $thread to 'sakura_before'>>
<<include 'Godfrey'>>
<<p>>
Godfrey gives you a courteous nod before heading down the steps — likely to help with some other task. It's curious that the man is so efficient as to almost appear in multiple places at once yet there's always <em>something</em> to occupy him.
<</p>>
<<backlink>>
<<elseif $thread is 'sakura_clothes'>>
<<block 'subthread'>>
<<p>>
The storm is gone, but a light drizzle remains. The leafy canopy overhead blocks most of if by water drips in here and there. Godfrey steps up to you holding a small folded bundle, "A change of clothes, Master Fenrose."
Your coat, shirt, and trousers are <em>soaked</em>. It had been a <em>deluge</em> when you first begun, before the taverngoers had come out to watch. You were practically swimming from the amount of water that was pouring from the sky.
"Thank you Godfrey."
"These were left in the tavern from the last time it rained. They have been washed, of course."
<</p>>
<<actionlink 'Step into the private suite bathroom to change'>>
<<set $here to '1BR'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'subthread'>>
<</actionlink>>
<<blockNext>>
<<p>>
You unfold the clothes and look at them. It's a three piece with a long sleeved button up, slacks, and a dark navy waist coat. They're well made but not showy, something a person might wear to evening outing or small event. If you remember, these were for a dinner with foreign dignitaries.
The shirt and waistcoat is taut around you now, a consequence of your rejuvenated physique. You've always kept your muscular <em>strength</em> and suppleness, but the compact experienced-hardened tissue of an older man is quite different from the explosive sinew of youth. The fit of the black trousers have thankfully not changed much, but they're slimmer than you'd like.
Stubble has grown on your chin. Godfrey was prescient enough to even include a razor, strop, and bottle of oil — which you use them to clean up. Cutting your own hair however is beyond your abilities so you instead tie it into a neat bun with the loop Dinah gave you earlier, making a note to have Cass trim it for you later.
<div class='thought'>'A change of <b>style</b> might not be bad, maybe a small goatee. I'll gauge people's reactions and let her decide.'</div>
<</p>>
<<actionlink 'Continue'>>
<<run setup.questHandler('rejuvenated','add')>>
<<set $here to '1SH'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<</block>>
<<elseif $thread is 'sakura_clothes_after'>>
<<p>>
Heads turn to look when you step back onto the balcony. Two women openly gape at you in a daze. One, her partner casually steps in front of her to block her vision. The other... the man with — the flower in his hair from earlier — is also gaping at you. After several seconds his partner realizes and pinches his side. He <em>blushes</em> and she looks at him as though she doesn't recognize who he is.
<</p>>
<<elseif $thread is 'sakura_clothes_base'>>
<<block 'thread'>>
<<set $thread to 'sakura_before'>>
<<include 'Godfrey'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'sakura_clothes'>>
<<include 'Godfrey'>>
<<blockNext>>
<<set $thread to 'sakura_clothes_after'>>
<<include 'Godfrey'>>
<<p>>
Employees continue to work though Godfrey has disappeared — likely helping out with something else. It's curious that the man is so efficient as to almost appear in multiple places at once yet there's always <em>something</em> to occupy him.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'sakura_noclothes_Ursula'>>
<<npc "Godfrey" "Ursula">>
<<block 'thread'>>
<<set $thread to 'sakura_before'>>
<<include 'Godfrey'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The storm is gone, but a light drizzle remains. The leafy canopy overhead blocks most of if but water drips in here and there. Godfrey hands you a large piece of parchment. It's a detailed blueprint of the balcony complete with transmission lines and fixture installations. When did he have time to draw this?!
<</p>>
<<set $thread to 'Ursula_1'>>
<<include 'Godfrey'>>
<<blockNext>>
<<set $thread to 'Ursula_2'>>
<<include 'Godfrey'>>
<</block>>
<<elseif $thread is 'sakura_clothes_Ursula'>>
<<npc "Godfrey" "Ursula">>
<<block 'thread'>>
<<set $thread to 'sakura_before'>>
<<include 'Godfrey'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'sakura_clothes'>>
<<include 'Godfrey'>>
<<blockNext>>
<<set $thread to 'sakura_clothes_after'>>
<<include 'Godfrey'>>
<<p>>
Godfrey hands you a piece of parchment. It's a detailed blueprint of the balcony complete with transmisison lines and fixture installations. When did he have time to draw this?!
<</p>>
<<set $thread to 'Ursula_1'>>
<<include 'Godfrey'>>
<<blockNext>>
<<set $thread to 'Ursula_2'>>
<<include 'Godfrey'>>
<</block>>
<<elseif $thread is 'Ursula'>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Godfrey appears to hand you a large piece of parchment when you step onto the sakura balcony. The storm is gone, but a light drizzle remains. The leafy canopy overhead blocks most of if but water drips in here and there.
You take a look at the parchment — it's a detailed blueprint of the balcony complete with transmission lines and fixture installations. When did he have time to draw this?!
<</p>>
<<set $thread to 'Ursula_1'>>
<<include 'Godfrey'>>
<<blockNext>>
<<set $thread to 'Ursula_2'>>
<<include 'Godfrey'>>
<</block>>
<<elseif $thread is 'Ursula_1'>>
<<p>>
Everything is sound, but you notice a conspicuous unexplained gap underneath the platform. "Godfrey, what's this space for?"
He ponders for a moment on how to best answer your question without... <em>answering</em> it. "The customers on this balcony should be well protected."
Something <em>else</em> you shouldn't ask questions about then. "Yes. Yes they should."
He nods and turns to go but you chuckle and stop him. You don't work for the government anymore.
"Godfrey, how did you acquire the blueprints to Ursula cannons?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'Ursula_2'>>
<<block 'subthread'>>
<<p>>
He looks at you, considers, and then holds out his hand, inviting you to take it. You do and <em>something</em> politely taps on the barrier separating the two of you. Unsure how, you let it in.
<span class='quote'>'I invented them.'</span> His voice sounds in your <em>mind</em>.
Your forehead creases. There are a thousand questions racing through you. Ursula Star Cannons were conceived by the palace technicians after months of work, but the project was scrapped because no one could build them. It may have been possible if the plans were contracted out, say to the Renwicks, but blueprints to national defense systems are not something you typically handed over to other countries.
<span class='quote'>'No. They <span class='emph_light'>dreamed</span> of it.'</span> He adjusts his glasses with his other hand.
Your eyebrow climbs higher. There's also the question of how he's doing this. Unless...
<span class='quote'>'This isn't mind control magic.'</span>
Oh, so it isn't. But still, doesn't that still mean...
<span class='quote'>'At most, I can read surface emotions, exceptions if the other person allows as you've done here.'</span>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You let go and the connection breaks. Chilling nonetheless, to be able to peek into another's mind. You consider the man before you again. Godfrey's face is impassive, his eyes are calm. Every part of him emanates composure but you've known him long enough to pick up the signs, most notably the use of contractions.
Yes... most would be terrified of him at the revelation. He could have simply said the words aloud, or found a quieter place to tell you if he were worried about others listening, but instead chose to tell you in this manner. It must have taken great <em>trust</em> and perhaps courage as well.
"Why have you told me?"
He brushes his coat. "I do not know for certain, it simply felt right. I believe it is because I see you as a friend."
You grin and offer him your hand this time. "That's a good word. I think we agree there friend."
He takes it with a frim grip and nods before taking the stairs back down.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
It's likely that he doesn't even use his ability — or at least refrains from doing so — on principle.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* NEEDS REVIEW: MITHRIL */
<<elseif $thread is 'businessowner'>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Godfrey, I'd like to ask you for a favor." You hold up the ball of rods and squares you and Cass made earlier.
"Yes Master Fenrose?"
You stop — then point at the device in your hand "I came originally for this, but now I've got two questions. Are you going to keep addressing me as 'Master Fenrose'? Soon, I won't be your boss anymore."
"You are still the owner even if you are not present — and I am an employee of the business."
You contemplate the statement. You may be the <em>property</em> owner, but you've only been the <em>business</em> owner in name only — Godfrey and Merill have been running <em>everything</em>.
"Godfrey, would you like to be a business owner?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The butler understands immediately and narrows his eyes in thought, "I will require some time to think on the matter, Master Fenrose."
"Of course, take the time you need. In the meanwhile, I think we're close enough that you don't need to call me <em>'master'</em> — I always did think the title was too formal."
"Is that an order?"
"No, you don't have to if you don't want to."
Godfrey touches his chin, "Very well. What is the other matter you had wanted to speak to me about, Master Fenrose?"
<em>Sigh,</em> oh well. You shrug and hold up the misshapen orb in your hand, "<em>This</em> is a prototype teleportation device Cass and I have been working on. Some polishing still needs to be done, but... do you want to volunteer for testing? Cass and I will be carrying one like it during our travels. There was mention of possible hazardous emission — I don't think that is the case but Cass and I will check as soon as possible."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
He takes the device from your hands and looks over it silently for a couple minutes, "<em>Interesting.</em> I confess I do not have great skill in magical engineering, so I cannot provide much in terms of suggestions or improvements — but I am willing to test the device for you."
"Wonderful. As you might expect, something like this will require... discretion. Aside from myself and Cass, the only other people who know this exists are the former king and queen — Baldwin and Felice."
Godfrey hands the device back to you, "Thank you for trusting me, Simon."
It takes you a second to realize he didn't call you <em>'Master Fenrose'</em> and you smile.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'rejuvenated'>>
<<run setup.questHandler('rejuvenated','update')>>
<<set $dia.Godfrey.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Godfrey."
"Yes Master Fenrose?"
The horned butler treats you identically as before, almost as if he hasn't even noticed your spine has regined elasticitiy and your face, hair, and voice have changed.
"Have you... don't you have any questions about..." You gesture at everything that is different.
"Not particularly. Are you still Simon Fenrose, proprietor of the Wizard's Reach and my employer?"
"I am."
You look at his eyes, <em>really</em> look at them, and realize he isn't looking at <em>you</em>, or at least not the physical sense of your body. He's looking at something <em>else</em>.
"...What do you <em>see</em> Godfrey?"
He closes his eyes and <em>smiles</em>, "Just another individual — I dare say a <em>friend</em>. Simon, are you happy to be alive?"
"I am."
"I as well. Do come visit us every now and then. I have long understood the difference between solitude and loneliness, but experience is itself a different matter entirely. It is curious that the latter can be felt even in <em>anticipation</em> of an event." He opens his notebook and begins to write in it again, leaving you to your thoughts.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* REVIEW?: next evening */
/* IDLE ROUTER:
outside notes issues
fingerwag candy confiscated
nap
Simon
*/
<<elseif $thread is 'idle'>>
<<vignette 0>>
<<if $dia.Godfrey.businessowner>>
<<set _idle = [
'notes','issues',
'fingerwag','candy','confiscated','confiscated',
'nap',
'Simon','Simon','Simon',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle = [
'notes','issues',
'fingerwag','candy','confiscated','confiscated',
'nap','nap','nap',
]>>
<<elseif $ev.includes('closed investigation')>>
<<set _idle = [
'outside','notes','issues',
'fingerwag','fingerwag','candy','candy','confiscated','confiscated',
]>>
<<else>>
<<set _idle = [
'outside','notes','issues',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Godfrey[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Godfrey'>>
/* idle defaults */
<<elseif $thread is 'idle_outside'>>
<<p>>
"Hello Godfrey."
"Master Fenrose. I see you are still out here."
"Yes... Yes I am."
<</p>>
<<backlink>>
<<elseif $thread is 'idle_notes'>>
<<p>>
Godfrey hands you a page of notes as you walk by, on it is the calculated expenses for the night — down to the milliliters of ale <em>still on the tables</em>.
You like to think they're estimations, but you're not entirely sure.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_issues'>>
<<p>>
"Godfrey."
"Master Fenrose."
"Any issues tonight?"
"Not at all."
<</p>>
<<backlink>>
/* after moving to tavern entrance */
<<elseif $thread is 'idle_fingerwag'>>
<<p>>
The bespectacled butler taps a man on the shoulder and simply wags his finger.
The man in question bows to Godfrey, turns to the woman he was speaking with and apologizes for his inappropriate behavior.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_candy'>>
<<p>>
Godfrey stoops to pat a little girl on the head. <em>She</em> curties and the man rewards her with a small piece of candy from his pocket.
Her parents nod in approval.
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_nap'>>
<<p>>
"Hello Godfrey."
The man nod but doesn't say anything, instead motioning for a bit of quiet — a woman is passing by with her drunk husband fast asleep in her arms.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_confiscated'>>
<<set _item to ['a coat','a stick','a rock','a plate','a spoon','a wedge of cheese','a pair of dice','an apple','a cherry','a toothpick','a napkin','a pair of pants','a pair of gloves','a pen','a shoe'].random()>>
<<p>>
"Master Fenrose, a moment of your time." Godfrey stops you when you step out.
"Yes?"
"This was confiscated, I had thought it best to give it to you."
He hands you _item. Why would _item be confiscated?!
<</p>>
<<backlink>>
/* after rejuvenated */
<<elseif $thread is 'idle_Simon'>>
<<p>>
"Hello Godfrey."
The butler contemplates your greeting for a moment, "Hello Simon."
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Godfrey'>>
<</if>>
<<set $thread to undefined>>/*
████ ███ ████ ████ ███ █ █ ████ ████ ███
█ █ █ █ █ █ █ ██ █ █ █ █ █ █ █
█ █████ ███ ███ █████ █ █ █ █ █ ████ █████
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █
████ █ █ ████ ████ █ █ █ ██ ████ █ █ █ █
SECTION: Cassandra
*/
/* thread checker */<<if ! $thread>>
/* these trigger instantly */
/* first time speaking */
<<if ! $dia.Cassandra.intro>>
<<set $thread to 'intro'>>
/* after sleeping in baby room */
<<elseif $act.sleep['1UB'] && ! $dia.Cassandra.afterunique>>
<<set $thread to 'afterunique'>>
/* younger again */
<<elseif $ev.includes('rejuvenated') && ! $dia.Cassandra.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* leaving */
<<elseif $ev.includes('next evening') && ! $dia.Cassandra.leaving>>
<<set $thread to 'leaving'>>
/* these trigger as soon as possible */
/* new position, terrace */
<<elseif $ev.includes('Richenza left') && ! $dia.Cassandra.cocktails>>
<<set $thread to 'cocktails'>>
/* new position, lounge */
<<elseif $ev.includes('closed investigation') && ! $dia.Cassandra.books>>
<<set $thread to 'books'>>
/* these trigger after delay */
<<elseif $timenow - $dia.Cassandra.lasttime >= random(5,7)>>
/* jesting */
<<if ! $dia.Cassandra.lockpick && ! $ev.includes('next evening')>>
<<set $thread to 'lockpick'>>
/* give liquor bottles to Cassandra for safe keeping */
<<elseif $ev.includes('obtained fairy greed') && $ev.includes('obtained wyvern flame') && ! $dia.Cassandra.hardliquor_1>>
<<set $thread to 'hardliquor_1'>>
/* tease, hint at affection */
<<elseif $loc['1S1'].hardliquor && $dia.Dinah.hardliquor_1 && ! $dia.Cassandra.midcourt>>
<<set $thread to 'midcourt'>>
/* fetch bottles */
<<elseif $dia.Dinah.hardliquor_2 && ! $dia.Cassandra.hardliquor_2>>
<<set $thread to 'hardliquor_2'>>
/* after finding the highly modified flares */
<<elseif $loc['0SE'].flares && ! $dia.Cassandra.flares>>
<<set $thread to 'flares'>>
/* ask Cassandra for advice about mimics */
<<elseif $loc['1LO'].mimicmug && ! $dia.Cassandra.mimics>>
<<set $thread to 'mimics'>>
/* first time speaking after resolving burdens */
<<elseif $ev.includes('resolved burdens') && ! $dia.Cassandra.play>>
<<set $thread to 'play'>>
/* talk about nightmares */
<<elseif $dia.Cassandra.afterlove && ! $dia.Cassandra.nightmares>>
<<set $thread to 'nightmares'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Cassandra')>><</done>>/* fetch thread */
<<run setup.fetchThread('Cassandra')>>
/* trackers */
<<threadtracker 'Cassandra'>>
<<run $playerActions.push(`turn ${turns()}, Cassandra: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
/* SPLIT ROUTER: INTRO, BALDWIN AND FELICE */
<<if $thread is 'intro'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Ladies lounge about in various states of repose among the furnishings — some reading, some playing games — one even napping while in a curled ball on the floor. They look up at the intruder into this flowery domain, but quickly return to their leisure when they see it's just their employer.
One woman's gaze lingers however. Her platinum silver hair is held to one side with a gem encrusted barrette while she lounges on the sofa reading. The bathrobe she wears is only loosely held in place by a belt around the curve of her hips. Even if male visitors to this floor are few and far between, it's a wonder Cassandra allows herself to relax so indecently. She manages to somehow look elegant even while sprawled across the sofa like a lazy cat.
"Simon, is the world ending?" She sets her book down to greet you, a hint of surprise hiding behind her eyes. Her rosy cheeks are flushed, presumably from the heat of the bath she seems to have apparently just exited.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Funny." You fight the urge to merely lay on the carpetted ground and let the day be over with. It would do nothing for getting <em>rest</em> of course — but it's an enticing option nonetheless.
"I saw your performance downstairs. Do you book birthdays too?"
"No, but I do launch patronizing people out windows. Would you like to see?"
She smiles, "With that cane? I think you'd need to bring out the scepter — such a waste for it to be collecting dust in your closet."
"I keep it there to have people guessing whether it even exists — just like your sympathy."
Cassandra touches her chest and gazes at you with innocent eyes, "I'm hurt Simon, do- do you think I'm an <em>unkind</em> woman?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Oh yes. Definitely."
She laughs, "That was on me — I should've known better than to ask a leading question like that. So cruel to a beautiful <em>young maiden</em>"
Cassandra leans forward with a light curl on her lips and gently pulls on the robes around her shoulders — the soft valley peeks from underneath.
<em>Cough.</em> "Stop that."
"Am I doing something?" Her eyes twinkle, but she sits back again to give you a break.
"If only people knew who you were."
"What <em>ever</em> do you mean? I'm just a meek damsel, a powerless common waitress."
You roll your eyes, "Of course you are."
Cass shrugs, "So if you're not here to see me, why <em>are</em> you here?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You pause, "...I'm locked out."
It takes a minute for her to finally calm down, she's out of breath and clutching her sides.
"Are you finished?"
"No, but I think I'll save the rest for a rainy day."
"I thought you liked the rain."
"I do." She smiles but she doesn't explain further.
"<em>You</em> wouldn't happen to have a spare key would you?"
"Simon, do you think I would lend it to you if I did?"
"No." Her expression is a bit irritating. The woman <em>must</em> have a spare key, seeing as she comes and goes as she pleases, though you don't remember ever giving her one.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<em>Sigh.</em> "Baldwin and Felice are downstairs."
"Oh?"
"They came for dinner, but said they probably weren't going to stay very long."
Cassandra looks down at her bathrobe and yawns, "It's fine then, pass them my heartfelt love."
"Mmmm." You turn to go but she stops you.
"Simon — in case you didn't realize — that means you'll be holding my <em>love</em> for a bit."
You choke.
"Be careful with it — it's delicate."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'lockpick'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Cassandra."
"Yes, Simon?"
You touch your chin contemplating. You hate to admit it, but she's more skilled than you in theoretical work, though you trump her in technical handling, "Say, how would you break a Naverin catch that uses a triple safety shunt?"
Her pauses to straighten and a twinkle glimmers from behind her eyes. "Are you asking me for help in picking the lock on <em>your own front door</em>?"
Drats. So she knew. "No, just an academic inquiry."
She doesn't buy it. "It wouldn't work anyway, you have a scrambler on the third shunt. Can't really line up that one without reworking the fundamental application of inscription."
"<em>So why doesn't that keep you out?</em>"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Simon! I'm offended you think I would resort to breaking and entering. Does our time together mean nothing to you? And to think I I-" She sobs and pulls a tear, wiping it with a hand.
You roll your eyes.
"You gave me a key, Simon. I still remember when you got on one knee and said <span class='quote'>'Cass, with all my heart I cherish you, will you—'</span>"
"I did nothing of the sort!"
"You honestly don't remember? Maybe not in those words, but you <em>did</em> give me a key."
You had probably given it to her in a drunken stupor because you couldn't be bothered to open the door for her every time. "Can I borrow it then?"
"Hm? What key?" She looks at you with innocent doelike eyes.
"..."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* SPLIT ROUTER: COCKTAILS, CASS LOVE */
<<elseif $thread is 'cocktails'>>
<<if ! $ev.includes('made love')>>
<<set $thread to 'cocktails_CassHidden'>>
<<else>>
<<set $thread to 'cocktails_CassLove'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'cocktails_before'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
<<if $dia.Baldwin.intro>>
"Is that a moscato?" You point at her attire, "I was sure you'd lounge in that bathrobe all evening. Did see the two of them before they had to go, or are you here to meet someone else?
She's leaning on the rail sipping from a wine glass, now wearing an elegant dress. You catch the people around her stealing glances from time to time. "They were gone by the time my hair dried. This is just an old cocktail dress I never got to wear — thought I'd get some fresh air. It's a pale ale."
<<else>>
"Is that a moscato?" You point at her attire, "I was sure you'd lounge in that bathrobe all evening. Here to meet someone?
She's leaning on the rail sipping from a wine glass, now wearing an elegant dress. You catch the people around her stealing glances from time to time. "Hm? Oh, no this is just an old cocktail dress I never got to wear — thought I'd get some fresh air. It's a pale ale."
<</if>>
"Why are you drinking it from a wine glass then?"
"Is there a rule that says you must drink ales from mugs and wines from glasses?"
"No I suppose not. Do as you wish."
<</p>>
<<elseif $thread is 'cocktails_CassHidden'>>
<<block 'thread'>>
<<set $thread to 'cocktails_before'>>
<<include 'Cassandra'>>
<<p>>
"Do you want some?" She offers her glass to you, then looks away with her arm still outstretched.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
It <em>has</em> been some time since you've sampled the tavern's tap, and this is as good a time as any to verify the quality of the supply. You take the glass and sip. It's appreciable, it has the piney taste of hops coupled with a bit of floral and citrus.
You hand it back to her, "Mmmm, I think I prefer cocktails."
Cassandra pauses, "You prefer cocktails?"
"Yes, they're not as bitter. Sweet and charming, delightfully bubbly when mixed with a champagne or soda."
"Oh, drinks. Yes — cocktail drinks."
"Hm? Oh, but the ale isn't bad, fairly good actually compared to the piss we used to drink on the road."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'cocktails_CassLove'>>
<<block 'thread'>>
<<set $thread to 'cocktails_before'>>
<<include 'Cassandra'>>
<<p>>
"Do you want some?" She offers her glass to you — pauses — and plants a large lipstick mark on one side.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You take the glass from her, stare at the pink embellishment, and raise an eyebrow. She shrugs — but chokes when you <em>lick</em> it.
It has been some time since you've sampled the tavern's tap — the ale is appreciable, it has the piney taste of hops coupled with a bit of floral and citrus.
You hand the glass back to her, "Mmmm, I think I prefer cocktails."
She pauses, "The drink or the dress?"
"I meant the drink — sweet and charming, delightfully bubbly when mixed with campagne or soda. Quite the appetizing flavor — though the same can be said about a delightfully bubbly Cassandra in the form of a cocktail." You flick your tongue out for a split second.
She blushes and whispers, "Simon! That's immodest."
"Oh were you imagining something?"
<</p>>
<<backlink>>
<</block>>
/* SPLIT ROUTER: CASS LOVE */
<<elseif $thread is 'hardliquor_1'>>
<<if ! $ev.includes('made love')>>
<<set $thread to 'hardliquor_1_CassHidden'>>
<<else>>
<<set $thread to 'hardliquor_1_CassLove'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'hardliquor_1_before'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
You hold up the two bottles you confiscated from Dinah as you approach Cassandra.
She looks up and raises an eyebrow. "Are you <em>sure?</em> We're outside the tower."
"No, I just want to have you hold onto them. I took these from a redhaired thief downstairs." You stop and frown at her. "You wouldn't happen to know anything about how she got these would you?"
"She only had a little bit."
<em>Sigh.</em> "You need to stop spoiling her, she'll think she can get away with anything."
"Don't worry, she's a smart girl." ?Cassandra takes the bottles and props her head on her hands to watch you.
<</p>>
<<elseif $thread is 'hardliquor_1_CassHidden'>>
<<set $thread to 'hardliquor_1_before'>>
<<include 'Cassandra'>>
<<p>>
"What?"
"I was just thinking you'd make a good father."
The thought makes you crack a smile and laugh aloud, "That's a good one Cassandra. Me, a father! Ha!"
She merely shrugs and returns to her book.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I wonder, what Mother and Father would think of <em>me</em> being a father.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'hardliquor_1_CassLove'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_1_before'>>
<<include 'Cassandra'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"What?"
Cass purses her lips in contemplation before speaking, "Love, have you ever thought about having children?"
You almost swallow your own tongue and it takes several seconds for normal breathing to resume, "Y-you you don't mean..."
"I do." Her own cheeks are starting to color to match yours, but her stare is sincere.
<em>Cough.</em> "I don't know. I think I'd make a terrible father."
"I'm not so sure." She shrugs and returns to her book, but the way her eyes linger tell you she's only giving you time to think of a proper answer.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I wonder, what Mother and Father would think of <em>me</em> being a father.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* SPLIT ROUTER: CASS LOVE */
/* TOPIC: TEASE, LIQUOR */
<<elseif $thread is 'hardliquor_2'>>
<<if ! $ev.includes('made love')>>
<<set $thread to 'hardliquor_2_CassHidden'>>
<<else>>
<<set $thread to 'hardliquor_2_CassLove'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'hardliquor_2_before'>>
<<vignette 2>>
<<run $ev.pushUnique('invited to drink')>>
<<done>><<rosedisable>><</done>>
<<p>>
"?Cass, I'm going to need those bottles back."
"Hm?" Her eyes have a bit of delirium behind them and you lean in to smell her breath. Sure enough, she's taken a sip of the Fairy Greed.
She pushes you back a little with her hands whispering, "Simon! We're... in public."
"Oh, I uh didn't mean to..." you pull back but she jerks you forward again, giggling.
"Just kidding~" She wraps her arms around you despite your struggling and buries her head in your chest. <<if ($here is '2CR') || ($here is '2HW')>>Several girls gape at her public display of affection, some blush on her behalf, though their combined coloring likely doesn't hold a candle to yours.<<elseif ($here is '1LO') || ($here is '0TL')>>Several patrons glance over. One man's partner gives him a smack to bring his attention back to her.<</if>>
Cass' grip on you is <em>steel</em>. She closes her eyes and nuzzles her nose against your shirt.
You never got better at giving medical treatment to others no matter how much you practiced, but you're <em>desperate</em>. You curl your toes and push through the lightheadedness. <em>Why</em> does she smell so good? It takes five <em>very</em> long minutes for your charm to finally begin working.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'hardliquor_2_CassHidden'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_2_before'>>
<<include 'Cassandra'>>
<<blockNext>>
<<p>>
"Hmmm? What am—" She looks up and her eyes grow wide. She sprints backwards at breakneck speed, nearly tripping over the recliner in her violent retreat.
"I... came to get the bottles from you, Cassandra."
"That was the alcohol." Her voice is placid and cool but it's difficult for a person to look unperturbed when they're speaking through their knees.
"I know." Cassandra has hugged you before of course, but not like <em>that</em>, not since... not in a long time. A primal beast within turns its head but you shoo it with much difficulty.
"Fairy Greed is a mild hallucinogen."
"I know. I won't ever mention this again."
She twitches. "You... won't?"
"Promise." You tip toe around the curled woman to grab the liquor bottles. Her shoulders drop and you hear her sigh when you turn to leave.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'hardliquor_2_CassLove'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_2_before'>>
<<include 'Cassandra'>>
<<blockNext>>
<<p>>
"Hmmmm? What am—" She looks up and her eyes grow wide.
"G-good morning. Would you... mind letting go?"
Her face instantly heats but she doesn't release her hold. Instead she squeezes tighter. "Is something wrong, Love?"
You struggle silently for a little longer as she continues to nuzzle against you and breath in your scent.
"That's... enough of that." Eventually, she lets go and sits back down — bringing her knees up to hide her face.
"If you're so embarrassed why even do it?!"
"...It worked bettter in my head — and you seemed to enjoy it."
You shoo the the onlookers with a wave of your hand and tiptoe around the curled woman to grab the liquor bottles.
<</p>>
<<backlink>>
<</block>>
/* SPLIT ROUTER: CASS LOVE */
/* TOPIC: MIDCOURT, LIQUOR */
<<elseif $thread is 'midcourt'>>
<<if ! $ev.includes('made love')>>
<<set $thread to 'midcourt_CassHidden'>>
<<else>>
<<set $thread to 'midcourt_CassLove'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'midcourt_content1'>>
<<p>>
You stop in your tracks. Midnight Courtier, a liquor so deliciously intoxicating it's said no one can even remember what it tastes like because they all inevitably black out. You suspect there's something more to it because every person who was found guilty of possession had an unperturbable, self-satisfied contentment as though they had fulfilled some great task they could never before bring themselves to complete.
Possession is a minor offense so they are usually given some community service work and quickly released. It's also of note that the evidence locker is <em>unusually</em> prone to misplacing the beverage or "dropping it" on the rare instances it shows up.
"How... did you obtain a bottle?"
<</p>>
<<elseif $thread is 'midcourt_content2'>>
<<p>>
"I honestly don't remember anything about that religious course." You had zoned out and simply let your brain do its thing — the information wasn't worth storing in long term memory. You can't even remember whether you or ?Cass won.
<</p>>
<<elseif $thread is 'midcourt_content3'>>
<<p>>
"No no, <em>hermetics</em>, the one with potions and distillation, not <em>hermeticism</em>. It's beyond me why the latter was even a required subject. I won though, in case you were wondering."
"..." You try to think back, there <em>did</em> seem to be someone matching her description in the class, though you remember her to be a studious introvert, certainly not someone who would have access to Midnight Courtier.
She smugly continues, "She came to invite us to her wedding. The bottle was a gift from her, call it a bribe if you like, seeing as you never answered her letters."
<</p>>
<<elseif $thread is 'midcourt_content4'>>
<<p>>
"Those were from her? I get useless correspondence all the time, people think they can simply call up a court magician to show up at their wedding because he's a 'public servant,' even though that's not at all what those words mean. Perhaps I should set up a separate, private address..."
<</p>>
<<elseif $thread is 'midcourt_CassHidden'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Simon." Cassandra gestures for you to come over.
"Yes?"
"I recently acquired a bottle of Midnight Courtier. Do you... want to try it this weekend?" She puts her wine glass down and looks at you for a reaction, her face is flushed and she glances away furtively before returning her eyes to you.
<</p>>
/* midnight courtier info */
<<set $thread to 'midcourt_content1'>>
<<include 'Cassandra'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
She looks at you for a moment, and then bursts out laughing, "You don't know, do you?"
"Know what?"
"Why it's called Midnight Courtier?"
"Isn't that just a reference to the picture on the bottle?"
Cassandra mutters to herself, "This is going to make it so much more difficult..."
"Pardon?"
She takes a deep breath and changes the subject, "An old friend stopped by, Tabitha, do you remember? Thin, strawberry blond. We had hermetics together."
<</p>>
/* hermeticism */
<<set $thread to 'midcourt_content2'>>
<<include 'Cassandra'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
/* correction, hermetics */
<<set $thread to 'midcourt_content3'>>
<<include 'Cassandra'>>
/* correspondence */
<<set $thread to 'midcourt_content4'>>
<<include 'Cassandra'>>
<<p>>
"I did tell her we would be there, but she happened to be in the area and wanted to verify in person."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"You answered for me."
"When have I not?" She shrugs with a hand. Fair point you concede.
"So when is the date?"
"Not until summer of next year, but in the meanwhile I have a bottle of... <em>forbidden</em> liquor. Apparently, she brewed it herself."
"Should you be mentioning that a public servant?"
Cassandra ignores your comment, "...just clear out your weekend okay? Both days. And <em>absolutely</em> do <em>not</em> ask anyone why it's called Midnight Courtier. I won't forgive you if you do."
"Sure?"
She places a hand on her chest and picks up a nearby pillow to bury her face in it. She silently stays like that so you let her be.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'midcourt_CassLove'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Simon." Cassandra gestures for you to come over.
"Yes?"
"I recently acquired a bottle of... Midnight Courtier. Do you want to try it this weekend?" She curls up like a kitten at the suggestion. How can someone be so cute?
<</p>>
/* midnight courtier info */
<<set $thread to 'midcourt_content1'>>
<<include 'Cassandra'>>
<<p>>
"An old friend stopped by, Tabitha, do you remember? Thin, strawberry blond. We had hermetics together."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
/* hermeticism */
<<set $thread to 'midcourt_content2'>>
<<include 'Cassandra'>>
/* corection, hermetics */
<<set $thread to 'midcourt_content3'>>
<<include 'Cassandra'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
/* correspondence */
<<set $thread to 'midcourt_content4'>>
<<include 'Cassandra'>>
<<p>>
Cass shrugs, "I did tell her we would be there, but she happened to be in the area and wanted to verify in person. She also asked when ours..."
"Our?"
She bites a lip, "our... our..."
"...our?"
She places a hand over her chest, "No nevermind, I'll tell you later. <em>Their</em> wedding isn't until summer of next year, but in the meanwhile I have bottle of... <em>forbidden</em> liquor. Apparently she brewed it herself."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Did she tell you how it was?"
Cass tilts her head at you in confusion for a moment as though baffled you would even ask that — then laughs, "You don't know, do you?"
"Know what?"
"Why it's called Midnight Courtier?"
"Isn't that just a reference to the picture on the bottle?"
Cassandra mutters to herself, "This is going to make it so much more difficult..."
"Pardon?"
"Just clear out your weekend okay? Both days."
"Sure?"
She grabs a nearby pillow and then lightly screams into it before returning to her book.
<</p>>
<<backlink>>
<</block>>
/* mimics */
<<elseif $thread is 'mimics'>>
<<set $dia. Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<block 'thread'>>
<<p>>
"?Cassandra." You walk up to her and purse your lips.
She frowns. "What's with the face? I don't like this one."
"Neither do I. Do you know any spells that might detect... <em>mimics.</em>?"
Cassandra stares blankly at you — then at her things, the floor, the items on the table — even the ceiling for several moments for addressing you again. "Oh no."
"Mimics survive fire right?" Maybe you could flood the tavern with <em>acid</em> instead.
"Mimics can live anywhere they can breath — they'll survive almost anything. How sure are you?" She looks at the book in her hand — then sets it down — and picks it up again, before setting it down once more.
"Unless you've enchanted our glassware to catch themselves, then very sure."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
She takes an audibly relieved sigh when you said <em>glass</em>. "Thank god it wan't something opaque."
"Yes, I might've simply had us abandon the tavern and tower — though admittedly I still consider it an enticing option. So, spells?"
"None. Mimics are <em>evolved</em> to avoid detection <span class="emph_light">and</span> train in the art from birth. You're <span class='emph'>sure</span> it was glass right? And mug-sized? Was it young?"
"Yes, yes, and unlikely thankfully." Young mimics are more naive and less skilled at hiding — but sometimes abandon their chosen form and take on the shape and coloring of entirely <em>new</em> object categories.
Cassandra fiddles her thumbs, "Simon, how much caustic lye do we have stored?"
"A fair amount though not enough to flood the building — and as you said I'm unsure it would work."
She sighs. "I suppose we should investigate all our glassware one by one later then."
<</p>>
<<backlink>>
<</block>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Cassandra.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<elseif $dia.Cassandra.chicken === 2>>
<<set $thread to 'chicken_2'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Cassandra'>>
/* NEEDS REVIEW: CASS WORKING */
<<elseif $thread is 'chicken_1'>>
<<run $ev.pushUnique('interrogated Cassandra')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You find the woman sipping a glass on the terrace and staring acrosss the empty field. A cool breeze pinches at her radiant hair. Despite her insistence that she's a dainty waitress, you'd be extremely surprised if you ever saw her <em>actually</em> wait tables when she came home. She has a glass to her lips — just touching it to her mouth instead of drinking. You've learned to discern the different types of 'Cassandra thinking' over the years — though it remains an unsolved mystery what the <em>contents</em> of some of them are. This one is... <em>wistful.</em>
She speaks without turning when you approach. "Do you ever miss it, Simon?"
"Miss what?"
"Being out <em>there</em> in the world. Seeing things, <em>doing</em> things."
"If I did, I wouldn't have opened a tavern."
She laughs, "I suppose not. Sometimes I wonder... if it was worth it."
"Are you thinking of <em>him</em>?"
"No, he's... I was thinking of you."
"Should I be flattered?"
"If you like." She turns to face you when you stand next to her. Her mouth opens — then closes. You wait for her to continue, but she eventually just sighs, "Have you found the chicken?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
/* NEEDS REVIEW: CASS COMING AND GOING */
<<p>>
"No. How many places can a blasted bird hide?"
"It apparently flew through the terrace earlier though I didn't see it — and it certainly wouldn't be inside the tower. If you can't get in, I doubt a hen could. Lord knows how many sigils you have inscribed over that side of the building."
"If only some vixen would lend me her key so I could go check myself."
She chuckles — reaches for her pocket — then stops and leans her head back to look up at the night sky. She takes a slow breath. "Simon, why a tavern? It could have been a library or an apothecary or even a school."
"It was just something I wanted, I can't remember why."
She turns to you. Her brow is lowered in worry, care, and torment. Her fist is clenched at her side, quivering. She opens her mouth to speak again — but only bites her lip and sighs. "Yes, it's good that it's a tavern. Otherwise you might not wake up one morning and I might be the only person to notice."
"Pft, I still 40 or 50 years in me <em>at least</em>."
"And yet you choose to live like an old man."
"I <em>am</em> an old man, Cassandra."
"But you could be <em>more</em>, Simon."
"I'm content with what I have, those days are over."
"Yes... yes they are." She turns away from you, clearly done with the topic.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
The <b>chicken</b> couldn't possibly be in the tower... could it? It flew in from the terrace.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* SPLIT ROUTER: KEY */
<<elseif $thread is 'chicken_2'>>
/* NEEDS REVIEW: CASS COMING AND GOING */
<<vignette 1>>
<<p>>
"Cassandra, could you help me find this chicken?"
"I've already done my part, it isn't inside the tower, I've checked."
"I presume you enjoy watching me suffer?"
"<em>Suffer</em>? No." She stands to give you a friendly hug.
"Then may I borrow the key?" Her scent tickles your nose and you check the blindfold on a primal creature within.
"Flounder in embarrassed confusion though... hmmmm... I'm reminded of a certain time I found my shoes glued to my feet." She smiles malevolently.
"You're only mad because you couldn't go upstairs to choose your own cupcake." The two of you were at formal with Baldwin and Felice — the host had requested guests take off their shoes before going upstairs because the carpetting was new. Cassandra had spent a <em>very confused</em> minute struggling to remove her heels — and the rest of the night glaring even though you given her the requested cupcake.
"Hmph."
<</p>>
<<backlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Cassandra."
"Simon."
"Chicken?"
"No. And not in the tower."
<</p>>
<<backlink>>
<<elseif $thread is 'flares'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 1>>
<<p>>
You hold one of the modified flares you picked up from the lockbox at the service entrance. "Cassandra, we need to speak."
"Oh Sim- I had nothing to do with those." She folds her hands on her lap.
"I haven't said anything yet."
"I don't even know what that is. Is that what people call a tinder stick?"
"..."
"No, that must be a rolling pin. It's wonderful how you've placed the tavern logo on it. Beautiful craftsmanship."
"?Cassandra, do you realize you've turned these into portable bunkers? They've transcended anti-personnel and have entered the realm of anti-battallion."
"Which is why they're locked so only tavern employees can use them." She smiles, clearly proud of her work.
<em>Sigh.</em> "<em>Please</em> at least remove the <em>astral nova</em>, I don't wish to have any of our staff members permanently scarred when a would-be highway bandit explodes in front of them."
"Fine, but it'll never trigger anyway. A <em>sylph nightmare illusion</em> activates with the protection charm."
"Wonderful."
<</p>>
<<backlink>>
/* SPLIT ROUTER: CASS LOVE */
<<elseif $thread is 'books'>>
<<if ! $ev.includes('made love')>>
<<set $thread to 'books_CassHidden'>>
<<else>>
<<set $thread to 'books_CassLove'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'books_before'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Books are among the recreational objects the tavern common room keeps, but the library isn't very large, which isn't all too surprising since books are a relatively expensive commodity. Rumor is that the Renwicks had developed a mechanical means of copying literature in their mountainside hole, but if they did, they hadn't made it available to the rest of the world.
Cassandra is reading on the recliner, an <em>actual</em> cat on her lap, though you have no idea where the animal came from.
"I love you," she says.
<</p>>
<<elseif $thread is 'books_CassHidden'>>
<<block 'thread'>>
<<set $thread to 'books_before'>>
<<include 'Cassandra'>>
<<p>>
You raise an eyebrow at her, "Cassandra?"
"So said Cecily to Samuel. Her small frame trembled with the weight of the words she could never before utter, <span class='quote'>'You've always been there for me. I know how hard you've been working, how much you care, even if you will never say it.'</span> Her entire body held tense — hoping that he might say the words she so desperately wanted to hear — but she knew he never would, not anymore, and she could only blame herself." Cassandra looks up at you, "Should I continue?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Bah, sappy romance." You don't recognize the title, <em>Full Mineral Alchemist.</em>
"Your favorite."
"As if. I wish our library was bigger, one thing I <em>do</em> actually miss about the academy was their enormous collection of books."
"I borrowed this from the royal library actually, they make their collection available to the public as long as you pay an appropriate membership fee, though I assume you already have access since you work there."
"You say that as though you don't also work there." You hardly ever <em>see</em> Cassandra at the palace, but you know she comes and goes — to help Queen Isabel and occasionally at the research institute.
"What do you mean? I'm just a waitress." She holds her head prettily.
"Right I suppose you don't, <em>technically</em>. Anyway It has been a while since I've browsed the recreational reads there — I hardly remember that section even exists most of the time. Any recommendations?"
Cassandra looks up in thought and then points to the book in her hands, "Not this one."
"Terrible?"
"Not at all, just isn't for you."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'books_CassLove'>>
<<block 'thread'>>
<<set $thread to 'books_before'>>
<<include 'Cassandra'>>
<<p>>
"And I love you." The words are still awkward to say out loud and come out nearly a stutter — you make a mental note to ask Baldwin or Felice <em>how</em> often people are supposed to say this to each other.
She continues, "So said Cecily to Samuel. Her small frame trembled with the weight of her words, <span class='quote'>'You've always been there for me. I know how hard you've been working, how much you care, even if you will never say it.'</span> Her entire body held tense, listening for the words she so desperately wanted to hear — but she knew exactly what kind of man he was, that he was a dense idiot who didn't know how to properly express himself without being prompted first."
Cassandra looks up at you and feigns ignorance but her bright expression and rosy cheeks betray that she heard you, "Did you say something?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Nothing important." You frown, that last part didn't seem like anything that would be printed in a book.
Cassandra snuggles up to you when you sit, "I borrowed this from the royal library. They make their collection available to the public as long as you pay an appropriate membership fee, though I assume you already have access since you work there."
"You say that as though you don't work there yourself."
"What do you mean, I'm just a waitress." Cass holds her head prettily, but she laughs when she sees your expression, "<em>Technically</em>, I don't."
"Mhm, I suppose I could take a closer look at the recreational reads — I hardly remember that section exists most of the time. Any recommendations?
"I think you'd like this one actually, it's not bad."
"You know I can't read sappy romance" The title is unfamiliar — <em>Fullmineral Alchemist</em>.
She leans up to whisper. Her voice is soft and breathy and it tickles your ears, "It isn't. I lied earlier — that wasn't a quote."
You try to remember the <em>contents</em> of what she said, but her shampoo inhibits your ability to think.
<</p>>
<<backlink>>
<</block>>
/* SPLIT ROUTER: CASS LOVE */
<<elseif $thread is 'afterunique'>>
<<if $ev.includes('made love')>>
<<set $thread to 'afterunique_CassLove'>>
<<else>>
<<set $thread to 'afterunique_CassHidden'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'afterunique_CassHidden'>>
<<vignette 1>>
<<p>>
"Good morning Cassandra, sleep well?"
Cassandra has returned to her normal attire. "Why didn't you wake me Simon? It was so <em>frightening</em> for a mother to see her child go missing."
You roll your eyes. "You seemed comfortable enough."
She yawns, "Was... your family home like that?"
"Hmmmm, I suppose. Though we used straw bedding, itchy stuff. Unsure how I ever slept in those things."
"We could try again with straw, I'm sure Godfrey can prepare a suitable mattress for you."
"No thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'afterunique_CassLove'>>
<<vignette 1>>
<<p>>
"Good morning Cassandra, sleep well?"
Cassandra has returned to her normal attire. She yawns and rubs an eye, "Why didn't you wake me Love?"
"You seemed comfortable enough."
"Was your family home like that?"
"Hmmmm, I suppose. Though we used straw bedding, itchy stuff. Unsure how I ever slept in those things."
She looks away for a moment, "Does it... still exist? Your family home I mean."
You take a breath — there aren't even <em>real</em> graves, just two empty plots next to a tree that somehow survived. "No, but there's a cliff I used to visit all the time. I think I'd like to show you."
She smiles, "That sounds nice."
<</p>>
<<backlink>>
<<elseif $thread is 'crane'>>
<<removequest 'examine_planks'>>
<<run $ev.pushUnique('obtained planks')>>
<<run $ev.pushUnique('saw Cassandra room')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Cassandra seems to have parked herself on the sofa at the end of the hall. You can see the supply crane through the window above her, but you might need to climb out onto the ledge to be close enough...
"Move." You wave your cane at her.
"So forceful. If only you were half as dense as you are rude." Despite her complaints, she shuffles over to give you access to the window.
"I may need your help to build the bridge later, depending on the quality of these planks."
"Why go through all that effort when there's a bed you can use right here?" She gestures with a hand towards her own room. One girl who has been listening closely blushes intensely at Cassandra's comment. You give the girl a glare and she scampers away to a corner.
"As if you could possibly have a more comfortable bed."
Cassandra sighs and returns to her book, "Suit yourself."
You stick your walking stick into the night sky and reach. The planks wobble, but refuse to drop.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I watched the play." She says quietly, "It was good."
"Thank you."
Cassandra sits in silence, staring at her book but not reading.
You continue to reach for the planks, pushing yourself just a tiny bit further out the window.
"They would've liked it."
"Ha, I'm not so sure. Priscilla always said everything I did was too flashy."
"Well she's boring, so her opinion doesn't count."
"Come to think of it, I don't think I've ever met a nun who <em>wasn't</em> boring."
Even without seeing Cassandra's face, you can tell she's probably smiling a bit. Almost... there...
"Simon, do you think maybe that if... we— that he would..." She takes a deep breath, "that—"
Your weight shifts and you begin to quickly slide out the window. Ah fuck.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
/* NEEDS REVIEW: proofread Cass thoughts */
<<p>>
Fortunately, Cassandra catches you by the foot and hoists you back inside. Concern is clearly written across her features.
"It's fine, these robes have drop resistance." You explain, brushing yourself off.
"They won't help if you land on your skull, idiot. Here give me that." Before you can protest, she takes the staff from you and grasps your hand.
A gentle wave of warmth resonates from your connecting hands. It's comfortable, familiar. Her energy is the spring breeze that whips through a forest, yearning to tear the fluttering leaves from the burden of their past. The gems on her barette begin to shine and she unclips it to hide the light within the folds of her clothes. The tips of her long hair float, freely drifting in the wind from the open window and dancing in the gentle light of the moon. It doesn't take long for the planks to crash to the floor below.
"Simon Fenrose, you are a blind fool. It's fine to just—" She shakes her head and shuts her eyes.
"Just?"
"Why— Why do you have to be so <em>goddamn</em> stubborn?! It's—" Her mouth hangs open then closes. She grimaces.
"What are you talking about?"
"Ugh!" Cassandra lets go of your hand and tosses your cane on the ground before stomping to her room. The door clicks shut.
<</p>>
<<actionlink 'What...?' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<rosehide '2SC'>>
<<addquest 'repair_bridge'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'burdens'>>
<<removequest 'speak_Cassandra'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Cassandra?" You move to knock on the door, but it opens before you even touch it. She's sitting on the floor with a book on her lap. You identify it by the dyed red leather strip and silken page marker — her journal from before the war.
She motions for you to take a seat on the floor as well. The door closes when you do. "Simon... Sorry for earlier."
"It's... fine. What is it that you've been wanting to tell me?" On the couch, on the terrace — no from much before that. You notice every time she calls out to you, pauses, and changes the subject.
Cassandra doesn't look up, "I saw what you did to your room. It was difficult not to notice — with all that shouting you were doing."
You don't even <em>remember</em> shouting.
"No one else saw, if that's what you're worried about it. I made sure."
"Thank you," You scratch your neck.
She slaps the journal shut and tosses it to you. "I've been re-reading these old entries. Do you remember how fervently you chased me? How enamored you were?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"That was... a long time ago."
She smiles solemnly, the light in her eyes is painful, solemn. It's as much sympathy as it is self-admonishment. "Yes. A long time ago, so why do you still <span id='Cass_shackle' class='emph_light'>shackle</span> yourself?"
"...What do you mean?"
"<em>How long</em> have we known each other Simon? You think I don't know you have nightmares, that they've only <em>gotten worse</em> with time? You think I can't see that your bed is stuffed with enchantments just so you can sleep?"
"That's..."
"It <em>wasn't</em> your fault." She didn't have to mention what she was referring to.
"It <em>was</em>."
"We <em>all</em> knew the risks, what could happen at any moment. You, me, Priscilla, Nathaniel. It's time you forgave yourself, Simon."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"If... only I had been more careful, if I had done a little more research. If I hadn't rushed in like a blasted idiot. I was overconfident."
"Nobody's perfect Simon, and that's <em>fine.</em> Even Nathaniel — he was a goddamn idiot and you <em>know</em> it — but you still put him on a pedestal. You've chased after his shadow for so long you've sight of yourself."
"No, I—"
"Don't <span class='emph_light'>FUCKEN</span> lie. Look at this. Look around us. A tavern. A <em>fucken tavern</em>. This wasn't your dream, this was never what you wanted. It was what <em>HE</em> wanted. An arrogant anti-social sore loser wants to serve food to people inside his own home? Listen to yourself."
"..."
"You were so consumed by rage I thought you would just keel over and die when that monster finally kicked the bucket — like a firecracker that used up all its fuel — but then you picked a place to live, accepted a stable job, and began <em>contributing to society</em>. Unthinkable for you. I thought it was fine — a good thing even. You had a goal and moved with direction again. You even began <em>talking</em> to other people and having <em>proper interactions</em> instead of just constantly yelling at them."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You finger the journal idly — the leather binding is faded, the words on the cover have been rewritten multiple times. The first couple weeks after were the most difficult. Cassandra would hole herself up and just cry for hours at a time. You would sit outside and stare at the sky. Priscilla had to shove gruel down your throat because you hadn't moved for 2 days. If not for the nun, it's possible you and Cassandra might've starved to death.
And then the <em>furnace</em> kicked in. The fire within always was a bit slow unless directly provoked. The youth at the academy had <em>intentionally</em> acted to have people prod him, and it was effective for what it did. Every emotion was trampled underfoot by the pure unbridled fury. It engulfed you.
"You fill your room with memories of the past. You spend the days constantly scowling and sighing, the nights perpetually locked in your home staring at the sky. You keep the source of your nightmares right <span class='emph_light'>BY YOUR FUCKEN BED.</span> Do these sound like the actions of a sane man happy with his life? <em>Wake up,</em> Simon."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I promised him I'd—"
"I don't care <span class='emph_light'>what</span> you promised him. I'm not a weak tulip that'll wilt the moment I step outside — you know this. I know you'll never say it, but we're goddamn friends Simon. <em>I love you.</em> It hurts to watch you slowly kill yourself. What is it <em>you</em> want to do?" She takes a deep breath and leans against her bed. Her shoulders shake and she puts a hand to her eyes.
You sit in silence, unable to answer her. The excuse sounded weak in your head even before you uttered it aloud. Cassandra was right. It's possible Nathaniel made you promise you'd look after her not because of what might happen to <em>her</em> after, but because of what might happen to <em>you</em>. That blasted idiot always could read people's hearts.
Her words are sharp thorns, but they're filled with the gentle care that suffuses her nature. You look at your hands — <em>clean</em>. Dull monotony greets you every morning like a stiff coffin of your own design. You find stimulus where you can to keep yourself sane — but you realize <em>just how much</em> you've missed challenging your limits.
"Leave with me, Simon."
"Where would we even go?"
"Does it matter? Away. Out into the world. Seeing things, <em>doing</em> things with your hands, pushing yourself — instead of babysitting kids at the palace. You're the Dragon Slayer, the <span class='emph_light'>Storm Sword.</span> What do you even have to worry about? Cut yourself loose. It's been long enough. <em>Live for <span class='emph'>you</span> again</em>."
<</p>>
<<actionlink 'Take a deep breath' `{arrow: 'start'}`>>
<<removequest 'take_breather'>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
It starts as a low chuckle, a rumble deep within your diaphragm. It invades your chest and seizes your heart. You stare at the bright light in the room, the silly wallpaper on the walls. The sound rises, punching its way through your lungs and clawing out your throat. Its hideous, ugly, chaotic, <span class='emph_light'>free.</span> How long has it been since you've laughed like this?
"I've been a fool, haven't I Cass?"
Cassandra is laughing with you too now, tears in her eyes. You can't remember the last time you saw her beam like this with genuine mirth. "Yes, you goddamn idiot."
"You reckon Priscilla would want to join us on our merry little adventure?"
"Could be our first stop, to go ask her — though she might have a lot of <em>duties</em> and <em>responsibilities</em> now."
You smile, that certainly does sound like her.
"What are you going to do about tonight? Seeing as you've thoroughly trashed your room." Cassandra tilts her head at you, there's something twinkling in her eyes.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Well... the bed is <em>probably</em> still usable..." You try to remember the state you left it in and frown.
"I wasn't lying when I offered you a bed earlier."
You raise an eyebrow at the mattress behind her — you recognize it as the one you had picked out for her so long ago. She notices your glance and her grin widens.
"You don't think I <em>actually</em> satisfied myself with a tiny room in your tavern, did you Simon? Please." She snaps her fingers and glyphs appear all over the wall. It's an <em>insanely</em> complex multi-hedral layered array. The patterns are too dense to even read properly.
"What..."
"I was always better than you at runic formations." Her merriment at your surprise is unmistakeable.
"Is this... a <span id='Cass_teleportation'>teleportation array?!</span>" There was a theoretical proposal for it being passed around, but nobody had managed to <em>actually</em> create anything useful despite countries sinking large fractions of the national treasury. <em>Blinding</em> white light pours from the walls.
<</p>>
<<actionlink 'Open your eyes' `{end: true, arrow: 'start'}`>>
<<set $rosedisabled = true>>
<<set $here to '3SD'>>
<<set $route to 'teleported'>>
<<run $ev.pushUnique('resolved burdens')>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'teleported'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<run $ev.pushUnique('teleported')>>
<<p>>
You rub your eyes when the light finally subsides. Your surroundings have completely changed. The interior design of wherever you now are is simple, yet cozy. Verdant plants hang above your head, forming a lush canopy where a ceiling would normally be. The scen of fresh herbs and flowers drift from a nearby sill. A couple of tapestries hang around the room, but the walls are mostly adorned with books, succulents, and knicknacks.
"Don't stare so much, you'll make me embarrassed." Cassandra jumps onto her bed and crawls in, making herself right at home.
You look around the room and frown, "...Cassandra."
"Yes?"
"There's only one bed." You can't see her face with her back turned to you.
"L-Like I care, there's enough space for you."
You shrug and climb inside. It wouldn't be the first time you've shared a bed with her. It was a common enough occurence after Nathaniel wasted the savings on something inane. Just as she described, the bed is <em>extremely</em> comfortable, maybe more than your own bed.
"H-how is it?"
"Hmmm?" You mumble, already starting to doze, "Oh. It's nice. Very comfortable. A+"
"Y-you're not going to...?"
You raise a heavy eyelid at her, "To what? Sleep? Of course I'm going to sleep, what else are you supposed to do in a bed?"
"Ha. Haha. Yes. That's, that's what I meant, sleep. <em>Dense fucken idiot</em>."
That last part was uncalled for, but you're too sleepy to argue. And for the first time in many nights, you sleep peacefully.
<</p>>
<div id='ending_link'>
<<actionlink 'Dream of quiet sheep' `{end: true, arrow: 'zs'}`>>
<<run setup.ending(true)>>
<</actionlink>>
</div>
<<elseif $thread is 'wake'>>
<<run $ev.push('was shown exit')>>
<<vignette 0>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Cassandra. Wake up." You poke her.
She moans softly, and your lips form a line.
"Cassandra." You poke her harder, she stiffens but doesn't respond.
You grin to yourself and you walk over to her desk to pick up a pen, "I will count to three. If you continue to lay there— actually <em>do</em> continue laying there. I need the drawing practice."
"I'm up, I'm up." She rolls over, looks at your menacing pen, and pulls the covers over her head.
"Why didn't you wake me? I've missed half the day — I'm late for work."
"It's only late morning, and don't blame me though I tried — I thought you were in a <em>coma</em>. Why are you even bothing going back to the palace? Even if old Baldy is a good enough to have tea with every once in a while, <em>his son</em> is a pompous crybaby. It's not like you ever liked him."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"If anyone else heard you call the retired king 'old baldy' I'm pretty sure you'd be charged you with treason." You take a deep breath. The cool gentle breeze from outside has a delightfully fresh scent. The tall hills and green bluffs outside the window seem familiar — but you can't quite place where you've seen them before.
"They can <em>try.</em> I've called him to that to his face — and I have Felice's personal assurance that anyone who tries to arrest me for treason will instead be themselves arrested for treason."
"I'm fairly certain that's abuse of power."
She merely grins, pulls the sheets over her shoulders, and shivers with satisfaction. Her animated expressions are a pleasant sight for the eyes — you've missed them. When was it that she had started closing herself up?
You contemplate the previous question. Baldwin is a better man than all the other monarchs vying for the <em>hero's</em> presence in their kingdom after the war could ever be — it's why you accepted his offer so many years ago. The young king then had looked at you for <em>you</em>, a person who fought on the same battlefield as him and had saved his life, albeit somewhat indirectly — <em>not</em> the hero that would undoubtedly solidify the popular opinion. Moreover, he <em>actually</em> fought for his people instead of hiding in a shelter while they died — a man of decisive action and dirty hands, qualities you respect. His son however...
<</p>>
<<actionlink 'Continue'>>
<<removequest 'head_work'>>
<<addquest 'quit_work'>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
"You're right. I <em>don't</em> have any reason to stay any longer. Baldwin and Felice rarely show up at the palace anymore anyway. I'll go in for one last day to tie up loose threads and drop by their manor to tell him myself. It'd be rude if I didn't do at least that much. In any case, I should check on my tower, I might have left a gaping hole in the wall. Thank you for the bed, how do I leave Cassandra?"
"Hm?"
"Cassandra. How do I leave?"
"Hm?" She pulls the sheets further over her head and transforms into a rounded caterpillar.
"Cassandr—"
<span class='emph_light'>"Hm?"</span>
How does someone make a noise simultaneously indistinct and muffled yet loud enough to interrupt? "Cassan—"
<span class='emph'>"Hm?"</span>
Does she <em>really</em> object to you using her full unshortened name that much? You can't remember when you made the shift, possibly when dreams really began picking up. It <em>does</em> make you seem more distant though — and perhaps <em>that's</em> what she's objecting. Now that you think on it, that's likely when she began clamming up — probably to mirror your own behavior.
"<em>Cass</em>, how do I leave?"
"Oh, just touch the glpyh on the wall by the desk and channel a bit of mana."
"Thank you." You hear the woman giggling to herself as you leave and feel the edge of lips curl a bit in response.
<</p>>
<<actionlink 'Return to the tavern' `{end: true, arrow: 'start'}`>>
<<vignette 0>>
<<set $here to '2SR'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'play'>>
<<vignette 1>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Simon." Cass looks up at you with serious eyes.
"Yes?"
"I've been thinking about it, and I'd like to submit a formal grievance that my employer is inaccurately portraying historical details."
"Since when were you a historian?" You raise an eyebrow at her.
"As of when you gave that pretty light show downstairs. Small correction, the man with the staff should have had a bit of brown light in his pants when the dragon first showed up."
You glance away, "I have no idea what you're talking about. That was just a play, a fictitious account with no names attached."
"And also the woman with the staff should have been grander, more majestic and beautiful."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"If you're so goddamn picky, you do it next time!"
"That's not a bad idea, I think the taverngoers would like a more accurate and <em>prettier</em> rendition."
"You should also include the bit where the woman with the staff dove into a lake when they couldn't find a place to stop, so she could hide reliev—"
"LA LA LA THAT NEVER HAPPENED!" Cass screams. The other girls in the room look towards her sudden outburst. Her face is <em>bright</em> red and she holds a pillow up to shield herself from their gaze.
You cough. There's no way they would have any idea what the two of you are talking about, but you feel the heat in your cheeks from second hand embarrassment. You might have gone a little too far. "Cookies."
She pauses and looks up, "Shortcake."
Those things are <em>so</em> difficult to get right. You shrug, "Shortcake it is."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'lipstick'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Cassandra is sitting on a chaise lounge in the common room when you come up to the second floor. She frowns, but your experienced eye tells you she's <em>actually</em> giddy.
"Simon, what happened to your makeup? I thought it was beautifully done. Here let me help you fix it up." She stands and pulls out a kit, as if the foot long box was just something you carried with you everywhere.
"If you think I will just stand here and let you—"
"Wait hold still!" She grips your shoulders and leans in to whisper. The sharp stimulating scent of Eucalyptus drifts from the locks tickling your nose, "...or maybe you want your staff to know their employer threw a tantrum like a five year old?"
Cassandra wouldn't <em>actually</em> embarrass you like that, she has too kind a heart, even under that thorny veil.
<div class='thought'>'I suppose I could tolerate a small mark.'</div>
You have been a spoilsport and she did bring you to your senses.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"...make it subtle at least," You close your eyes and tilt your head to open up your neck to the woman's dry brush or perhaps the firm touch of her fingers. Instead, something wet and soft touches the base of your cheek.
"Cass?" You open your eyes confused.
The woman has her head buried in your chest and speaks without looking up, "...well?"
"That was quick."
"...Is that all you have to say?" she thumps her forehead against you.
"Yes?"
"...I love you Simon." Her hands grip your coat and dig into your arms.
Ah this must be what Dinah meant this morning. "I love you too Cass. I know I don't say it enough, thank you for being a friend."
Her fingers tighten and she thumps harder. The amount of force she's using is starting to hurt a little. "You. Dense. Idiot."
"I don't know what I did this time, but—"
"Ugh!" She shoves you and stomps to her room, leaving the cosmetics kit on the floor.
You touch the mark on your neck and your fingers come away the same shade as her lipstick. She... couldn't have...
<</p>>
<<actionlink "Did she?" `{end: true, arrow: 'back'}`>>
<<addnote>>
<s>But</s> <s>If she</s> <s>Does</s> <span class='lovenote'>She</span> <s>No</s> <s>that</s> <span class='lovenote'>knows</span> <s>But she's a widow.</s> <s>But if she</s> <span class='lovenote'>I <b>love</b> her.</span> <s>it's possible she loves</s> <span class='lovenote'>and</span> <s>But</s> <span class='lovenote'>people's hearts</span> <s>Years, many years</s> <span class='lovenote'>can change,</span> <s>How</s> <s>It can't.</s> <span class='lovenote'>but do I dare <b>hope?</b></span>
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'love'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you step through the portal, you find Cassandra buried in her bed, face down and cursing to herself. "<em>Why</em> is it so difficult to just go for it? <span class='emph_light'>Why</span> is that blockhead so dense? The stupid idiot didn't have any issues when we were younger..."
She doesn't seem have noticed your arrival. You watch her flail and scream into her pillow for a minute, unsure if you should interrupt her cathartic outburst. She rolls over, sees you, and freezes.
"Uh, hello." You probably weren't meant to see any of that.
The platinum beauty takes a deep breath and closes her eyes for a moment before opening them and patting the pillow you used last night, "I suppose you've come to borrow the bed again?"
"Sorry to be a bother." You hang your coat on the rack and walk over to make yourself comfortable.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Cassandra turns off the lights when you climb in, She has her back to you, but you can make out her slender outline in the darkness. Her long silver hair glows in the dim moonlight filtering through the leafy canopy overhead. The sheets are suffused with the lilac shampoo and body wash she uses, it calms the turmoil of your mind. You take a deep breath to draw it in.
"...How much did you hear Simon." Her bed is <em>magnificently</em> comfortable, it has a springy softness, which you just learned she uses to cushion her wanton flailing. Her voice is soft and you detect the slightest hint of a quiver in her words.
"Hm? Did you say something before I arrived?"
"Even <em>you</em> can't be this dense, right?" She rolls over. Her emerald eyes are pure and honest, of hope, conviction, and pleading.
You return her sincere gaze. "I know I might be a little slow on the uptake with regards to social matters. Blame the constant fighting that fueled my youth, never really had a chance to make friends before meeting you, so you'll have to be a little bit more clear."
"I love you Simon."
You raise one heavy brow. She <em>just</em> said that not too long ago, how often do people normally say that to each other? "Yes I know. I love you too."
"No you dense idiot... I <em>love</em> you." She sighs and then draws closer. Her warmth is inviting, but you can feel her trembling under the sheets — she's nervous. Cass lightly pushes against you and runs her hand down your chest.
Oh. <em>Oh.</em> <span class='emph'>Oh.</span>
<</p>>
<<actionlink '<span id="love_oh">Oh.</span>'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You're fully awake now, the realization has shocked your brain to maximum alertness. It's possible your senses are more focused <em>now</em> than when you fought Shadowmaw. "You... You're... a married woman Cass."
"That didn't stop you for years." Her face is blushed, she smiles but her fluttering lashes betray her false confidence. She pushes her head against you and her locks tickle your nose.
"It's... don't you have—"
"<span class='emph'>You.</span> I have you, who has been here, who has showered me with more love than anyone else — except recently." She pinches a nipple which makes you yelp.
"S-sorry, I thought you didn't... because you had rebuffed..." Your neurons struggle to comprehend what is going on, but processing power is quickly routing somewhere <em>else</em>.
"People's feelings can change." Her hands are starting to do something <em>indecent</em> under the sheets and she takes pleasure in the expression you're making.
"...How long ha—"
<</p>>
<<actionlink 'Discover that you have been talking too much' `{noscroll: true, end: true, arrow: 'hearts'}`>>
<<set $act.other.love = {}>>
<<set $act.other.love.lasttime = $timenow>>
<<run $ev.pushUnique('made love')>>
<<run setup.makeLove()>>
<</actionlink>>
<</block>>
<<elseif $thread is 'afterlove'>>
<<removequest 'Cassandra_sleeping'>>
<<removequest 'afterlove_Cassandra'>>
<!-- INSURANCE against extra floating pinger quest -->
<<run $ev.pushUnique('lovepinged')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Cass is speaking with several girls huddled in a circle when you come up to landing. She must have just come out of the wash because her hair is glistening, though it doesn't compare to the glow of her <em>expression</em>. You can't make out her words, but her face is flushed and she has a giddy smile as she speaks. Beatrice claps happily and gives her a hug. One of them notices you and the group instantly stops talking.
"Hello, don't mind me. Continue doing... whatever it is you're doing."
Cassandra stands and shoos the rest of them before walking over, "G-good morning, <em>Love</em>."
"Love?" Your face heats and you scratch your neck.
Despite Cass' attempts to get the other women to leave, they poke out like pigeons from behind furniture to listen in. She yanks you by the hand to her room.
<</p>>
<<actionlink 'Continue'>>
<<set $here to '2SR'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
The door clicks shut and she casts a quadruple layer hex to make the room is soundproof, pauses, then adds another layer for good measure. You sit on her bed, or rather the bed you had picked out for her that you're unsure if she ever uses. It is clean though and the sheets are well made.
"How are you feeling?" You pinch a palm as you watch her. You've always known she was beautiful, but after so many years of telling yourself she didn't see you the way you would've liked, you've trained your mind to block out the observation, to better acclimate to the situation you had pushed yourself into.
It was impossible for you to <em>stop</em> loving her, you could only... suppress it enough to keep your sanity. <em>Now</em> the dam had broken and the emotion coursed through you like a raging torrent. It made the the entire world seem... pink. You burn every flick of the wrist, every tilt of the hip, every curve of her lips into memory as she walks over. They aren't what make her beautiful, they are beautiful because they're <em>hers</em>.
She sits on your lap.
"You brute." is all she says. It's enough to begin routing processing power again, but you reign it in.
"Sorry." You shuffle a bit backwards towards the wall to regain composure, but she chases you. How can everything be so <em>soft</em> and smell so good? The two of you lean against the wall for a couple minutes before she speaks again.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Three years." She looks at you with her clear eyes.
You frown, uncertain what she means.
"You asked earlier how long I've loved you — like <em>this</em>." She accentuates the last part to ensure you understand her meaning.
"Oh." Part of your mind laments three years of ignorance, but you continue listening.
"It was probably longer, but I only really knew for sure three years ago. I've... always known how much you love me even when you convinced yourself to treat me as a friend. It was... heavy. I <em>made</em> myself forget."
"What changed?"
"I don't know." She answers truthfully. She shuffles and runs a hand through her hair.
You let her collect her thoughts.
"One morning I found a note you had stuck to the back of a cardigan that told everyone not to tell me it was inside out. I had no idea how long it had been there, but I remember being in a good mood last time I wore it because people had complimented it. I laughed when I saw the note also said it was nice cardigan."
You do remember that, "It <em>is</em> a nice cardigan though."
"I know, that's not the point."
You frown, what <em>is</em> the point then?
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
She points up at silly painting hanging on the wall. "Do you remember this?"
Some years ago, the tavern had hosted a workshop for children, just something for them to do on a slow weekend. It was popular since you had provided a variety of difficult to obtain pigments. You had also snuck in an old painting of Cassandra alongside the stock pieces meant for the kids to try replicating. Unbeknownst to you, she had also snuck in a similar painting of <em>you</em>.
"Why'd you keep <em>this</em> one?" It was a <em>particularly</em> terrible drawing of the woman.
"No reason, I just liked the smile on it. It's better than the one in the tower in any case." <em>That</em> one barely even looks human. It does have a dead dragon in the background though, which is nice.
She stretches against your chest and pulls the pulls sheets over the two of you. It's warm. "I don't know Simon. It's just every time I had a bad day, I would find something stupid you had done, some silly prank to embarass or confuse me. I would come back after helping Isabel with something frustrating and find you had turned my room into a ball pit. Or that you had made a convincing cake that tasted like paper."
You're rather proud of that last one. The strawberries had to be soaked in gelatin for a week to leech out all the flavor.
"Before I knew it, I was spending my free time laughing to myself and thinking of silly ways to get back at you. When you invited me to live here I just thought it'd be a fun way to pass the time, I didn't really think I'd stay as long as I did."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
She tilts back and reaches over to grab your arms and wrap them around her. You give her a little squeeze and she smiles.
"There was a terrible winter storm three years ago."
"I remember." It snows occasionally in the capital, but rarely more than ten centimeters over the entire season. A typhoon had blown through three years ago however and it deposited ten centimeters <em>a night</em> for weeks. Supplies into the city had ground to a halt because carriages couldn't get anywhere. Some people had even been trapped indoor for days.
You got up early every morning to check the tavern and clear the night's build up before heading out. It wasn't difficult, just light digging and some fiddling.
"I saw when you got up. You'd curse and stomp around the entire time, but you'd defrost the doors. You'd heat the path so there wouldn't be ice for anyone to trip on. You'd stock the firewood instead of letting the kitchen staff trek through the snow. You'd melt the water in the pipes and heat it so the girls and I could have a warm bath when we got out of bed."
"Well... it would've been troublesome if anyone got hurt."
Cassandra has a small chuckle to herself, "Yes, <em>that's</em> why you did those things. It would be troublesome, wouldn't it? It's the little things Simon, the little things. I remember watching from the window while you worked one morning and I just knew. I knew I loved you. I had stayed for you, I wanted to be with you and I want to continue being with you. You may be a terrible grouch who doesn't know how to say nice words, but you're also a <em>good person</em> Simon. You care for the people around you even if you don't say it."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Thank you." It's embarrassing to be told you're a good person and you're unsure what you're supposed to say, so you elect to furrow your brows and awkwardly stare at the door, which makes Cass laugh.
"You're supposed to say 'I love you too' in these situations, love. We can work on the frown later." She reaches up to pinch your cheeks.
"Oh. I love you too, Cass. Speaking of, are you... going to call me that from now on?"
"Do you not like it?" She tilts her head back to look at you.
"No, it's just..." You angle your head to one side and then the other while trying to answer her question.
"Embarrassing?" Her smile tells you that if you admit it, she'll only want to use it <em>more</em>. You decide not to answer and simply close your mouth on hers to avoid the quesiton. She flails a bit since she knows exactly what you're doing, but acquiesces eventually and closes her eyes.
Naturally you push her down, but she stops you. "W-wait."
"What is it?"
She glances to the side with blushed cheeks. Her lashes flutter and she pushes lightly against your chest with a hand. "My... <span class='small_text'>bum</span> <span class='smaller_text'>hurts...</span>"
"What was that? I couldn't hear you." You <em>did</em> hear her, but her expression is too amusing.
"M-my <span class='small_text'>bum</span> <span class='smaller_text'>hurts...</span>"
"Hm? Could you repeat that?"
"My..." Realization of what you're doing dawns on her and she grabs a pillow. "I said you were too rough you idiot!" She uses it as a weapon and thrashes your face. Cass kicks you, rolls out from under, and bolts out the door, but not before you catch a glimpse of her steaming ears.
<</p>>
<<actionlink 'Scratch your chin in amusement' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'leaving'>>
<<removequest 'Cassandra_leaving'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Cass." You address her and then fish in the common room library, that book should be here somewhere...
"Yes Honey Bun?"
You plant your face on the oak shelf. It has a nice earthy scent. You peek at her before speaking, "Do you know where that almanac is? The one with the maps and seasons in each country."
She's gauging your reaction while holding up the book in her hands, "I have it."
"Oh." You seat yourself across from her but she stands up and shuffles into your arms instead.
"This way we can read it together."
You're inclined to say you have no problems reading upside down and have down it plenty with her when the two of you were at the academy, but she seems happy.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Where do you want to go first?" You pause before adding, "Darling."
She twitches and touches a finger to her lips. "We could go to Effreya, swing north along the coast, then cross the mountains."
<<if $ev.includes('retrieved staff')>>
"It would be the middle of winter when we get to Lilith's Pass. I remember it being... uncomfortably cold. And I've been meaning to have the scepter reworked to be less flamboyant." You tap on Renwick on the other side of the page.
<<else>>
"It would be the middle of winter when we get to Lilith's Pass. I remember it being... uncomfortably cold." You flip over to the page with the temperatures.
<</if>>
"I did think about using a sea pass: hit Renwick first, then take a boat to Tobland, but Merill told me Effreya has some really interesting harvest festivals, C-cutie Pie."
You stare at the ceiling, "That one's a bit..."
Cassandra has a hand to her face, "Yes I agree, that one's off limits."
"How about we go to Effreya, then double back to Renwick but cross the south side of the country? Even though we've lived here, there's still plenty we haven't seen, Dear."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Oh. I like that."
"Which, the plan or the word?"
"Both."
"Mmm me too. We also might be close enough to see the burning wreckage of this building after Dinah destroys it when we're gone."
"She won't to burn the building, Love." She looks at your face and nods to herself satisfied. It seems she's going to stick with that one.
"Do you remember the <em>tamborine incident?</em>" There are <em>still</em> scorch marks on the nearby trees.
Cassandra thinks for a moment, "She <em>probably</em> won't burn the building, Love."
"Mmm. Let's hope. I'll have Baldwin come by and check every once in a while."
"I think we should go shopping. You need a new traveling cloak." She stands and stretches.
"Mine's not bad, it's—" Her look cuts you short, "You're right, I do need a new traveling cloak."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<if setup.questHandler('leaving','check')>>
<<addquest 'staff_0SE' 4000>>
<</if>>
<<addnote>>
What's wrong with my cloak? It's comfortable, I've had for years.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'nightmares'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Simon." Cassandra motions for you to sit next to her. When you do, she snuggles into your arms.
"Yes?"
She looks up at the ceiling, glances about the empty room, and tilts her head back and forth — but doesn't ssay anything for a minute. Eventually she sets her book down, "How bad are the nightmares?"
You grimace, "Bad."
She snuggles closer, "Do you want to talk about them?"
"Mmmm there's really not much to talk about, you were there." Even though Priscilla had dragged Cass away as per Nathaniel's last request, they were only a short distance from the two of you — they saw everything you had to do to stop Nathaniel from rising as a ghoul.
"You told me what his last words were, but I never heard what <em>you</em> thought of it."
"...I told you he was smiling right? The blasted idiot — why do you think he was smiling even though he was so afraid? I could see it in his eyes."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Cass laughs, "You haven't figured that out? The last thing he did right before was <em>save your life</em> — of course he'd be goddamn smiling. If nothing else, one last victory in the rivalry between the two of you."
You chuckle, "I suppose you're right."
The two of you sit in silence, thinking of the painful memory. Cass takes a cushion and hands it to you. You're not entirely sure what she wants you to with it and simply put it beside you.
"Simon, why do you think he asked me to go away?" She looks down at her own hands and you give her a gentle headpat — which soothes her.
"I think he just wanted to spare you the task of eviscerating his head — no actually more likely he just wanted your last image of him to be the dashing man who saved his friend's life."
"But I was right there, I saw everything you did. I couldn't have been more than 30 meters away."
"I never said Nathaniel was smart."
She laughs, "Well, that's true."
<em>Sigh.</em> "Thank you Cass. I know these memories must be as difficult for you too. If you have anything you want to talk about, I'll listen as well — we're friends."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
She takes a deep breath, "You know. I think you're actually quite the people person, you just don't know it and seem to have a fervent desire to deny it."
You open your mouth to deny the claim, but parse her words again and frown instead.
Cass laughs, "You listen to people. You remember little details about them. You help out when not asked. People you're close to smile when you approach, even if you're scowling. You almost never do anything to upset people if you can avoid it — like yesterday I'm sure you could've <em>shoved</em> Fabian out of the way at the stairs or even <em>leaped</em> over him, but you didn't. You're popular Simon — among friends anyway."
"All these compliments won't get me to tell you what I've done. I'm not so easily persuaded." You smile to yourself, the words <span class='quote'>Property of Simon</span> are still hastily scribbled on her cheek.
She glowers at you, "No one will tell me, they just start laughing when I walk in."
"Good. I like to think we've unintentionally trained everyone to not say anything — tavern customers included."
<<if $ev.includes('ate fish')>>
Her furrow deepens, "You realize that applies to you too right?"
You shrug, "It would be a lot less interesting if it didn't."
<<else>>
She chuckles, "I'm counting on it"
It's your turn to pinch your brow now, "What did <em>you</em> do?"
<</if>>
<</p>>
<<backlink>>
<</block>>
/* SPLIT ROUTER: COUNTERSPICY */
<<elseif $thread is 'counterspicy'>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You walk up to the common room with a tray in one hand and a jug in the other "Oh Cass, you haven't had dinner yet right?"
"Hm?" Cassandra looks up and freezes when she sees the tray with your tableware and hers. <span class='quote'>'What are you doing?'</span>
"I just thought we'd have dinner here tonight, as a change of pace." You set the tray down on the common room coffee table — it's a bit short, the women usually choose to have dinner either at a study desk by the wall or just in the kitchen — but then you wouldn't be able to catch Cassandra's lovely expression when she bites into the <em>Devil's Pitch.</em>
You silently tilt your head, <span class='quote'>'Is there something I might be doing?'</span>
Her eyes narrow and she glances between your tableware and hers. "Have you tried the fish yet?" <span class='quote'>'Have you used your tableware yet?'</span>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I was about to — but thought it might be a bit... <span class='emph'>hot</span>. I brought it to you, hoping to give the fish some time to cool. How about a game while we wait?" <span class='quote'>'Do you dare play?'</span>
Her lips quiver and she touches her neck, "So you haven't eaten yet?"
"Nope. I thought I might even <em>let you choose</em>." You glance down at the two sets and smile.
Cass takes a sharp breath and she weighs her odds. Eventually she stands and tugs on your shirt, "Let's... eat in my room."
You shrug.
<</p>>
<<actionlink 'Continue'>>
<<set $here to '2SR'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
The door to her room clicks shut and you set the tray on table. You take a seat on the chair and she pulls a stool — considers — then <em>sits on your lap</em>, "This way you can't run."
"I wasn't planning to because I won't lose."
"What are the rules?" She looks down at the two plates of fish, two bowls of soup, and two sets of fork, spoon, and knife. Nothing seems different about either of them, but <em>she knows.</em>
"Half of this tray has been covered in that rascal's hot sauce. I've asked Lambert to help mask it — everything has been coated in oil so they'll even smell and <em>feel</em> the same now. You pick one set, I'll take the other — then we eat."
"What's this?" She points to a small dish on the side, the only one that doesn't have a pair on the tray. It's filled to the brim with a blackish-red syrup.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I thought I'd provide some extra <em>lava</em> you can use as reference."
"<em>That</em> confident?"
You chuckle, "I won't lose."
"Can't you just <em>not eat</em> if I pick correctly?"
"Lambert tells me the spice doesn't kick in until a minute or so. You have my word Cass that I'll chomp as much fish as I can in that minute regardless of which you pick."
"You realize if I pick wrong I'm going to kill you right?" She pinches your lap.
You laugh and hold up the jug in your other hand — vinegar, "I think I'm more worried about what will happen if you pick correctly."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Cass looks at the plates — one is simple, two blue lines circle the edge, yours — the other has the light impression of a tree and pink flowers on one side, hers.
She picks up hers, "No wait.", sets it down and picks up yours — considers, then picks up hers again.
"Final answer?"
"No." She sets hers down and picks yours up again, "You love me too much to ruin my things — <em>or so you would have me believe.</em>"
"If you think so."
She peers at your face and frowns.
Oh right, <em>Cough.</em> "I do love you though."
That satisfies her and she nods. She gives you her fork, pauses, then cuts a slice for you.
<em>Cough.</em> "You don't need to feed me Cass." You pick up the spoon and slice into the tender fish with the edge. It parts easily.
She shrugs.
<</p>>
<<actionlink 'Begin eating'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You begin eating from her plate, and she begins eating from yours. It's a bit awkward because she refuses to get off your lap, but you manage. Thankfully the chair you had picked out for her so long ago is comfortably wide.
She holds the fork and swallows her third piece of fish, carefully watching your expression — and begins to panic when you give her a look of supreme lighthearted relaxation. Her face heats and sweat beads on her forehead. She drops her fork and begins clawing at her throat. "H-how did you—"
Cassandra looks at the <em>spoon</em> in your hand, at the clumsy way you're eating fish with it — how you're deliberately avoiding one side of the plate.
You <em>did not</em> say that you had coated <span class='emph'>one of each item</span>. In fact, both plates are half-covered in Devil's Pitch, both forks are <span class='emph_light'>entirely</span> covered, both spoons are entirely clean.
"Simon!" She pinches your cheeks knowing she had been thoroughly fooled — then seizes the vinegar on the floor and begins to chug it.
She quivers as the heat <em>really</em> begins to pick up, and you stroke her head to comfort her. <<if $dia.Dinah.counterspicy>>As with Dinah, <</if>>Cassandra screams with a bestial howl. Blindly she gropes for a fork and dips it in the pitch — to feed you and make you suffer as well — but you easily fend off her weak attempts.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Instead, she picks up the small dish of black pitch — pours it <em>her own mouth</em> — and lunges at you. She pushes the lava into you with <span class='emph'>her tongue</span>.
She locks on to prevent your escape — the two of you drop to the floor. You had thought Cassandra couldn't handle capsaicin well — she doesn't like it nor does she ever eat it usually — but her ability to maintain rational thought despite the amount of suffering she's going through is laudable.
Heat scorches through your mouth from her lips. Her kiss is <span class='furnace'>fire</span> <em>incarnate</em>. The inky black lava scorches down your throat with nowhere else to go. It doesn't take long for you to start screaming in pain as well. <em>How</em> is it possible that Devil's Pitch isn't <em>illegal</em>?
Your <em>very skin</em> has begun to itch and burn. The capsaicin has somehow managed to bore through your intestinal lining and fuse itself to your nervous system. Cassandra dumps the jar on top of herself and you grab what's left do the same, but barely a trickle comes out — so you wrap yourself around the largest source of vinegar around: her.
The two of you writhe in pain on the floor, screaming and crying.
<</p>>
<<actionlink 'Suffer for twenty minutes'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You can't remember when you took off your clothes, <span class='emph_light'>everything</span> <em>just hurts.</em> Cassandra is lying next to you, also without garments.
"...Are you alive?" You give her a prod.
"Sadly." Her voice is quiet and her throat is coarse.
"Who thought this was a good idea?" You chuckle — your own voice is barely a whisper.
<div class='thought'>'Why did I pour out a whole dish of the corrosive tar? <span class='emph'>That</span> was a terrible idea.'</div>
"I didn't think it would be <em>that</em> bad." She places her arm to her eyes and smiles. Tears roll down the her face and she winces — likely the <em>tears themselves</em> are spicy.
"Did you have to <em>drink</em> the reference material?"
She laughs — then coughs and chokes, "How else was I suppose to feed you?"
"Should we do this to Baldwin and Felice?" Your skin is still sensitive. Cassandra's gentle touch feels nice but every twitch sends painful shocks down your sides.
She chuckles, "Baldwin might be okay, but I'm afraid Felice might <em>actually</em> die if we gave this to her."
"Mmmm."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Cassandra stiffens, "Love."
"Mmmm?"
"I think we have a problem." She lowers her voice. It was quiet before but now you have to strain to hear her.
"What kind of problem?"
She doesn't say anything, instead the two of you lay in silence — or relative silence. Sounds of hushed whispers drift from the door.
"I... might have forgotten to mute the room. How much do you remember of the last half hour?" Her entire body is beginning to color, and not from the spice. Painfully, she sits up and looks at the puddle of liquid in the middle of the room that the two of you were lying in.
You don't remember <em>anything</em> except suffering. "Do you think we could just climb out the window and never come back?"
"That's not a bad idea." She laughs, wraps the blanket around herself, and picks at your vinegar soaked clothing.
"Another problem for me."
She gestures for your hand and touches the teleportation sigil with the other.
<</p>>
<<actionlink 'Continue' `{end: true, arrow: 'start'}`>>
<<set $here to '3SD'>>
<<set $rosedisabled to true>>
<<set $route to 'afterspicy'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'afterspicy'>>
<<vignette 2>>
<<set $dia.Cassandra.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Cassandra tosses a towel at you so you can dry off — pauses and plants her palm on her face — another Cass-thinking pose you recognize. This one contains... bashfulness?
You raise an eyebrow.
"Simon, just... don't look at anything too closely."
"What are you talking about?" You've elected to face the wall while Cassandra dries herself, she notices your furtive glances nonetheless and chuckles.
"I have a bath in another part of the house."
"Exciting, I get to see what the rest of your home looks like. Don't worry I will poke <em>everything</em>. Where is this located anyway?"
Her eyes narrow — but she shakes her head and chuckles, "Just several kilometers off the north road, towards the mountain lake villa — about a half hour by horse."
<</p>>
<<actionlink 'Continue'>>
<<run $ev.pushUnique('cabin revealed')>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
You frown. "Wait that's where the summer cabin is located — I've been here before?"
"Correction, you've been to the <em>other side</em> — where the summer cabin is located."
"How have I not noticed this entire time?"
She smiles and waves her hands, "<em>Magic.</em>"
Ah you walked right into that one.
"Come on, I don't relish smelling like vinegar." She wrings as much out from her hair before gesturing for you to follow.
"If you've got pickles, you could try smelling like relish."
She laughs and tosses her vinegar towel at you.
<</p>>
<<actionlink 'Have a nice relaxing bath'>>
<<set $here to '3SO'>>
<<roseupdate :disableall>>
<<mapupdate>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<timed 8s>>
<<set $here to '3SD'>>
<<mapupdate>>
<</timed>>
<<p>>
She pinched when you began doing something <em>naughty</em> under the water — and the lingering <em>pain</em> from the Devil's Pitch made you drop all thought of continuing.
Cassandra has changed into a stylish dark blue evening dress — It's a refined strapless piece with a slit down one side for her leg. She pulled pulled out a <em>suit</em> for you from her closet earlier.
"I'm glad it still fits." She says while smoothing out the lapels.
"I don't recognize this one." The cloth has a silken smooth texture; it's been tailored to fit well yet not to hinder movement. Sky blue embellishments decorate the interior here and there — a small rose and hummingbird adorns the chest on a small pin.
"I'd be surprised if you did, it was supposed to be for the ball next month. Happy Birthday."
"Oh. Thank you. I like it."
"This might be the last chance we get to wear something like this for a while."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"So... Cass, are we going to step back out through that door and pretend nothing ever happened, to all those girls who are definitely <em>still</em> out there listening?"
She pauses and thinks for a bit, "When was the last time you drove a carriage? How would like to go for a ride? Though the stable master in the villa might be asleep at this hour..."
"Nothing a bit of gold can't solve, but I think he'd be more shocked to see you accompanying a handsome gentleman with striking features." You brush the suit and smirk — it <em>is</em> a good suit.
"Don't flatter yourself too much Love, you'll explode from hot air."
"Me? Too arrogant? I'm not sure you know who you're talking to Dear."
She laughs, "Let's go surprise everyone."
<</p>>
<<actionlink 'Wake a stable master and go for a midnight ride' `{end: true, arrow: 'start'}`>>
<<set $here to '0TE'>>
<<set $rosedisabled to true>>
<<set $route to 'carriage'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* NEEDS REVIEW: MITHRIL */
<<elseif $thread is 'mithril'>>
<<if $ev.includes('fixed everything')>>
<<set $thread to 'mithril_afterfix'>>
<<else>>
<<set $thread to 'mithril_beforefix'>>
<</if>>
<<include 'Cassandra'>>
<<elseif $thread is 'mithril_before'>>
<<removequest 'mold_sword'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'subthread'>>
<<p>>
You walk up to Cassandra holding up the mithril sword. It might look like an ordinary blade in an ordinary scabbard to anyone else because of the glamour currently hiding its appearance — but not her. She's seen it a million times and knows just from the way you're holding it.
She raises an eyebrow at you when you approach. "Love, is there a dragon somewhere that I don't know about?"
You chuckle, "No, I was just thinking about what to do with it. I don't think I'll need it anymore — rather I think it'd be a good idea to actually <em>use</em> it."
"What do you have in mind?"
"This is <span class='emph_light'>mithril.</span> Do you think it's possible to make a <em>wireless</em> transmission line with its conductive properties?"
She silently holds a finger to her cheek in thought for a minute, but not because of theoretical postulation. This 'Cass thinking' has a tinge of... <em>guilt?</em>
"What did you do?" You take a seat next to her and she purses her lips.
"...Don't get mad."
"I won't, as long as it's not something to be mad about."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
Her mouth form a line because she realizes your statement doesn't actually mean anything — but she takes the sword off your hands and continues anyway. "Have you... noticed it's maybe a bit <em>heavier?</em>"
You frown, the weight did seem a little off but you weren't sure. It had been a long time since you've actually <em>used</em> it. She dispells the glamour on the sword and begins fiddling with the handle. Eventually it slides off, revealing the interior metal core — a large chunk has been removed off the end and replaced with steel.
Then, it suddenly makes sense to you: "The teleportation array."
Cass touches a palm to her chin and waits for your reaction. She yelps when you seize her into your arms and laugh.
"You're a genius! Of course!" You hold her and twirl — then grab her again to squeeze.
"S-simon?!"
When you finally set her down, she sways unsteadily with blood rushed to her head and uses you as support. Her eyes swim a bit.
"You need more exercise Cass."
"<em>That</em> has nothing to do with exercise." she murmurs.
"Let's go, tell me all about it." You stand and grab her hand. <em>Wireless transmission</em>, the possibilities are <em>immense</em> and fills you with excitement. There's no time to waste.
<</p>>
<<actionlink 'Continue' `{arrow: 'start'}`>>
<<set $here to '2SR'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'subthread'>>
<</actionlink>>
<<blockNext>>
<<timed 4s>>
<<set $here to '3SD'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<next>>
<<set $here to '2SR'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<next>>
<<set $here to '0SE'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<next>>
<<set $here to '1WO'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<next>>
<<set $here to '0SE'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<next>>
<<set $here to '1WO'>>
<<mapupdate>>
<<roseupdate :disableall>>
<</timed>>
<<p>>
<span class='emph'>The next several hours are a blur</span> — you and Cassandra oscillate back and forth between her workshop and yours, breaking and molding the mithril. She may have better skill with formulaic inscryption, but without the technical manipulation to bring them to fruition, they're nothing more than hypotheticals. With the two of you working together, new possibilities emerge.
Cass giggles at your silly suggestion. She sweeps her hair back, puffs her chest, and proclaims as fact that it's absolutely not possible, but her jaw slacks when you take the apparatus off her hands and show her how it's done.
You gesticulate wildly and slap a hand to the heavy desk to tell her she's wrong, that the math doesn't make any sense, but she ignores the standard theory entirely and crafts her own, which <em>somehow works.</em>
<</p>>
<<actionlink 'Continue'>>
<<set $here to '1WO'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'subthread'>>
<</actionlink>>
<<blockNext>>
<<p>>
You throw the lever and join Cass on the other side of the room. A fist-sized ugly mess of rods and squares sits on the table — wires jut out and wrap around in haphazard angles, held in place by hair pins and twine. A tetrahedral gem of crystalline mithril is set in one side.
Cassandra holds an identical twin in her hands. She places a copper bit into the center well, closes the lid, and places the metal fist on the table.
"Will it work?" You frown. It <em>should</em>... but creation is fraught with unexpected problems.
"It should..." Cass takes your hand. Already the apparatus on the other side has begun to hum — the scent of burnt lemon permeates the room.
"No, it <em>will</em>." There's a flash from the one Cassandra was holding and you both take a breath.
A moment later the other one on the table <div class='glimmerC'>flashes<glimmer/></div>. You and Cass scramble over.
<</p>>
<<actionlink 'Look inside'>>
<<set $here to '1WO'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<</block>>
<<elseif $thread is 'mithril_beforefix'>>
<<block 'thread'>>
<<set $thread to 'mithril_before'>>
<<include 'Cassandra'>>
<<blockNext>>
<<p>>
Inside is a copper bit.
Cass screams and this time twirls <em>you</em> around. Her elation is unmistakable. If you had a mirror, you would likely see that your expression matches hers. She grabs your face and smothers you in her chest, rubbing your hair, "We did it! We did it!"
You sit on the floor when she finally gives you a chance to breathe again and sigh in satisfaction, "We still have a lot to clean up, but I can't believe we got it to work in one evening."
Cassandra's original design was impractical and unsustainable. On top of the astronomical consumption, it was massive and immobile. The <em>entire tavern</em> had been converted into a casting focus for it to function — a shocking fact which Cass had taken great pleasure in revealing to you.
The device on the table might not be able to <em>teleport people</em>, but it was small enough to fit in a pack, did not consume mithril, and could transport objects large enough to carry meaningful information.
She seats herself on the foor as well and leans her head against your shoulder, grabbing your hand and holding it up to the light. She doesn't need to say what she's thinking.
<div class='thought'>Look at what we accomplished in just one night. The world can't possibly be prepared for what we will do.'</div>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'mithril_after'>>
<<include 'Cassandra'>>
<</block>>
<<elseif $thread is'mithril_afterfix'>>
<<block 'thread'>>
<<set $thread to 'mithril_before'>>
<<include 'Cassandra'>>
<<blockNext>>
<<p>>
Inside is a copper bit.
Cass screams and this time twirls <em>you</em> around. Her elation is unmistakable. If you had a mirror, you would likely see that your expression matches hers. She grabs your face and smothers you in her chest, rubbing your hair, "We did it! We did it!"
You sit on the floor when she finally gives you a chance to breathe again and sigh in satisfaction, "We still have a lot to clean up, but I can't believe we got it to work in one evening."
Cassandra's original design was impractical and unsustainable. On top of the astronomical consumption, it was <em>massive</em> and immobile. It's why the entire tavern had been converted into a casting focus — it was a necessity for the design to work at all.
The device on the table might not be able to <em>teleport people</em>, but it was small enough to fit in a pack, did not consume mithril, and could transport objects large enough to carry meaningful information.
She seats herself on the foor as well and leans her head against your shoulder, grabbing your hand and holding it up to the light. She doesn't need to say what she's thinking.
<div class='thought'>Look at what we accomplished in just one night. The world can't possibly be prepared for what we will do.'</div>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'mithril_after'>>
<<include 'Cassandra'>>
<</block>>
<<elseif $thread is 'mithril_after'>>
<<p>>
Cassandra stands finally. She brushes herself off, sheds the oil-stained apron, and tosses it to the table. "I think this merits a nice relaxing soak in the spa."
"Didn't <<if $dia.Cassandra.afterspicy>>we<<else>>you<</if>> <em>just</em> take one earlier?" This must be her third bath today.
She pokes your chest, "Don't be jealous because the bathwater gets to spend time with me."
<em>Cough.</em> "That's, that's <em>not</em> what I meant."
"You're welcome to... join me." She rubs her behind before adding, "...if you can keep your hands to yourself."
You consider it and decide you probably wouldn't be able to, "Maybe tomorrow."
<</p>>
<<actionlink 'Watch her skip away' `{end: true, arrow: 'back'}`>>
<<addnote>>
It's refreshing to see Cassandra her old self again, but it's also a strenuous exercise for the <b>heart</b>.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'rejuvenated'>>
<<run setup.questHandler('rejuvenated','update')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Cass puts a hand to her face to just <em>watches</em> as you pick up the games the women have left around the room and place them back on their appropriate shelves.
"...Yes?" You finally turn to address her. She's been silently following you with her eyes for five minutes.
"Mm?"
"Do you have something to say to me?"
"No, not really." She doesn't stop watching you and its starting to prickle your skin.
"Is this about my new appearance?" You touch your nose and look at your hands and fingers.
She smiles, "A little part of me is glad you're such a grouch."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You tilt your head in confusion but she doesn't explain. Instead, she stands, checks the room is empty, and then walks over.
Cassandra takes the pillow you've been fluffing from your hands and tosses it to the recliner. She pull on your waistcoat to fix a button, smoothes the collar, and slowly puts a hand into your hair.
She then yanks your head down to meet eye level with her and whispers, "You <em>really</em> should have done this sooner."
"Do you like it that much?"
Her voice is soft honey in your ears, a gentle whisper that tickles places it shouldn't, "...yes."
"Be careful Cass. If you poke the beast too much, it might bite."
Her fingers continue to twist and thread through your hair, "I don't think I'd mind."
The slightest sound of retreating heels catches your attention. It's well hidden, but a dome of red hair peeks out from the stairwell below. You nudge your head in the direction and Cass quickly snaps away from you to brush herself off.
You straighten and turn to the intruder, "You can come out Dinah. We aren't doing anything."
"Oh. Simon, Cass. I didn't see you there. I was just... heading to the room to grab something." She siddles along the wall like a crab — as though the two of you were somehow forcefully pressing her against it — and scurries away once out of sight.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You grin. Cassandra laughs to match you and places both hands on her face to look up at the ceiling.
"We've become teenagers haven't we?" you say.
"I don't think that's such a bad thing."
"Did you know? I think I might have fancied you when we were actually teenagers at the academy."
"<em>Really?</em>" She's genuinely surprised.
"Hard to say, I didn't really know what half the emotional spectrum meant until the quick-footed bastard taught me, but maybe."
"You should've said something, I rejected all suitors on principle then, but it would have been a nice memory to have the proud handsome Simon ask for my hand."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Now that I think on it, a lot of my bullies at the academy were men with fiances..."
She smiles, "You don't say."
"I think one girl tried to 'hire' me to be her pet. Florence, the one with the gaggle of butlers that took notes for her."
"<em>Her.</em>"
"The word she used was 'servant', but she was holding a leash and collar."
Cassandra ponders on it, "That... might not be a bad idea."
"Cass. No."
Her expression tell you she's only dropping the subject <em>for now.</em>
You point in the direction Dinah fled in. "Speaking of... that child asked me for drinks while I was still out in the rain earlier, and again when I spoke to her downstairs. She didn't recognize me — you should've seen the hilarious way she was trying to flirt."
"<em>Did she now?</em>" Cass is smiling, but her tone of voice suggests that maybe you shouldn't stay for the conversation.
<</p>>
<<actionlink 'Let her handle the matter' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* there shouldn't be a way to have this else part until after they make love */
/* IDLE ROUTER:
pretend staring contra
rebuff smallthing
prank collarfix
reading hug
petnames
young
*/
<<elseif $thread is 'idle'>>
<<vignette 0>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'staring','contra',
'smallthing','prank',
'reading','hug',
'petnames','petnames',
'young','young',
]>>
<<elseif $dia.Cassandra.leaving>>
<<set _idle to [
'staring','contra',
'smallthing','prank',
'reading','hug',
'petnames','petnames','petnames',
]>>
<<elseif $ev.includes('made love')>>
<<set _idle to [
'staring','contra',
'smallthing','smallthing',
'prank','prank',
'reading','reading','hug','hug','hug',
]>>
<<elseif $ev.includes('closed investigation')>>
<<set _idle to [
'pretend','staring','contra',
'rebuff','smallthing','smallthing',
'prank','prank','collarfix','collarfix','collarfix',
]>>
<<elseif $ev.includes('Richenza left')>>
<<set _idle to [
'pretend','staring','contra',
'rebuff','rebuff','smallthing','smallthing',
]>>
<<else>>
<<set _idle to [
'pretend','staring','contra',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Cassandra[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Cassandra'>>
/* idle defaults */
/* only trigger first night */
<<elseif $thread is 'idle_pretend'>>
<<p>>
"Simon."
"Cassandra."
"Are you going to say anything, or should we stand around pretending to converse?"
<</p>>
<<backlink>>
<<elseif $thread is 'idle_staring'>>
<<set _victor = random(1,2)>>
<<p>>
?Cass tilts her head when you sit across from her. She simply <em>looks</em> at you and you return her gaze. <<if _victor is 1>>Somehow it turns into a staring contest, which you win of course.<<else>>You did <em>not</em> lose because neither of you ever <em>said</em> it was a staring contest in the first place. Her expression is triumphant nonetheless.<</if>>
<</p>>
<<backlink>>
<<elseif $thread is 'idle_contra'>>
<<p>>
One of the waitresses whispers something to Cassandra with a nervous expression. She fidgets with fingers and glances left and right — her cheeks are blushed. ?Cass hands her a small pouch and pats the girl on the head.
<</p>>
<<backlink>>
/* after moving into tavern */
<<elseif $thread is 'idle_rebuff'>>
<<p>>
A man approaches Cassandra with a drink in each hand. Clearly he intends to court her, but she simply gives him the iron palm and returns to her book.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_smallthing'>>
<<set _smallThing = [
{
Simon: `did you like the flowers?`,
Cass: [1,2,3,4,5,8],
},{
Simon: `did you like the cookies?`,
Cass: [1,2,3,4,5,8],
},{
Simon: `did you like my little present?`,
Cass: [1,2,4,5,7,8,9],
},{
Simon: `have you gone into your room yet?`,
Cass: [1,2,5,6,7,8,9],
},{
Simon: `have you put on your shoes yet?`,
Cass: [1,2,5,6,7,8,9],
},{
Simon: `have you gone out back yet?`,
Cass: [1,2,5,6,7,8],
},{
Simon: `did you find the note?`,
Cass: [1,2,3,5,6,7,8,9],
},{
Simon: `has Dinah told you yet?`,
Cass: [1,5,7,8,9],
},{
Simon: `have you noticed?`,
Cass: [1,2,5,6,7,8,9],
},{
Simon: `have you spoken with Felice yet?`,
Cass: [1,2,5,6,7,8,9],
},
].random()>>
<<set _reply to {
1: `She laughs, "Yes. Thank you."`,
2: `She laughs, "Sorry you'll have to try better next time."`,
3: `She tilts her head, "Those were for me?"`,
4: `She touches her chin, "I haven't decided yet."`,
5: `She laughs, "You had better watch yourself when you sleep later."`,
6: `She frowns, "I did, but I'm not quite sure what to make of it."`,
7: `Her eyes narrow, "What did you do?"`,
8: `She smiles but doesn't say anything.`,
9: `She eyes twinkle, "I wonder if I should tell you..."`,
}>>
<<p>>
"?Cassandra."
"Yes ?Simon?" She looks up at you.
"No nothing. I was just thinking — <<print _smallThing.Simon>>"
<<print _reply[_smallThing.Cass.random()]>>
<</p>>
<<backlink>>
/* after closing investigation */
/* only triggers first night */
<<elseif $thread is 'idle_collarfix'>>
<<p>>
"Simon." Cassandra stands when you approahc
"Yes?"
She straightens your collar for you, "There."
"Oh. Thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'idle_prank'>>
<<set _prank = [
`crumples a note that was stuck to your back`,
`fishes a flower from your hair`,
`picks a glove that had been stuck to your coat`,
`pries a sticker from your shirt`,
`rubs your nose — her fingers come away <em>pink</em>`,
`unbraids your hair`,
`taps your chest — <em>jingle bells</em> appear out of thin air and she removes them`,
`hands you your <em>left soft</em> — which you only now realize is not on your foot`,
`pulls a foot long baguette from your pocket`,
`takes out a bottle of nail polish remover — your nails are <em>crimson red</em>`,
].random()>>
<<p>>
"Simon wait." Cassandra stands and smiles — then manually turns you using your shoulders.
"What are you doing?"
She chuckles and silently _prank.
"?!"
<</p>>
<<backlink>>
/* after making love */
<<elseif $thread is 'idle_reading'>>
<<p>>
You take a seat to stretch your limbs. Cassandra looks up, stands, and then seats herself within your arms like its the most natural thing in the world. She pulls on one hand to wrap the arm around her shoulders and continues her reading.
"Cass?"
"Yes, Love?"
"What are you doing?" You stare at the ceiling.
"I'm reading, can't you see?"
"I suppose you are."
<</p>>
<<backlink>>
<<elseif $thread is 'idle_hug'>>
<<p>>
"Love, hold this for me will you?" Cassandra hands you her glass.
"Sure—"
She hugs you, then takes the glass back, "Thank you."
<</p>>
<<backlink>>
/* after accepting pet names */
<<elseif $thread is 'idle_petname'>>
<<p>>
"Simon." She tugs on your coat lapels and brushes lint off your shoulders.
"Yes, Dear?"
"No nothing. I just wanted hear you say that." She smiles and sits back down.
<</p>>
<<backlink>>
/* after rejuvenating */
<<elseif $thread is 'idle_young'>>
<<p>>
Another girl, one of the waitresses, looks at you when walk into the room — her eyes linger.
Cass loudly coughs and waves at you, "Love, over here."
"Yes?"
She smoothes your shirt and fixes your hair, "Just sending message."
"What message?"
"Don't worry about it."
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Cassandra'>>
<</if>>
<<set $thread to undefined>>/*
█████ ███ ████ ███ ███ █ █
█ █ █ █ █ █ █ █ ██ █
███ █████ ████ █ █████ █ █ █
█ █ █ █ █ █ █ █ █ █ █
█ █ █ ████ ███ █ █ █ ██
SECTION: Fabian
*/<<if ! $thread>>
/* these trigger immediately */
/* first time speaking */
<<if ! $dia.Fabian.intro>>
<<set $thread to 'intro'>>
/* rejuvenated */
<<elseif $ev.includes('rejuvenated') && ! $dia.Fabian.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* leaving */
<<elseif $ev.includes('next evening') && ! $dia.Fabian.leaving>>
<<set $thread to 'leaving'>>
/* these trigger as soon as possible */
/* if threw out people, update Fabian */
<<elseif $loc['1LB'].discourage && ! $dia.Fabian.discourage>>
<<set $thread to 'discourage'>>
/* these trigger after a delay */
<<elseif $timenow - $dia.Fabian.lasttime >= random(5,7)>>
/* explaining how lights work */
<<if $ev.includes('next evening') && ! $dia.Fabian.lights>>
<<set $thread to 'lights'>>
/* last name, after asking about master key */
<<elseif $ev.includes('asked about master key') && ! $dia.Fabian.surname>>
<<set $thread to 'surname'>>
/* closing comments about Merill and customers */
<<elseif $dia.Merill.customers && ! $dia.Fabian.customers>>
<<set $thread to 'customers'>>
/* cabin stuff */
<<elseif $ev.includes('began investigation') && ! $dia.Fabian.summercabin>>
<<set $thread to 'summercabin'>>
/* after seeing Zachary climb over the railing */
<<elseif $dia.Fabian.all && $loc['0TL'].shady_1 && ! $dia.Fabian.shady>>
<<set $thread to 'shady'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Fabian')>><</done>>/* fetch thread */
<<run setup.fetchThread('Fabian')>>
/* trackers */
<<threadtracker 'Fabian'>>
<<run $playerActions.push(`turn ${turns()}, Fabian: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'intro'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Fabian."
"Mr. Fen! Good to see you, everything alright? I'm happy to report I've ejected three people tonight."
"You're happy?"
The man somehow makes himself <em>larger</em> by puffing his chest with a satisfied smugness. "Of course! It means I'm needed, and nothing's better than to know you're needed and have a purpose."
"Might I ask... what they were ejected for? Did someone cause trouble for Merill?" Your brows furrow, she hasn't mentioned anything to you, but...
He beams and gives a hearty chuckle. The sound is booming and genial, inviting one to join. "I'm sure the whole tavern would rise if someone tried anything with Merill. No, one for having too much to drink, another for trying to be handsy with Dinah, and the last for attempting to start a business within your business."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Wait, what?"
"Oh yeah! Dinah can handle herself too, but I've got to make a <em>show</em> of it she tells me. She has to <em>appear</em> like a damsel, that's how she gets tips as a bartender, even though she can probably skewer molesters with her tail."
"No no, that last one. There's someone trying to start a business within the tavern? What were they even proposing?" Dinah... hasn't <em>actually</em> skewered anyone... has she?
"Ohhhh that. The guest rooms are in high demand. He was trying to reserve beds and then sell them at a higher price, I think. That's against the rules, so Merill had me throw him out."
The rooms to your tavern are <em>that</em> popular? Maybe you ought to take a closer look at what your business <em>actually</em> does.
<</p>>
<<listactions 'Fabian'>>
<<backlink>>
<</block>>
<<elseif $thread is 'servicekey'>>
<<run $ev.pushUnique('obtained service key')>>
<<removequest 'key_Fabian'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Fabian. Do you have the service key?"
The man's brows crease and he puts up his fists. The hairs on back of your neck bristle. Instinctively, you take a step back. Only now do you realize he had been sitting on a stool, not standing. He loosens a shoulder and grips a wrist. "Is it an <span id='sk_em_0' class='sk_em'>emergency</span><span id='sk_em_1' class='sk_em'>?</span>"
"What? No, I just need to use the service key to access the maintenance corridor."
Fabian rapidly deflates, his shoulders hunch and he sits back down, returning to normal regular human man size, or as much is possible for him. You note that the chair under him is <em>metal</em>, likely because a wooden one would have crumbled like an empty flour sack under his weight. "Oh. If it's not an emergency then I'm only allowed to give the key to specific people, let's see..." He pulls out a list from his pocket, "<span id='sk_name_0' class='sk_name'>Mr. Godfrey</span>... <span id='sk_name_1' class='sk_name'>Ms. Merill</span>... <span id='sk_name_2' class='sk_name'>Ms. Cassandra</span>... and oh! <span id='sk_name_3' class='sk_name'>Mr. Fenrose</span>. Here you go."
He unclips the key from his belt and hands it to you.
"Thank you, Fabian."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'go_1SH'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'surname'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Oh Mr. Fen! I want to ask you something." Fabian waves at you.
"Yes?"
"What's it like being a <em>noble</em>? Do you live in a large palace with with maids? Or maybe in a villa surrounding a lake?"
You frown. <em>You</em>, one of <em>them</em>? "No Fabian, I live here."
"Oh right!" His laugh is loud and booming.
"What gave you the idea that I might be an aristocrat?"
"I just learned you're not Simon <em>of</em> Fenrose, you're Simon <em>Fenrose</em>, I thought only nobles had <em>real</em> surnames."
An understandable confusion, many simply dropped the 'of' when introducing themselves. "While it's true that most with real surnames are aristocrats, not all of them are. Fenrose was given to me after the war. I suppose without it I'd be Simon <em>of Thistle</em>, though I haven't used that name in a long time."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Did you get to choose your own surname, Mr. Fen?"
"I did." You choose not to mention you had actually turned down the offer to become a legitimate aristocrat with lands and titles.
"That's incredible! If I could choose my own, I'd be Fabian Flower! Or maybe Fabian Potato!"
You raise an eyebrow, "Why <em>potato</em>?"
He touches the back of his neck and chuckles to himself, "Heh, potatoes keep everyone fed and happy Mr. Fen. Wouldn't it be nice if I could do the same?"
"Admirable." You concede.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'customers'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Fabian..." You trundle up to the cheery man. <em>Sigh.</em>
He lets out a guffaw, head held high, and pats you on the back. His gentle strength almost unintentionally knocks the wind out of you. "I saw what happened in the dining room, Mr. Fen. I did tell you."
"That... you did." Although you had never seen it before tonight, you logically understood that Merill, as an employee and customer relations manager, must possess the ability to reprimand people as needed, but you did not anticipate <em>the force</em> with which she commanded your attention. The way she spoke, the way she held herself, how her voice echoed in your ears, and how your knees instinctively wanted to buckle. Truly, the woman was born to command.
"You haven't even seen the best of it yet." Fabian grins.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Surely, it can't get much worse. She was furious."
"Oh anger is bad yes. You don't want her angry. She scolds people now and then, but she's not <em>really</em> angry at them usually. But several nights ago when two regulars got into a fight and pulled out their swords..." He pauses, his grin widens. So Fabian can be a showman as well when he wants to eh?
"They were kneeling when I got there. Merill had just started, but those first words... I've been a bouncer for you for years Mr. Fen, but I've never seen anyone so ready to die. <em>'I'm disappointed in you.'</em> she said. They just knelt there without making a sound for an hour. Grown men have cried after Merill was done, but these two..." Fabian frowns, genuine concern showing on his face now. "They haven't come back since. Should we have someone check on them...?"
"...I'm sure they're alright, Fabian. Just..." recuperating? resting? How does one overcome emotional trauma? "...taking a break."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'shady'>>
<<vignette 1>>
<<set $dia.Fabian.lasttime = $timenow>>
<<p>>
"Fabian."
"Yes, Mr. Fen?"
"That fellow you threw out for trying to resell guestroom reservations, what did he look like?"
The large man makes the motion of evicting someone, as if the gesture might help him recall details of the person being evicted. He holds up his hands, "About this long, young man with a sharp nose... and blond hair. He came in around sundown, wearing a patterned suit that had a soft silky texture. An animal was on his chest pocket..."
"A beaver?"
"Yes, that was it. How did you know?"
"Just a hunch." The height of the man who climbed in through the terrace certainly seems to match the approximate length Fabian just gave you.
<</p>>
<<backlink>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Fabian.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<elseif $dia.Fabian.chicken === 2>>
<<set $thread to 'chicken_2'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Fabian'>>
<<elseif $thread is 'chicken_1'>>
<<vignette 1>>
<<p>>
"Fabian. Have you seen a chicken."
"I have, Mr. Fen." He puffs his chest and beams, clearly happy that he gave the answer you wanted.
"You have?!"
"There's one right now." He points at a plate being carried out from the kitchen.
"Ah, no. I meant a live one. A woman's pet."
He frowns, "Are you sure that's not the one you're looking for?"
...You're not. You only have hope and prayer to guide you. "...Let me know if you see a <em>live</em> one, Fabian. Big and blue."
"Will do, Mr. Fen!"
<</p>>
<<backlink>>
<<elseif $thread is 'chicken_2'>>
<<run $ev.pushUnique('interrogated Fabian')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Fabian. Have you seen a <em>live</em> chicken?"
"Sure have!" He points at one of the animals held by the service entrance, none of them are blue.
"Fabian. Have you seen a <em>blue</em> live chicken."
He scratches his chin, "Well... they say colors are washed at night, so I can't be sure they <em>weren't</em> blue."
"...Have you seen a <em>possibly</em> blue live chicken <em>not inside a cage to be slaughtered for dinner</em>?"
"Yep!"
"Wait you have?"
"It walked along the roof." He points from the open window on the second floor to the side of the building with the terrace. "Didn't see where it went though."
"Thank you."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
The <em>probably</em> Madam Richenza's <b>chicken</b> walked along the room from east to west.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Fabian. Where did you say you saw the chick— the possibly blue live chicken not inside—" You pause, "Where did you say you saw Madam Richenza's pet?"
"Along the roof, Mr Fen. From the open window on the second floor to the terrace."
"Thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'summercabin'>>
<<if $dia.Merill.summercabin>>
<<set $thread to 'summercabin_nointro'>>
<<else>>
<<set $thread to 'summercabin_intro'>>
<</if>>
<<include 'Fabian'>>
<<elseif $thread is 'summercabin_intro'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Fabian, what is it you do on your break?" You scratch your chin.
He fishes out a small bean bag from his pocket and chuckles, "I usually find someone to play a game of stack, and there's also some balls in the supply room. There's a sport I really wanted to try though — a very fun one. Mr. Fen, have you heard of <em>base jumping?</em> — you find a really high place, then <em>jump off</em>."
"Like the tavern roof?" You frown. As a magus you can cast flight magic to slow your descent, but you have a feeling that's not what he's talking about.
"No no, <em>even higher</em> — like a mountain cliff. The way he described the wind as it rushed past you, the excitement! We should go!"
"But <span class='emph_light'>why?</span> And wouldn't you <em>die?</em> With the ground being... <em>hard</em> and all that."
"He said all you need is a big blanket you wear on your back. There should be some nice cliffs by the summer cabin, lets do it Mr. Fen!"
The lakeside mountain villa where the cabin is located does indeed have some nice cliffs — you and ?Cassandra quite enjoy the entire atmosphere there and take two weeks off every year to visit, usually with Baldwin and Felice.
One year the tavern staff tagged along and they've simply gone ever since — everyone who wants to anyway. The others receive two extra weeks of vacation.
"Fabian, <em>please</em> don't try until I've had the chance to make some preparations for us."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Jumping off a cliff with a <em>blanket?!</em> The man he spoke to must be insane. I'll make some protection amulets for us.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'summercabin_nointro'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 1>>
<<done>><<rosedisable>><</done>>
<<p>>
"Fabian, what is it you do on your break?" You scratch your chin.
He fishes out a small bean bag from his pocket and chuckles, "I usually find someone to play a game of stack, and there's also some balls in the supply room. There's a sport I really wanted to try though — a very fun one. Mr. Fen, have you heard of <em>base jumping?</em> — you find a really high place, then <em>jump off</em>."
"Like the tavern roof?" You frown. As a magus you can cast flight magic to slow your descent, but you have a feeling that's not what he's talking about.
"No no, <em>even higher</em> — like a mountain cliff. The way he described the wind as it rushed past you, the excitement! We should go!
"But <span class='emph_light'>why?</span> And wouldn't you die? With the ground being... <em>hard</em> and all that."
"He said all you need is a big blanket you wear on your back. There should be some nice cliffs by the summer cabin, lets do it Mr. Fen!"
"Fabian, <em>please</em> don't try until I've had the chance to make some preparations for us."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Jumping off a cliff with a <em>blanket?!</em> The man he spoke to must be insane. I'll make some protection amulets for us.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'rotation'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
The meek bouncer who previously stood in this spot is nowhere to be seen. Instead, a gigantic Fabian is poised in a forward stance, ready to leap.
"Is something the matter... Fabian?"
"Not at all Mr. Fen!"
"Why... are you standing like that then? Is there a fight going to happen?"
"I hope not! I'm just getting ready if that chicken escapes again."
"Do you... plan to stand like that for the entire night?"
"If I need to, Mr. Fen."
A woman feeds him a glass of water so that he can keep his hands free, and then skitters away giggling.
"...I see."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Why do the men keep flexing in his presence?
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'discourage'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 1>>
<<p>>
"Fabian. I have a description for you."
"Mr. Fen?"
"Here, hold out a hand." The bouncer does as you request and you give him the memory of the two men at the bar from earlier. Most believe Fabian to be slow, but they're wrong. He isn't dull-witted, rather he has <em>chosen</em> to live a simpler life, guided by uncomplicated goals and straightforward principles and instructions. The simple proof of this is that he is able to recall the features of every single person who has passed through the tavern doors, down to what they were wearing and who they came with.
"Oh! These two, they came in shortly before the inquisitor did. What about them?"
"If you ever see them again, I give you authority to expel them with as much force as you deem necessary." You lean in to whisper what they attempted to do to Dinah.
The man's perpetual smile disappears. His jaw stiffens<<if $ev.includes('closed investigation')>> and the banister under his hand splinters.<<else>> and the stone under his hand crumbles.<</if>>
"Liven up, I gave them a fright earlier so I doubt they'll be back, just thought I'd let you know." You give him a slap on the arm though you hand comes away stinging from how hard he's flexing.
<</p>>
<<backlink>>
/* CONSECUTIVE ROUTER: WORKREQUESTED */
<<elseif $thread is 'workrequested'>>
<<if $dia.Fabian.workrequested === 1>>
<<set $thread to 'workrequested_1'>>
<<elseif $dia.Fabian.workrequested === 2>>
<<set $thread to 'workrequested_2'>>
<<elseif $dia.Fabian.workrequested === 3>>
<<set $thread to 'workrequested_3'>>
<<else>>
<<set $thread to 'workrequested_else'>>
<</if>>
<<include 'Fabian'>>
<<elseif $thread is 'workrequested_1'>>
<<run $ev.pushUnique('work requested')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Fabian moves to stand in your way and coughs, a bit embarrassed.
"Fabian?"
"Yes Mr. Fen?"
"Could you... move out of the way? I need to head upstairs."
"I'm sorry Mr. Fen, I can't do that." He points to the 'Tavern employees only' sign on the wall.
"...Fabian. It's me, Simon Fenrose."
"I know."
"I'm the owner."
"I know."
"Can you let me through?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The man blushes and scratches his neck with a thick log of a arm, "Only tavern employees allowed upstairs. You put up that sign yourself Mr. Fen."
"Fabian. I'm an employee."
"Are you? I have a list of employees. Your name isn't on there."
"...I own the place, that makes me an employee."
"No, that makes you the <em>employer</em> Mr. Fen, not an <em>employee.</em>"
"Fabian, you're being ridiculous."
"You told me it's very important to follow the rules. And the rules are, only employees are allowed upstairs."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Here about about this, I'll hire myself. I'm hired. I'm now an employee."
"Do you manage the accouting and supplies, or perform maintenance on the tavern?"
"No, Godfrey does that."
"Do you manage the other employees or take care of the customers?"
"No, Merill does that."
"Do you pay rent or mortgage?"
"No, it's paid off." If you could just... squeeze by... No, it's useless, the man is too wide.
"Mmmm.... do you maybe pay property tax then?"
"No, I'm exempt since I work directly for the king."
"Then what exactly do you <em>do</em> here that makes you an employee?"
"I own the place."
"That just makes you the employer Mr. Fen. Oh I know! You could ask Ms. Merill, she always knows what us employees are supposed to do. By us, I mean me and the others. I don't know if you're an employee yet Mr. Fen."
"..."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'get_employed'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'workrequested_2'>>
<<vignette 1>>
<<p>>
"Fabian."
"Yes Mr. Fen?"
"I... do believe I just solved the potential murder of a woman's pet. That should qualify as work performed for the tavern, no? Which should mean I <em>am</em> an employee."
"But that was <em>before</em> you said you hired yourself, which would make you a <em>contractor</em> Mr. Fen., not an <em>employee</em>."
"That's a small distinction."
"But a very important one. Employees get health insurance. And benefits." Fabian nods to himself.
True, you concede.
<</p>>
<<backlink>>
<<elseif $thread is 'workrequested_3'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Fabian shakes his head, pointing at the "Tavern employees only" sign. "Have you tried asking Ms. Merill, Mister Fen?"
<em>Sigh.</em> "No, I haven't yet. Can you... just pretend I'm an employee?"
The large man's brows furrow in concern as though you had just asked if it was acceptable for you to murder a kitten and feed it to him. You can see the anguish in his eyes. Perhaps it would be better for the man's mental health if you ask Merill for a bit of light work instead...
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<removequest 'get_employed'>>
<<addquest 'Merill_employment'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'workrequested_else'>>
<<p>>
You should speak with Merill first. She should be able to help you with this predicament.
<</p>>
<<backlink>>
/* CONSECUTIVE ROUTER: HIRED */
<<elseif $thread is 'hired'>>
<<if $dia.Fabian.hired === 1>>
<<set $thread to 'hired_1'>>
<<else>>
<<set $thread to 'hired_else'>>
<</if>>
<<include 'Fabian'>>
<<elseif $thread is 'hired_1'>>
<<vignette 1>>
<<p>>
"Oh, Mr. Fen! Did you speak with Ms. Merill?"
"I did, in fact. She gave me work, which means I am now an employee."
"Wow! Congratulations, Mr. Fen. We should throw a party for you! Ah. Oops." Fabian chuckles to himself and scratches the back of his neck.
"That is not needed. May I go upstairs now?"
"That's... not needed? Oh." Fabian shrinks and touches his chin.
You frown, the man didn't <em>actually</em> prepare a party for you... did he? "Fabian. Is there some reason I cannot go up stairs at this moment?"
"Haha... no it's... uh busy. That's all."
"The <em>floor</em> is busy."
"Oh yeah, they... spilled honey. All over. It's everywhere, very sticky. Yeah." Fabian looks up through the corner of his eyes and then nods to himself.
"..."
"But don't worry, they're cleaning it up, Mr.Fen! Just come back later!"
<</p>>
<<backlink>>
<<elseif $thread is 'hired_else'>>
<<p>>
"Fabian, have they cleaned up the 'honey' yet?"
"Honey? Why would there be honey upstairs Mr— OH! RIGHT. <em>Honey</em>. Not yet, but..." He looks up someone out of sight and you have the impression that they're frantically waving to have him <em>not</em> look up at them. "...almost."
"That's... good. I suppose."
<</p>>
<<backlink>>
<<elseif $thread is 'leaving'>>
<<run setup.questHandler('leaving','update')>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Hello Fabian."
"Oh! Mr. Fen! I'm happy to report I've tossed out one people today." The large man is standing to the side of the stairs. No, not standing, sitting on a metal stool.
"A troublemaker?"
"His wife just needed some help getting him to leave." He puffs his chest and flexes an arm. There are <em>claw marks</em> on it.
You raise an eyebrow, what... sort of man... Well, as long as he isn't causing trouble. "Fabian, I have some news for you."
"Oh oh! Is it my turn?" He leans forward in rapt attention.
His... turn? "Cass and I plan to leave for some time. We're not sure how long. It may even be to find a new place to live."
"I'm happy for you, Mr. Fen." He takes a hankerchief from his inner pocket and touches it to his eye.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Thank you Fabian." You glance at the sign behind him and pause, "You won't stop me from going upstairs again... will you?"
"Are you going to quit being an employee here too?"
"I could be on indefinite leave."
He guffaws. "That works for me. Sorry about last night. They really wanted to throw something for you because you never come by when everyone is here. We should have a going away party too."
"Does that mean you would've let me go upstairs if they didn't have anything planned?"
He scratches his chin, "No. But you could have asked me to take down the sign, you <em>are</em> my boss."
This gets you to laugh and he joins you.
"You'll always be welcome here Mr. Fen. Even after you leave, this will be a home for you if you need it."
You look away and he offers his hankerchief.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('leaving','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'lights'>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Mr. Fen! Mr.Fen!" The large bouncer has with him a notebook and pen tonight.
"Yes Fabian?"
"The lights! Will you explain how the lights from last night worked now?" He beams excitedly and grasps the tiny writing utensil between two fingers.
You touch your chin, "I suppose I could. It might be a bit hard to follow though, if you're alright with that."
"I'm not smart but I'll do my best."
You contemplate for a moment and then begin with the principle theory behind using mana to manipulate refractions and finish with the idea of setting a framework. The impromptu lecture lasts somewhere around 15 minutes — Fabian nods appropriately and asks for clarification here or there.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The large man scratches his chin, "So it's taking all the light in the room and pouring it into a mold, or maybe using a stamp to cut out cookie shapes from a sheet of dough — really, <em>really</em> fast."
"That's... actually pretty close."
"Haha, amazing Mr. Fen!"
You take a look at his notes — they're messing and all over the place. It takes some consideration to decipher what they say, but once you do they're fairly coherent and organized.
Fabian drops the pen again — the quill looks like a toothpick in his pinched fingers. "These <em>stupid</em> things."
"Say... Fabian, have you ever thought about being a teacher?"
He laughs and clutches his sides, "That's a good joke Mr. Fen! Me, a teacher! Teachers are smart, the only thing I'm good at is picking people up and throwing my fists."
"Do you like reading and writing?"
He guffaws and holds up the ink toothpick, "Books are good if someone else holds it for me — or if they read out loud — but I don't think I'll ever like using these tiny things. I do like a nice story though."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I wonder... let's give him an enormous pen and pad and see what he makes of it.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'rejuvenated'>>
<<run setup.questHandler('rejuvenated','update')>>
<<set $dia.Fabian.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The bouncer scratches his chin thoughtfully.
"Hello Fabian."
"...<em>Mr. Fen.</em>" It isn't a question — it's an observation. He squints at your clothes and physique.
"I wasn't sure you'd recognize me.<<if $dia.Merill.rejuvenated>> Merill didn't at first<<if $dia.Dinah.rejuvenated>>." You chuckle, "And neither did Dinah."<<else>>."<</if>><<elseif $dia.Dinah.rejuvenated>>." You chuckle, "Dinah didn't."<<else>>."<</if>>
"You're taller and you're standing straight now, but your stride hasn't changed. It also looks like you don't think I'll stop you from going upstairs." He grins and points at the 'Employees Only' sign.
You grin as well. "I <em>am</em> an employee. But nothing about my face? I'd think most people identify people using faces."
"Maybe, but I work <em>security</em> Mr. Fen. I don't think I'd do a very good job if people could get past me with some makeup."
Having one's features <em>de-age</em> by several decades doesn't really compare with 'putting on makeup', but the man's point is valid nonetheless.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Fabian's forehead creases as he looks you up and down, "Mr. Fen, do you <em>box?</em>"
You raise an eyebrow. The man's fist is probably bigger than <em>your face.</em> "I don't, but I do practice with a sword still."
"Good enough, want to spar later?" Fabian cracks a knuckle and grins.
"Wait Fabian, I just said I use a <em>sword</em>. I can switch for a wooden one, but that still gives me a considerable advantage even if I don't use magic."
"How?"
"In..."
You consider the question. Reach? No, without a sword, it wouldn't even be a contest. Mechanical leverage? No, that's just a calculation off reach. Durability? The claw marks on Fabian's arm say otherwise. Speed? Also no, the man is <em>fast</em> despite his size.
He grins because he understands.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I guess it doesn't." You finally admit.
"Have you seen me fight before, Mr. Fen?"
You've seen him throw people out and knock people unconscious, but never actually <em>fight.</em> "No I don't think I have."
"I know a good place. The space out back might not be big enough — I don't want to damage the building."
<em>Damage the building,</em> he says. This is with him <em>knowing</em> that the foundation is magically reinforced. This should be fun. "I look forward to our match then Fabian."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* CATCHER: WORK */
<<elseif $thread is 'catchElse_work'>>
<<vignette 0>>
<<if $ev.includes('stage set')>>
<<p>>
"Mr. Fen I heard the news — I can't wait for your performance!"
"Thank you Fabian."
<</p>>
<<backlink>>
<<else>>
<<p>>
"Hello Mr. Fen. Have you found a way to become an employee yet?"
"No... not yet."
"Don't worry, I believe in you! I just know you'll be able to do it."
<</p>>
<<backlink>>
<</if>>
/* REVIEW: done? next evening */
/* IDLE ROUTER:
eject cheer
feat lights
flex
passing
muscles
*/
<<elseif $thread is 'idle'>>
/* WORK CATCHER */
/* after requesting work but before becoming employee */
<<if $ev.includes('work requested') && ! $ev.includes('became employee')>>
<<vignette 0>>
<<set $thread to 'catchElse_work'>>
<<else>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'eject','cheer',
'feat','feat',
'flex',
'passing','passing',
'muscles','muscles',
]>>
<<elseif $dia.Fabian.leaving>>
<<set _idle to [
'eject','cheer',
'feat','feat',
'flex','flex',
'passing','passing',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle to [
'eject','cheer',
'feat','feat',
'flex','flex',
]>>
<<elseif $ev.includes('became employee')>>
<<set _idle to [
'eject','cheer',
'feat','feat','lights','lights',
]>>
<<else>>
<<set _idle to [
'eject','cheer',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Fabian[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<</if>>
<<include 'Fabian'>>
/* idle defaults */
<<elseif $thread is 'idle_eject'>>
<<p>>
"Fabian."
"Hello Mr. Fen! You let me know if there's someone I need to eject!"
"Will do." Sometimes you wonder if select customers intentionally cause a mild scene so they can be 'handled' by Fabian. You've caught more than one smiling.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_cheer'>>
<<p>>
Fabian waves when you come by. "Mr. Fen!"
"Yes?"
"I just thought you could do with a cheer."
"Why?"
"No reason." The man guffaws and slaps you on the back.
<</p>>
<<backlink>>
/* after moving to stairs */
<<elseif $thread is 'idle_feat'>>
<<set _feat to [
`shrugs and picks up the two adults to give them a shoulder ride — their faces beam.`,
`lifts the woman so the man can propose to her without dirtying his pants.`,
`touches his chin before holding the man upside down — the woman kisses her partner while standing.`,
`checks again with the man — who nods once more — before knocking him unconscious. The woman drags him away.`,
`shrugs and helps the man rip his shirt.`,
`sits — the two of them read to him from the one of the lounge books.`,
`walks over and takes a book from the lounge library, handing it to them.`,
`takes the deck of cards from them — and proceeds to fan it across the floor. The couple cheerfully picks up after him.`,
`leans down and whispers in the woman's ear. Her eyes close and she shudders, her partner catches her.`,
`sits on the ground and flexes, letting the two of them poke at his biceps while giggling.`,
`accepts the small package they present to him.`,
].random()>>
<<p>>
A couple walks up to the large man and quietly says something to him. He tilts his head and scratches the back of his neck. You hear him say with his booming voice, "Are you sure?"
They nod.
Fabian _feat
<</p>>
<<backlink>>
/* after working */
/* only triggers firsg night */
<<elseif $thread is 'idle_lights'>>
<<p>>
"Fabian."
"Mr. Fen, how did you do that thing with the lights?"
"...Which part? It was <em>all</em> lights."
"All of it!"
"That... would take a long time to explain. Tomorrow perhaps?"
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_flex'>>
<<p>>
A man walks up to Fabian and <em>flexes</em>. His muscles ripple under his taut shirt. Your bouncer responds in kind and the two of them alternate poses for a minute without speaking — then roar in laughter.
<</p>>
<<backlink>>
/* after leaving conversation */
<<elseif $thread is 'idle_passing'>>
<<p>>
"Mr. Fen, need something?"
"No, just passing through." You give Fabian a nod.
"Be safe out there!" He grins in return.
"Thank you Fabian."
<</p>>
<<backlink>>
/* after rejuvenating */
<<elseif $thread is 'idle_muscles'>>
<<p>>
Fabian slaps you on the back, "You've got good muscles Mr. Fen."
Noticeably, it <em>doesn't</em> wind you as it might have before. Possibly because your <em>weight</em> has also increased. "Thank you."
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Fabian'>>
<</if>>
<<set $thread to undefined>>/*
█ ███ █ █ ████ █████ ████ █████
█ █ █ ██ ██ █ █ █ █ █ █
█ █████ █ ██ █ ████ ███ ████ █
█ █ █ █ █ █ █ █ █ █ █
█████ █ █ █ █ ████ █████ █ █ █
SECTION: Lambert
*/<<if ! $thread>>
/* these trigger immediately */
/* first time speaking */
<<if ! $dia.Lambert.intro>>
<<set $thread to 'intro'>>
/* leaving */
<<elseif $ev.includes('next evening') && ! $dia.Lambert.leaving>>
<<set $thread to 'leaving'>>
/* these trigger after delay */
<<elseif $timenow - $dia.Lambert.lasttime >= random(5,7)>>
/* if met Violet */
<<if $loc['0KT'].supplied_1 && ! $dia.Lambert.magic>>
<<set $thread to 'magic'>>
/* mention chicken at bottom of stew to Lambert */
/* triggers after magic scene, should be around beginning of investigation */
<<elseif
$ev.includes('ate stew') && $ev.includes('ate chicken') &&
$dia.Violet.kids && $dia.Lambert.magic &&
! $dia.Lambert.stew
>>
<<set $thread to 'stew'>>
/* missing Violet */
/* after stew scene */
<<elseif $dia.Merill.stew && ! $dia.Lambert.Violet_missing>>
<<set $thread to 'Violet_missing'>>
/* after Violet becomes kitchen assistant */
<<elseif $dia.Lambert.Violet_chef && ! $dia.Lambert.regret>>
<<set $thread to 'regret'>>
/* Lambert's break */
<<elseif $ev.includes('began investigation') && ! $dia.Lambert.break>>
<<set $thread to 'break'>>
/* the next day's meal, Violet must be avaialble */
<<elseif
$ev.includes('next evening') && setup.findPerson('Violet') &&
! $dia.Lambert.nextdinner
>>
<<set $thread to 'nextdinner'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Lambert')>><</done>>/* fetch thread */
<<run setup.fetchThread('Lambert')>>
/* trackers */
<<threadtracker 'Lambert'>>
<<run $playerActions.push(`turn ${turns()}, Lambert: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'intro'>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Lambert."
"Evening to you Fenrose. Rare of you to join us, you usually take your supper in the tower. Or... has Merill asked you to..." He gestures at what everyone in the kitchen is desperately hoping you aren't there for. He shoos them again, to stop them from trying to listen in.
"No, nobody is being dismissed, that I know." The room <em>audibly</em> relaxes.
He shrugs and reaches out with a hand, stops, and then wipes it on the apron covering his large belly. You take it. Despite his attempts, it's still greasy. "Then what are you here for?"
"Unfortunately, I'm locked out."
"What?"
"I'm locked out."
"Oh, I was more asking why that would be a problem. Can't you... fly up there or something? You're a wizard."
"If only it were so easy. Simply put flying is <em>difficult</em>. In any case, the entire building has protections that prevent spells above a certain output threshold from being cast."
"But <em>you</em> are the building master, Fenrose."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Yes. That's right, and would you care to guess where the security system's controls are?"
Lambert slaps a fist to his palm in understanding. His eyes dart upwards for a moment to ponder a question, but he decides to keep it to himself and waits for you to continue.
"I would rather my own security system not shoot lightning and fire at me." <em>Sigh.</em>
He frowns, "Lightning?"
"A jest, those only trigger if someone attempted to cast a <em>disintegration ray</em> or such inside the tavern, or if an army invaded. At most I'd be hung upside down until the knights arrived. Still, not an ordeal I'd like to suffer. What have you made for dinner tonight?"
"Herb broiled and butter basted chicken, a bit of finely chopped tarragon and parsely, pesto on the side. We've just run out though. I've already sent a runner to fetch more ingredients. If you don't mind waiting a bit, they should be back soon. Otherwise, there's still a pot of mutton stew. Help yourself to anything you see."
"Thank you."
"Just doing my job." He returns to preparing a wellington, a special order for a customer perhaps.
<</p>>
<<listactions 'Lambert'>>
<<backlink>>
<</block>>
<<elseif $thread is 'magic'>>
<<npc 'Violet' $thread>>
<<set $dia.Lambert.lasttime = $timenow>>
<<set $dia.Violet.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Oh, Fenrose, good timing."
"Lambert? What is it?"
"<b>Violet!</b>" He calls out to the waitress, who jumps off the stack of boxes she was rummaging through, "Explain to Mister Fenrose what you suggested earlier."
"Oh! Boss-Bossman! So I heard that the tavern can shoot lightning and fire." The blue haired girl salutes you.
"No no, those only trigger in the most extreme circumstances, neither you nor any of the other tavern members are in any danger if that's what you're worried about."
"Do ya think maybe you could let me trigger it <em>on purpose</em>?" The girl flashes her pearly whites, clearly ignorant of the absurdity of her suggestion. Lambert looks at you, sighs, and then shrugs.
"Violet, why in the <em>blazes</em> would you want to do that?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Well, I was telling Bossman, I had seen lightning up close once, BOOM! The tree was on fire and everything around it cooked! If we could use that, maybe we could finish 50, no 100 plates of chicken at once!"
You gape at her. "Young lady that would burn them to... a..." You frown. It isn't an <em>impossible</em> suggestion. You'd need to modulate the voltage, you might not be able to cook anything properly, but the direction application might produce some interesting heating configurations and thus tastes. "Let me get back to you on that."
"Yay! Boss-Bossman!"
Lambert raises an eyebrow, "Fenrose?"
"Say Lambert, would have any use for a handheld applicator? Nothing like <em>natural</em> lightning of course, just something small."
The man's forehead creases. His back straightens and he touches his chin. "A <em>handheld</em> you say..."
You leave the man to his thoughts.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'stew'>>
<<set $dia.Lambert.lasttime = $timenow>>
<<set $dia.Violet.lasttime = $timenow>>
<<vignette 1>>
<<p>>
"Lambert." You walk up to the chef with an empty stew bowl in hand.
He frowns, "Is there something wrong with my recipe? It's the same as always."
"Ah well. That's exactly what I wanted to mention to you. It <em>isn't</em> the same as the usual. I believe someone has stashed one of the chickens into the bottom, I can taste it."
"<em>What?!</em>" The man storms over to the large pot and fishes with the ladle. Indeed the soft remains of a chicken come up. Anger shows on his tight expression, but as a chef he <em>must</em> now taste the result. He closes his eyes to dissect the multitude of flavors, then sighs, satisfied yet still peeved. "I'm sorry about that."
"No no, I quite enjoyed the new taste."
"Still, customers count on us to tell them <em>what</em> exactly is in the things they eat. I'll have to set it aside and cook a new batch to match the menu. And reprimand whoever put it in there. I suppose we should apologize to everyone who's ordered the stew. Thankfully no one has had a reaction, that I know of anyway, but you should check with Merill."
<</p>>
<<backlink>>
<<elseif $thread is 'Violet_missing'>>
<<npc 'Violet' 'missing'>>
<<set $dia.Violet.lasttime = $timenow>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Oh, Fenrose!" Lambert calls out to you as you enter the kitchen.
"Yes Lambert?"
"Have you seen Violet? I've been looking for her, but she's gone off and disappeared somewhere. I've asked the others and they haven't seen her." His brows knit.
"Slacking, do you suppose?"
"No, Violet complains a lot but she's a hard worker."
"Hmm... I'll let you know if I see her. Keep me informed if she still doesn't show up by the hour."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Where <b>Violet</b> have gone...? Check in later to see if she's still missing.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Lambert.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Lambert'>>
<<elseif $thread is 'chicken_1'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<run $ev.pushUnique('interrogated Lambert')>>
<<p>>
"Lambert."
"Evening Mr. Fenrose. Have you caught that chicken?" The large man is attentively managing the fire on a stove.
"You saw it?"
"Made a great big mess that one. Pity though, I could tell from a glance it would've been delicious. I'd bet good money it had been fattened. Do you think the Madam would be open to selling it?"
You silently give a prayer to the pillows in your first floor lounge for braving the woman's nasal assult, "...I somehow doubt it."
"Shame, truly a shame. It went right out the service entrance."
"Thank you."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
The plump <b>chicken</b> exited the kitchen via the service entrance.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Lambert, which way did you say the woman's pet went?"
"Out the service entrance. Good luck, Mr. Fenrose."
<</p>>
<<backlink>>
<<elseif $thread is 'Violet_chef'>>
<<npc 'Violet' 'chef'>>
<<set $dia.Violet.lasttime = $timenow>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The two of you find the portly man grumbling to himself while constantly looking between the two doors of the kitchen. He spots you and Violet immediatley.
"<b>VIOLET!</b> Just where have you— what happened are you okay did someone do something to you? Fenrose where did you find her?"
Before you can answer, Violet breaks down again sobbing, "P-Please don't fire me boss!"
"What?" The head chef takes a step back to collect his thoughts. He sighs and puts a hand to his forehead, the tomato on his palm smears against his temple.
"I'm not going to have you fired Violet."
The gal clutches her apron as though it were a priceless treasure. "Y-you promise?"
"Just don't do that again okay? It's very important the menu matches what we serve. Come to me first if you have any suggestions."
She nods. You think there's an apology somewhere amidst her sniffles, but it's somewhat difficult to tell. "Say, Lambert. The kitchen needs new hands, doesn't it?"
The man frowns, indicating that he runs the kitchen just fine but notices your glances and understands. "Uh yes. Yes we do, Mr. Fenrose. I think I need someone quick on their feet, agile and dextrous. A lively person. Do you have anyone in mind?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You prod the young lady, encouraging her to speak up. She looks up, "Can you teach me Lamby?"
He grunts, "I'm a difficult teacher, can you handle it?"
"I can!" She straightens.
"And you <em>have</em> to follow my every instruction. Do you have what it takes?"
"I do!" Her eyes light with determination, now having taken a small step towards her goal.
"Good! You begin tomorrow, I'll let Merill know that I'm taking you off her hands."
Violet wipes her face and giggles, before rushing out the doors.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"She won't be a problem for you, Lambert?" You pick up a cup and pour yourself tea from the steaming pot.
"In truth, she was hovering around the kitchen and helping with anything she could get anyone to agree have her do. She was already a kitchen assistant in everything but name, and uniform. I told her off the first time I caught her handling a knife, but I think she's been practicing anyway when I look away. Youngins' always a handful."
"You're certainly correct there." The tea has been steeped a little too long for your liking, but it warms you with every sip.
"Say Fenrose, you and Ms. Cassandra have any— Woah! Careful, that's hot tea!"
<</p>>
<<backlink save>>
<</block>>
<<elseif $thread is 'regret'>>
<<vignette 1>>
<<set $dia.Lambert.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You see the head chef frowning to himself on a stool by the store room. The grim pragmatic man is rarely in a ponderous mood so you step up to him. "Is something the matter Lambert?"
"Oh, Fenrose. No it's... nothing." He touches his chin and sighs.
"...If you say so." You turn to leave.
"Wait, a question for you Fenrose. Just a hypothetical."
"Go ahead."
"You can't possibly cook something inside out... can you?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You contemplate the question. <em>Theoretically,</em> you could concentrate high energy radiation using intersecting beams... possibly. It'd have to be tuned to resonate with something <em>inside</em> the material otherwise it'd simply sear the contact surface... perhaps water. Either way, it would be an incredibly delicate procedure.
"It's not really feasible, why do you ask?"
"No, it's just... Violet mentioned how it would fix all the problems with checking meats are thoroughly cooked, as you know each animal requires different handling. But... that's just silly, right? You couldn't achieve it by, say, cutting a hole in a turkey and then using a stick to place the fire inside it. That doesn't make any sense... does it?"
"No, that would likely not work."
"Ha, of course not." He turns to stare at the wall some more. What has Violet <em>done</em> to the man?
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'leaving'>>
<<run setup.questHandler('leaving','update')>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You walk up to the portly man when he gets a chance to take a break.
"Oh Mister Fenrose! Just who I was looking for."
"Is something wrong?"
He pats you on the shoulder and looks you straight in the eyes, "Please. Please tell Cassandra for me that her cooking is a dangerous weapon."
The dull reflection in his eyes speaks volumes on the torture he has recently been put through. You realize his complexion is pale and his hands are clammy.
You frown, "She's not <em>that</em> bad. We used to rotate cooking all the time when we were younger."
The chef's grip on your shoulder tightens, "And how many years ago was that? You do a fine job yourself with the little treats and small dishes you occasionally make for her, but I haven't seen her cook anything herself the entire time I've been under your employment, before today that is — Heating noodles with boiling water doesn't count."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Surely..."
He points at a brown gelatinous mass on a plate. The kitchen has an enchantment to keep out most pests, but it isn't perfect. A couple insects buzz here and there, noticeably on the far end away from the <em>thing</em> Lambert is pointing at.
"That's been here since this afternoon. I kept it because it's been <em>killing</em> the flies. It was supposed to be soup Fenrose. <em>Soup.</em>"
"How..."
"Don't ask me, I have no clue. She began casting spells when the pot wouldn't cook fast enough."
"You didn't have a taste... did you?"
"Unfortunately, I did."
"Do you... need medical attention?" You assess the man.
"<em>Sigh.</em> Not right now, but three hours ago I was convinced you would find I had died on the loo."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Lambert touches his forehead, "I assume the two of you are going on a trip somewhere?"
"Yes, potentially to find a new place, or maybe not a place at all. We haven't really decided."
He raises a brow at that, but lets go of your shoulder. "Fenrose. I ask that you <em>seriously</em> reconsider. Not as your employee but as a friend. For your health. I'm worried for you. Sooner or later she's going to make a batch of 'cookies' or something. I <em>tried</em> to tell Cassandra, but she's stubborn just like you."
You take a deep breath and look at the kitchen ceiling before answering, "Thank you Lambert, but I... will be fine. She'll get better..."
He sighs, "The things we do for love."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('leaving','progress')>>
<<addnote>>
If nothing else... the woman is a magus skilled at healing...
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'nextdinner'>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Oh Mr. Fenrose! Take this." The man hands you fish skewer that has been beer battered and fried.
You take a bite. The light crispy exterior crunches and breaks into flaky crisps. The interior is a warm, soft, and savory. The flesh easily pries at a touch. "It's delicious, is this today's dinner?"
"Ah oops. Forgot about this part, try again." Lambert hands you a small dish with a brown sticky tar.
You dip the deep fried fish into the sauce and take another bite. Strong pepper suffuses the soft white tissue — imparting a sharp biting flavor with a hint of gentle sweetness.
"Is there honey in here?"
The chef smiles, "Good catch. I don't think most would notice unless they took a closer look at the viscosity of the black pepper sauce."
"Wonderful."
"There's also the pot of stew if you want it."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Violet hails you when you move to grab your utensils and tableware from the cupboard, "Oh! Boss-boss—"
She pauses with her mouth open for a second before continuing, "Fenny! I washed your cup for you — it's in the rack. I think Dinny and Boss-bosswo— I mean Cassy forgot to—"
Lambert cuts her off, "Violet, we need more shallots, grab some from the back will you?"
"Off I go!" The young lady leaps out the door.
"...Lambert. What was it Violet said about Dinah and Cass handling my dinnerware?"
The large man chuckles, "I don't know what you mean Fenrose."
"A person is complicit in a crime simply by enabling it, Head Chef."
He guffaws, "You think too highly of me — even I can't see everything that happens in here."
Your eyes narrow but he doesn't explain.
<</p>>
<<listactions 'Lambert'>>
<<backlink>>
<</block>>
/* SPLIT ROUTER */
<<elseif $thread is 'rejuvenated'>>
<<if ! $ev.includes('changed clothes')>>
<<run $ev.pushUnique('changed clothes')>>
<<set $thread to 'rejuvenated_clothes'>>
<<else>>
<<set $thread to 'rejuvenated_noclothes'>>
<</if>>
<<include 'Lambert'>>
<<elseif $thread is 'rejuvenated_clothes'>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
<<if $leaveCode is '0SE'>>When you step out of the light sprinkle outside and into the kitchen<<else>>When you step into the busy kitchen<</if>>, the staff look to see who the intruder is. A few knit their brow and others have to remind them that you <em>are</em> Simon Fenrose, the proprietor and they nod in remembrance. Some continuing glancing at you discreetly.
You hang your wet coat on the rack. Liquid drips from your hair and clothes as you try to press as much water off as you can. A few people watch you work. Eventually Lambert comes over and hands you a waistcoat, shirt, and trousers.
"These are yours, Fenrose. You left them here last time it rained and never picked them up. They were washed and have been sitting in the back."
"Oh. Thank you." You glance at the dripping coat and shrug, that'll be there for next time you suppose. You take the bundle and step into the back storage room to change.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
/* NEEDS REVIEW: SHAVE */
It's a three piece with a long sleeved button up, slacks, and a dark navy waist coat. They're well made but not showy, something a person might wear to evening outing or small event.
You chuckle, there's a razor, strop, and bottle of oil with the clothes, packaged in a signature Godfrey neatness. You check the wall mirror — a bit of stubble has grown on your chin now, but you simply clean it up for now. You can't cut your own hair and instead tie it into a small neat bun with the loop Dinah gave you earlier — making a note to have Cass trim it for you later.
The room quiets when you step out and Lambert snaps at them to go back to work. He nods, "Clothes do make a man."
"I suppose they do." If you remember, these were for a small outing with foreign dignitaries. The shirt and waistcoat is taut around you now, a consequence of your rejuvenated physique.
You've always kept your muscular <em>strength</em> and suppleness, but the compact experienced-hardened tissue of an older man is quite different from the explosive sinew of youth. The fit of the black trousers have thankfully not changed much, but they're slimmer than you'd like.
<div class='thought'>'A change of <b>style</b> might not be bad, maybe a small goatee. I'll gauge people's reactions and let her decide.'</div>
<</p>>
<<actionlink 'Continue'>>
<<run setup.questHandler('rejuvenated','add')>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
"That painting doesn't do you justice, Fenrose"
"Pardon?"
"No just talking to myself. I think your voice changed a bit too. Deeper, more resonant."
<</p>>
<<set $thread to 'rejuvenated_after1'>>
<<include 'Lambert'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'rejuvenated_after2'>>
<<include 'Lambert'>>
<</block>>
<<elseif $thread is 'rejuvenated_noclothes'>>
<<run setup.questHandler('rejuvenated','update')>>
<<set $dia.Lambert.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you step out of the light sprinkle outside and into the kitchen, the staff look to see who the intruder is. A few knit their brow and others have to remind them that you <em>are</em> Simon Fenrose, the proprietor and they nod in remembrance. Some continuing glancing at you discreetly though.
Lambert snaps at them to go back to work. He walks up to you and nods, "Clothes do make a man. Are you going to keep that stubble?"
"Haven't decided — thought I'd let Cass decide. This is just what was available."
"It's nice. I like the stubble — makes you look refined. At least you have a choice," he rubs his own bald chin.
"One day." You smile.
"You do <em>not</em> want to see what happens when I try." He smiles as well.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Now you've gone and made me curious."
Ha laughs, "I think your voice changed a bit too. Deeper, more resonant."
<</p>>
<<set $thread to 'rejuvenated_after1'>>
<<include 'Lambert'>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'rejuvenated_after2'>>
<<include 'Lambert'>>
<</block>>
/* NEEDS REVIEW: SHANTY */
<<elseif $thread is 'rejuvenated_after1'>>
<<p>>
"Is it bad?"
"The opposite, though it doesn't compare with mine." He bellows a few bass notes. They're full, hefty notes that carry the weight and depth of his diaphragm, reverberating and coaxing sound out of the air with their deep echo. Surprised, you join in.
Your baritone compliments his bass well. Soon, the entire kitchen is singing. It's a silly shanty about a man who leave home to follow a treasure map, only to find its led him in a big circle.
<</p>>
<<elseif $thread is 'rejuvenated_after2'>>
<<block 'subthread'>>
<<p>>
When you finish, Lambert laughs and slaps your back, "I didn't you know could sing like that, where'd you learn?"
"I was a soldier a long time ago. There's not a whole lot to do when moving between places, you get decent eventually whether you want to or not. You?"
"I've worked in bars and kitchens my whole life Fenrose, I think it'd reasonable for me have a <em>little</em> skill." It was an understatement, the man was an excellent singer.
"You've got a nice bass." You take the glass of water Lambert hands you.
He pats his rounded potbelly, "Courtesy of my good friend. Falsetto's terrible though."
You shrug, "Can't have it all."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
The large man looks down at his potbelly and strokes a chin. "By the way, are you allowed to just <em>de-age</em> like that when you're a mage?"
"I haven't actually gotten younger unfortunately, all I've done is made what's available... more lively."
"I see."
"Having regrets about your life choices, Lambert? If you want..." You glance at his stomach.
Lambert chuckles and slaps his belly again, "Ha! No no, I do think about my <em>health</em>, but if I came home without this fellow, the kids and missus would cry. I built him over many years, we've been through a lot together. Thank you for the offer though."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
"Your health you say..." You estimate the size of his belly and wonder what his diet is.
His eyes narrow and his back straightens. "Are you doubting my credibility as a <span class='emph'>chef</span>?"
"That's not what I meant, I just thought—"
"<em>Prepare</em> yourself. You'll soon be eating so healthy you'll revert to a <em>baby</em>, and you'll enjoy every step of the journey." His grin is wide and his eyes are alight with the flame of a challenge.
You match his expression, "So be it, show me your skill friend."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<addnote>>
As long as he doesn't use bitter melons...
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* NEEDS REVIEW: next evening */
/* IDLE ROUTER:
busy snack
Violet
chicken
fish alive
song1 song4 cherries
*/
<<elseif $thread is 'idle'>>
<<vignette 0>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'busy','snack','snack',
'chicken',
'fish','alive',
'song1','song1','song4','song4','cherries','cherries','cherries',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle to [
'busy','snack','snack',
'chicken',
'fish','fish','alive','alive',
]>>
<<elseif $ev.includes('closed investigation')>>
<<set _idle to [
'busy','snack','snack',
'chicken','chicken','chicken',
]>>
<<else>>
<<set _idle to [
'busy','snack',
]>>
<</if>>
<<if $dia.Violet.chef>>
<<run _idle.push(['Violet','Violet']); _idle.flat();>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Lambert[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Lambert'>>
/* idle defaults */
<<elseif $thread is 'idle_busy'>>
<<p>>
You approach the portly man, he seems a bit too busy to pay any attention to you. Perhaps it's best to let him do his job for now.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_snack'>>
<<set _snack to [
{
item: 'a cookie',
taste: [1,2,3,4,6,7],
},{
item: 'a piece of confectionary',
taste: [1,2,3,4,6,7],
},{
item: 'a cracker',
taste: [1,2,3,4,5,6],
},{
item: 'a bag of chips',
taste: [1,3,4,5],
},{
item: 'a skewer',
taste: [1,2,3,4,5,6,7],
},{
item: 'a slice of toast',
taste: [1,2,3,4,5,6,7],
},{
item: 'fruit bar',
taste: [1,2,4,6],
},{
item: 'slice of jerky',
taste: [1,2,3,4,5],
},{
item: 'a bag of trail mix',
taste: [1,2,3,4,5,7],
},{
item: 'a pretzel',
taste: [1,2,4,5,7],
},{
item: 'a charcuterie board',
taste: [1,4,5,7],
},
].random()>>
<<set _reply = {
1: {
Simon: `You nod, "It's delicious, good work."`,
Lambert: [2,6,5],
},
2: {
Simon: `You tilt your head, "It's... different. Have you done something to it?"`,
Lambert: [1,2,3,5,6,7],
},
3: {
Simon: `You chuckle, "I'll be frank, this is bad."`,
Lambert: [1,2,4,5,7],
},
4: {
Simon: `You find yourself eating more of it without answering him.`,
Lambert: [2,6],
},
5: {
Simon: `You take another bite, "Could do with a bit more salt."`,
Lambert: [1,2,4,5,7],
},
6: {
Simon: `You shrug, "This is more to Cassandra's palete than mine."`,
Lambert: [2,4,5],
},
7: {
Simon: `You frown, "Who ordered this?"`,
Lambert: [2,3,7],
},
}>>
<<set _reply2 = {
1: `He shrugs.`,
2: `He laughs.`,
3: `He smiles, "Can't say..."`,
4: `He touches his chin, "That's odd."`,
5: `He frowns, "Not what I was expecting."`,
6: `"Ha! I'm glad you like it"`,
7: `He silently takes the item back from you, his brow creased in thought.`
}>>
<<p>>
"Lambert."
"Ah Mr. Fenrose, how is it?"
When did he hand you <<print _snack.item>> — and when did you have a taste?!
<<set _taste = _snack.taste.random()>>
<<print _reply[_taste].Simon>>
<<print _reply2[_reply[_taste].Lambert.random()]>>
<</p>>
<<backlink>>
/* gets pushed if Violet becomes a chef */
<<elseif $thread is 'idle_Violet'>>
<<set _feat to [
{
Violet: `she appears to be juggling eggs over a frying pan.`,
Lambert: [1,2,3,4,7,8],
},{
Violet: `she seems to be shucking oysters with her teeth.`,
Lambert: [1,2,3,6,7,8],
},{
Violet: `she's gesturing as though to say it'd be faster if she could just stick her arm into the pot.`,
Lambert: [4,5,7,8],
},{
Violet: `the fire is off, yet the ingredients are cooking anyway.`,
Lambert: [1,2,3,6],
},{
Violet: `she's grinding nuts into a paste with her hands.`,
Lambert: [1,2,3,6,7,8],
},{
Violet: `she has an ingredient list taped to her face.`,
Lambert: [2,3,6,7,8],
},{
Violet: `she holds the knife upside down, but that doesn't impede her in any way.`,
Lambert: [1,2,6,7],
},
].random()>>
<<set _reply to {
1: `Lambert frowns, "How are you doing that?"`,
2: `Lambert touches his chin, "That's certainly a new one."`,
3: `Lambert chuckles, "Well I'll be."`,
4: `Lambert's glare intensifies but he remains silent.`,
5: `Lambert's mouth forms a line and he holds back some choice words.`,
6: `Lambert laughs, "That went better than I thought it would."`,
7: `Lambert gives the new kitchen assistant a light forehead chop.`,
8: `Lambert smiles, but gives Violet a forehead flick anyway.`,
}>>
<<p>>
The head chef is scolding Violet for mishandling ingredients — <<print _feat.Violet>>
<<print _reply[_feat.Lambert.random()]>>
<</p>>
<<backlink>>
/* after closing investigation */
<<elseif $thread is 'idle_chicken'>>
<<p>>
"Oh, Mister Fenrose!"
"Yes?"
The head chef holds up a cookbook, "Which do you prefer?"
You note that both pages show dishes which require a brilliantly blue hen of exquisite pedigree. You shrug and point at the <<print ['left','right'].random()>>.
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_fish'>>
<<p>>
"Lambert."
"Yes, Fenrose?" The man is filleting fish and tossing it in the oil as he speaks with you. Not a single one misses its mark. Neither does any oil splash onto him or any of the nearby assistants.
"...Good work."
"Thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'idle_alive'>>
<<p>>
"Lambert"
"Fenrose, you're alive! That's wonderful." He claps your shoulder and gives you a pitying expression — then glances back at the plate of brown jelly Cassandra somehow made.
<</p>>
<<backlink>>
/* after rejuvenating */
<<elseif $thread is 'idle_song1'>>
<<p>>
Lambert sees you walk in and waves at you to join, "Gather 'round friends and lend me your ear~"
You raise an eyebrow but lend your voice, "I'll tell you a tale that y'all should have hear!"
"Of a scoundrel so dirty that all should keep clear~"
"It's an untold small quest for a princess' <em>r—</em>"
"<span class='emph'>—riches</span> and treasure so heavy so thick~" The two of you have a chuckle while singing.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_song4'>>
<<p>>
Lambert bellows with that magnificent bass of his, "Alcove and garden and humor good wit~"
You smile and join the kitchen, "She made him profess and had him commit."
"They got down to business a' lick-ity split,"
"He went on one knee and touched her pink <em>s—</em>"
"<span class='emph'>—slippers</span> and promised a life o' good flair."
Everyone laughs.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_cherries'>>
<<set _soaked = [
{
liquid: 'honey',
taste: [2,3,4,5,8],
},{
liquid: 'hot sauce',
taste: [1,2,3,4,5,6,7,8],
},{
liquid: 'fish paste',
taste: [1,2,3,4,5,6,7,8],
},{
liquid: 'lemon juice',
taste: [1,3,4,5,8],
},{
liquid: 'salsa',
taste: [1,2,3,6,7,8],
},{
liquid: 'molasses',
taste: [1,2,3,4,5,8],
},{
liquid: 'vodka',
taste: [1,2,3,4,6,7,8],
},{
liquid: 'rum',
taste: [1,2,3,4,6,7,8],
},{
liquid: 'cheese',
taste: [1,2,3,5,7,8],
}
].random()>>
<<set _reply = {
1: `It's surprisingly not bad.`,
2: `It tastes darn awful. He shrugs.`,
3: `It has a strange taste, but isn't <em>terrible</em>.`,
4: `It's sweet.`,
5: `The savory is stronger than you had expected.`,
6: `<em>Cough.</em> You're force to spit it out. Lambert chuckles.`,
7: `The <em>smell</em> throws you off and you reconsider. Lambert shrugs.`,
8: `It's delicious.`,
}>>
<<p>>
"Oh Fenrose, take this. I'm testing some ideas." He hands you one of the cherries from outside — it's been soaked in <<print _soaked.liquid>>.
<<print _reply[_soaked.taste.random()]>>
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Lambert'>>
<</if>>
<<set $thread to undefined>>/*
█ █ █████ ████ ███ █ █
██ ██ █ █ █ █ █ █
█ ██ █ ███ ████ █ █ █
█ █ █ █ █ █ █ █
█ █ █████ █ █ ███ █████ █████
SECTION: Merill
*/<<if ! $thread>>
/* these trigger immediately */
/* first time speaking */
<<if ! $dia.Merill.intro>>
<<set $thread to 'intro'>>
/* younger */
<<elseif $ev.includes('rejuvenated') && ! $dia.Merill.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* leaving */
<<elseif $ev.includes('next evening') && ! $dia.Merill.leaving>>
<<set $thread to 'leaving'>>
/* check for allergic reactions with Merill */
<<elseif $dia.Lambert.stew && ! $dia.Merill.stew>>
<<set $thread to 'stew'>>
/* baby event, Cassandra must be available */
<<elseif $dia.Dinah.uniqueclient && setup.findPerson('Cassandra') && ! $dia.Merill.uniqueclient>>
<<set $thread to 'uniqueclient'>>
/* these trigger as soon as possible */
/* new position, common room */
<<elseif $ev.includes('Richenza left') && ! $dia.Merill.flares>>
<<set $thread to 'flares'>>
/* small display of adroitness */
/* new position, back in dining room */
<<elseif
(setup.findPerson('Merill') === '0DR') &&
$ev.includes('closed investigation') && ! $dia.Merill.balance
>>
<<set $thread to 'balance'>>
/* these trigger after delay */
<<elseif $timenow - $dia.Merill.lasttime >= random(5,7)>>
/* set up for friends */
<<if $ev.includes('began investigation') && ! $dia.Merill.friends>>
<<set $thread to 'friends'>>
/* after speaking to Fabian about Zachary */
<<elseif $dia.Fabian.shady && ! $dia.Merill.shady>>
<<set $thread to 'shady'>>
/* should trigger somewhere very early in game */
<<elseif ! $dia.Merill.food>>
<<set $thread to 'food'>>
/* mention summer cabin */
<<elseif $ev.includes('asked about master key') && ! $dia.Merill.summercabin>>
<<set $thread to 'summercabin'>>
/* customers rising up to defend Merill, only in dining room */
/* should trigger before getting key */
<<elseif
$ev.includes('obtained master key') &&
setup.findPerson('Merill') === '0DR' &&
! $dia.Merill.customers
>>
<<set $thread to 'customers'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Merill')>><</done>>/* fetch thread */
<<run setup.fetchThread('Merill')>>
/* trackers */
<<threadtracker 'Merill'>>
<<run $playerActions.push(`turn ${turns()}, Merill: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'intro'>>
<<vignette 1>>
<<set $dia.Merill.lasttime = $timenow>>
<<p>>
"Rosy!" <em>Rosy</em>, a pet name the woman uses for you. The feminine name unquestionably doesn't fit an old man like you, but you let it be since the woman herself seemed happy enough to use it, and she <em>is</em> happy to see you despite your furrowed brows and downturned lips that threaten to drop off your face entirely. Merill stands at a diminutive 140cm, but the force of her charisma far transcends her small figure. The bubbly matron commands the very atmosphere with her presence, the definition of a social butterfly.
"Merill, how are things?"
"You didn't have to come all the way here to just to ask how we're doing, though I'm happy you did. I can't remember the last time you dropped by in the evening. I'm sure the regulars will like seeing your face."
"Well, it's... there are reasons. I suppose I can stop by more often." Possibly with a mask next time. Yes, that should satisfy her requirements. And earplugs. And an invisibility cloak.
"You'll be the first to know if anything happens. Well maybe except for Godfrey. I'm not sure anything ever gets gets past him." She tilts her head to contemplate <em>just</em> how much Godfrey knows.
"Not surprising." Given the man's rigid orderliness and that he maintains the building himself, he likely knows how many nails the structure has.
"I'll be here if you need me, go say hi to others for me!" She performs a half turn with her arms out and skips over to the nearest table.
<</p>>
<<listactions 'Merill'>>
<<backlink>>
/* CONSECUTIVE ROUTER: MASTERKEY */
<<elseif $thread is 'masterkey'>>
<<if $dia.Merill.masterkey === 1>>
<<set $thread to 'masterkey_1'>>
<<else>>
<<set $thread to 'masterkey_else'>>
<</if>>
<<include 'Merill'>>
<<elseif $thread is 'masterkey_1'>>
<<set $loc[$here].lasttime = $timenow>>
<<removequest 'key_Merill_Godfrey'>>
<<addquest 'key_2DO'>>
<<run $ev.pushUnique('asked about master key')>>
<<vignette 1>>
<<p>>
"Merill."
"Rosy." The woman prances up to you, pauses, then tiptoes.
"Do you have the master key? I need to let myself into one of the rooms."
"Oh. No the girls keep that up in our room, the dormitory I mean, so whoever needs can grab it."
"Thank you."
"Of course~"
<</p>>
<<backlink>>
<<elseif $thread is 'masterkey_else'>>
<<p>>
"Merill, where did you say the master key was kept?"
"That'd be in the dorm room, Rosy!"
"Thank you."
<</p>>
<<backlink>>
<<elseif $thread is 'friends'>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Oh Rosy!" Merill hails you when you pass.
"Yes?"
"I saw that couple on the terrace you were talking to earlier leave — you seemed close. Nice people! They didn't say goodbye to you though, so I thought I'd let you know."
"Ah thank you. I have no doubt they'll be back again soon."
Merill tilts her head at you, "Who are they anyway? I think I remember the name Baldwin and Felice, but I can't remember where..."
It would've been over a full decade ago that the two of them reigned — it's no surprise that their names slipped Merill's memory, even if she is quite the social butterfly. You touch your chin, "Just some old acquaintances, a silly couple."
"Not your friends?"
You purse your lips, "...I suppose you could call them that."
Merill squints at you, "Do you not like that word?"
"No it's just... I prefer the term close acquaintance is all."
The little matron frowns, not entirely convinced — but she gives you a friendly hug and laughs, "Well <b>I</b> like the word, so I'm going to call you friend whether you like it or not!"
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
It isn't as though I <em>dislike</em> the word... it has merely dug up unsavory memories recently.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* SPLIT ROUTER: CABIN INTRO */
<<elseif $thread is 'summercabin'>>
<<if $dia.Fabian.summercabin>>
<<set $thread to 'summercabin_nointro'>>
<<else>>
<<set $thread to 'summercabin_intro'>>
<</if>>
<<include 'Merill'>>
<<elseif $thread is 'summercabin_intro'>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Hiya Rosy! Can I borrow your telescope later?"
You frown, "Merill, the telescope weighs half a ton. It's built into the building."
She laughs, "No you silly. The small one we use at the summer cabin."
The cabin is a nice vacation retreat — despite being only a short distance away from the capital. The mountain villa has a clean crisp atmosphere that you and ?Cassandra quite enjoy. One year, instead of just Baldwin and Felice, the entire tavern staff tagged along.
Now it's a something of a company holiday for everyone to spend two weeks there during the summer — everyone who <em>wants</em> to go anyway. The others gets an extra two weeks of vacation.
"Merill, that one's at the cabin." You <em>could</em> go fetch it, but it'd probably be better and faster to just buy a new one here at the capital.
"Oh." Her shoulders drop and the light in her face winks out.
"Why do you ask?"
"I heard there'll be a meteor shower."
"Hmmm Foteina Skata should be two weeks from now. You're in luck. You don't need a telescope to see a meteor shower — just clear sky and a nice wide view. We can even host a viewing at the tavern. If there are clouds, I'll move them out of the way for you."
"You're the best Rosy! I love you!" She gives you a hug and skips away.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
It might not be a bad idea to obtain a telescope for the staff. They seem to enjoy using it at the cabin.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'summercabin_nointro'>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Hiya Rosy! Can I borrow your telescope next week?"
You frown, "Merill, the telescope weighs half a ton. It's built into the building."
She laughs, "No you silly. The small one we use at the summer cabin."
"Merill, that one's at the cabin." You <em>could</em> go fetch it — the cabin is only a short distance away — but it'd probably be better and faster to just buy a new one here at the capital.
"Oh." Her shoulders drop and the light in her face winks out.
"Why do you ask?"
"I heard there'll be a meteor shower."
"Foteina Skata. You're right — that is next week. You're in luck. You don't need a telescope to see a meteor shower — just clear sky and a nice wide view. We can even host a viewing at the tavern. If there are clouds, I'll move them out of the way for you."
"You're the best Rosy! I love you!" She gives you a hug and skips away.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
It might not be a bad idea to obtain a telescope for the staff. They seem to enjoy using it at the cabin.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'stew'>>
<<vignette 1>>
<<set $dia.Merill.lasttime = $timenow>>
<<p>>
"Merill, has anyone had a poor reaction to the stew tonight?"<<if $ev.includes('Richenza left') && ! $ev.includes('closed investigation')>> The small woman has just finished delivering 12 mugs to a rowdy table, with the help of other patrons who stepped up despite her insistence that they leave it to staff members. She scolds them with hands on her hips, but they just laugh it off.<<else>> The small woman is in the middle a game of charades wearing props undoubtedly borrowed from Dinah.<</if>>
"No, why do you..." she stops to think, "There <em>was</em> one customer actually who complained. Well, not <em>complain</em>. Objected? Disapproved? Proclaimed? Raved? Anyway he made a scene, but this was right before Fabian threw him out for other things anyway."
<<if $dia.Merill.shady || $dia.Fabian.shady>>
"The strange man with the beaver suit reselling keys?"
"Yep, him."
<<else>>
"What other things?"
"Oh, he was thrown out for trying to resell room keys."
<</if>>
"Hmmm... in any case, could you apologize on my behalf to everyone who's ordered the stew and let them know they can have a new bowl when it's ready, free of charge?"
Merill stops, "Is there something wrong with the stew? And I thought there were more people ordering it tonight..."
"No, the recipe is simply different than stated. There was chicken in there."
<</p>>
<<backlink>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Merill.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<elseif $dia.Merill.chicken === 2>>
<<set $thread to 'chicken_2'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Merill'>>
<<elseif $thread is 'chicken_1'>>
<<run $ev.pushUnique('interrogated Merill')>>
<<npc 'Beatrice' 'chicken'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Rosy!" Merill is contently kicking her legs on the couch with a game of Argent's Cross in front of her and another waitress.
You examine the board, "Your mage is unprotected, he'll die next turn."
<<if $dia.Beatrice.intro>>
<<npc 'Beatrice' 'intro'>>
"What?! No way! Beatrice save me!" She looks to other girl pleadingly.
Beatrice simply shakes her head apologetically — you've only heard her speak a handful of sentences at most the entire time she's worked for you. She gestures that her paladin is too far away — and already injured.
<<else>>
"What?! No way! Beatrice save me!" She looks to other girl pleadingly.
Beatrice shakes her head apologetically and gestures that her paladin is too far away — and already injured.
<</if>>
"The dragon performs a heart stab on the closest target after a flame breath." You pick up the next card from the deck and flip it over. Indeed, as described a skewering claw is next.
"Boo!"
"Why is he in the front anyway? Should've kept him in the back." There <em>is</em> a move she can make, but it requires sacrificing a swordsman — a questionable trade.
Merill grimaces and rolls for damage numbers. Her legs are no longer cheerfully kicking the cushions.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"By any chance, have you seen a chicken?"
"I did!"
"You did?"
"All blue and everything, I wanted to catch him because he looked so fluffy, but he was too quick."
"Which way did it go?"
"I lost sight of him down the hall, but I don't think he's here anymore." She points down the hall.
"Thank you Merill."
"Come play a game with us next time!"
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
The fluffy <b>chicken</b> went down the 2nd floor hall.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'chicken_2'>>
<<run $ev.pushUnique('saw Cassandra room')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Hello Merill."
"Rooooosy."
"Which way did you say the chicken went?"
"Down the hall." She points towards the baths.
"Any chance it could still be in here, on this floor?"
She tilts her head, "I think the one of the girls would've told me, unless it snuck into Cass' room..."
"She's not being a bother to you?"
"Who, Cass? No, it's absolutely adorable how—" Merill clamps a hand over her mouth, "I didn't say anything."
Cassandra? Adorable? Are you talking about the same woman?
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Cassandra's bubbliness only peeks through when we drink nowadays... maybe she's different with the others?
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Merill, which way did you say the chicken went?"
"Down the hall, came up from the stairs."
<</p>>
<<backlink>>
<<elseif $thread is 'flares'>>
<<vignette 1>>
<<set $dia.Merill.lasttime = $timenow>>
<<p>>
"Merill, what is it that you and the others do for fun around here?"
"Hi Rosy! Play games mostly, read, or take a walk in the woods nearby."
The tavern is located at the furthest edge of the city, not even the majestic walls of the capital encircle every part of its inhabited land. Rather these spots are more common <em>precisely</em> because the capital is so large. "The woods, isn't it dangerous?"
The petite woman bites a lip in thought, "Mmmmmmm sometimes we run into animals or travelers, but it's mostly quiet out here if you go away from the main road. I have everyone take a flare just in case though."
"Wise decision. I'll ask Godfrey about those flares later."
"Oh! It was Cass' idea actually. Do you need one Rosy? We keep them by the service door so anyone can just grab one."
Cassandra's idea...? You have a bad feeling about this. You should probably take a look at those flares later.
<</p>>
<<backlink>>
<<elseif $thread is 'shady'>>
<<vignette 1>>
<<p>>
"Merill. Fabian mentioned something about a character attempting to reserve guestrooms and resell them?"
"Oh hey Rosy. I don't know that much, I just overheard him talking about selling his room key to someone on the tavern floor, and they aren't allowed to do that so I had Dinah look into it. She's the one who had Fabian kick him out. I hope he wasn't hurt too bad."
<</p>>
<<backlink>>
<<elseif $thread is 'balance'>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 1>>
<<p>>
"Oh Rosy, grab that for me will you?" She points to an empty mug on the table with her nose. You do, but you're unsure what to do with it since both of her hands are occupied.
Merill gestures with a foot for you to place it on top of head which you do. She then proceeds to nimbly make her way back to kitchen, but not before picking up <em>another</em> mug with her teeth.
<</p>>
<<backlink>>
<<elseif $thread is 'customers'>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Merill."
"Yes Rosy?"
"The customers haven't given you any problems have they? I know the rowdy sort frequents the lower level. The men especially, can be problematic with their treatment of women."
Merill frowns in thought, "No... I don't think so. I know a lot of people <em>act</em> tough, but we tell them to be polite when they first visit, and they are..."
A man in rusted chainmail to your left looks at Merill's frown, then stands. He sets down his mug to face you, "Sir, are you bullying Merill?"
Another man stands, his chest is covered in gruesome tattoos, "What did you say Oliver? Someone's bullying Merill?"
A woman turns and holds her cutlery like a sword. "Everyone! We have a problem! Merill, behind me."
Before long, you have the entire tavern up in arms against you, glaring.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Your small employee's brow knits and she opens her mouth to speak, but someone tells her everything is okay, that they'll get the mean old man off her. <em>Clearly</em> the customers are not a problem. Or rather, they might be a <em>different</em> sort of problem than the one you were imagining.
"Ah no. I was <em>not</em> bullying Merill. I was merely speaking to her about—"
"Then why does she look like she's about to cry, <em>HUH?</em>" The man with tattoos steps forward, chest puffed and fists raised. You can see now that the ink depicts the bloody carcass of a wolf. Curious choice.
"Well..." This is certainly a new experience. The customers that <em>do</em> recognize you as the tavern owner shrug, indicating you did this to yourself.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<b>"EVERYONE STOP."</b> Merill wipes a tear from her eyes while standing atop a table. Her voice <em>booms</em> off the walls, her small figure shakes with vexation. The temperature in the room drops as everyone freezes under the weight of her piercing glare. "This man is my employer, Simon Fenrose. He was just asking about my job. Even if he wasn't, is that any way to treat another customer?! Oliver, put down that sword <b>this instant!</b>" The man bows his head and lays the sword on the ground.
"Mildred, I do <b>not</b> appreciate you speaking for me." The woman quickly apologizes and shrinks into her seat. If it was possible for a person to disappear from sight entirely by curling up, then she certainly made a good effort.
"Hakon, <b>STOP</b> with the threatening. And cover up your chest, there are children here!" The tattooed man quickly buttons up his sleeveless shirt, then asks to borrow a cloak from his friend.
After several more rebukes, Merill tells everyone to go back to their business. The crowd disperses, mostly with their head hung.
"Sorry about that Rosy, they mean well, but sometimes they're like children."
"So... no problems then?" You remember Fabian's offhand comment, perhaps a prophecy in disguise.
"Nope!"
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'food'>>
<<vignette 1>>
<<p>>
"Rosy! What's your favorite food?"
"Hm?" You stop to think for a moment. It's a surprisingly difficult question. "I'm not particularly picky, but perhaps tomato lentil soup with goat cheese, onions, potatoes, garlic, and a pinch of oregano and basil. Simmered for an hour so that the ingredients are soft. Why do you ask?"
She scribbles the dish onto a pad, "Oh nothing, hehe. Forget I even asked."
"...Sure?"
<</p>>
<<backlink>>
<<elseif $thread is 'work'>>
<<run $ev.pushUnique('stage set')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Merill."
"Rosy~" She waves goodbye at a customer who clearly wants to stay and talk to her some more despite being dragged away by their significant other.
"This is going to sound ridiculous, but I need you to give me some work. Specifically around the tavern."
Her eyes twinkle. "Could you repeat that, I don't think I heard you properly."
"I need some tavern work."
"I have been waiting for this day!" She stands up on top of the counter, "Friends friends! We have a <em>very</em> special guest with us today!"
How in the world is she able to project her voice like that? The tavern quiets to let her speak.
"Our <em>very own</em> Simon Fenrose has agreed to perform on stage!"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<removequest 'get_employed'>>
<<removequest 'Merill_employment'>>
<<p>>
Wait what?! You begin to protest, but the roars from the people around you are unstoppable, "Fenrose! Fenrose! Fenrose!" You even hear someone shout "Storm Sword!" You wince. If you could reach your bed, you'd crawl under it.
"Now he's shy so he might need a little time to prepare, but I guarantee you won't be disappointed by the <em>one</em> and <em>only <b>Dragon Slayer of Asteria!</b></em>"
<div class='thought'>'Please stop, Merill.'</div>
She sits on the counter after giving her speech. Even sitting on top of a table, she barely meets eye level with you. "I've set the stage just like you wanted, Rosy!"
"This is not at all what I wanted Merill."
"Hehe oh you, I'll tell the other performers so take as much time as you need. Step onto the stage when you're ready!"
<</p>>
<<actionlink 'Contemplate your life choices' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<addquest 'go_0ST'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'review'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Merill runs up to hug you, "I knew it, I knew it, I knew it! I just love how the heroes assembled to fight that big bad dragon right when everyone thought it would win, and then how you stood up to it at the end! Those sparks, the boom, that blue <em>flash</em>! That was you right? Of course it was you with the magic sword! But who was that last person? Everyone knows there are only <em>three</em>—"
"Merill."
"Oh sorry sorry. You must be so tired after that performance, I can't imagine how much strength it took to project that over the entire room, and to control the lights too! It was all so amazing!"
You scratch a cheek. You're used to compliments in the political scene, but rarely are they so honest, genuine, and candid. Coming by to perform every once in a while might not be so bad. "It wasn't too taxing, just light shapes with fine control. The hardest part actually was dimming all the chandeliers."
"Hehe, I'm so glad you came in today Rosy. Oh oops, a customer is calling for me, gotta go!" She skips away. If she weren't indoors, you're certain she'd be cartwheeling her way over to the person who called out to her.
<</p>>
<<backlink>>
/* REVIEW?: NEW SIMON / CASS LOVE */
<<elseif $thread is 'uniqueclient'>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
<<if ! $ev.includes('Richenza left') || $ev.includes('closed investigation')>>You walk up to the short matron when she's finished clearing a table, <<else>>You walk up to the small woman, she has just finished a game of Hearts, <</if>>"Merill. Do you have a minute?"
"Oh Rosy! I've got a whole lot of minutes for you, what's up?"
"The middle guest room on the first floor, what's this about an invitation of some sort?"
Merill immediately falls silent and begins fidgetting. She glances away, adjusts her attire, and preens her hair. "Uhm, Simon."
"Yes... Merill?"
"D-Don't you have uhm... Cass?"
You frown, "I don't understand the nature of your question."
"Are-are you interested in that kind of thing...? Is... that why you've come to me? D-does she know?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You contemplate the question for a moment. Certainly, Cassandra would know the inner workings of the tavern operations better than you, even if she perhaps spends more time inside the tower than out whenever you're home, since she lives amongst the staff. "In all likelihood she does know, but I've come to you Merill. Cassandra can sometimes be... difficult."
"C-communication is very important for relationships!" Merill suddenly shouts.
You pause, what does this have to do with the current conversation topic? It isn't <em>incorrect</em> though. "Yes. Yes it is Merill. Now can you tell me about the invitations?"
The woman in front of you looks at her feet and mutters, "I... didn't think <em>you</em> would ask me for this Simon... Is this... a kink?"
"I was hoping <em>you</em> could tell me Merill." If there's a kink in the tavern proceedings, then you should definitely be informed.
"<span class='emph'>ME?!</span>" She takes a deep breath and looks up at you. "O-okay. I'll- I'll do it! B-but I'm going to tell Cass too!"
You tilt your head at her, "...Go ahead?"
"M-meet me in the guest hall in fifteen minutes." She puffs up her chest and nods to herself, pumping herself up <<if ! $ev.includes('Richenza left') || $ev.includes('closed investigation')>>before heading up the stairs.<<else>>before heading down the stairs.<</if>>
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'leaving'>>
<<run setup.questHandler('leaving','update')>>
<<set $dia.Merill.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you step into the dining room, the small woman skips up and then prances about you in a circle.
"...yes Merill?"
She smiles, "Oh I was just making sure you were real. Two evenings in a row! Can we go for three? Are you going to put on another show for us?"
"Hmph, perhaps not. I think the usual performers are doing their job splendidly." You glance over. Today an illusionist practices his art on stage, a man with skill in <em>misdirection</em>. You nod in satisfaction as he places his assistant in a box and saws her in half. She sticks her tongue out at him.
"Rosy, we'll be fine, so go have fun." She gives you a hug and then beams.
"Pardon?"
"Hehe, I think it's not hard to put the pieces together. You come down this morning <em>grinning</em>, Cass skips about giddily and spends the entire day asking everyone what outfits look nice, the town can't stop talking about how the royal adjutant quit today, and you come by two nights in a row."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
The edge of your lips curl, "I'm no match for you my little friend."
She tip taps at the word, "It's a good look on you, you should smile more Rosy. I think the ladies would like it, or rather Cass. I'm sure she'll chase all of them away."
"Enough teasing the old man." You take a seat along the wall and she joins you.
"Have you decided where you're going yet?" Her legs kick up and down like a child.
"I'm not sure, maybe to the far side over the mountains. I had a friend a long time ago who would tell me the fish just doesn't compare. Apparently they eat it raw over there."
"Raw fish?! Eugh." Merill sticks her tongue out.
"He was a complete nut, went as far as imitating their attire — though only haphazardly — simply because it made him look <em>cool</em>, whatever that is supposed to mean."
"He sounds fun!"
"I think the two of you would've gotten along."
A woman calls out to her and she stands to give you another hug, "Send letters! I'll be mad if you don't come back to see us every once in a while."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('leaving','progress')>>
<<addnote>>
Letters... I should get my signet ring updated too.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'rejuvenated'>>
<<run setup.questHandler('rejuvenated','update')>>
<<set $dia.Merill.lasttime = $timenow>>
<<npc 'Beatrice' 'rejuvenated'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The bar matron squints at you from across the table and taps her index fingers together in doubt. She scrutinizes your chestnut brown hair and the tight waistcoat stretched across your firm chest. "Are you <em>really</em> Rosy... and not his son?"
She came to take your order when chose an empty table to have a small break, and took the seat across from you when you explained who you were.
"Merill, who would I even have a child <em>with?</em>"
"Trick question! Someone else might have said Cass."
You cough and splutter on the water at the first part of her sentence but she continues.
"...but I know the two of you didn't have one... <span class='emph_light'>SO!</span> You must be Rosy's <em>adulterine!</em> An illegitimate child! I bet you've come to settle your grievances with your father, for abandoning your mother. Tsk tsk, that Rosy."
You place a palm to your forehead. "Merill. It's me. Simon. I am Simon."
"I've seen cases where fatherless children get it in their heads that they have to <em>become</em> the man their mother misses to compensate for the hole in their family, but I haven't seen one quite like you where you claim to be the person himself."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<em>Sigh.</em> "What will it take to convince you that I am who I say I am?"
"Not much, just a large bonus and maybe some more vacation time." She laughs and pokes your face to make sure it's actually a real face.
"You've got four weeks and haven't even used them yet."
"I'm saving it. Beatrice wants to visit her family and asked me to come along."
"Where <em>does</em> she come from?" The quiet woman has never told you and you never thought to ask.
"Can't tell you, it's a secret!" Merill smiles, but the declaration only makes you <em>more</em> curious.
"You can give me a little hint, can't you?" Someone taps you on the shoulder from behind and you turn.
Beatrice tucks her short hair behind an ear and holds up a pad, <span class='quote'>'No prying!'</span>
"Is it on this side of the mountains?"
<span class='quote'>'No prying!'</span> She taps the words again.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You touch a chin and consider, "Answer with 'No prying' if it's on this side of the mountains."
This gets her to pause but that tells you what you need to know. So it <em>is</em> on this side of the mountains, then why would it take so long to get there? Unless the time isn't in <em>travelling</em> there...
"I think I deserve <em>one</em> answer. Just one." You say to her.
<span class='quote'>'Fine.'</span> She sighs and puts her hands on her hips.
You lower your voice and lean in, "Beatrice, by chance are you a nymp—"
She slams the wax pad against the top of your skull and stomps away.
Merill laughs, "That wasn't very nice Rosy."
"Sorry, curiosity got the better of me. I'll make it up to her later." If Beatrice was <em>really</em> mad, she probably would've used a chair. You should still apologize though.
"Don't tell anyone else."
"I won't. Who else knows?"
"Cass, probably Godfrey. I think Fabian too, he's perceptive, but he hasn't said anything. Kay I think that's enough of a break." Merill stands and stretches before waving and heading back to work.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<addnote>>
Nymphs, a <em>very</em> secretive bunch. Beatrice does a good job masking her identity, but she should appreciate a small tool to help with the task. A necklace maybe.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'midnightball'>>
<<removequest 'complete_compendium'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Merill bounces up to you holding an envelope, "Rosy!"
"Merill?"
"Rosy?" She mimics your head tilt. When you furrow your brow in confusion she laughs, "I've got an invitation for you!"
"What for? And I think I've had one from you—"
"NOT <em>that one.</em>" She purses her lips and pinches her forehead considering whether she should now withhold the good news.
This time you laugh, "Right of course not."
"There's going to be a ball, and you're invited!" She hands you the envelope, inside is an intricately lettered card describing an event the tavern is hosting <em>tonight</em>.
"When did you and Godfrey even have the time to set this up? And how do we have enough people to even have an event like this?"
She chuckles, "You've caused more than one big scene tonight, and word spreads quickly. I don't think I need to tell you, but dress your best! That suit you have is nice!"
"Thank you, it's a gift from Cass. I quite like it myself as well."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'midnightball'>>
<<run $ev.pushUnique('invited to dance')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* IDLE ROUTER:
you spelling
headpat
song3 perform
song2 zoom
song5 son
*/
<<elseif $thread is 'idle'>>
<<vignette 0>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'you','spelling',
'headpat',
'song3','perform',
'song2','zoom',
'song5','song5','son','son',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle to [
'you','spelling',
'headpat',
'song3','perform',
'song2','song2','zoom','zoom',
]>>
<<elseif $ev.includes('worked')>>
<<set _idle to [
'you','spelling',
'headpat',
'song3','song3','perform','perform',
]>>
<<elseif $ev.includes('Richenza left')>>
<<set _idle to [
'you',
'headpat',
]>>
<<else>>
<<set _idle to [
'you','spelling',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Merill[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Merill'>>
/* idle defaults */
<<elseif $thread is 'idle_you'>>
<<p>>
"Merill."
"Rosy~" She pauses, "Did you need something?"
"Mmm, no not at all."
"Oh you!"
<</p>>
<<backlink>>
<<elseif $thread is 'idle_spelling'>>
<<p>>
"W-i-z-a-r-d!" Merill chants while handing you a glass.
"Yes?" As far as you know, you're the only wizard about.
"Oh, I'm just teaching the children how to spell."
<</p>>
<<backlink>>
/* after taking break */
<<elseif $thread is 'idle_headpat'>>
<<p>>
"Rosy!" She tiptoes, pauses — then draws a chair to stands on it.
"Yes Merill?"
"Nothing." She pats your head, gets down, and laughs.
<</p>>
<<backlink>>
/* after working */
<<elseif $thread is 'idle_song3'>>
<<p>>
Merill appears to be leading a chorus from the middle of the dining room, "Dagger so fast it impressed the fair lass~"
You raise an eyebrow, should they be singing this with children around?
The patrons continue, "She stopped the good guards and gave him free pass!"
"Waved at the scoundrel and tapped on her glass."
"She skipped down to see him and to show him her <em>a—</em>"
"<span class='emph'>—alcove</span> and garden and humor good wit!" The people cheer. Some have their hands over their children's ears but they smile nonetheless.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_perform'>>
<<p>>
"Rosy!" Merill skips up and hands a page.
"What's this Merill?"
"A petition for you to perform again." She beams. Indeed on the page is a list of signatures.
You chuckle, "Another day perhaps."
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_song2'>>
<<p>>
The little matron spins about and pokes you until you join in the choir. "Riches and treasure so heavy so thick~"
"Hidden away in a castle of brick.""
"The walls were so tall and resistant to trick!"
"...but the gates were unlocked by a thrust of the <em>d—</em>"
"<span class='emph'>—dagger</span> so fast it impressed the fair lass!"
You find yourself smiling with the rest of them.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_zoom'>>
<<p>>
You pull a chair at an empty table. Merill zips by and places a glass of water on the table before zooming away before you can even say anything.
<</p>>
<<backlink>>
/* rejuvenated */
<<elseif $thread is 'idle_song5'>>
<<p>>
Merill waves at you to join and several people clap you on the back. "—slippers and promised a life o' good flair."
"I'd like to keep on there's much more to share."
"It seems we're done though I'm getting a glare..."
"but a confession I have she's standing right there!" At this point, the husbands have pointed at their wives. Some glare as per the song's instructions, but most are laughing as well.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_son'>>
<<p>>
"Merill"
"Rosy! Tell your son I said hi!" She beams and skips away laughing.
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Merill'>>
<</if>>
<<set $thread to undefined>>/*
████ ███ █ █ ███ █ █
█ █ █ ██ █ █ █ █ █
█ █ █ █ █ █ █████ █████
█ █ █ █ █ █ █ █ █ █
████ ███ █ ██ █ █ █ █
SECTION: Dinah
*//* thread checker */
<<if ! $thread>>
/* YIP CATCHER */
<<if $dia.Dinah.hardliquor_3 && ! $dia.Dinah.unyipped>>
<<set $thread to 'catchAll_yipped'>>
/* these trigger immediately */
/* getting younger */
<<elseif $ev.includes('rejuvenated') && ! $dia.Dinah.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* leaving */
<<elseif $ev.includes("next evening") && ! $dia.Dinah.leaving>>
<<set $thread to 'leaving'>>
/* after seeing client exit invitation only room */
<<elseif $loc['1HW'].uniqueclient && ! $dia.Dinah.uniqueclient>>
<<set $thread to 'uniqueclient'>>
/* these trigger as soon as possible */
/* mention cosplay after checking room */
<<elseif $ev.includes('checked 1SB') && ! $dia.Dinah.cosplay>>
<<set $thread to 'cosplay'>>
/* these trigger after delay */
<<elseif $timenow - $dia.Dinah.lasttime >= random(5,7)>>
/* after seeing Zachary climb onto terrance
& speaking to Merill about him */
<<if $dia.Merill.shady && ! $dia.Dinah.shady>>
<<set $thread to 'shady'>>
/* after beginning investigation */
<<elseif $ev.includes('began investigation') && ! $dia.Dinah.hardliquor_1>>
<<set $thread to 'hardliquor_1'>>
/* invite to drinking contest */
<<elseif
($loc['1S1'].hardliquor && $loc['1S2'].hardliquor) &&
($dia.Cassandra.hardliquor_1 && $dia.Cassandra.midcourt) &&
($dia.Dinah.hardliquor_1) && (! $dia.Dinah.hardliquor_2)
>>
<<set $thread to 'hardliquor_2'>>
/* finish up hard liquor */
<<elseif $dia.Dinah.drinkingcontest && ! $dia.Dinah.hardliquor_3>>
<<set $thread to 'hardliquor_3'>>
/* if passed through bar at least 4 times,
minimum after about master key */
<<elseif
$ev.includes('asked about master key') &&
($loc['1LB'].all >= 4) &&
(! $dia.Dinah.bartendertrick)
>>
<<set $thread to 'bartendertrick'>>
/* genuine care from Simon */
<<elseif
$dia.Dinah.leaving &&
$ev.includes('made love') &&
! $dia.Dinah.care
>>
<<set $thread to 'care'>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Dinah')>><</done>>/* fetch thread */
<<run setup.fetchThread('Dinah')>>
/* trackers */
<<threadtracker 'Dinah'>>
<<run $playerActions.push(`turn ${turns()}, Dinah: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
/* TOPIC: LIQUOR, COLLECTION */
/* NEEDS REVIEW: SPACING */
<<if $thread is 'intro'>>
<<removequest 'go_1SH'>>
<<set $dia.Dinah.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The bar itself is a long cherry wood countertop fashioned from a single giant log. It's varnished surface is a deep earthen shade of mahogany. You give it a knock and it responds with a satisfying echo.
The shelves on the wall hold an assortment of liquors and spirits. Some are never opened because no one can afford to buy a glass. The <em>truly</em> rare vintages are kept in your tower alongside some favorites, though most were actually picked out by Cassandra. You've even got a bottle of <span class='wyvernflame'>Wyvern Flame</span>. The rare Renwick gin is considered by most to be a <em>weapon</em> rather than alcohol since a person first needed to protect their stomach lining before drinking, unless they wanted ulcers.
Neither you or Cassandra could taste anything the next day. Dinah had wanted to try as well, but you forbade it since she had no means to protect her intestines, though... she <em>did</em> have a mysterious fever shortly after you obtained the bottle now that you think on it. That rascal.
You would <em>consider</em> robberty to add a bottle of <span class='clocknectar'>Clockwork Nectar</span> or maybe <span class='midcourt'>Midnight Courtier</span> to the collection. The former isn't particularly expensive but transportation is tricky because it vaporizes and oxidizes <em>extremely</em> quickly. Containers had to be hermetically sealed, which essentially meant the liquor only left Hann in glass bottles meant to be individually consumed. The latter however... is prohibited by law in every country this side of the mountains.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Further out, small tables speckle the floor along with several comfortable sofas and recliners lining the walls. There are fewer customers up here on the lounge, partially because the available space is itself smaller, but mostly because the atmosphere is conducive to more intimate interaction. Several guests sit at the provided stools at the bar, each conversing with a partner.
You recognize the dancer on stage from before; it's hard not to notice the glittering assortment of jewelry she uses to stylize her performance. No less than three men and even one woman are giving her attention at the far end of the bar.
Dinah skips over and gestures at a stool. She immediately begins pouring a glass of your favorite champagne. "<em>The</em> Simon Fenrose, visting my establishment. To what do I owe the honor?"
The bartender to your tavern is a charming young woman with an infectious amiability and a mischievous streak. She moves with an energetic zealand the hint of smile perpetually on her lips. Her tail flicks with her speech like a quirky extra hand that emphasizes her words and gestures. More than one patron follows her with their eyes and you're sure she could give the dancer a run for her money if she choose to compete.
"You mean visiting <span class='emph'>my</span> establishment." You remember Fabian's words and note with a small bit of comfort that her tail has <em>not</em> skewered anyone today. Or if it had, the woman it belongs to has done a fine job cleaning it.
"Semantics, semantics." She grins and pushes a glass of Blanc Renfrogné towards you. Her fiery red hair sways when she leans her head to one side to watch you take the cup.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You take a sip, the bubbling vino has been chilled to the right temperature, "I remember there used to be a supply corridor around here, do you know what happened to it?
She gives you a funny look, then bursts out laughing. The sound draws a couple glances from nearby patrons who can't help but smile at the woman's charms. "What do you mean, used to be? It's still there."
"It is?"
"Have you tried checking inside the rooms?"
"..."
"The door's a bit unsightly, one of the first renovations Godfrey put in. Or... was it you who did that? It was so long ago I can't remember."
Neither can you.
"The room you're looking for is probably the private suite or maybe the one at the end of the hall."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You take a look at the ornate tapestry covering the walls and florid carpetting lining the floor. "What <em>has</em> Godfrey done with the place by the way? I had some notion that renovations were being done, but they were so near constant that I hadn't really committed the results to memory. I <em>do</em> remember furnishing the large room at the end when the business first opened, but everything else..."
"Mmmm you never come over at night, do you Simon? Is this your first time seeing what it looks like when they hide the unfinished moulding? Business is booming, we get customers paying <em>affordable</em> prices to rent out a guest bed. Some even purchase <span class='sexy'>room service.</span>"
"What kind of room service could we possibly offer?" Food possibly...?
"Oh, you know, the <em>usual</em> kind." She gives you a wink and quick eyebrow raise. Her eyes glance up at the paintings of beautiful women hanging about, some, of your own employees. Curious that.
"Everyone has to eat I suppose." You drain the rest of your glass.
"They're <span id='dinah_eat_1' class='sexy'>eating</span> <span id='dinah_eat_2' class='sexy'>alright</span>, soft muffins, juicy peaches, thick firm meat, and more. Some <em>very</em> exotic meals too, but I bet you would know all about that eh Mr. Famous Wizard?"
What does being famous have to do with food? Well, you do get nice meals at the palace... "The king does provide good food, I'll admit."
Her eyes go wide, "He does?! Oh Simon, you <em>have</em> to tell me."
"Another day, another day."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'find_1SH'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'cosplay'>>
<<if $ev.includes('made love')>>
<<set $thread to 'cosplay_CassLove'>>
<<else>>
<<set $thread to 'cosplay_CassHidden'>>
<</if>>
<<include 'Dinah'>>
<<elseif $thread is 'cosplay_before'>>
<<set $dia.Dinah.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Dinah."
"What's up, Simon?"
"I just checked the empty bedroom at the end of the hall, it appears someone left their things in there."
"What sort of things?" She tilts her head.
"Some clothes and equipment, a dress, a school uniform, a wand, a... tiara. Hmmm... The princess didn't stay here recently did she? I thought I recognized that uniform."
Dinah smiles. "A princess, of sorts."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'cosplay_CassHidden'>>
<<block 'thread'>>
<<set $thread to 'cosplay_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
"Well if you see that truant again, let her know that I aim to discipline her for every lesson she's missed."
She raises an eyebrow, "Wait, not one of our girls, <em>the</em> princess, as in the one at the palace. And you <em>discipline</em> her."
"Yes."
Dinah bites her lip holding back a smile, "Let me get this straight, you and the princess knock boots, as in the doing the dirty."
Hmmm... your lessons often interweave combat practice, so... yes? "Of course, I've been making steady progress with her brothers."
"The princes too?!"
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'cosplay_CassLove'>>
<<block 'thread'>>
<<set $thread to 'cosplay_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
"Well if you see that truant again, let her know that I aim to discipline her for every lesson she's missed."
She raises an eyebrow, "Wait, not one of our girls, <em>the</em> princess, as in the one at the palace. And you <em>discipline</em> her."
"Yes."
Dinah bites her lip holding back a smile, "Let me get this straight, you and the princess knock boots, as in the doing the dirty."
Hmmm... your lessons often interweave combat practice, so... yes? "Of course, I've been making steady progress with her brothers— wait a minute."
Dinah grins and you glower at her, tipping your finger with mana.
She screams while trying to flee, "But I didn't make you say any of that, you did it yourself!"
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'suite'>>
<<run $ev.pushUnique('asked Dinah about suite')>>
<<removequest 'suite_Dinah'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Dinah."
"Yes, Simon?" The woman capers over with the grace of an evil swan hatching the perfect plan to enlighten you on the concept of unconventional impropriety.
"The supply corridor isn't in the bedroom at the end of the hall unfortunately. Do you know who is occupying out the private suite?"
"That'd be one Madam Richenza. Not sure why an aristocrat would visit our little place, but she's a regular. She rents the private suite with her pet chicken and then spends the whole day inside, claims it's beautifying. I honestly don't know <em>what</em> she does in there, but I don't complain since she pays well even if." She stops, looks up and touches her chin, and then pretends she never said those last two words at all.
"...I saw the 'Do Not Disturb' sign."
Dinah shrugs, "She always puts that up."
"Do you think I could maybe convince her to just let me through."
"You could <em>try</em> but I have no idea how successful you would be. Or... you could just let yourself in with the master key when she goes to dinner. She hasn't eaten yet and I figure she probably isn't going to eat her chicken in there."
"Hmmmm, that could work. Do you have the master key, Dinah?"
"Nah, too much of liability to keep it at the bar. One of the girls probably have it, or maybe Merill or Godfrey. You could ask one of them, they probably know."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<addquest 'key_Merill_Godfrey'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'masterkey'>>
<<p>>
"Dinah. Where did you say the master key was?"
"Oh, ask Godfrey or Merill, one of them should know."
"Thank you."
<</p>>
<<backlink>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Dinah.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<elseif $dia.Dinah.chicken === 2>>
<<set $thread to 'chicken_2'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Dinah'>>
<<elseif $thread is 'chicken_1'>>
<<run $ev.pushUnique('interrogated Dinah')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Dinah. Did that person tell you where they saw the chicken?"
She pauses, "Well it was a <em>customer</em> who told me, so probably not the dormitory upstairs. Or a room that starts with the letter <span class='quote'>D</span>."
"Oh no, we are <em>not</em> doing this."
She sighs, "You could at least humor a lady. She said it went up the stairs."
"Much better. Thank you."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Madam Richenza's <b>chicken</b> went up the 1st floor stairs. <em style="text-decoration: line-through 1px black">(...and is not in a room that starts with D?)</em>
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_2'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Dinah. Any news on the chicken for me?"
"Not in a room adjacent one with plants, or on a floor that has more doors than beds, and—"
"Stop. Try again."
"Awww. It flew down the hall and went upstairs."
You rub your eyebrows, "Do you even know if any of those things you've said are true?"
"Nope."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
<span style="text-decoration: line-through 1px black">The <b>chicken</b> isn't on a floor with more doors than be</span> Why am I even writing this down?
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Dinah, could you repeat what you know about where the chicken went?"
"Down the hall, up the stairs."
<</p>>
<<backlink>>
<<elseif $thread is 'bartendertrick'>>
<<set $dia.Dinah.lasttime = $timenow>>
<<vignette 1>>
<<p>>
You spot Dinah chatting with a customer, touch her chest, laugh, and then take a sip from the drink he offered.
She strolls over to you, "What'll be, Simon?"
"You're not supposed to drink while working, Dinah." You give her an eyebrow raise. The woman can and does handle her alcohol <em>very</em> well, but she <em>is</em> on the clock. She brushes her hair to one side and leans in, motioning for you to do th same with her tail, and you comply.
"Shhh, I'm not. Simple bartender's trick. If they <em>think</em> they have a chance by having me drink, I get a bigger tip."
"If you're not drinking, where does the alcohol go...?"
"Don't ask a lady to give out her secrets Simon. Whoops, can't give you too much attention or they'll get jealous." She leaves you frowning to yourself.
<</p>>
<<backlink>>
<<elseif $thread is 'shady'>>
<<vignette 1>>
<<p>>
"Dinah. Fabian and Merill mentioned a character reselling room keys?"
"Oh. <em>him.</em>" Clear disgust is on her face, rare for the rougish bartender.
"Is he going to be an issue? I might've seen someone matching his description climb onto the terrace."
"<em>Sigh.</em> He's not... <em>problematic</em> persay... I just don't want anything to do with him."
You frown, "Why?"
"It's... hard to explain. He's not a <em>bad</em> guy, when he's not explicitly breaking one of the rules anyway. He comes by every once in a while, always with a different face and name."
"A changeling?"
"No, he's just good with the brush. Anyway, if you see him do me a favor and toss him out again. For my sanity."
<</p>>
<<backlink>>
<<elseif $thread is 'uniqueclient'>>
<<vignette 1>>
<<p>>
"Good evening Captain Simon, what are your orders?" The young woman gives you a stern salute when you step up to the bar.
"That's not even correct form, young lady. Asteria doesn't do salutes, and <em>technically</em> I hold a civilian position."
She marches in place, "Pardon my insolence commander, should I summon the whipping boy?"
"Stop that. <em>Sigh.</em> That Paladin, does he come often? I saw him step out of the middle guest room. How is one supposed to get an 'invitation'?"
Dinah breaks whatever persona possessed her to look at you seriously, "Simon, are you looking to be <em>invited</em>?"
You frown, "No, I was simply questioning why that particular guest room was set up differently."
Her expression deepens, "It's okay Simon. I don't judge, everyone has their own needs. I... can't give you an invitation, that's... not something I can do. Ask Merill. I understand Simon. Really, I do. You're fine just the way you are, okay?"
Dinah looks at you with heavy eyes before stepping away to tend to a customer.
<</p>>
<<actionlink 'Frown to yourself' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* REVIEW: done? LIQUOR */
/* Dinah trying to get Simon drunk */
<<elseif $thread is 'hardliquor_1'>>
<<run $ev.pushUnique('obtained wyvern flame')>>
<<set $dia.Dinah.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Heya Simon." The bartender pushes you a glass of Silver Serenade that you didn't ask for. You shrug and take a sip. Pretty good, but only at using a standard measure of quality. She also picks up your empty glass of Blanc Renfrogné and refills it. She touches her chin and adds absinthe, motioning for you to try it as well.
"Hmmm Lucid Mint, nice choice."
"I try, I try." While you sip on the champagne cocktail, she picks up your glass of Silver Serenade, tops it off, and mixes a pinch of lemongrass, motioning for you to try <em>this</em> as well.
Your brow furrows. "Dinah. What are you doing?"
"Me? I'm not doing anything." She pops open a bottle of <span class='clocknectar'>Clockwork Nectar</span>. The greasy black liquid instantly suffuses into the air, making everyone within 10 meters turn to see what is generating the <em>crisp</em> invigorating scent. How did she even get a bottle of that?
You frown, she's on to something, but you <em>have</em> to try the glass she hands you. The mead has the citrus tang of a fresh orange and the gentle sweetness of honey, wrapped in a sharp, clean profile. Dinah begins mixing your Silver Serenade with it, pouring the contents into a larger glass to fit the contents.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Dinah, are you <em>trying</em> to get me drunk?"
She chuckles, "No of course not, why on earth would you <em>think</em> that? Silly Simon."
Your frown deepens when she pulls out a bottle of <span class='wyvernflame'>Wyvern Flame</span>. <<if ! $ev.includes('closed investigation')>><em>Your</em> bottle of Wyvern Flame. You lean over the counter and gently but resolutely pry it from her fingers. "Young lady, you are <em>not</em> supposed to have this."<<else>><em>Your</em> bottle of Wyvern Flame, something <em>else</em> she isn't supposed to have. You pry this one from her fingers as well.<</if>>
"Awwww, come on Simon. Let me just make a quick cocktail with it, it'll be great. You'll love it." You have no doubt you will, she is a skilled bartender, but you're <em>sure</em> now. Wyvern Flame is essentially <em>compressed</em> ethanol.
"Why are you trying to get me drunk Dinah?"
She chuckles again, a little nervously this time, but she masks it with a flourish of a hand. Her tail however gives her away. It stalks left and right as though to seek an exit. "What are you talking about?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You point at the <em>four</em> full glasses in front of you and raise an eyebrow at her.
She leans over and tries to win you over with your feminine charms instead, pushing her waistcoat up with her elbows, "Am I... no good Simon?"
You tip your finger with a pinch of mana to make sure it stings and give her a flick, "Stop that."
"Pleeeeeease, you never drink more than a glass or two of the hard stuff with me or the others." She rubs her forehead.
"And I never will." <em>Hopefully</em> she doesn't ask ?Cassandra for the magic words.
The redhead bartender pouts at you, but you turn to let her be.
<</p>>
<<backlink>>
<</block>>
/* REVIEW?: LIQUOR */
/* invite to drinking contest */
<<elseif $thread is 'hardliquor_2'>>
<<if $ev.includes('rejuvenated')>>
<<set $thread to 'hardliquor_2_rejuvenated'>>
<<else>>
<<set $thread to 'hardliquor_2_base'>>
<</if>>
<<include 'Dinah'>>
<<elseif $thread is 'hardliquor_2_before'>>
<<npc 'Quentin' 'hardliquor'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Dinah hails you when you step up to the bar, "Simon Simon!"
"Yes?" You frown, the bartender has an urgent look on her face.
"You're being attacked!" She says with the straightest of faces.
"I am?" You don't <em>feel</em> the presence of any ill intent. In fact the lounge is pretty comfortable. You look to her tail to see what she's really up to: it's tapping the counter with a light eager bob.
"One of the regulars was definitely asking why he never sees the proprietor drink at the bar even though he has a formidable collection in his tower, and I told him maybe it was because you're a lightweight."
"I am <em>not</em> a lightweight Dinah."
Her lips curl knowing she's found the right buttons. She pushes them relentlessly. "You're not? I mean you <em>say</em> you drink with Cass, but I never <em>see</em> you drink more than a glass or two."
The man next to you turns to address you. He wears a deep lavender tunic with a high collar and embroidered sleeves, "Care to prove your words, friend?"
Oh no.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'hardliquor_2_base'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_2_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
Dinah mashes the buttons to your soul with the fiery tempest of a child with no care that she might break her toy, "Quentin has challenged you to a drinking contest. He says you'll <em>definitely</em> lose, Simon. A <em>withered</em> old man like you can't possibly hold alcohol, that you're a <em>sheltered whelp</em> when it comes to drinking. Your collection is just a show to brag about and you never actually consume any of it because you're <em>too afraid</em> to find out what it's like to be drunk and <em>too ashamed</em> to let people know."
You look at the man: he's a fellow of medium stature, richly dressed in a foregin attire you can't identify. Ornately decorated wooden cufflinks keep his sleeves in place. His medium length brown hair is held in place with a clip. There's something about the way he speaks, his voice — the sound is stately and natural, rough around the edges from a bit of rasp that reflects his maturity, but it almost seems as though that roughness been intentionally placed to hide something else.
Quentin's expression is cool and puckish, but his eyes tell you he never said any of those words though he'll play along if it will get you to step up.
<em>Sigh.</em> The fire has been poked and it stirs with an angry stare. You tighten your jaw and give the rascally bartender a glare that says you'll deal with her <em>later</em>.
You take the seat next to him and give the Dinah a forehead flick to make her scurry away. She retreats behind a fern to watch, her grin threatens to break the confines of her face.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'hardliquor_2_after'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'hardliquor_2_rejuvenated'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_2_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
Dinah mashes the buttons to your soul with the fiery tempest of a child with no care that she might break her toy, "Quentin has challenged you to a drinking contest. He says you'll <em>definitely</em> lose, Simon. A crotchety impotent grinch like you can't possibly hold alcohol, that you're a <em>sheltered whelp</em> when it comes to drinking. Your collection is just a show to brag about and you never actually consume any of it because you're <em>too afraid</em> to find out what it's like to be drunk and <em>too ashamed</em> to let people know."
You look at the man: he's a fellow of medium stature, richly dressed in a foregin attire you can't identify. Ornately decorated wooden cufflinks keep his sleeves in place. His medium length brown hair is held in place with a clip. There's something about the way he speaks, his voice — the sound is stately and natural, rough around the edges from a bit of rasp that reflects his maturity, but it almost seems as though that roughness been intentionally placed to hide something else.
Quentin's expression is cool and puckish, but his eyes tell you he never said any of those words though he'll play along if it will get you to step up.
<em>Sigh.</em> The fire has been poked and it stirs with an angry stare. You tighten your jaw and give the rascally bartender a glare that says you'll deal with her <em>later</em>.
You take the seat next to him and give the Dinah a forehead flick to make her scurry away. She retreats behind a fern to watch, her grin threatens to break the confines of her face.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'hardliquor_2_after'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'hardliquor_2_after'>>
<<p>>
"Simon. As you already know, I am the proprietor." You offer a hand and he takes it with a firm grip.
The lilac glow of his irises dance in the light of the lounge, the look of a man who lives for worthy opponents. "Quentin. The child may have embellished my words but I <em>am</em> serious. She tells me you even have a bottle of Fairy Greed."
"Fairy Greed? That's your measuring stick? It's strong, but unless you've had Wyvern Flame, this won't even be a contest."
Quentin bellows in laughter and slams a palm to the counter. "Wyvern Flame? Beautiful, I'll have to use that next time. That's a detergent not a beverage. Unless you mean you've actually..."
"Are you afraid? It seems you already know, but I still have to warn you: it <em>will</em> eat your insides unless you properly prepare."
"Thank you, but it's you I'm worried about." He runs his hand through his hair and streaks of orchid light follow his fingertips.
You follow suit, letting the familiar cerulean flicker trace down your arm you as consider your foe. The edge of your lips curl. "Let me fetch it and we can begin."
<</p>>
<<actionlink 'Leave to get the bottle' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
/* REVIEW?: Liquor */
/* after lap pillow */
/* SPLIT ROUTER: CASS LOVE */
<<elseif $thread is 'hardliquor_3'>>
<<if ! $ev.includes('made love')>>
<<set $thread to 'hardliquor_3_CassHidden'>>
<<else>>
<<set $thread to 'hardliquor_3_CassLove'>>
<</if>>
<<include 'Dinah'>>
<<elseif $thread is 'hardliquor_3_before'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Dinah grins when you step up to the bar. "Morning, you rapscallion. I had <em>absolutely no idea.</em>"
"Respect your elders and don't call them names, young woman"
She laughs, "I mean I admit I had <em>some</em> idea of the trouble you got into, but not to <em>that extent.</em> You <em>have</em> to tell me more about the great underwear heist when you get a chance."
<</p>>
<<elseif $thread is 'hardliquor_3_CassHidden'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_3_before'>>
<<include 'Dinah'>>
<<p>>
You spoke about that?! <em>Sigh.</em>
Ah that's right, there is one other matter to take care of. Gentle warmth begins circulating through you, there'll be no need to poke the fire — it has already been well agitated. "The drinks were delicious Dinah. You are a superb bartender. Hold out your hand I have something for you."
Her eyebrows twitch at the unexpected rare are compliment and you catch the slightest hint of a pleased smile — but she quickly recovers and coyly tilts her hips instead.
She flutters her lashes at you and holds her hand out like a dainty damsel. "Yes?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'hardliquor_3_after'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'hardliquor_3_CassLove'>>
<<block 'thread'>>
<<set $thread to 'hardliquor_3_before'>>
<<include 'Dinah'>>
<<p>>
You spoke about that?! <em>Sigh.</em> "Cass... What did she do to me while I was unconscious?"
"Simon Simon, you should know better than to ask a bartender to reveal her secrets. <em>Especially</em> when I was specifically told not to tell you."
Drats. "I can't bribe you?"
"I'll think about it if you let me dye your hair. Oh! Have you thought about getting an mohawk Simon?" Dinah tilts her head but you can see she has no intention of actually saying anything.
It does however remind you that there is one other matter to take care of. Gentle warmth begins circulating through you, there'll be no need to poke the fire — it has already been well agitated. "The drinks were delicious Dinah. You are a superb bartender. Hold out your hand I have something for you."
Her eyebrows twitch at the unexpected rare are compliment and you catch the slightest hint of a pleased smile — but she quickly recovers and coyly tilts her hips instead.
She flutters her lashes at you and holds her hand out like a dainty damsel. "Yes?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'hardliquor_3_after'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'hardliquor_3_after'>>
<<p>>
You roll your eyes and grasp it. Blue sparks glint from your eyes and leap into the air as mana snaps through your veins and zips from your hand to hers. She tries to jerk away, but you hold her tight.
"Simon? Wha—yip!" The young woman holds a hand to her mouth when you finish.
"There we go." You touch your chin to admire the work.
"Yip? Yip! <em>Yip!?!?</em>" Her lips makes the appropriate motions but it's pointless.
"Was there something you wanted to say about my gift for all those <em>'lovely words'</em> you said to me earlier?"
"Yip!!!! Yip-yip!! <span class='emph'>Yip!?!??</span>" She repeatedly slaps a hand to the counter and hops in place. Her ears redden and she makes a desperate pleading expression.
"I wasn't sure, but I'm not hearing complaints. I'm glad you like it." You have a light chuckle when the young woman has to stop flailing at you to attend a customer.
<</p>>
<<actionlink 'Watch her struggle for a minute before leaving' `{end: true, arrow: 'back'}`>>
<<addnote>>
I bet she'll remember these twenty minutes for a <em>long</em> time. Maybe I'll do a cat next.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'leaving'>>
<<run setup.questHandler('leaving','update')>>
<<set $dia.Dinah.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Simon~ Simon~" Dinah tilts back and forth while skipping. She looks down and hops over something invisible and then proceeds to tiptoe along the yellow part of the rug.
"Dinah."
She hops over and then sits on the stool next to you, "Ahh yessire!"
"Cass and I plan to leave. We're going on a journey though we haven't exactly decided where to — or for how long — possibly to find a new place, or maybe not a place at all."
"You're leaving?" She frowns.
"Yes."
"But if you go, whose toiletries do I paint brown?"
"Don't paint <em>anyone's</em> toiletries brown." Your eyes narrow — a shocker and mostly inocuous, but unsavory.
"You still need to drink with me." She hops over the bar and continues her work, pouring you a glass of the strongest alcohol and a regular one for herself.
"If you say so." You take the glass and clink it to hers, but you only taste it lightly despite her egging.
She pouts at you, but you simply smile and shrug.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You put a thumb to your jawline and watch her work a moment. "Dinah, do you have someone?"
She pauses and then leans back with a hand over her heart, "Are you... <em>making a pass</em> at me?"
"No, I'm simply worried you'll do something irreversibly foolish without someone watching over you."
She shrugs, "No one comes to mind."
"Young lady, I expect the tavern to <em>remain in one piece</em>. That is not a lot to ask, can you do that?"
"Shouldn't you ask that of Godfrey?"
You purse your lips. "No. Even he can't be fast enough if you... do whatever it is that will explode the place."
"Simon! I'm a good little girl."
"Of course you are. Tavern. Intact. Reapeat after me."
"I will not do anything that will destroy the building."
You sigh, good enough. "Look after yourself Dinah."
"Yes papa!"
You choke a bit at the unexpected response and she grins.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('leaving','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* SPLIT ROUTER: Cass love */
<<elseif $thread is 'care'>>
<<vignette 1>>
<<set $dia.Dinah.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<p>>
"Dinah." You sit at the nearest unoccupied stool.
"Yes, my dear Simon?" She spins over and leans on the counter.
You touch your nose and look at the young woman before speaking, "Take care of yourself."
"<em>Simon</em> are you <span class='emph_light'>worried</span>—"
"Yes. Yes I am you dunce." You smile despite yourself.
She raises an eyebrow, "This is one of <em>those</em>, isn't it? A <em>serious</em> conversation."
You laugh again, "No. Just thought I'd say something before we leave — Cass rubbing off on me I suppose."
Dinah smiles, "I bet she is, isn't she? All that <span class='sexy'>rubbing</span> and <span class='sexy'>touching</span> love for each other. Must <em>really</em> get you going."
Perhaps you wouldn't have understood her meaning before — when you suppressed your base desires around Cass to stay sane — but now... You prep your finger for a flick and the young lady instinctively screeches — but escape is impossible.
"You <em>do</em> make me worry Dinah. Don't ruin Godfrey's day too much. The man may be stoic and competent, but he's not invincible."
She rubs the new mark on her forehead, "Yes Father, I love you too. Come back to see us every once in a while."
She smiles and you laugh.
<</p>>
<<backlink>>
/* SPLIT ROUTER: COUNTERSPICY */
<<elseif $thread is 'counterspicy'>>
<<if $dia.Cassandra.counterspicy && $ev.includes('fish pranked')>>
<<set $thread to 'counterspicy_victim2_pranked'>>
<<elseif $dia.Cassandra.counterspicy>>
<<set $thread to 'counterspicy_victim2_notpranked'>>
<<elseif $ev.includes('fish pranked')>>
<<set $thread to 'counterspicy_victim1_pranked'>>
<<else>>
<<set $thread to 'counterspicy_victim1_notpranked'>>
<</if>>
<<include 'Dinah'>>
<<elseif $thread is 'counterspicy_before'>>
<<set $loc[$here].lasttime = $timenow>>
<<set $dia.Dinah.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'subthread'>>
<<p>>
Lambert had a small chuckle when you took out Dinah's tableware earlier from the cupboard and got to work — her items were stored in the cupboard alongside the others and you didn't want any <em>collateral damage</em>. The glamour to make the Devil's Pitch took several minutes — the head chef even added a pinch of lemon to help you mask the smell.
You had hidden yourself in the dining room and waited for the energetic redhead to skip down, following her in when she disappeared through the door.
She smiles when you walk into the kitchen, "Oh Simon! Have you had dinner yet?"
You grab your <em>washed and dried</em> tableware from the drawer, "No net yet. Mind if I join you?"
"No, not at all." Her grin widens. She picks up her dinner and walks over to an empty table by the wall — motioning for you to sit next to her.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You place a fish fillet on your plate and take a seat. She watches you diligently as you cut with the knife and place the fish in your mouth. "Yes Dinah?"
"Oh nothing, I just thought the fish today looked delicious."
"It is," you motion for her to have some as well.
<em>She does</em>, licking the fork clean with a delightful expression — but then frowns. Her mouth opens and she takes a sharp breath. Sweat bead on her forehead and she takes a sip of water.
"How do you like the fish Dinah?"
She swallows — her eyes look between her tableware and yours in confusion — and then it hits her: she had told you herself earlier when she hadn't realized it was you. "Oh no."
You shrug, "Is something wrong? The fish isn't too <em>hot</em> is it?"
She drains the rest of her water — pauses and holds the cup to the light. She screams — it has also been coated in hot sauce.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You watch as she rushes to the sink and runs her mouth under the water supply — which only spreads the capsaicin around. She tries again with the beer tap, but that doesn't help either. Dinah rips her bartender's coat off and tosses it to the side.
Lambert offers her the vinegar as well, chuckling — she seizes the jug in his other hand and douses herself in it.
Wordless cries of suffering errupt from Dinah's mouth and she elects to just lay on the cold ground, writhing. The redhead bartender begins to unconsciously unbutton <em>her shirt</em> and you toss your robe over her so she can maintain modesty.
It takes twenty minutes for her to regain ability to think.
"That... was not fun." She finally says. Her makeup runs down her face in streaks, she had been crying for most of the last twenty minutes.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<</block>>
<<elseif $thread is 'counterspicy_victim1_pranked'>>
<<block 'thread'>>
<<set $thread to 'counterspicy_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
"Can we agree no more Devil's Pitch?" You had pulled up a chair and helped pour the vinegar she kept asking for. Unfortunately, there is no magic that helps with capsaicin.
"Did I get you?" She speaks with an focused gaze while staring at the ceiling — still on the floor, half-naked under your robes.
"Yes you damned rascal."
"Fine fine no more <em>Devil's Pitch</em>" She grins at you, but her eyes tell you she still considers <em>alternatives</em> fair game.
"Have I ever told you that you're insane?"
She laughs, "You're not going to do this to Cass are you?"
"Right about to."
"I'll give you a beautiful eulogy, Simon."
You touch your chin and smile, "Thank you."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'counterspicy_victim1_notpranked'>>
<<block 'thread'>>
<<set $thread to 'counterspicy_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
"Can we agree no more Devil's Pitch?" You had pulled up a chair and helped pour the vinegar she kept asking for. Unfortunately, there is no magic that helps with capsaicin.
"Did I get you?" She speaks with an focused gaze while staring at the ceiling — still on the floor, half-naked under your robes.
"No. I might've forgotten if I didn't feel the oil on the plate though."
"Then it's still fair game." Dinah smiles despite herself.
"Have I ever told you that you're insane?"
She laughs, "You're not going to do this to Cass are you?"
"Right about to."
"I'll give you a beautiful eulogy, Simon."
You touch your chin and smile, "Thank you."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'counterspicy_victim2_pranked'>>
<<block 'thread'>>
<<set $thread to 'counterspicy_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
"Can we agree no more Devil's Pitch?" You had pulled up a chair and helped pour the vinegar she kept asking for. Unfortunately, there is no magic that helps with capsaicin.
"Yes you damned rascal."
"Fine fine no more <em>Devil's Pitch</em>" She grins at you, but her eyes tell you she still considers <em>alternatives</em> fair game.
"Have I ever told you that you're insane?"
She laughs, "You're not going to do this to Cass are you?"
"Already did."
"Wow, I'm surprised you're still alive."
You touch your chin and smile, "Me too."
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'counterspicy_victim2_notpranked'>>
<<block 'thread'>>
<<set $thread to 'counterspicy_before'>>
<<include 'Dinah'>>
<<blockNext>>
<<p>>
"Can we agree no more Devil's Pitch?" You had pulled up a chair and helped pour the vinegar she kept asking for. Unfortunately, there is no magic that helps with capsaicin.
"No. I might've forgotten if I didn't feel the oil on the plate though."
"Then it's still fair game." Dinah smiles despite herself.
"Have I ever told you that you're insane?"
She laughs, "You're not going to do this to Cass are you?"
"Already did."
"Wow, I'm surprised you're still alive."
You touch your chin and smile, "Me too."
<</p>>
<<backlink>>
<</block>>
/* NEEDS REVIEW: SPICY EVENT SEQUENCING */
<<elseif $thread is 'rejuvenated'>>
<<if $here is '1LB'>>
<<set $thread to 'rejuvenated_1LB'>>
<<else>>
<<set $thread to 'rejuvenated_1HW'>>
<</if>>
<<if $dia.Dinah.counterspicy>>
<<set $thread to $thread + '_afterspicy'>>
<<else>>
<<set $thread to $thread + '_beforespicy'>>
<</if>>
<<include 'Dinah'>>
<<elseif $thread is 'rejuvenated_1LB_beforespicy'>>
<<block 'thread'>>
<<set $thread to 'rejuvenated_1LB'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_1'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_beforespicy'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'rejuvenated_1HW_beforespicy'>>
<<block 'thread'>>
<<set $thread to 'rejuvenated_1HW'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_1'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_beforespicy'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'rejuvenated_1LB_afterspicy'>>
<<block 'thread'>>
<<set $thread to 'rejuvenated_1LB'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_1'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_afterspicy'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'rejuvenated_1HW_afterspicy'>>
<<block 'thread'>>
<<set $thread to 'rejuvenated_1HW'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_1'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_afterspicy'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'rejuvenated_1LB'>>
<<run setup.questHandler('rejuvenated','update')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
Dinah spins when you step up to the counter, She leans over and tilts her head to expose her collar bone, "What'll be? By the way I have a secret for you."
"Yes?"
"You can claim a free drink if you convince the bartender to have one with you when she goes on her break." She looks up from the corner of her eyes with the slightest hint of a smile and one finger on a cheek. Red tresses drop over one side of her face and she tucks them behind an ear.
"Is that so?" You lean against the counter and Dinah moves ever so slightly closer.
The way she's looking at you — her eyes, her demeanor, her posture — they still hold the mischievous energy that pumps through her, but they lack the childish flavor you're familiar with. Instead, it's been replaced with a <em>bewitching</em> allure. Delight plucks at your features but you hold the reins: <em>Dinah doesn't recognize you.</em> It had been dark and wet outside when you spoke, and you've cleaned up and changed clothes since.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'rejuvenated_1HW'>>
<<run setup.questHandler('rejuvenated','update')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<timed 4s>>
<<set $here to '1LB'>>
<<mapupdate>>
<<roseupdate :disableall>>
<</timed>>
<<p>>
A large group, eager to see the new sakura balcony, is coming from the other end of the hall and you step towards the bar to let them pass.
"Hey! Pst, I have a secret for you." Dinah is leaning over to whisper to you — her finger is making a suggestive motion and she looks up at you with the slightest hint of a smile on her lips.
"Yes?"
She tilts her head to expose her collar bone — red tresses drop over one side of her face and she tucks them behind an ear. "You can claim a free drink if you convince the bartender to have one with you when she goes on her break."
"Is that so?" You take a seat at the bar and Dinah moves ever so slightly closer.
The way she's looking at you — her eyes, her demeanor, her posture — they still hold the mischievous energy that pumps through her, but they lack the childish flavor you're familiar with. Instead, it's been replaced with a <em>bewitching</em> allure. You feel the edge of your lips curl — <em>Dinah doesn't recognize you.</em> It had been dark and wet outside when you spoke, and you've cleaned up and changed clothes since.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'rejuvenated_1'>>
<<p>>
She glances left and right and puts a finger to her lips to indicate silence, and then uses it to draw them open sensually, "Don't tell anyone else, it wouldn't be a secret otherwise. Just between you and me I think she's had her eye on you ever since you walked into the room — the bartender I mean."
You point at a bottle of gin and Dinah pours it for you — she lets her finger linger on yours while handing you the glass and gazes into your eyes.
"She doesn't have anyone? A beautiful woman like her — the bartender I mean — I saw her with a man earlier, an older gentleman with a frown. They seemed close."
Dinah laughs. "You saw that? I've got a mean crotchety 'father' but he has a gentle heart — the tavern owner — he tries to break records for grumpiness he's actually a nice person. We all love him."
"Really?" You suppress the instinctive frown from the compliment and elect to smirk instead.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $thread is 'rejuvenated_beforespicy'>>
<<block 'subthread'>>
<<p>>
She thinks for a moment, "A girlie once mentioned that she was off to buy medicine, with an casual remark that it was for her mother. The next morning, we found a new conspicuous box in the supply closet — filled with the most expensive panacea available in the country."
"That could've been a coincidence."
"Maybe, but the words on the inside marked the box as royal family supplies — he works at palace — and I doubt anyone else could've smuggled something like that from under their noses."
Ah, you hadn't checked the <em>inside</em> for labels.
She continues, "Besides, I pull pranks on him all the time. He scowls but I know he likes them. If he didn't, he'd docked my pay or something. Instead, he just tries to get back at me with his own pranks. Don't tell him but his tableware in the kitchen has been coated in hot sauce — the spiciest I could find — his wife helped make it invisible."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'rejuvenated_2'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_3'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'rejuvenated_afterspicy'>>
<<block 'subthread'>>
<<p>>
She thinks for a moment, "A girlie once mentioned that she was off to buy medicine, with an casual remark that it was for her mother. The next morning, we found a new conspicuous box in the supply closet — filled with the most expensive panacea available in the country."
"That could've been a coincidence."
"Maybe, but the words on the inside marked the box as royal family supplies — he works at palace — and I doubt anyone else could've smuggled something like that from under their noses."
Ah, you hadn't checked the <em>inside</em> for labels.
She continues, "Besides, I pull pranks on him all the time. He scowls but I know he likes them. If he didn't, he'd docked my pay or something. I wish I was there to watch when he ate from his hot sauce coated tableware earlier — I even had his wife help me make it invisible."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<set $thread to 'rejuvenated_2'>>
<<include 'Dinah'>>
<<blockNext>>
<<set $thread to 'rejuvenated_3'>>
<<include 'Dinah'>>
<</block>>
<<elseif $thread is 'rejuvenated_2'>>
<<p>>
You choke a bit at the mention of your 'wife' but you mask it with a cough and motion for Dinah to mix your gin with a liqueur. "His wife?"
"Oh, Cass. You might've seen her around, lovely lady with silver hair, green eyes. They both deny being married, but I mean they've been together for <em>so</em> long. It's clear they love each other. They even spend nights together in the tower pretty often."
Your redhead bartender pauses and props her head with a hand, "I'm sorry I don't usually talk this much — something about you is just calm and relaxing. Enough about my stupid 'father,' tell me about yourself. How come I've never seen your around? I never even got your name, I'm Dinah."
You can't suppress the grin any longer, "Me? I'm Simon. Simon Fenrose."
You watch as the light in her eyes flutters between confusion and denial. She stands, fixes the buttons on her shirt, then leans on the counter again. Her mouth opens — then closes — and she points at your taut waistcoat over rippling muscle, at your neat hair bun and your stubble. She puts a hand to her face, turns around and stares at the wall for a couple seconds — then comes back and sees that you're still here. Finally, she picks up the glass of gin you've been sipping and drains it in one go. "You!"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<elseif $thread is 'rejuvenated_3'>>
<<p>>
"Me. Hello Dinah."
Her face is red, almost matching her hair color. Her eyes swim left and right, but there's no escaping <em>the past</em>. She can't undo the last 10 minutes. She squats out of sight and speaks from under the counter, "Forget everything I said."
"I don't think I can do that. I didn't know you could be charming like that Dinah. Is that you how beguile handsome young men? Those poor saps."
"Please stop talking."
You chuckle and pick up the bottle of gin to refill the glass she emptied.
Dinah stands again, but she's wearing a mask to cover her face — it's of a horned demon with fangs. "Simon."
"Yes?"
"This never happened. Do you hear me?"
You grin and hold up your glass, "If you say so, but if you'll excuse me I have a funny story to tell my 'wife.'"
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'catchAll_yipped'>>
<<p>>
"Dinah."
"Yip! Yip yip! YIIIIIIP!!!!!" She slams both her hands on the counter and pouts. Cleverly, she holds up her pad, <span class='quote'>'Undo this right now! Please!'</span>
"I think my eyes must be failing or maybe the lights are too dim. I can't read what that says Dinah, could you tell me?"
"Yip! Yip-yip!"
<</p>>
<<backlink>>
/* IDLE ROUTER:
dance beep
imaginary flirt
song dealer
colorful
*/
<<elseif $thread is 'idle'>>
<<vignette 0>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'dance','beep',
'imaginary','flirt','flirt',
'song','dealer','dealer',
'colorful','colorful',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle to [
'dance','beep',
'imaginary','flirt','flirt',
'song','song','song','dealer','dealer','dealer',
]>>
<<elseif $ev.includes('closed investigation')>>
<<set _idle to [
'dance','beep',
'imaginary','imaginary','flirt','flirt',
]>>
<<else>>
<<set _idle to [
'dance','beep',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Dinah[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Dinah'>>
/* idle defaults */
<<elseif $thread is 'idle_dance'>>
<<p>>
"Dinah."
She looks at you and tilts her head when you don't have any more to say, shrugs, and then makes a strange pose you can only describe as interpretive dance. The other customers seem to like it though.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_beep'>>
<<p>>
Dinah slides over and places a button on the table. It says: <span class='quote'>Beep.</span>
You press it. Nothing happens.
She shrugs and picks it up again.
<</p>>
<<backlink>>
/* after closing investigation */
<<elseif $thread is 'idle_imaginary'>>
<<p>>
"Dinah."
The fiery young lady points at an empty bottle with a questioning look.
"I don't understand."
"It's imaginary alcohol, want some?" She pours you a glass — nothing comes out — but she hands it to you anyway.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_flirt'>>
<<set _suitor to [
[`A man in fine attire`,['He']],
[`A woman in an elegant dress`,['She']],
[`An older gentleman`,['He']],
[`A young lady with a pin`,['She']],
[`A young man with a cane`,['He']],
[`One of the dancers from downstairs`,['She','He']],
[`A musician that was just performing`,['She','He']],
[`A mature woman wearing a wide brim hat`,['She']],
[`A person in a dark cloak`,['She','He']],
[`A stranger wearing a mask`,['She','He']],
].random()>>
<<set _reply to [
`she pulls out a roulette wheel. <em>All</em> the slots have a red X.`,
`she waves her cape — which only just now realize she has been wearing the entire time. There is a red X on the back.`,
`she hands him a deck of cards. Every single card is a red X.`,
`she pulls out a strange mechanical contraption with three vertical slots that spin. The slots only show red X's.`,
`the bartender points at the ceiling — there's a red X. When was that painted there?`,
`she points at the person's breast pocket — inside is a card with a red X.`,
].random()>>
<<p>>
_suitor[0] asks Dinah when she takes her break with a glint and a smile behind the eyes. Instead of answering, _reply
<<print _suitor[1].random()>> smiles anyway.
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_song'>>
<<p>>
"Simon, Simon~"
"Yes?"
Dinah turns when you address her, "Oh I was just singing a song."
"What... sort of song?"
She tilts her head, "Mmm a not-song. I wasn't singing."
You frown and give her a forehead flick, it seems appropriate.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_dealer'>>
<<set _players to [
{
people: `two gentlmen staring daggers at each other`,
reaction: [1,3,5,6,8,9,10],
},{
people: `an affluent couple who don't seem to know the rules`,
reaction: [1,2,4,6,8],
},{
people: `a gang of women who appear to be having a bachelorette party`,
reaction: [1,4,5,6,7,8,9],
},{
people: `a group of friends too drunk to read their cards`,
reaction: [1,2,3,4,7,8],
},{
people: `a dancer and her entourage of suitors`,
reaction: [1,4,7,8,9,10],
},{
people: `three musicians from a previous night's show`,
reaction: [3,4,7,8,9],
},{
people: `a waitresses on her break, with a man in each arm`,
reaction: [4,5,7,8,9,10],
},{
people: `a familiar lavender-cloaked man with a penchant to drink and two of his peers`,
reaction: [1,3,4,6,7,8,9],
},{
people: `four half-sized fellows slurring their words`,
reaction: [2,3,4,7,8,9],
},
].random()>>
<<set _reaction to {
1: `They sit quietly without moving for minutes.`,
2: `They slump over and Dinah calls out to Fabian to help him help.`,
3: `They slam the counter, but quickly apologize when Dinah sharply jabs the cards with her tail.`,
4: `They bring their glasses together and cheer.`,
5: `They whisper amongst themselves, glance over, then leave.`,
6: `One of them flips a gold coin into Dinah's hat — which has been set on the table just for them.`,
7: `One of them throws their cards into the air and the others laugh.`,
8: `They ignore the cards entirely and choose to simply drink.`,
9: `One of them gets caught trying to cheat.`,
10: `They're too busy staring at <em>each other</em> to even look at the game.`,
}>>
<<p>>
You watch as Dinah pulls out a deck of card and begins dealing for <<print _players.people>>.
<<print _reaction[_players.reaction.random()]>>
<</p>>
<<backlink>>
/* after rejuvenating */
<<elseif $thread is 'idle_colorful'>>
<<p>>
"Ms. Bartender." You tug on your waistcoat lapels and brush your hair back.
She narrows her eyes and makes a colorful gesture at you.
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Dinah'>>
<</if>>
<<set $thread to undefined>>/*
████ ███ █ ████ █ █ ███ █ █
█ █ █ █ █ █ █ █ █ █ ██ █
████ █████ █ █ █ █ █ █ █ █ █ █
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █
████ █ █ █████ ████ █ █ ███ █ ██
SECTION:
*//* thread checker */
<<if ! $thread>>
/* these trigger immediately */
/* rejuvenated */
<<if $ev.includes('rejuvenated') && ! $dia.Baldwin.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* mithril */
<<elseif $ev.includes('retrieved staff') && ! $dia.Baldwin.mithril>>
<<set $thread to 'mithril'>>
/* wireless communicator */
<<elseif $dia.Cassandra.mithril && ! $dia.Baldwin.wireless>>
<<set $thread to 'wireless'>>
/* these trigger after delay */
<<elseif $timenow - $dia.Baldwin.lasttime >= random(5,7)>>
/* more set up for pranks */
<<if ! $dia.Baldwin.hairdye>>
<<set $thread to 'hairdye'>>
/* additional constraint, next evening only */
<<elseif $ev.includes('next evening')>>
/* just small scene involving plants */
<<if ! $dia.Baldwin.plants>>
<<set $thread to 'plants'>>
/* friends */
<<elseif $dia.Cassandra.afterlove && ! $dia.Baldwin.friends>>
<<set $thread to 'friends'>>
/* Felice plans their wedding */
<<elseif $dia.Baldwin.friends && ! $dia.Baldwin.marriage>>
<<set $thread to 'marriage'>>
/* small painting scene */
<<elseif $ev.includes('rejuvenated') && ! $dia.Baldwin.painting>>
<<set $thread to 'painting'>>
<</if>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Baldwin')>><</done>>/* fetch thread */
<<run setup.fetchThread('Baldwin')>>
/* trackers */
<<threadtracker 'Baldwin'>>
<<run $playerActions.push(`turn ${turns()}, Baldwin: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'intro'>>
<<vignette 2>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Simon!" A cheery voice calls out when you step onto the veranda.
A familiar couple sits in the open air having dinner. The woman who waved to you wears a simple overdress of white and red — her husband's coat is over her shoulder to shield her from the cold.
The man turns at the mention of your name — his short white beard is neatly trimmed and he wears a plain long-sleeved tunic of light blue. Both their clothes are immaculately clean and tailored despite being simple 'peasant's attire.' Undoubtedly a maid trims Baldwin and Felice's clothes for loose threads after every wear.
It's curious how strongly people associate identities with <em>appearances</em> — namely attire, style, and accessories. The moment Baldwin and Felice lose the crowns and ornamented regalia, they become nothing more than a well dressed older couple in the public eye — even if nothing about their <em>faces</em> has changed.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Baldwin, Felice. I didn't know you were here tonight." You greet the retired royal pair with a raised eyebrow.
Felice gives you a wave, "Oh Baldwin just wanted to have dinner — that chef of yours is really something — we'll be out of your hair soon enough."
"You could just have dinner at the palace — Lambert <em>is</em> skilled, but he's limited by what he has access to here." It'd be somewhat unreasonable to expect your tavern customers to pay for a <em>lobster</em> dinner.
Baldwin laughs, "And go through the trouble of wearing fussy clothes and spending an hour greeting whatever guest is currently staying there only to never see them again? No, I'll let Kenrick and Isabel deal with that." — Kenrick and Isabel are the current reigning king and queen, their son and his wife.
"I <em>hate</em> having to put on the corset." Felice brushes her dress with a smile. She's currently wearing a bodice — likely much more comfortable.
You shrug, "Have either of you seen Fabian, humongous man with shoulders as wide as... the table."
Baldwin points with his fork, "I believe I did. He had a man under his arm — they walked out to the entrance. By the looks of it he seemed to be enjoying himself."
"Fabian?"
"No the man under his arm."
"<em>Why?</em>"
Baldwin merely shrugs wordlessly.
<</p>>
<<actionlink 'Continue'>>
<<removequest 'go_0TL'>>
<<addquest 'key_Fabian'>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
<div class='thought'>'I suppose I'll ask Fabian later'</div>
<em>Sigh.</em> "Does Cassandra know you're both here?"
Felice touches her chin in thought, "Maybe? But I didn't think we'd see <em>you</em> in this part of the building. You avoid the tavern at night like it's caustic."
At this hour, Cassandra is likely taking a nap or maybe having a bath — otherwise she'd probably have been here keeping them company. You reply, "Ah well, there are... circumstances."
Baldwin's face lights up. "You don't say..."
"Honey, we can't stay." Felice touches his arm but her face also holds back a prankish glee.
"Right, pity. Sorry Simon — we have a guest of our own waiting for us tonight. Do tell us later how long it takes for you to resolve whatever it is Cass has done to you though."
The two of them chuckle and return to their dinner.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'hairdye'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Simon." Felice waves at you.
"Yes?"
"Baldwin and I were trying to remember, how long did it take for you to realize Cass had died your hair that time?"
"..."
Many years ago, Cassandra had placed a light glamour on you hair, to make it a <em>trendy</em> <span class='Baldwin_pink'>pink</span> — and then went around enchanting <em>every</em> single mirror in the castle, tavern, tower — even Baldwin and Felice's home — so that it wouldn't show. She had even gifted you a pair of fashion spectacles which you stupidly wore because she said they looked nice — their <em>real</em> purpose was to hide your pink locks when they inevitably grew long enough to be visible above your brow with your own eyes.
<<if setup.findPerson('Baldwin') === '0TL'>>Baldwin holds up a fork,<<else>>Baldwin holds up his glass,<</if>> "I told her it couldn't have been more than ten days."
You touch your temple, "Three and a half weeks."
He chokes and laughs.
"See! I knew it had to have been longer. I remember because we attended the solstice ball like that."
That you did. You had only realized because the ball was held in the neighboring state and Cass didn't have time to go beforehand and enchant the mirrors <em>there</em> as well.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
But it took her just as long to realize the bonsai she had been watering every morning had actually been <b><em>carved</em> from wood</b>. So I say that one's a tie.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'lounge'>>
<<run setup.questHandler('leaving','update')>>
<<vignette 2>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<p>>
A genteel older man with a short white beard and his simply yet gracefully dressed wife hides among the cast this evening, as they did the evening before. The former king and queen blend right in with the crowd on the first floor lounge.
"Baldwin. Felice." You don't need to ask the unasked question: <span class='quote'>'What are you doing here?'</span>
"Hello Simon." Baldwin answers for both of them, his eyes speak the rest, <span class='quote'>'We think something <span class='emph'>interesting</span> is going to happening tonight.'</span>
<span class='quote'>'You <span class='emph'>knew</span>, didn't you?'</span> You take a seat opposite him on a stool and tilt your head to expose your now clean neck. Felice splutters on her drink and looks away — you catch her smiling.
"Can I get you something drink?" You glare at him, <span class='quote'>'and maybe pour it on your head?'</span>
"Thank you, but I've already got something," He sets the puzzle down to pick up his glass with one hand — his other hand reaches over to pull in Felice, who is still holding a silent giggle. <span class='quote'>'She thought it was <span class='emph'>hilarious</span> when I told her.'</span>
Your narrow your eyes some more and you pick up the puzzle pieces to undo his progress — he simply chuckles at your petty attempt to annoy him.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('leaving','progress')>>
<<addnote>>
Reminder: Enchant <b>Baldwin's shoes</b> to make sounds of flatulence when next at his home.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'friends'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Darling you won't believe what I heard earlier this evening." Baldwin looks up and pokes his wife when you approach.
"Oh?" Felice has an book of hymns opened in front of her, she's transposing them to use modern instruments.
"Simon here called me his 'friend', do you believe it? And here I thought we might be enemies this whole time." The two of them laugh.
"Enough ribbing you silly idiots, it isn't as though I've <em>never</em> called you my friends." You take a seat across from the two of them.
Felice shrugs, "But lately you seemed <em>allergic</em> to the word, almost as though you might break out in emotional hives if someone forced you to utter the syllables."
<em>Sigh.</em> "Blame the nightmares, 'Friend' was one of Nathaniel's last words to me. The quick-footed bastard was probably my first ever friend, the one who taught me what the word even means."
Baldwin nods, "Mmm, you //have// mentioned that your academy days were filled with nothing but bullying — but I would've thought Cass is your first friend. Didn't she stand up for you when that scandal errupted?"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"She did, though we were more rivals than anything else."
Felice tilts her head, "Did you spend time together, at the academy I mean?"
"Oh yes, we were constantly trying to outdo each other, even spent our time studying together since it had somehow become 'unfair' if one of us were deficient in our notes."
Baldwin glances at his wife — the two of them share a look. He laughs, "Was the studying fun?"
"I suppose it was."
"Was studying <em>all</em> you did? No meals, no outings? Nobody forced you to spend time with her did they?"
"No, we did share a meal every once in a while, and I think we went out to buy supplies together. I can't remember why, do you ask?"
Baldwin smiles, "We've already been over that she stood up for you. Simon these are things you do with your friends."
You think on the matter, "I suppose, but what exactly qualifies one to be a friend anyway?"
Felice shrugs again, "Who knows. I think as long as the people agree that the term fits, than it does."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Baldwin frowns, "I'm not so sure. Let's say we have two fellows who constantly cause each other misery and hate each other — but they want to use the word 'friend', not in mocking jest but in sincerity. Are they friends?"
Felice looks at her husband with the oddest confounded stare, "Honey, where do you even pull these examples from?"
"I mean, the question remains — are they friends?"
You laugh, "They'll be the oddest pair of friends I suppose."
Baldwin smirks, "Odder than having a friend who's allergic to the word?"
"Be careful Baldwin, you might find yourself in a relationship just like the one you described."
All three of you have a hearty chuckle.
<</p>>
<<backlink>>
<</block>>
<<elseif $thread is 'plants'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<vignette 2>>
<<p>>
The former king points to a book when you approach and you pick it and hand it to him before taking the seat opposite him. He opens it to a bookmark and taps on a picture of a flower. "How about this one?"
"Too finicky — needs controlled soil acidity — would be a pain to grow."
Baldwin shrugs. He likely knew that already, but he likes having you crosscheck him anyway. He flips a couple pages over and taps on a corpse lily, "Hmmmm... how about this one?"
"Not sure... we could try it." You haven't seen heard of this one before but the properties listed on the page seemed like a good fit.
"Damn, I was hoping you'd say no."
"Why?"
"It's known to be an invasive species."
You raise an eyebrow. Corpse lilies are an obligate parasite, and this one's an <em>invasive</em> species? "Maybe not then."
"Agreed."
<</p>>
<<backlink>>
<<elseif $thread is 'rejuvenated'>>
<<run setup.questHandler('rejuvenated','update')>>
<<vignette 2>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Felice is sketching on a pad — it's a small drawing of Dinah as she prances about the bars and tables. She looks up when you approach and her eyes grow wide.
Baldwin — who had been watching her work — turns and scratches his chin. "I haven't see this in a long time."
You touch your stubble, "Yes... decades I imagine, hard to pin exactly <em>how</em> old I look right now. A person acclimates to their own face."
"You might even be <em>more</em> handsome now."
"Me? Handsome? What did I do to deserve the sarcastic jab?"
Felice stands and touches your shoulder, "You are handsome Simon."
"Felice — no offence — but I've heard you call a crypt spider cute."
"But they <em>are</em> cute!"
Baldwin laughs and slaps the table. "Ha! I forgot, the only time the public saw you <em>not</em> scowling when we were younger is when they look at that painting."
"The one by the stairs?" You've had several paintings done, but that one was done by Felice and she <em>insisted</em> you smile for it.
"The very same. You've gotten better over the years, Cass' influence I'm sure. Now you only scowl <em>half</em> the time when out and about."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Thank you for the lovely words friend, I'll be sure to take them to my grave, <em>but not before</em> I rig all the doors in your home to open vertically."
Baldwin grins, "That would be quite the sight. I still remember when you glued our furniture to the ceiling. That was quite fun."
"Had to get Cass' help with that, I can't remember why she agreed to help though."
"I think Felice had taken her slice of cake."
"I <em>did not</em>. That was mine — I hired the chef that made it so the entire cake was mine." Felice glares, but her eyes sparkle — clearly it's an argument she had been waiting to use.
Baldwin wraps his arm around her shoulders, "Anyway, I digress Simon. The point is that when you're not scowling you actually have a rather charming visage — your scowl really is a work of art, to be able to hide it."
"You're not joking."
"I'm not. Ask around, you have plenty of people to have proper conversations with now, that see your... natural? normal? No that's not right, your...
"His not-scowling face." Felice provides.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','progress')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'marriage'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Felice."
"Simon." The former queen looks up.
You purse your lips and tilt your head, unsure how to phrase the words in your mind.
"Yes Simon?" She sets her cards down, Baldwin has turned to watch now.
"How... uhm." You take a seat.
Felice straightens — clearly something <em>interesting</em> is about to enter the world via the vocal portal of Simon Fenrose's soul.
"How... how <em>often</em> are..." You pick up her glass and take a drink, it's strong — exactly what you need.
She raises an eyebrow but gestures that you can have as much as you want.
"So Felice, how often are... <span class='smaller_text'>couples</span> supposed to say they love each other? — Not the one between friends, the... <span class='small_text'>other kind.</span>"
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Baldwin grins. Felice beams.
"Simon. You're a good man — you're just a dense idiot, but I think Cass has told you that already." Felice looks right at you.
"She... has."
"The short answer is that it depends on the two of you. Baldwin and I say it all the time, right Honey?"
Baldwin looks up, touches his chin and <em>doesn't</em> say anything — so Felice smacks him and he laughs.
She continues, "If marriage—"
You choke on the drink in your hand.
"If marriage is a piece of music, than the words <span class='quote'>I love you</span> are only a small motif — a significant one I admit — but it's more important that you find out what Cass loves you doing for her and <em>do that</em>. Often. And then check in with her to see if she likes how you're doing it. Don't worry Simon, Cass is as much an idiot as you are when it comes to love."
Baldwin smiles at her comment and shrugs.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
You frown, "She is?"
Felice smiles, "Oh yes. How long did Cass say she loved you? I assume you're asking because she finally told you."
"Three years, I believe she said."
Felice breaks into laughter and clutches her sides, "Honey Honey, she said <span class='emph'>three</span> years! Can you believe it?"
Baldwin holds up his hands as though to say, <span class='quote'>'What can we do — we have two idiots.'</span>
She takes her glass back from you and leans over to give you a hug. "No Simon, much longer than three years. She just didn't know herself. I could see in the way she looked at you. I'm glad that the two of you finally sorted out whatever it was that troubled you. Your eyes — they're brighter now. Sometimes it was difficult watching the two of you. Invite us to your wedding, I can even plan it for you if you want."
<em>Cough.</em> "I uh haven't even... asked..."
"Something else for you to talk about then. Remember, music only works when the musicians communicate and <em>practice</em>. No one's any good at playing an instrument at first — and each group plays a little differently — but I think you love her enough to put in the work, right?"
"...Yes. Yes I do."
"Create something beautiful Simon. With a lady like our Cass — I think you'll find the more you put in, the more you get in return." Felice smiles and returns to her game with Baldwin.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $thread is 'painting'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<vignette 1>>
<<p>>
"Simon, want to model?" The woman holds up her pencil, measuring your dimensions.
"No." Standing still for several hours is <em>horrendously</em> boring.
"But it's such a waste! You've got such handsome features!" She touches her charcoal to her pad anyway while conversing.
Baldwin coughs. You look over but he's merely reading and not paying attention to the conversation.
Felice sighs and sits, "Let me know if you change your mind."
She leans in to whisper something to Baldwin. It's subtle, but his expression noticeably improves.
<</p>>
<<backlink>>
<<elseif $thread is 'mithril'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
"Baldwin."
The man is speaking with a waitress who seems much too flustered to be conversing with a man old enough to be her father. She curties when you approach and totters away. You do wonder sometimes if the current state of affairs in Asteria might been vastly different if Baldwin had taken mistresses like so many other kings seem to like doing. He certainly wouldn't have had trouble obtaining them — crown or not. His faithfulness aside though, it's possible there might not <em>be</em> a <span class='emph_light'>man</span> sitting here today if he did. Felice's 'smiles' could sometimes be downright frightening. The woman herself is sitting on the chaise unconcerned, frowning at a chess board between the two of them.
Baldwin turns to you, "Yes Simon?"
"Say would you happen to have any use for <em>mithril?</em>"
He ponders for a moment, "I could have sworn you were lifebound to the sword. I thought your heart might give out if it left your possession."
You consider the statement and shrug — it might have been true in the past but not anymore. "It's precious, but it's a huge waste for it to just sit in the tower. I don't have a stupidly complex formation to build or — god forbid — another dragon to slay. It also feels wrong to just <em>sell</em> it, and I don't really need the gold anyway."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
Felice stands to listen in. She makes a small noise that you can only identify as a <em>meep</em> — but it apparently means something to Baldwin because he puts one arm around her hips and that satisfies her.
He strokes his beard, "Mithril... you said it was so conductive it would convert the <em>air</em> right? That it gives off mana as light."
"Yes, the light is mana sublimating. You can't really use it as fuel without a magus actively converting it though — the emission is too low."
"No that's not it. I was thinking... if you took advantage of that conductive air and light, couldn't you do away with power lines? Have a kind of <em>wireless</em> transmission? I'm not the expert — it was just a thought, you tell me."
That might actually be possible. You'll have to fetch the sword and confer with Cassandra to nail the specifics. "Brilliant."
"Let me know if it works."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addquest 'fetch_sword'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* NEEDS REVIEW: TELEPORTATION */
<<elseif $thread is 'wireless'>>
<<set $dia.Baldwin.lasttime = $timenow>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You place the ball of metal rods and plates on the lounge table in front of Baldwin and Felice without saying anything and take the seat across from them.
Baldwin looks at it contemplatively and touches his chin, "That was quick. What can it do?"
"Anything placed in the hole comes out the other end." The device vibrates when you speak.
"It poops at long distance. Impressive." He grins and picks it up. Felice pinches him and he chuckles.
You roll your eyes, the man is intentionally minimalizing the significance of the achievement to give you a teasing rib, "It works regardless of whether you connect a power line, but it takes several days to charge if disconnected. Want to volunteer for testing?"
"It doesn't emit hazardous contamination, does it?" He raises an eyebrow and spins the device in his hands.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Who knows." You give him a grin.
Baldwin hands the device back and looks at Felice, "What do you think?"
She shrugs, "Sounds fun. Better people like us who have too much free time than young children anyway. And I'm sure it's fine — if the thing was hazardous, our Simon here would've died by now sleeping next to it for so long."
"He did go a little crazy."
Felice looks up in thought, "That <em>is</em> true..."
"Don't worry Darling, I'll still love you if you start clawing at me and trying to tear me apart."
She frowns, "Is that a statement or a <em>request?</em>"
You walk away to let your friends continue their odd flirting.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
The way Baldwin was looking at her, he wasn't <em>entirely</em> joking...
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* IDLE ROUTER:
pranks dinner
chess research
sketch
*/
<<elseif $thread is 'idle'>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'prank','prank',
'chess','research','research',
'sketch','sketch','sketch',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle to [
'prank','prank',
'chess','chess','research','research','research',
]>>
<<else>>
<<set _idle to [
'prank','prank','dinner',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Baldwin[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Baldwin'>>
/* idle defaults */
<<elseif $thread is 'idle_prank'>>
<<set _prank to [
{ prank: `Simon gave Cass that 'wooden' tree?`,
reply: [4,8,9],
},
{ prank: `Simon put glue in Cass' shoes?`,
reply: [1,4,8,9],
},
{ prank: `Simon swapped out the pin for a duck?`,
reply: [1,4,5,11],
},
{ prank: `Simon placed roller wheels on the <em>throne?</em>`,
reply: [1,2,3,4,5,8,],
},
{ prank: `Simon placed a brick wall behind our front door?`,
reply: [2,4,5,6,8,],
},
{ prank: `Simon drew that rose on Cass' <em>forehead</em>?`,
reply: [1,4,5,8,9,],
},
{ prank: `Simon installed a <em>trampoline</em> in the throne room?`,
reply: [1,2,3,4,6,8,],
},
{ prank: `Simon and Cass carved and painted a <em>stone</em> replica of our bed?`,
reply: [2,4,5,6,8,9],
},
{ prank: `Cass hid one sock of each pair in Simon's entire wardrobe?`,
reply: [1,2,5,9,11],
},
{ prank: `Cass made Simon wear the maid uniform?`,
reply: [1,4,5,6,8,9,11],
},
{ prank: `Cass made Simon's shoes leave flower petals <em>everywhere</em>?`,
reply: [1,2,4,5,10,11],
},
{ prank: `Cass enchanted Simon's hankerchief to turn his face blue?`,
reply: [1,3,10],
},
{ prank: `Cass hid one finger in every painting in the palace?`,
reply: [1,2,4,9,10],
},
{ prank: `Cass trained a dog to relentlessly follow us and ask for cuddles?`,
reply: [1,3,5,8,10],
},
{ prank: `Cass made our front door give an <em>introduction</em> to whoever walked through it?`,
reply: [1,2,3,4,5,6,8,10],
},
{ prank: `Cass and Simon convinced the chef to serve us durio in <em>every</em> dish?`,
reply: [4,8],
},
{ prank: `Cass and Simon gave the <em>air</em> in our home a purple tint and the <em>taste</em> of lavender?`,
reply: [1,2,4,5,6,8,10],
},
{ prank: `Cass and Simon turned our doors translucent?`,
reply: [2,4,5,6,9,10],
},
{ prank: `Cass and Simon gave us that doll that would fart?`,
reply: [1,3,5,6,8],
},
{ prank: `Cass and Simon enchanted our bedroom so that everything in it was pitch black?`,
reply: [1,2,4,5,6,9],
},
{ prank: `Simon and Cass unleashed three pigs into our pool?`,
reply: [2,8,9,],
},
{ prank: `Simon and Cass made the cushions in our carriage <em>moan</em> whenever they were sat on?`,
reply: [1,2,3,5,5,8,8,10],
},
{ prank: `Cass made me end every sentence with a <em>meow?</em>`,
reply: [1,3,3,5,6,6,8,],
},
{ prank: `Simon and Cass changed the elasticity of our <em>walls?</em>`,
reply: [2,3,5,6,8,9,10],
},
].random()>>
<<set _Baldwin to {
1: `Baldwin smiles, "I quite liked that one."`,
2: `Baldwin touches his chin, "If I remember, that took <em>weeks</em> to resolve."`,
3: `Baldwin looks to the side in contemplation, "Honestly I wish that lasted <em>longer.</em>"`,
4: `Baldwin's forehead creases, "<em>That</em> one was...<em>interesting</em> let's say."`,
5: `<p>Baldwin laughs, "Yes yes, I love you too Darling."</p><p>You frown, their exchange doesn't make any sense to you.</p>`,
6: `<p>Baldwin smirks, "You <em>say</em> you didn't like that, but..."</p><p>She blushes.</p>`,
7: `Baldwin frowns, "That reminds me..."`,
8: `<p>Baldwin gives her a raised eyebrow, "If you're bringing that up now, does that mean—"</p><p>She smacks him.</p>`,
9: `<p>Baldwin smiles, "She was <em>quite</em> mad."</p><p>You rub your chin thoughtfully, "Mmmmm, that she was."</p>`,
10: `Baldwin laughs, "I saw her chuckling to herself as she worked."`,
11: `<p>Baldwin touches his chin, "I'm not sure he even noticed."</p><p>You frown, when did that happen?</p>`,
}>>
<<p>>
Felice sees you, then turns to Baldwin, "Honey do you remember when <<print _prank.prank>>"
<<print _Baldwin[_prank.reply.random()]>>
<</p>>
<<backlink>>
<<elseif $thread is 'idle_dinner'>>
<<p>>
The couple waves at you when you pass — Baldwin holds up his glass, Felice shivers and tightens the coat Baldwin has placed around her. They resume their meal.
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_chess'>>
<<p>>
Felice touches the rook, sets it down — then picks it up again and moves it three spaces. Her opponent quickly takes it with his bishop. She looks up at you, "Simon help me fend off this bully."
Baldwin raises an eyebrow, "You win more than I do."
She pouts, "That doesn't mean you're not a bully."
<</p>>
<<backlink>>
<<elseif $thread is 'idle_research'>>
<<set _item to ['a tree','a flower','an herb','a metal','an alloy','a mineral','a grimoire','a medicine'].random()>>
<<set _place to ['the research institute','the royal library','one of the cathedrals','the stacks','the archives','my workshop','the palace vault','the scribe department','the guild hall','the sewers','the red light district','inside the loo','the market'].random()>>
<<p>>
Baldwin motions for you to take a look at the book in his hands. "Simon, do you remember this being mentioned anywhere else?"
You take a look — it's a short description of _item, barely two sentences.
"Mmm, the name sounds familiar, maybe a book in _place? Write that down, I'll check for you."
"Thank you."
<</p>>
<<backlink>>
/* rejuvenated */
<<elseif $thread is 'idle_sketch'>>
<<set _thing to [
`a "cute" crypt spider`,
`an enormous boar charging the palace`,
`two birds in flight`,
`the tavern from above`,
`a delicate butterfly`,
`a lighthouse in the middle of a rainforest`,
`a busy marketplace square`,
`a dragon in flight`,
`a castle made of ice cream`,
`a cozy fireplace`,
`Dinah hanging upside down while playing cards`,
`Baldwin dueling a chair — the chair seems to be winning`,
`you and Baldwin reading`,
`Cass stomping around a beautiful garden`,
`Cass sitting a flower field`,
`Cass breathing fire from her mouth — you lay at her feet`,
`you and Cass out in the rain`,
`you and Cass climbing a maountin made of bread`,
`you and Cass lying facedown in the mud`,
].random()>>
<<set _Simon to [
`You laugh, "I love it."`,
`You raise an eyebrow, "I wasn't aware ${['chickens','chairs','trees','rocks','birds','books','teacups','bunnies','dogs','potted plants','corsets','trousers','shoes','flowers'].random()} could do that."`,
`<p>"It's an affront to all artists."</p><p>She laughs.</p>`,
`<p>"Pretty good, but why—"</p><p>She cuts you off and smiles, "Ah wait, he hasn't seen yet."</p>`,
`"Beautiful."`,
`<p>"Terrible, just terrible."</p><p>She chuckles.</p>`,
].random()>>
<<p>>
Felice holds up a half-finished sketch of _thing. "What do you think Simon?"
_Simon
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Baldwin'>>
<</if>>
<<set $thread to undefined>>/*
█ ███ ████ ████ █████ ████
█ █ █ █ █ █ █ █ █
█ █████ ███ ████ ███ ████
█ █ █ █ █ █ █ █ █
███ █ █ ████ █ █████ █ █
SECTION: Jasper
*//* first time speaking */
<<if ! $dia.Jasper.intro>>
<<set $thread to 'intro'>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Jasper')>><</done>>/* fetch thread */
<<run setup.fetchThread('Jasper')>>
/* trackers */
<<threadtracker 'Jasper'>>
<<run $playerActions.push(`turn ${turns()}, Jasper: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'intro'>>
<<set $dia.Jasper.lasttime = $timenow>>
<<vignette 1>>
<<p>>
Even amongst inquisitors, the young man in front of you appears to be particularly 'righteous.' The badge on his chest reads <em>Jasper.</em> He's picked the first row of threading from your carpet and has moved on to the second, holds the collected fibers in a clump in one hand.
Fortunately, even as the royal adjutant, you don't interact with inquisitors often. Perhaps the king himself intentionally tries to isolate that branch from other duties so that he doesn't have to deal with them. You wonder if their management picks people not by their skill in investigation or interrogation, but by their ability to <em>bewilder</em> people. Certainly, a criminal might just confess out of sheer confusion.
"Young man, have you found what you needed?"
"No, but I <b>will</b>. Wait, <em>I'm</em> the one asking questions here! WAS IT YOU?!"
"No." Well maybe yes, but it's probably best for you not to mention that until you find the chicken.
<</p>>
<<listactions 'Jasper' 'investigate'>>
<<backlink>>
/* CONSECUTIVE ROUTER: CHICKEN */
<<elseif $thread is 'chicken'>>
<<if $dia.Jasper.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<else>>
<<set $thread to 'chicken_else'>>
<</if>>
<<include 'Jasper'>>
<<elseif $thread is 'chicken_1'>>
<<run $ev.pushUnique('interrogated Jasper')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
You lean over the inquisitor as he works, "Is the chicken perhaps, inside my carpetting, somehow weaved within the yarn?"
"Is that where YOU would hide the body if you were the criminal? The hen clearly isn't in the suite, in the suite bathroom, or on top of the collapsed bridge. I would have seen it!"
"No."
"A clever confession of a not-confession so that you can pin ME as the perpetrator. Good attmempt, but I am TRAINED in reverse reverse psychoanalytics."
"That doesn't even make sense, young man."
"And now, ad hominem to rattle my solid foundation!"
"...'Young man' isn't an insult."
"The jury will be the ones to decide that!"
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
<em>Surely</em> even an inquisitor would notice if their <b>quarry</b> was still <em>inside</em> the room they were searching... right?
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"Returned have you? I will find this evidence you so desperately want to remove!"
"...By all means, search as you like."
"The hen isn't in the suite, the bathroom, or the bridge thanks to you, villain!"
<</p>>
<<backlink>>
<<elseif $thread is 'meal'>>
<<if $ev.includes('next evening')>>
<<set $thread to 'meal_night2'>>
<<else>>
<<set $thread to 'meal_night1'>>
<</if>>
<<include 'Jasper'>>
<<elseif $thread is 'meal_night1'>>
<<vignette 1>>
<<p>>
"Hello young inquisitor, Jasper was it?"
"<span class='emph'>Sir</span>." If it was possible to pronounce that word with vehemence, the inquisitor certainly succeeded.
"I noticed only you were here tonight, inquisitors travel in pairs do they not?"
"You'll get no information about my partner from me! She's safely at the lookout point across the road where your villainous hands can't reach her."
"...and you're here enjoying a nice meal, why not invite her in as well?"
"Nay! I'll eat for the both of us, it's my turn this evening."
"Your... <em>turn</em> to eat?"
"As expected that a criminal wouldn't know common sense. One person eats twice while the other ensures their safety from afar."
Indeed, in front of the inquisitor is two portions of dinner, two mugs, and two sets of silverware and plating. He's even laid out the napkin on the chair she would be sitting in. How courteous.
<</p>>
<<backlink>>
<<elseif $thread is 'meal_night2'>>
<<vignette 1>>
<<block 'thread'>>
<<p>>
You step onto the terrace, catch a glimpse of a familiar pearly white uniform with metal pauldrons on and quickly swivel.
<div class='thought'>'I do not need to greet inquisitors, in fact I've quit. We have absolutely no relation—'</div>
"Mister Fenrose!"
The voice that shouts is female, and you don't recognize it, but you have a very good hunch who spoke. Reluctantly, you turn to face the inquisitor.
"Hello inquisitor. Can I help you?" The woman is slim but athletic, but she holds herself neatly for an officer of this particular branch of law.
She bows, "I apologize for my partner yesterday. Jasper can be a handful."
"It was fine, he was simply doing his duty." You raise an eyebrow, a polite inquisitor — this is new.
"Yes, but he doesn't have to be so loud about it." She chuckles.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Ah yes, that is true. I noticed he wasn't present — I hope I'm not interrupting his or your dinner by being here. I know I might have made things a tad awkward for him last night."
"No no, thank you for the consideration, but he's eating just fine. In fact, I don't think he'd mind if you joined us." She points at the table. There are two sets of dinner plating and food — but only one chair.
"There's only one chair."
She tilts her head, "Is that a problem?"
"Doesn't he... need to sit?"
"He's sitting right now I think... or maybe lying down. It's hard to keep track sometimes."
<div class='thought'>'And <span class='emph'>how</span> are you keeping track?'</div>
You and her aren't on the same page, but you can't quite place <em>what</em> the disconnect is, so you elect to frown silently.
She tilts her head waiting and the two of you simply look at each other for a minute before you remember she asked you a question.
<<if $ev.includes('ate fish')>>
"Oh. Thank you for the offer, but I've already eaten."
<<else>>
"Oh. Thank you for the offer, but I'll have my dinner elsewhere."
<</if>>
She nods and sits to resume her meal. Curiously, she begins eating from <em>both</em> plates.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* IDLE ROUTER:
crime chicken pad
*/
<<elseif $thread is 'idle'>>
<<set _idle to [
'crime','chicken','pad',
]>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Jasper[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Jasper'>>
<<elseif $thread is 'idle_chicken'>>
<<p>>
The inquisitor ignores you, intent on finding whatever remains of chicken are apparently hidden within the flooring.
<</p>>
<<backlink>>
<<elseif $thread is 'idle_crime'>>
<<p>>
"Young inquisitor, how are you?"
"I'll have you know that it's a CRIME to..." he pauses, "to to..."
"Commit murder?"
"Yes, that! I have my eyes on you MISCRETIN."
<</p>>
<<backlink>>
<<elseif $thread is 'idle_pad'>>
<<p>>
Jasper stands and writes in his pad — it's entirely blank, no wax or paper, just two slats of wood bound by twine. His 'pen' is a blunt stick.
He narrates to himself while he 'writes.'
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $thread to 'idle'>>
<<include 'Jasper'>>
<</if>>
<<set $thread to undefined>>/*
████ ███ ████ █ █ █████ █ █ █████ ███
█ █ █ █ █ █ █ ██ █ █ █ █
████ █ █ █████ ███ █ █ █ █ █████
█ █ █ █ █ █ █ █ █ █ █ █ █
█ █ ███ ████ █ █ █████ █ ██ █████ █ █
SECTION: Richenza
*/<<if ! $thread>>
/* these trigger immediately */
/* after crime */
<<if $ev.includes('began investigation') && ! $ev.includes('closed investigation') && ! $dia.Richenza.lounge>>
<<set $thread to 'lounge'>>
/* additional constraint, Richenza scenes only trigger if not during crime */
<<elseif ['0DR','0TL'].includes(setup.findPerson('Richenza'))>>
/* these trigger immediately */
/* rejuvenated */
<<if $ev.includes('rejuvenated') && ! $dia.Richenza.rejuvenated>>
<<set $thread to 'rejuvenated'>>
/* triggers immediately if first night */
<<elseif ! $ev.includes('resolved burdens') && ! $dia.Richenza.dining>>
<<set $thread to 'dining'>>
/* these trigger after delay */
<<elseif $timenow - $dia.Richenza.lasttime >= random(5,7)>>
/* delayed if next night */
<<if ! $dia.Richenza.dining>>
<<set $thread to 'dining'>>
/* small beatrice scene */
<<elseif ! $dia.Richenza.gravitywell>>
<<set $thread to 'gravitywell'>>
<</if>>
<</if>>
<</if>>
<</if>>
/* else */
<<set $thread ??= 'idle'>>
/* attach thread */
<<done>><<run setup.attachThread('Richenza')>><</done>>/* fetch thread */
<<run setup.fetchThread('Richenza')>>
/* trackers */
<<threadtracker 'Richenza'>>
<<run $playerActions.push(`turn ${turns()}, Richenza: ${$thread}`)>>
<<set $can_replay to false>>
/* threads */
<<if $thread is 'lounge'>>
<<set $dia.Richenza.lasttime = $timenow>>
<<vignette 1>>
<<addnote>>
Lounge needs new cushions.
<</addnote>>
<<p>>
The victim, one Madam Richenza, weeps unrestrainedly. She's blowing her nose into a pillow. You make a mental note to tell Godfrey to purchase new ones, there's no saving them.
"How are you doing, madam?"
"My little girl, my poor little girl."
"I have good news, someone saw your 'little girl' fly off. She's very much alive."
"She lives?! Truly? Please, you must find her! My poor Edith!"
"I will certainly do my best, Madam."
<</p>>
<<listactions 'Richenza' 'investigate'>>
<<backlink>>
<<elseif $thread is 'chicken'>>
<<if $dia.Richenza.chicken === 1>>
<<set $thread to 'chicken_1'>>
<<include 'Richenza'>>
<<else>>
<<set $thread to 'chicken_else'>>
<<include 'Richenza'>>
<</if>>
<<elseif $thread is 'chicken_1'>>
<<run $ev.pushUnique('interrogated Richenza')>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
"Madam Richenza, can you tell me about your chicken?"
"Edith is the, the <em>finest</em> and loveliest hen of the coop. Her feathers are a brilliant blue, and and she comes from a line of regal cockerels. <em>Sob.</em>" She empties her sinuses on your cushions some more. "Her mother was Eleanor, her father was Elias, both the plumpest of their group. She was born and raised in Ethelburg with—"
"I'm sure she has a wonderful family history, is there anything you can tell me about her behavior? Where she might like to go or stay perhaps?"
"Oh she has an adventurer's spirit, lively and energetic, but but the <em>small</em> body of a baby girl. I'm sure she's simply tired herself out by now. She- She'll be so exposed to everyone who wants to catch and eat her while sleeping!" The woman sets the pillow and blindly gropes for the nearest cloth object, which happens to be your robes. You gingerly push her mucus covered hands away.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
A <b>hen</b> sleeps better than I do. I am unsure what that implies.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $thread is 'chicken_else'>>
<<p>>
"H-have you found my dear Edith?"
"Not yet."
"You just have to find her, nothing wakes her when she starts sleeping! The poor girl! Just imagining her helpless to all the vicious predators, the <em>chicken eaters</em>!"
<</p>>
<<backlink>>
/* SPLIT ROUTER: NEXT EVENING */
<<elseif $thread is 'dining'>>
<<if $ev.includes('next evening')>>
<<set $thread to 'dining_night2'>>
<<else>>
<<set $thread to 'dining_night1'>>
<</if>>
<<include 'Richenza'>>
<<elseif $thread is 'dining_night1'>>
<<set $dia.Richenza.lasttime = $timenow>>
<<vignette 1>>
<<p>>
Several patrons shift their tables to give Madam Richenza the space she needs, before asking if there's anything else she needs help with. You walk over once she has a chance to settle into her seat, "Hello, Madam Richenza was it? I am Simon Fenrose, the proprietor. I just wanted to know how everything was."
"Oh! I must thank you personally. Just how is it that you're able to supply natural spring water to your private suite? It is the perfect temperature for bathing."
"There is a small geothermal spring located under the facility. Lucky happenstance. After supplying for our own needs, there's just enough for one select customer."
"I must say, it is absolutely miraculous for feathers."
You raise a slight eyebrow and take a closer look at the completely human woman in front of you with a distinct lack of feathers. "Yes, it is, isn't it? In any case, if you have any needs our wait staff will be happy to assist you."
A waitress comes out with her order and you leave the woman to her meal, incidentally just as a different customer offers to feed her bite by bite from the plate on table too distant for her arms to reach.
<</p>>
<<backlink>>
<<elseif $thread is 'dining_night2'>>
<<set $dia.Richenza.lasttime = $timenow>>
<<vignette 1>>
<<p>>
Several patrons shift their tables to give Madam Richenza the space she needs, before asking if there's anything else she needs help with. "Hello, Madam Richenza, how is everything?"
"Oh, Mister Fenrose! I must thank you personally for the last night. My dear Edith just puckered up with satisfaction in the natural spring water — just how is it that you're able to supply that your private suite? It is the perfect temperature."
"There is a small geothermal spring located under the facility. Lucky happenstance. After supplying for our own needs, there's just enough for one select customer."
"I must say, it is absolutely miraculous for feathers."
You raise a slight eyebrow and wonder if the woman even took a dip herself — of if she merely attended her chicken the entire time, "Yes, it is, isn't it? In any case, if you have any needs our wait staff will be happy to assist you."
A waitress comes out with her order and you leave the woman to her meal, incidentally just as a different customer offers to feed her bite by bite from the plate on table too distant for her arms to reach.
<</p>>
<<backlink>>
/* Beatrice intro */
<<elseif $thread is 'gravitywell'>>
<<set $dia.Richenza.lasttime = $timenow>>
<<vignette 2>>
<<npc 'Beatrice' $thread>>
<<done>><<rosedisable>><</done>>
<<p>>
You attempt to approach the woman, but the influx of busy people tending to her needs gets in your way. Four men and two women begin enacting a small play for her leisure as she dines. You recognize <em>none</em> of them as your own employees.
A short haired waitresses sees you and shrugs. Beatrice walks over and gestures that it's hopeless even for her, the table's assigned server.
<<if ! $dia.Beatrice.intro>>
<<npc 'Beatrice' 'intro'>>
<span class='quote'>'It won't work.'</span> She holds up her writing pad — you've only heard Beatrice speak a handful of sentences at most the entire time she's been under your employ despite being quite close to the bubbly, chatty Merill. She points at a gruff barechested man with a leather kilt and a chipped saber on his back.
<<else>>
<span class='quote'>'It won't work.'</span> She holds her pad up to you and points at a gruff barechested man with a leather kilt and a chipped saber on his back.
<</if>>
A large scar runs down his face and arm. He holds a <em>pad and towel</em> and stands courteously in front of the flurry of people behind him. He addresses you and Beatrice when the two of you approach, "Can er he—" He coughs and tries again, "Good evenin' Horw might I asisst you?" His expression betrays the inexperience he has with the words he's using.
<span class='quote'>'Tada!'</span> Beatrice holds up a bottle — presenting it with a magnificent smile — and asks the man if Madam Richenza would like a try since she had asked for something similar earlier but the tavern didn't have it.
The shirtless muscular butler nods and stiffly pushes his way through the people with more force than your slender waitress could have mustered — and perhaps a little more than is <em>strictly</em> necessary. He returns with the madam's answer and gently takes the bottle off Beatrice's hands.
Your silent waitress performs a tiny shimmy of satisfaction<<if ! $ev.includes('crime happened')>> — waves to you — and skips upstairs for her break<</if>>.
<</p>>
<<backlink>>
<<elseif $thread is 'mortalenemy'>>
<<run setup.questHandler('leaving','update')>>
<<set $dia.Richenza.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You walk out onto the veranda, normally a sanctuary from the interior, but tonight it's crowded beyond comprehension. A woman bumps into you, apologizes, and then <em>tiptoes</em> back inside. You notice most of the other patrons are also tiptoeing, trying their utmost to maintain the quiet despite their presence.
A familiar woman graces the terrace tonight, or rather a familiarly-sized ball gown with a woman attached graces the terrace. Madam Richenza is conversing with Edith, who appears to be violently pecking something on the table.
"Hello Madam, good evening."
"Oh, Mister Fenrose. Good evening." She stands and curtsies.
"I see you've come for another night. How is... Edith?" You glance at the pompous hen who stops to glare at you. She's standing over a painting of a fox.
"Thank you for asking, she's doing wonderfully. Just light scratches from yesterday's adventure. We decided to come back because..." The madam's face contorts into fury for a moment but she catches herself and holds her hankerchief to maintain composure.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I apologize for my incivility, Mister Fenrose. It has been a rough day."
"Is everything alrigh—" You are interrupted by a loud bang against the table. Edith appears used her beak to have drilled a hole into the fox's eye — and subsequently the wood underneath.
You frown, that wood is solid oak and has survived patrons <em>tossing</em> it.
"Edith, no! I know you're angry, but you can't damage property. Apologize to Mister Fenrose! I'm sorry Mister Fenrose, I'll pay for that." She begins to reach for her purse, but a man in rough leathers steps up and pays for her. The coin he hands you is possibly worth more than all the clothes he's wearing.
The chicken fluffs her coat, spreads her wings, and bows her head, which you suppose is an apology. So she can be courteous.
Madam Richenza address you again, "Ms. Dinah has told me the private suite is currently unavailable, is there another room that has access to the spa water?"
"No unfortunately, but I will see to it that the room is made available as soon as possible. In the meanwhile, is there anything I can have the waitresses fetch for you?"
"Does the kitchen perhaps have fox on the menu?"
"I do not believe so, but I will ask for you."
"Please do. I fear my dear Edith may damage the table again if I do not give her something else to appease her." She curties again.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('leaving','progress')>>
<<addnote>>
Is Edith perhaps... a <em>Dawn Crier?</em> But they're supposed to be extinct.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* NEEDS REVIEW: Richenza charm? */
<<elseif $thread is 'rejuvenated'>>
<<run setup.questHandler('rejuvenated','update')>>
<<set $dia.Richenza.lasttime = $timenow>>
<<npc 'Eliza' 'deadfox'>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
When you walk by, the brilliant blue hen perks up and squawks.
"Edith? What is it?" Madam Richenza and Edith are having their painting done by a woman wearing a leather apron. One of your waitresses has even been roped in to play the part of the dead fox at their feet — Eliza sleeps soundly in a curled ball on the floor clutching a pillow from the second floor common room.
"Ah, hello Madam Richenza. She likely recognizes me." By smell possibly? Do you smell?
"And you are, sir?" Madam Richenza motions for the painter to continue.
"Simon Fenrose at your service, proprietor of the Wizard's Reach. I may have a different appearance compared to yesterday, but I assure you I am me."
"Remarkable, is this the effect of the spring water?" She stands to circle around you — though because of the size of her dress you have to move out of the way and in effect it becomes you circling around her as she spins.
"Ah, no the spring water — while refreshing and rejuvenating — will not do this. This is a side effect of manipulating life force to repair the bridge."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"<em>Very</em> interesting. Mister Fenrose, can you replicate the effect on someone else? I could pay you."
"Apologies, it's quite difficult to manipulate another person's life energy. A misstep could spell tragedy. I have heard that there are specialists who might be able to offer this service though."
"Person? Oh no, I was referring to Edith. Can you rejuvenate her? We have some... unsettled business." Her face contorts and she looks away for a moment.
You look at the hen on the table who returns your gaze. Sometimes you wonder <em>just</em> how much the woman's chicken understands. "I can't restore to her the strength of youth, but... I might have something to fortify her physique if that is what you need."
Edith flares her wings and nods. Madam Richenza steps closer, "Truly? How much?"
"No, no need. It's a simple protection charm I have no use for." You fish in your pocket and hand Madam Richenza your state-issued safety whistle. Its performance is <em>much</em> lower than your robes, but you were required to keep it on you — while you were a government employee anyway.
<<if $loc['0SE'].flares>>You remember the flares by the service entrance and decide <em>those</em> are probably too dangerous to hand to a chicken.<</if>>
"Thank you Mister Fenrose. You have my <em>eternal</em> grattitude." Madam Richenza wraps the whistle around Edith's neck and fishes in her purse. She hands you a card similar to the one she gave Dinah last night — this one simply says <span class='quote'>Richenza.</span>
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<run setup.questHandler('rejuvenated','update')>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* IDLE ROUTER:
request path
crying ancestry
curtsy
moves
*/
<<elseif $thread is 'idle'>>
<<vignette 0>>
<<if $ev.includes('rejuvenated')>>
<<set _idle to [
'request','request','path',
'ancestry',
'curtsy',
'moves','moves',
]>>
<<elseif $ev.includes('next evening')>>
<<set _idle to [
'request','request','path',
'ancestry',
'curtsy','cutsy',
]>>
<<elseif $ev.includes('began investigation')>>
<<set _idle to [
'ancestry','crying',
]>>
<<else>>
<<set _idle to [
'request','path',
]>>
<</if>>
<<set $thread to `idle_${_idle.random()}`>>
<<if ! $dia.Richenza[$thread]>>
<<vignette 1>>
<<else>>
<<vignette 0>>
<</if>>
<<include 'Richenza'>>
/* while not during investigation */
<<elseif $thread is 'idle_request'>>
<<set _request to [
{
desc: `the fruit with the red shell and crunchy inside`,
thing: [
[`An apple`,1],
[`A cherry`,1],
[`A watermelon`,3],
[`A snapdragon`,4],
],
},{
desc: `the sharp stick people use to stab and poke`,
thing: [
[`A sword`,4],
[`A fork`,5],
[`A spear`,4],
[`A toothpick`,1],
],
},{
desc: `the circular object around the room`,
thing: [
[`A chair`,5],
[`A plate`,1],
[`A cup`,1],
[`A bowl`,1],
],
},{
desc: `the thing that woman has in front of her`,
thing: [
[`Her child`,4],
[`A figurine`,4],
[`A head of broccoli`,2],
[`A mug of ale`,1],
],
},{
desc: `those rectangles that can hold different things`,
thing: [
[`A painting`,3],
[`A cosmetics kit`,3],
[`A supply crate`,2],
[`A writing pad`,3],
],
},{
desc: `the flat item I saw you holding earlier`,
thing: [
[`A napkin`,1],
[`A menu`,1],
[`A signboard`,3],
[`A deck of cards`,1],
],
},
].random()>>
<<set _reply to {
1: `"Of course."`,
2: `You frown, "I suppose I could." — but <em>why?</em>`,
3: `You touch your chin, "I'm not sure we have those for patrons, I will ask."`,
4: `"Ah we don't carry those for customers, I apologize."`,
5: `"I can." What's wrong with the one she has?`,
}>>
<<set _thing to _request.thing.random()>>
<<p>>
"Mister Fenrose! What is it you call... <<print _request.desc>>?"
"<<print _thing[0]>>?"
"Yes. Could I trouble you to have a server fetch one for me?"
<<print _reply[_thing[1]]>>
<</p>>
<<backlink>>
<<elseif $thread is 'idle_path'>>
<<p>>
A waitress hails you to ask for help with attending Madam Richenza — her shirtless butler appears to be preoccupied elsewhere.
You open the way for your slender employee with your staff.
<</p>>
<<backlink>>
/* after investigation begins */
<<elseif $thread is 'idle_ancestry'>>
<<p>>
"...and her fourth cousin second removed on her mother's side is Eupheme, the wonderful lady. She always had a bit of cockatrice in her, her glare was absolutely petryifying..."
You stop listening.
<</p>>
<<backlink>>
/* only while Edith is missing */
<<elseif $thread is 'idle_crying'>>
<<p>>
Madam Richenza has begun crying again.
You reconsider approaching her for fear of contaminating your clothes with whatever is exiting her nostrils.
<</p>>
<<backlink>>
/* next evening */
<<elseif $thread is 'idle_curtsy'>>
<<p>>
Madame Richenza appears to be directing Edith on the finer points of aristocratic refinement. Despite the difference in anatomy, Edith performs an acceptable curtsy when you pass.
<</p>>
<<backlink>>
/* after rejuvenating */
<<elseif $thread is 'idle_moves'>>
<<set _action to [
{
Edith: `flaps her wings menacingly and looks at your reaction.`,
Simon: [1,4],
},{
Edith: `stands on one foot then <em>gouges</em> an invisible enemy — presumably a fox.`,
Simon: [1,2,4,5],
},{
Edith: `skips over to a prepared slab of wood and <em>slams</em> her beak into down. It splits.`,
Simon: [1,2,3,4,5],
},{
Edith: `spins in place as though her feathers were an elegant dress.`,
Simon: [2,4,5],
},{
Edith: `takes two steps forward and two steps to the side — she's performing a <em>box waltz</em>.`,
Simon: [1,2,3,4,5],
},{
Edith: `flaunts the simple charm you gave her earlier.`,
Simon: [1,4],
},{
Edith: `raises a wing and <em>shoots</em> a feather off the terrace.`,
Simon: [2,3,4,5],
},
].random()>>
<<set _reply to {
1: `You nod approvingly.`,
2: `"Impressive."`,
3: `You raise an eyebrow. How did she do that?`,
4: `You look to Madam Richenza who beams.`,
5: `You touch your chin and consider the implications.`,
}>>
<<p>>
Edith squawks to get your attention — then <<print _action.Edith>>
<<print _reply[_action.Simon.random()]>>
<</p>>
<<backlink>>
/* fail-safe */
<<else>>
<<set $route to 'idle'>>
<<include 'Richenza'>>
<</if>>
<<set $thread to undefined>>/*
███ █ █ █ █ █████ ████ █████ ███ ███ ███ █████ █████
█ ██ █ █ █ █ █ █ █ █ █ █ █ █
█ █ █ █ █ █ ███ ███ █ █ █ ██ █████ █ ███
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █
███ █ ██ █ █████ ████ █ ███ ███ █ █ █ █████
SECTION: investigate
*//* trackers */
<<pathtracker 'investigate'>>
<<run $playerActions.push(`turn ${turns()}, investigate: ${$path}`)>>
<<set $can_replay = false>>
/* paths */
<<if $path is '1HW'>>
<<if $ev.includes('interrogated Jasper')>>
<<p>>
There <em>are</em> small bits of feathery puff embedded in the carpet, on closer inspection. Jasper is sorting these into their own pile.
<</p>>
<<backlink>>
<<else>>
<<p>>
There doesn't seem to be anything out of the ordinary, aside from an inquisitor doggedly determined on finding the the entire body of a chicken somehow hidden with a mostly flat piece of carpetting. Though... considering inquisitors, you suppose that isn't <em>too</em> out of the ordinary either. Perhaps he may know more.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '1LO'>>
<<if $ev.includes('interrogated Richenza')>>
<<p>>
The doesn't seem to be anything out of the ordinary.
<</p>>
<<backlink>>
<<else>>
<<p>>
There doesn't seem to be anything out of the ordinary. The owner might be able to tell you more about the animal in question...
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '1LB'>>
<<if $ev.includes('interrogated Dinah')>>
<<p>>
Hmmmm... the chicken flew out the room and went up stairs, you should probably check there.
<</p>>
<<backlink>>
<<else>>
<<p>>
There doesn't seem to be anything out of the ordinary. Dinah might have more information from the person who saw the animal.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '2CR'>>
<<if $ev.includes('interrogated Merill')>>
<<p>>
There doesn't seem to be anything out of the ordinary.
<</p>>
<<backlink>>
<<else>>
<<p>>
There doesn't seem to be anything out of the ordinary. Merill, or maybe one of the othe girls might have seen something though.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '2HW'>>
<<if $ev.includes('interrogated Merill')>>
<<run $ev.pushUnique('investigated 2HW')>>
<<p>>
You stoop to peer at the carpetting. It's quite nice, might even be better than the carpetting in your own quarters. It's clean, which makes spotting the tracks and bits of feather easier. Three pronged steps punch into fabric, leaving a hardly noticeable impression. If the chicken were less energetic or lighter, you might not have been able to spot them. There's a feather by the dormitory door.
<</p>>
<<backlink>>
<<else>>
<<p>>
There doesn't seem to be anything out of the ordinary.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '2BR'>>
<<if $ev.includes('investigated 2DO') && ! $ev.includes('investigated 2BR')>>
<<run $ev.pushUnique('investigated 2BR')>>
<<done>><<rosedisable>><</done>>
<<p>>
The hen seems to have made itself right at home amidst your employee's waters, there are feathers in the water, but no animal unfortunately. If it isn't in the dormitory, or here... then....
The south side window is open. <em>Drats.</em> Maybe someone saw it fly out.
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
The <b>hen</b> exited the 2nd floor bath via the window.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $ev.includes('investigated 2BR')>>
<<p>>
The woman's pet dove out the window, perhaps someone at the front of the tavern saw it fly out.
<</p>>
<<backlink>>
<<else>>
<<p>>
What's this? There are feathers in the bath water.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '2DO'>>
<<if $ev.includes('investigated 2HW') && ! $ev.includes('investigated 2DO')>>
<<set $loc[$here].lasttime = $timenow>>
<<run $ev.pushUnique('investigated 2DO')>>
<<done>><<rosedisable>><</done>>
<<p>>
You strain your senses, listening for the telltale squack of a feathered pest. Hmmmm, nothing moves in the dim room. The smoldering embers in the fireplace flicker unsteadily. You crouch to better stalk your prey and rub your neck to clear your throat.
"B-bgak."
Nothing responds. Louder then.
"Bgak!"
Silence. <em>Sigh</em>, no chicken here. You straighten to leave and see a smiling Cassandra holding her chin up with a hand and leaning against the door.
"Don't mind me," she says, "I just came up to use the wash. Please, continue."
"..."
"Have you tried cawing? Maybe it'll respond better. Or scratching the floor with a foot?"
<em>Cough.</em> "The woman's pet doesn't seem to be here."
Her expression is downcast but her eyes glimmer when she turns to leave, "Pity."
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
Hmmm... the <b>bird</b> must have backtracked when the women weren't watching. My call was perfect. It would have responded.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<<elseif $ev.includes('investigated 2DO')>>
<<p>>
If the chicken was in here, it isn't any longer.
<</p>>
<<backlink>>
<<else>>
<<p>>
There doesn't seem to be anything out of the ordinary.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '2LV'>>
<<p>>
There doesn't seem to be anything out of the ordinary.
<</p>>
<<backlink>>
<<elseif $path is '0DR'>>
<<if $ev.includes('investigated 2BR')>>
<<run $ev.pushUnique('investigated 0DR')>>
<<p>>
If it flew in from the terrace... it must have been <em>after</em> it came from upstairs. You're close, you can feel it.
<</p>>
<<backlink>>
<<else>>
<<if ! $ev.includes('interrogated Godfrey')>>
<<p>>
There doesn't seem to be anything out of the ordinary. Godfrey stands in the center somehow watching all directions without moving, he might have seen something.
<</p>>
<<backlink>>
<<else>>
<<p>>
The animal flew in from the terrace and towards the kitchen. Checking in there might be a good idea.
<</p>>
<<backlink>>
<</if>>
<</if>>
<<elseif $path is '0KT'>>
<<if ! $ev.includes('interrogated Lambert')>>
<<p>>
There doesn't seem to be anything out of the ordinary. Checking in with Lambert might be a good idea.
<</p>>
<<backlink>>
<<else>>
<<p>>
The chicken isn't here, it flew out the service entrance.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '0TE'>>
<<if ! $ev.includes('interrogated Fabian')>>
<<p>>
Despite the man's large stature, Fabian is <em>surprisingly</em> quick on his feet. If Madam Richenza's chicken flew this way, he would have caught it. He might have seen something though.
<</p>>
<<backlink>>
<<else>>
<<p>>
The chicken isn't here, it's a pity it didn't pass through on ground level. Fabian would've caught it.
<</p>>
<<backlink>>
<</if>>
<<elseif $path is '0SE'>>
<<if setup.investigation().passed>>
<<vignette 2>>
<<run $ev.pushUnique('found chicken')>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
You spot a bright blue feather sticking out from the dirt.<<if $ev.includes('interrogated Richenza')>> Madam Richenza said nothing would wake the hen once it decided to sleep, but you aren't taking any chances.<</if>> The light of magic might spook it, so you're forced to use more primitive means and quietly tiptoe. Nothing you haven't done before.
There was a time when the four of you had to find a woman's dog. Your lips curl at the memory — the owner had failed to mention key details. Unlike this harmless bird you're tracking, the dog in question was a 9 foot tall cereberus with a penchant to pick up people and toss them across the room. Good thing it was Priscilla — anyone else would have had a new hole in their chest to breathe through. Cassandra was furious and wanted to kill it, but Nathaniel stopped her. The dog just wanted to play fetch, albeit with human sized ragdolls — Ha!
You can remember the way Cassandra gleefully laughed, tossing that gigantic beanbag for the dog.
<div class='thought'>'So long ago, what happened to us?'</div>
<div class='thought'>'Why ask? You already know. One of us died and the rest grew old.'</div>
<div class='thought'>'Sigh. You're a coward, Simon.'</div>
<div class='thought'>'Tell me something I don't know.'</div>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
There was something she wanted to say to you on the terrace. What was it? You stare up at the black sky, the stars up above twinkle. The tavern and tower are as far as they could possibly be without impeding your ability to go to work, but it isn't enough. The hideous mask of light from the city blocks most of the night's beauty.
You look down at your hands, they're smooth and wrinkled. There used to be calluses from handling all manner of tools and instruments. Now, the only marks on them are ink smudges from signing documents. You don't even hold a sword when training the royal brats. When was the last time you swung one?
'Peace has corroded you, Simon. Made you weak.'
'No, it wasn't peace that did this to me.'
You almost step on the chicken in the darkness. The unmistakably blue bird dozes quietly a couple feet from your doorstep.
<</p>>
<<actionlink 'Continue'>>
<<removequest 'find_chicken'>>
<<set $here to '0FD'>>
<<mapupdate>>
<<roseupdate :disableall>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<p>>
You pick up one of the empty boxes and gently place it over the hen. It doesn't move even when you slide a blanket under and flip the box over.<<if $ev.includes('interrogated Richenza')>> She wasn't kidding, the animal refuses to wake up despite how roughly you're handling it.<</if>> Sleeping, the animal almost looks cute. Almost.
You straighten with your sleeping parcel securely tucked under one arm.
<</p>>
<<actionlink 'Time to clear your name' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<addquest 'return_chicken'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<else>>
<<p>>
There doesn't seem to be annything out of the ordinary.
<</p>>
<<backlink>>
<</if>>
<</if>>
<<set $path to undefined>>
/*
████ █ █████ █████ ████
█ █ █ █ █ █
███ █ ███ ███ ████
█ █ █ █ █
████ █████ █████ █████ █
SECTION: sleep
*/<<pathtracker 'sleep'>>
<<run $playerActions.push(`turn ${turns()}, sleep: ${$path}`)>>
<<set $can_replay to false>>
<<if $path is '1SB'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<removequest 'assess_1SB'>>
<<removequest 'sleep_1SB'>>
<<run $ev.pushUnique('told Dinah to clean lavatories')>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<div class='sleepprefix'>
<<p>>
The door to the small chamber quietly clicks shut. You twist the knob to lock it and touch the light control to turn it off. The bed is quite large though a bit springier than you typically like. It doesn't creak when you climb inside though, which is nice. You don't even bother to taking off your robes. You <em>do</em> however kick off your boots though, you're not a savage. <<include 'sleepstart'>>
<</p>>
</div>
<<include 'sleepstory'>>
<<blockNext>>
<<vignette 2>>
<<p>>
There's a knock on the door, but you pull the sheets over your head and ignore it. You can hear the muffled sound of a woman's voice, but can't make out anything she's saying. The knocking continues, harder this time.
"Occupied!"
The knocking stops. Quiet resumes. Good. You let your stiff shoulders relax and start again—
The door violently slams open and the sheets are forcefully pulled from the bed. Standing over you is the looming shadow of a man so enormous all his clothes must be custom tailored. Despite the other person turning on the lights, the room remains just as dark as before.
"Mr. Fen?" Fabian scratches the back of his head. By the doorway, you can see Dinah trying to sneak away but your glare petrifies her. Her foot hangs in midair, threatening to leap out of sight if the rest of her body wasn't desperately attempting to blend into the wall.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
<em>Sigh.</em> You sit up and begin putting your boots back on.
"What are you doing here Mr. Fen, don't you have your own room in the tower?"
"I'm locked out. It's fine, I wasn't getting any rest anyway." You stand and crack a neck. It pops a bit <em>too</em> loudly, you ought to have your body checked again. These aches... aren't from age. You've taken care of that. They're from <em>stress</em> and countless nights of poor sleep unfortunately.
Dinah meekly touches her fingers together and studies the suddenly incredibly interesting pattern of the monocolor carpetting in the room. "In my defense... you didn't tell me and I was..."
"Dinah."
"Sir! Yes sir!" She salutes you, still not making eye contact.
"It's fine."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Are you... sure?" She relaxes a little bit but maintains her rigid posture. "Sir."
"Yes yes, it's fine." You can't really blame her, she <em>was</em> just doing her job, probably thought you were a guest who overstayed their welcome. The guest rooms <em>are</em> apparently quite popular even if the bed is only middling in comfort. Perhaps it's to do with the assortment of tools laying about the room, or some combination of the fabrics they use.
"So... you're not mad that I could've gotten the master key and quietly opened the door, but instead told Fabian to be as aggressive and threatening as possible?"
"..."
"<em>Phew</em>, I thought for sure that—"
"Dinah, you will be cleaning the lavatories as an extension of your duties until further notice. No need to update Godfrey, I'll do it myself. "
"No! Please! I'll be good, I swear!"
<</p>>
<<actionlink 'Leave to let her contemplate her choices' `{end: true, arrow: 'back'}`>>
<<addquest 'wait_0DR_1LO'>>
<<addnote 5000>>
Note, experiment with latex pajamas. Look into sleep techniques that utilize candles and possibly rope.
<</addnote>>
<<vignette 0>>
<<set $here to '1HW'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '2DO'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
/* <<removequest 'sleep_2DO'>> */
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<npc 'Eliza' 'sleep_2DO'>>
<div class='sleepprefix'>
<<p>>
Each bed in the dorm is labeled with their respective owner's name, but one is kept unoccupied as an extra for any <em>other</em> employee who might not be able to return home for the evening due to one reason aor another. Eliza <em>continues</em> to slumber in her preferred recliner next to the firepalce. Her bed is a complete mess just like her hair. There aren't even pillows or sheets, they've been replaced with various cushions pilferd from sofas or couches around the tavern. She clutches a bean bag as a makeshift body pillow as she snoozes.
Next to her is a cleanly made bed. The sheets are tucked into the edge, the placard is unlabaled, and the wardrobe is empty. This should be the extra. As quietly as you can, you climb inside. <<include 'sleepstart'>>
<</p>>
</div>
<<include 'sleepstory'>>
<<blockNext>>
<<vignette 2>>
<<p>>
"Pssst, do you think maybe he's..."
"No no, he has..."
"Are they? Then why is he..."
"I'm sure..."
"But then why don't they..."
"It's complicated, I'm not supposed to say..."
<em>Sigh.</em> You don't even turn over to face the voices, "Ladies, I can hear you."
"Oh, Rosy, you uh, were awake."
"Unfortunately, yes." You sit up to put your boots back on. An embarrassed Merill is squirming at the foot of the bed with three other staff members. They all have the hint of an embarrassed giggle lingering on their lips and keep furtively glancing between you to Merill.
The small matron in the center twiddles her fingers before speaking, "I uh, didn't know you felt that way about me, but... uhm. I'm sorry! I- I can't accept your feelings!"
She bows.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"What the bloody hell are you talking about, Merill?"
"You're a good person, Rosy, and- and I like you, but I don't <em>like</em> you like you, and—" She clamps a hand over her mouth before taking a deep breath and continuing. "You- you can't just climb into a woman's bed, Rosy. That- that's a crime!"
You frown and look at the unlabeled headboard, "This is your bed? There's no name, isn't this the extra? And don't you have your own room outside?" Unlike the other live in staff, she and Cassandra had their own rooms across the hall.
"Ehe, the girls like it when I sleep with them, so I've been using this one."
But that would mean it isn't <em>her</em> bed though that'd just be semantics. "I... apologize Merill, I thought the bed was an unused."
"Oh. So it was just a misunderstanding! Ehehhe..." She shyly puts a hand to the back of her neck and touches her feet together. You can see clear disappointment on the face of the other three ladies, having lost what would've otherwise been juicy gossip.
<</p>>
<<actionlink 'Leave before things get more awkward' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<set $here to '2HW'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* SPLIT ROUTER: NEXT EVENING */
<<elseif $path is '1MB'>>
<<if $ev.includes('fixed everything')>>
<<set $path to '1MB_fixed'>>
<<elseif $ev.includes('next evening')>>
<<set $path to '1MB_night2'>>
<<else>>
<<set $path to '1MB_night1'>>
<</if>>
<<include 'sleep'>>
<<elseif $path is '1MB_night1'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<set $ev.pushUnique('Richenza returned')>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
The bed <em>looks</em> clean, and not as if an woman with an angry chicken had just occupied it. There are feathers on the floor and you can spot some in the bathroom, but not on the bed, which <em>probably</em> means housecleaning bad come by between now and the last time the bed was slept in.
<div class='thought'>'Good enough for me, I suppose.'</div>
You look at the door and frown. The woman <em>did</em> check out, but... You push the drawer in front of the door before snuffing out the lights. In any case, the drawer also helps block the light from through the the floor where the inquisitor descrated your carpetting.
You hang your robes on the provided coatrack, kick off your boots, and climb in. <<include 'sleepstart'>>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<include 'sleepstory'>>
<<blockNext>>
<<vignette 2>>
<<p>>
There's a soft click on the door, followed by a feminine grunt and loud furious clucking.
<em>Sigh.</em> You put your robes and boots back on. You have the drawer moved out of the way and the door opened by the time Dinah and Fabian arrive — presumably to evict you again.
"Oh, Mr. Fenrose!" Madam Richenza curties. The chicken sitting on her head glares at you silently. You wonder if it recognizes you as person it violently pecked.
"I see you've returned, I was just helping tidy up the room as per your request."
"Thank you so much!"
"Dinah has told me you checked out, but will you be staying the night instead?"
"No I just came to get Edith's pillow. She absolutely <em>cannot</em> sleep with it. Sometimes I wonder if I spoil her too much."
"Of course, take as much time as you need." You move to exit, but the woman's dress takes up the entire width of the hallway, leaving no room for you to leave. Instead, you backpedal into the bathroom and that gives you just enough space to squeeze past her by wading through the water.
<</p>>
<<actionlink 'Dry yourself off in the hallway' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<set $here to '1HW'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '1MB_night2'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Madam Richenza's possessions from the night before have been cleaned, packed, and shipped to... <em>wherever</em> it is the woman has her things sent. No guest occupies the room tonight, though it has been cleaned. Godfrey had likely kept the room clear so you could have free access to fix the supply corridor later.
<div class='thought'>'Still too oppulent.'</div>
You close both doors and frown. Light still filters from the hallway — there's still a hole where the inquisitor descreted your carpetting last night. <em>Sigh.</em>
You push a drawer in front of it — which helps block out the light — hang your robes on the provided coatrack, kick off your boots, and climb into the bed. <<include 'sleepstart'>>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $path to '1MB_night2_after'>>
<<include 'sleep'>>
<</block>>
<<elseif $path is '1MB_fixed'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<block 'thread'>>
<<p>>
Madam Richenza's possessions from the night before have been cleaned, packed, and shipped to... <em>wherever</em> it is the woman has her things sent. No guest occupies the room tonight, though it has been cleaned.
The room has been turned into a hallway to allow access to the sakura balcony, but Godfrey most people seem to be taking the arced stairwell that drops to the ground floor by the service entrance. You even see one couple posing to have their sketch down by an artist — presumably so that it can be turned into a painting later.
<div class='thought'>'They won't mind if I close off this entrance for a bit.'</div>
You close both doors and frown. Light still filters from the hallway — there's still a hole where the inquisitor descreted your carpetting last night. <em>Sigh.</em>
You push a drawer in front of it — which helps block out the light — hang your robes on the provided coatrack, kick off your boots, and climb into the bed. <<include 'sleepstart'>>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $path to '1MB_night2_after'>>
<<include 'sleep'>>
<</block>>
<<elseif $path is '1MB_night2_after'>>
<<block 'subthread'>>
<<vignette 2>>
<<p>>
There's a soft click on the door, followed by a feminine grunt and loud furious clucking.
<em>Sigh.</em> You put your robes and boots back on. You have the drawer moved out of the way and the door opened by the time Dinah and Fabian arrive.
"Oh, Mr. Fenrose!" Madam Richenza curties. The chicken sitting on her head glares at you silently. You wonder if it recognizes you as person it violently pecked.
"I see you've returned, I was just checking the room for items you might have left behind."
"I knew it! Did you find it?"
"Pardon?"
The woman sighs, "We couldn't find Edith's lucky toupée."
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
"Her <em>what</em> now?" You look up at the blue hen — her brilliant plumage certainly seems to indicate as though a wig isn't unnecessary — but admittedly you aren't sure what chickens use to as a metric for beauty.
Madam Richenza begins gesturing with her hands, "It's about this big, has a fluffy front and back, pokes out on the sides — and vibrates when worn."
<em>Why in god's name would it vibrate?</em> "I apologize, I haven't found anything like that, but take as much time as you need. Let me know if you require assistance from one of our staff members."
"Thank you!"
You move to exit, but the woman's dress takes up the entire width of the hallway, leaving no room for you to leave. Instead, you backpedal into the bathroom and that gives you just enough space to squeeze past her by wading through the water.
<</p>>
<<actionlink 'Dry yourself off in the hallway' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<set $here to '1HW'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '1LO'>>
<<if ! $ev.includes('made love')>>
<<set $path to '1LO_CassHidden'>>
<<else>>
<<set $path to '1LO_CassLove'>>
<</if>>
<<include 'sleep'>>
<<elseif $path is '1LO_before1'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<run $ev.pushUnique('confessed')>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<div class='sleepprefix'>
<<p>>
Everything hurts. The throbbing headache is the maestro of every sting that courses through your bones, each pulse stabs your nerves and pulls your tendons. Sleep, perhaps now you might be able get some sleep. You close your eyes and lower your head down onto the soft pillow on the couch. The way it supports your neck is a tad high for your liking so you shuffle up and push it with a hand. Strangely, the pillow yelps, but that's the least of your worries for now.
A soothing warmth touches your hair and you let it work through your skull. You relax, your mind wanders. <<include 'sleepstart'>>
<</p>>
</div>
<<include 'sleepstory'>>
<<elseif $path is '1LO_before2'>>
<<vignette 2>>
<<p>>
The physical pain slowly seeps from you. Your head no longer hurts, but not much can be said for the amount of sleep you actually got, which is to be expected since this is merely a couch in the lounge. Despite being <em>quieter</em>, the lounge is still an open public space. Letting loose like this every once in a while might not be so bad though.
"Awake?"
"Mmmm, technically never fell asleep. Almost did though, do I have you to thank for that?" You open your eyes and sit up.
Cassandra is reading where Quentin previously sat, holding the large textbook in front of her as though it were a scented catalogue. "A small detox. It doesn't get rid of alcohol, just makes your body not feel the effects as much. Isn't really a cure, more a stopgap."
The same as what you performed for her earlier then. You can barely remember anything that happened once the Wyvern Flame joined the fray. True to his word, Quentin had no problems draining the detergent-masquerading-as-alcohol.
The entirety of your mouth is numb. It's a wonder you can even feel it. Dinah perhaps did a wonderful job appropriately subduing the corrosive liquid and transforming it into something palatable. You ought to praise her, that should make her happy for a bit. You try to remember the truths you or he revealed, but everything is a blur. Did... Quentin admit to being a fae lord?
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $path is '1LO_CassHidden'>>
<<block 'thread'>>
<<set $path to '1LO_before1'>>
<<include 'sleep'>>
<<blockNext>>
<<set $path to '1LO_before2'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
"Thank you Cassandra."
"Don't mention it."
You frown, the way she's reading that book <em>can't</em> be comfortable. Her slender arms are propping up the thick volume like a stand in front of her face.
"How long was I out?"
"Just an hour. You can lie there longer if you like, no one's going to disturb the champion."
"Champion? Ah right, I won didn't I?"
"Not only did you win, you defeated 3 other challengers who stepped up in the middle of the game."
"Rogues attempting to usurp a contest. It's been a while since the last. I see the tavern is still in one piece, which is good."
"I made sure to stop you before you attempted anything too stupid. You should have waited until you regained acess to the tower. Then at least I wouldn't have had to grab you before you tried showing everyone what a <em>disintegration ray</em> looks like."
"Can't." You wouldn't be <em>you</em> if you did.
"Can." She sets her book down to take a sip of water. Her face is the same shade as a tomato, but her voice is composed.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"I didn't say anything strange did I?"
She splutters on her drink. You reach up to offer her your hankerchief but she shies away.
"Cassandra?"
"You didn't say anything I didn't already know."
"Why would there be something you wouldn't know? I was more speaking of Quentin and the audience."
"R-right." She cluthes her chest and takes a deep breath before leaning forward. Her dress slips a bit and turn your head to let her adjust it.
"Do you still think it's a good idea to have that bottle of <span class='midcourt'>Midnight Courtier</span> this weekend?"
"I... yes." she says resolutely.
"Mmmm should we invite Baldwin and Felice?"
"No!" The force of her scream jolts you awake. "I mean, don't. Please. Just the two of us."
She bites a lip and adjusts her clothes, "...and don't do any research or ask anyone about it until we try it... I don't think I could take it if you did."
"...Alright, if you wish it."
She returns to her book, <em>Special Chemistry</em>. You remember this one being a particularly dense read.
<</p>>
<<actionlink 'Stand and stretch' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '1LO_CassLove'>>
<<block 'thread'>>
<<set $path to '1LO_before1'>>
<<include 'sleep'>>
<<blockNext>>
<<set $path to '1LO_before2'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
"Thank you Cass."
"Of course Love." She sets the book down and leans forward with her head propped on her arms. You feel your eyes begin to wander when her dress slips, but you focus them on her face. She notices yet doesn't fix it — instead leaning <em>more</em>.
"Have... you just been watching me sleep like this?" You scratch your neck. She has the freedom to do so, but that's... You glance around, no one seems to be paying the two of you any attention.
"No, until 5 minutes ago I was doing something <em>even</em> more embarrassing for you."
"...Cass, what did you do?"
<<if $act.sleep['1UB']>>
Her eyes are bright and cheery. She's burned <em>something</em> into her memory and you have no idea what it is. "Not telling, you might have a heart attack if you knew."
That <em>yelp</em> earlier... "You couldn't have."
She shrugs, "Who knows?"
You swallow and feel your cheeks heat, the two of you are in a <em>public space</em>, "I'll just ask Dinah."
<<else>>
Her eyes are bright and cheery. She's burned <em>something</em> into her memory and you have no idea what it is. "Not telling, you wouldn't have let me if you knew."
Your lips purse and you glance at the bartender across the room who has watched you sit up, "I'll just ask Dinah."
<</if>>
"Dont bother, I told her not to tell you."
<em>Sigh.</em>
Cass gives you a reproachful look, "Why didn't you just have the contest inside the tower? Then I wouldn't have had to grab you before you tried showing everyone what a <em>disintegration ray</em> looks like."
Good question. Perhaps you were drunk on the <em>atmosphere</em> long before the contest began. Dinah manipulated you masterfully. "Well, there were the people... and the... tower is far and..."
She raises an eyebrow, laughs, and reaches over to run a hand through your hair — you flinch but let her. She gives your ear a little squeeze.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
"Cass, I didn't say anything strange did I?"
You weren't aware it was possible for her to get even more red. "N-no. Nothing I didn't already know."
"Why would there be something you wouldn't know? I was more speaking of Quentin and the audience."
"R-right." She pauses, "You know you're an idiot right?"
Despite her words, her expression is of content. You frown, what triggered this light verbal abuse? "Yes?"
She leans in to whisper, "<em>My</em> idiot."
<em>Cough.</em> You change the subject at her unexpected attack, "Do you still think it's a good idea to have that bottle of <span class='midcourt'>Midnight Cour-</span>"
She shushes you with a finger, bites a lip, and glances around. "Too loud!"
Oh right, it <em>is</em> contraband.
"Should we invite Baldwin and Felice?" The two may be the king and queen former, but they're pretty lax all things considered.
"Are you crazy?!" Her eyes grow wide — she realizes something then begins laughing.
She puts her head on the table and smiles up at you, "No, just the two of us. And <em>don't</em> do any research or ask anyone about it until we have a try — it'll be more <em>fun</em> that way."
You tilt your head and frown, "Sure?"
Cass returns to her book, chuckling. <em>Intimate Chemistry</em>, you remember it being somewhat difficult to pick up the subtleties.
<</p>>
<<actionlink 'Stand and stretch' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '2WR'>>
<<set $path to '2WR'>>
<<if $act.sleep['2WR'] === 1>>
<<set $path to $path + '_1'>>
<<else>>
<<set $path to $path + '_else'>>
<</if>>
<<if $act.sleep.all === 4>>
<<set $path to $path + '_remember'>>
<<else>>
<<set $path to $path + '_stall'>>
<</if>>
<<include 'sleep'>>
<<elseif $path is '2WR_1_before'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<removequest 'sleep_2WR'>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<div class='sleepprefix'>
<<p>>
Finally, sleep at last. Your very bones ache. Your eyes have very nearly decided to shut themselves off. Bed. <em>Your</em> bed. You kick off your boots, tap the headboard to light the glyphs and close your eyes. <<include 'sleepstart'>>
<div class='thought'>'Please be a quiet tonight, just tonight.'</div>
<</p>>
</div>
<<include 'sleepstory'>>
<<elseif $path is '2WR_else_before'>>
<<removequest 'sleep_2WR'>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<div class='sleepprefix'>
<<p>>
<em>Sigh.</em> You kick your boots off and lay down once more, pulling the soft silken sheets over you and closing your eyes. <<include 'sleepstart'>>
<</p>>
</div>
<<include 'sleepstory'>>
<<elseif $path is '2WR_1_remember'>>
<<block 'thread'>>
<<set $path to '2WR_1_before'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
You open your eyes in the dark empty room. Total silence envelops your tower, not even the chirp of crickets can be heard, but still it is <em>too loud</em>. When was it that you began having trouble sleeping? Insomnia is a curse only those who have experienced it understand. The <em>visions</em>, the worst has yet to come.
<</p>>
<<actionlink 'Take a look around your room' `{end: true, arrow: 'long'}`>>
<<set $rosedisabled = true>>
<<set $here to '2WR'>>
<<set $route to 'remember'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '2WR_else_remember'>>
<<block 'thread'>>
<<set $path to '2WR_else_before'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
You open your eyes in the dark empty room. Total silence envelops your tower, not even the chirp of crickets can be heard, but still it is <em>too loud</em>. When was it that you began having trouble sleeping? Insomnia is a curse only those who have experienced it understand. The <em>visions</em>, the worst has yet to come.
<</p>>
<<actionlink 'Take a look around your room' `{end: true, arrow: 'long'}`>>
<<set $rosedisabled = true>>
<<set $here to '2WR'>>
<<set $route to 'remember'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '2WR_1_stall'>>
<<block 'thread'>>
<<set $path to '2WR_1_before'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Again sleep eludes you, the enchantments are beginning to show limits of their usefulness.
<</p>>
<<actionlink 'Clear your mind, get some fresh air.' `{end: true, arrow: 'back'}`>>
<<addquest 'go_walk'>>
<<set $act.sleep.lasttime = $timenow>>
<<set $here to '2WR'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<<elseif $path is '2WR_else_stall'>>
<<block 'thread'>>
<<set $path to '2WR_else_before'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Again sleep eludes you, the enchantments are beginning to show limits of their usefulness.
<</p>>
<<actionlink 'Clear your mind, get some fresh air.' `{end: true, arrow: 'back'}`>>
<<addquest 'go_walk'>>
<<set $act.sleep.lasttime = $timenow>>
<<set $here to '2WR'>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
/* REVIEW?: Done? Alternate for Violet missing */
/* SPLIT ROUTER: WAITRESS */
<<elseif $path is '0BW'>>
<<set _girls = []>>
<<if setup.findPerson('Violet')>><<run _girls.push('Violet')>><</if>>
<<if $dia.Beatrice.intro>><<run _girls.push('Beatrice')>><</if>>
<<if _girls.length is 0>><<run _girls.push('none')>><</if>>
<<set $path to `0BW_${_girls.random()}`>>
<<include 'sleep'>>
<<elseif $path is '0BW_before1'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<<p>>
You chuckle to yourself — this is your life now — sleeping outside your own front door on a table cloth like a penniless vagabond. Even when you were a sellsword, it had never dropped <em>this</em> low — and you had the others with you at the time.
While it <em>is</em> true that the density of mana on these stones is astronomical, moreso than your bedroom which you keep your staff and mementos or even the office which keeps your grimoires and instruments, it's because of the stones here acts as the nexus for the <em>security system</em> you've implemented to guard your home and tavern.
You wonder for a moment, whether this <em>Zachary Whitford</em> intends to rob an old man while he sleeps, but as afar as you can tell he merely wishes to help address your insomnia. You feel like an buffoon, but you lay down and close your eyes. <<include 'sleepstart'>>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $path is '0BW_before2'>>
<<vignette 2>>
<<p>>
As you lay on the cold hard floor, a cat walks up to you and begins mewing.
"Shoo." You wave at it, but it refuses to leave, instead choosing to nuzzle up against your hand.
"Shoo!"
"Meow~" The ginger tabby leaps onto your chest and poses, as though you were a mountain it had just conquered. Its golden tag jingles in the wind. The small creatures curls up into a ball and begins to snooze, purring peacefully.
<div class='thought'>'You had better not be diseased.'</div>
You close your eyes and try again.
<em>As expected</em>, you can't fall asleep. The cat doesn't seem to have any issues though. It's dozing on your chest and bats at an invisible prey while dreaming. <em>Sigh.</em>
Gently, you lift the feline, wrap it in the tablecloth, and make your way over to the service entrance.
<</p>>
<<actionlink 'Continue'>>
<<set $here to '0SE'>>
<<mapupdate>>
<<roseupdate>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<elseif $path is '0BW_Violet'>>
<<npc 'Violet' '0BW'>>
<<block 'thread'>>
<<set $path to '0BW_before1'>>
<<include 'sleep'>>
<<blockNext>>
<<include 'sleepstory'>>
<<blockNext>>
<<set $path to '0BW_before2'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Lambert is leaning against the wall, having a smoke break when you arrive.
"Oh, Fenrose. New staff member?"
"No, this pest was loitering around the premises. Have one of the waitresses find out who it belongs to. And— Oh, Violet. Take this." You give the cat to the cat-eared woman who just walked out of the entrance. She looks at it jealously.
"Boss-Bossman. It's not fair that she gets to sleep in a blanket while I have to work."
Lambert gives the woman a forehead flick before addressing you again, "And what was the other thing, Fenrose?"
"Give it some bone broth when it wakes. I will not have our establishment charged with animal endangerment."
He smiles, "<span class='emph_light'>Animal endangerment</span>, yes. Can't have that now can we?"
<</p>>
<<backlink>>
<</block>>
<<elseif $path is '0BW_Beatrice'>>
<<npc 'Beatrice' '0BW'>>
<<block 'thread'>>
<<set $path to '0BW_before1'>>
<<include 'sleep'>>
<<blockNext>>
<<include 'sleepstory'>>
<<blockNext>>
<<set $path to '0BW_before2'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Lambert is leaning against the wall, having a smoke break when you arrive.
"Oh, Fenrose. New staff member?"
"No, this pest was loitering around the premises. Have one of the waitresses find out who it belongs to. And— Oh, Beatrice. Take this." You give the cat to the silent woman who just walked out of the entrance.
She holds in the nook of her arm and tilts her head at you, signing with her free hand.
"No Beatrice it's not mine. No you may not keep it — it already has an owner. No you may not ask the owner if you can adopt it. N—— Actually give it broth instead."
She jumps in joy and rushes inside.
"What did the she say?" Lambert was behind Beatrice and couldn't see her hands.
"She wanted to give it milk, but most cats can't stomach it despite liking the taste. Prepare a batch of bone broth for when it wakes. I will not have our establishment charged with animal endangerment."
Lambert chuckles, "<span class='emph_light'>Animal endangerment</span>, yes. Can't have that now can we?"
<</p>>
<<backlink>>
<</block>>
<<elseif $path is '0BW_none'>>
<<block 'thread'>>
<<set $path to '0BW_before1'>>
<<include 'sleep'>>
<<blockNext>>
<<include 'sleepstory'>>
<<blockNext>>
<<set $path to '0BW_before2'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Lambert is leaning against the wall, having a smoke break when you arrive.
"Oh, Fenrose. New staff member?"
"No, this pest was loitering around the premises. Have one of the waitresses find out who it belongs."
Lambert notes the manner in which the cat is carefully wrapped and takes it off your hands with a quisitive expression but chuckles lightly to himself.
"Do <em>not</em> give it milk, and don't let any of the waitresses try either — most cats can't stomach it despite liking the taste. Prepare a batch of bone broth instead. I will not have our establishment charged with animal endangerment."
He smiles, "<span class='emph_light'>Animal endangerment</span>, yes. Can't have that now can we?"
<</p>>
<<backlink>>
<</block>>
/* SPLIT ROUTER: CASS LOVE / REJUVENATED */
<<elseif $path is '1UB'>>
<<if $ev.includes('rejuvenated')>>
<<set $path to '1UB_rejuvenated'>>
<<elseif $ev.includes('made love')>>
<<set $path to '1UB_CassLove'>>
<<else>>
<<set $path to '1UB_CassHidden'>>
<</if>>
<<include 'sleep'>>
<<elseif $path is '1UB_before'>>
<<flash 'Unlocked Achievement'>>
<<thumb './assets/banner.png'>>
<<classFlash 'flash-achievement'>>
<</flash>>
<<set $timenow = $timenow + 5>>
<<set $act.sleep.lasttime = $timenow>>
<<vignette 2>>
<<done>><<rosedisable>><</done>>
<div class='sleepprefix'>
<<p>>
"Are you sure that thing you do is <em>singing</em> and not some odd variant of chanting?" You shuffle into the bedding. Even with your eyes closed, you know Cassandra is contemplating flicking your forehead for the comment, but she lets it go. Her song is as gentle as you remember it to be, lyrical and sweet with the smallest hint of a quivering timbre. <<include 'sleepstart'>>
<</p>>
</div>
<<elseif $path is '1UB_CassHidden'>>
<<block 'thread'>>
<<set $path to '1UB_before'>>
<<include 'sleep'>>
<<include 'sleepstory'>>
<<blockNext>>
<<p>>
<em>Sigh.</em> The dim light from a candle is all that illuminates the small room. Cassandra has already gone quiet, but sleep still eludes you. Her breathing is slow and regular. Hmph, so the service provider herself has fallen asleep.
You open your eyes and turn to face her.
Somewhere along the way, she's grabbed a pillow for herself and nestled it underneath her long silver hair. Youthful radiance emanates from her slumbering figure. Why does she go through the effort of modifying her external appearance?
The internals makes sense, you exercise and keep the internals in shape — having a strong and flexible body is useful. You don't bother with reverting the wrinkles though, and having an elderly appearance has its uses especially in the palace.
Cassandra looks just like she did so many years ago when the four of you traveled wherever you wished before the war. No, she's even be more beautiful <em>now</em> because she's gained the perceptive understanding of one's own image and the pragmatic comfort of simply <em>being yourself</em> that comes with time. In another world perhaps the two of you might have...
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<p>>
A beast within jerks on the chain and you give it a pat, it's enough that she's happy. It growls, not entirely agreeing, but sits again. Most days you keep its blindfold on — but something about today has let it drop to the floor. Perhaps its the tavern<<if $ev.includes('began investigation')>> — and the simple terrible quest to find a woman's lost chicken<</if>> — reminiscent of days long gone.
Her chest rises and falls to the rhythm of her breathing. In another life, the two of you might have... No, she gave you her answer many, many years ago. Stubbornness is perhaps your greatest strength and your greatest bane.
<div class='thought'>'I wonder... What are you dreaming of, Cass?'</div>
Her nose twitches from a hair brushing against the tip and you push it out of the way for her.
<div class='thought'>'Do I... deserve this peace?'</div>
Slowly, you get out of the futon and use the sheets to cover her instead. As quietly as you can, you pick up your things and pack up the soup bowls.
"I'm sorry."
You freeze. "Cassandra?"
She's still sleeping, but her face is contorted in anguish. You gently touch her arm and give her the pillow you were using. She hugs it and relaxes.
"No. I'm sorry." <em>Sigh.</em>
<</p>>
<<actionlink 'Leave the room'>>
<<set $here to '1HW'>>
<<roseupdate :disableall>>
<<mapupdate>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<blockNext>>
<<set $path to '1UB_after'>>
<<include 'sleep'>>
<</block>>
<<elseif $path is '1UB_CassLove_before'>>
<<p>>
You blink awake, unsure how long you were asleep. The sky outside the window is still dark and a dim light from a candle is all that illuminates the small room.
<em>Sigh.</em> Even if the root cause has been identified and addressed, insomnia isn't something that goes away all at once. It takes <em>time</em> for the body to learn and readjust.
Cassandra has already gone quiet — her breathing is slow and regular. Hmph, so the service provider herself has fallen asleep.
Somewhere along the way, she's shuffled out from underneath your head and snuggled in with you — her presence is <em>itself</em> relaxing. A primal beast wags its tail, too excited to sleep. You smile and toss it a stick to go fetch.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<elseif $path is '1UB_CassLove'>>
<<block 'thread'>>
<<set $path to '1UB_before'>>
<<include 'sleep'>>
<<include 'sleepstory'>>
<<blockNext>>
<<set $path to '1UB_CassLove_before'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Youthful radiance emanates from Cass' slumbering figure. Why does she go through the effort of modifying her external appearance?
The internals makes sense, you exercise and keep the internals in shape — having a strong and flexible body is useful. You don't bother with reverting the wrinkles though — and having an elderly appearance has its uses especially in the palace.
<div class='thought'>'I'll ask when she wakes, perhaps she simply likes being beautiful, but I doubt she could ever be anything but.'</div>
Cassandra looks just like she did so many years ago when the four of you traveled wherever you wished before the war. No, she's even be more beautiful <em>now</em> because she's gained the perceptive understanding of one's own image and the pragmatic comfort of simply <em>being yourself</em> that comes with time.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $path to '1UB_CassLove_after'>>
<<include 'sleep'>>
<<blockNext>>
<<set $path to '1UB_after'>>
<<include 'sleep'>>
<</block>>
<<elseif $path is '1UB_rejuvenated'>>
<<block 'thread'>>
<<set $path to '1UB_before'>>
<<include 'sleep'>>
<<include 'sleepstory'>>
<<blockNext>>
<<set $path to '1UB_CassLove_before'>>
<<include 'sleep'>>
<<blockNext>>
<<p>>
Youthful radiance emanates from Cass' slumbering figure. She looks just like she did so many years ago when the four of you traveled wherever you wished before the war. No, she's even be more beautiful <em>now</em> because she's gained the perceptive understanding of one's own image and the pragmatic comfort of simply <em>being yourself</em> that comes with time.
You remember the looks people gave you when you walked about outside and when you came inside <<if $dia.Dinah.rejuvenated>>— the silly behavior Dinah gave you <</if>>— the way Cass looks at you now.
<div class='thought'>'Ha! I've been looking at Cass the same way, haven't I?'</div>
You've always exercised and kept the interior in shape — having a strong and robust physique is useful — but it seems you've been a bit careless and haven't properly addressed all the changes that come with with age. You stand taller now, and the <em>quality</em> of your muscles is different. Your joints are more elastic — you had thought before that the creaks were from lack of rest, but maybe not.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'thread'>><</actionlink>>
<<blockNext>>
<<set $path to '1UB_CassLove_after'>>
<<include 'sleep'>>
<<blockNext>>
<<set $path to '1UB_after'>>
<<include 'sleep'>>
<</block>>
<<elseif $path is '1UB_CassLove_after'>>
<<p>>
Cass' chest rises and falls to the rhythm of her breathing.
Stubbornness may be your greatest strenght, but it's also your greatest bane. Another man might have gone insane — living so many years with a woman they loved romantically yet knew they didn't see them the same way. Perhaps you did a little. You suppose though that most would probably <em>move on</em> instead. It was an unhealthy relationship, you <em>knew</em> it — she likely did too — but she was happy and that was enough.
"I'm sorry."
You freeze, "Cass?"
She's still sleeping but her face is twisted in anguish. You gently touch her arm and give her the pillow you were using. She hugs it and relaxes.
"No, it's me being an idiot. You're fine the way you are, we just... need to work on our communication." You stop and chuckle at the ironic content of your words — she can't hear them since she's asleep.
<</p>>
<<actionlink 'Leave the room'>>
<<set $here to '1HW'>>
<<roseupdate :disableall>>
<<mapupdate>>
<<blockAdvance 'thread'>>
<</actionlink>>
<<elseif $path is '1UB_after'>>
<<block 'subthread'>>
<<p>>
"Oh, Simon." Dinah is suspiciouisly standing by the door when you open it. She holds a pad in one hand and. By the way she's standing, you suspect she may have been putting an ear against the door — or was about to.
You shut the door and turn to her, "That's an invasion of privacy young lady."
She coughs and swallows, "I wasn't <em>actually</em> doing anything. I mean I <em>did</em> think about it... <em>Cough.</em> I mean, I don't know what you're talking about Simon."
You give her a light flick to the forehead. "Don't peek on clients Dinah."
"Yes sir..."
<</p>>
<<actionlink 'Return the tableware to the kitchen'>>
<<set $here to '0KT'>>
<<roseupdate :disableall>>
<<mapupdate>>
<<blockAdvance 'subthread'>>
<</actionlink>>
<<blockNext>>
<<p>>
Lambert greets you when you enter the kitchen, "Fenrose, how was the soup? It was a bit last minute, but I did what I could."
"It was delicious, thank you. How were you able to prepare it so quickly? Soup like that normally needs to simmer for an hour."
He chuckles, "Had a bit of help. As it turns out, when all the ingredients are soft vegetables, you can simply <em>compress</em> them with steam and turn up the temperature. Can't claim the idea as mine and it wouldn't have been possible without the Ms."
"Curious, a sort of <em>pressurized</em> cooking?" You set the silverware into the sink.
He nods, "Who would've thought. I mean, aside from that crazy catgirl who walks these countertops."
<<if setup.findPerson('Violet')>>
Violet pokes her head in, "Didya call for me, Boss?"
Lambert waves her away.
<</if>>
<</p>>
<<actionlink 'Back' `{end: true, arrow: 'back'}`>>
<<addnote>>
I haven't had soup like that in a long time. I should make something in return — she always likes cookies, but I'll ask Lambert for an éclair recipe.
<</addnote>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>>
<</if>>
<<set $path to undefined>>/*
████ █ █████ █████ ████ ████ █████ ████ ████ █ █
█ █ █ █ █ █ █ █ █ █ █ █ █ █
███ █ ███ ███ ████ ███ █ █ █ ████ █
█ █ █ █ █ █ █ █ █ █ █ █
████ █████ █████ █████ █ ████ █ ████ █ █ █
SECTION: sleepstory
*/<<set $can_replay to false>>
<<run $act.sleep.story ??= {}>>
<<if $scene_replaying>>
<<set $dream to 'idle'>>
<<elseif
($ev.includes('obtained master key') && ! $act.sleep.story.childhood) ||
($ev.includes('began investigation') && ! $act.sleep.story.academy) ||
($ev.includes('closed investigation') && ! $act.sleep.story.expulsion) ||
($ev.includes('melted wall') && ! $act.sleep.story.party)
>>
<<set $dream to 'story'>>
<<else>>
<<set $dream to 'idle'>>
<</if>>
<<if $dream is 'story' && ! $act.sleep.story.childhood>>
<<set $dream to 'childhood'>>
<<elseif $dream is 'story' && ! $act.sleep.story.academy>>
<<set $dream to 'academy'>>
<<elseif $dream is 'story' && ! $act.sleep.story.expulsion>>
<<set $dream to 'expulsion'>>
<<elseif $dream is 'story' && ! $act.sleep.story.party>>
<<set $dream to 'party'>>
<<elseif $dream is 'story'>>
<<set $dream to 'idle'>>
<</if>>
<<if $dream is 'childhood'>>
You take a deep breath and begin the process of falling asleep, or at least trying to.
<<elseif $dream is 'academy'>>
Perhaps a monotonous mental exercise this time.
<<elseif $dream is 'expulsion'>>
<<p>><div class='thought'>'Let's try meditation then.'</div><</p>>
<<elseif $dream is 'party'>>
You can't swing a sword until you're tired, but you try to replicate the <em>feeling</em> of total exhaustion.
<</if>>
<<set $act.sleep.story[$dream] ??= 0>>
<<set $act.sleep.story[$dream]++>>
<<run $playerActions.push(`turn ${turns()}, dream: ${$dream}`)>>
<<run $act.sleep.tracker ??= []>>
<<run $act.sleep.tracker.push({loc: $path, dream: $dream})>><<set $can_replay to false>>
/* intended room: 1SB */
/* childhood, acceptance to academy */
<<if $dream is 'childhood'>>
<<block 'subthread'>>
<<p>>
Some people preferred math problems or reading, but those just kept you <em>awake</em>. Sheep always worked best, perhaps because they're reminded you of childhood. Your parents were poor, a simple farming couple who couldn't afford to feed themselves yet somehow managed to feed their growing child. Neither were anyone distinguished. Mother was not a secret princess, just a simple a farm girl of Thistle. Father perhaps had a bit of a adventerous streak, which was perhaps passed to you, but by the time you were born he had already chosen to settle in the small countryside village with Mother. Ironically, despite both being born of and raised by farmers, neither were particularly skilled in the trade, but the three of you got by. You sometimes wonder why you don't have any siblings, it might've been helpful to have more hands on the field, or around the animals. Mother and Father certainly loved each other enough, but perhaps bringing an entire new life into the world, complete with its own thoughts and future, simply to help churn the ground or milk a goat isn't the best approach to having children. You've thought about it sometimes, having children, but... no.
<div class='thought'>'We had 5 ewes, 2 rams, and 1 goat.'</div>
Life was simple on the farm, you woke up at sunrise, tended the animals first thing after eating, ploughed the fields most of the day, maybe went to the market at dusk, then did a bit of studying by candle light. Repeat the next day. True, farmwork was <em>horrendously</em> boring, but it didn't require you to listen to diplomats and politicians bicker over petty details. And for a boy who had yet to see the world or to learn what excitement <em>really</em> was, it was enough.
Or at least it was until you were fifteen, when the academy scouts came to town.
<</p>>
/* begin subthread */
<<actionlink 'Continue'>>
<<vignette 3>>
<<run $('.sleepprefix').remove()>>
<<blockAdvance 'subthread'>>
<</actionlink>>
<<blockNext>>
<<p>>
<span class='emph'>The Argentian Academy of Higher Learning</span>, though most simply reffered to it as <em>the academy</em> because it was the only one of its kind then. The brightest minds, the sharpest swords, and the deftest hands of the world gathered to push the very boundaries of civilization, and it wasn't limited to humans. Even fae joined in the effort, though at a consideredably lower admission count. You suspect many simply hid their identity and participated as 'humans.' It was easy enough to blend in considering the academy welcomed <em>anyone</em> with skill.
Every single nation poured incalculable resources into its coffers with the hopes that graduates might favor their administration; it was hopeless to even <em>attempt</em> to sway the board. The academy had amassed more wealth and power than any country despite its mediocre footprint by comparison, what could they possibly offer that the board members didn't already have? Putting aside of course that each member was a fanatical scholar devoted to the single-minded pursuit of their craft.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
It was a monopoly on intellectual capacity. The academy scouts were at least partially responsible for the strength of this monolith. Accumulation of knowledge was the academy's primary focus, and one of the best ways to accomplish that is to gather and foster the talents of the next generation. That was the duty of the scouts, to find the young gems hidden about the world and to offer them an opportunity.
It wasn't as though there <em>weren't</em> any other institutions dedicated to higher learning. They just weren't able to compete, which isn't surprising because the academy had so much capital they gave every student free tuition and access to the best teaching in existence. It was a positive feedback loop. Apparently, graduates even received a stipend to help support their family so that they could dedicate their time to advancing their field instead of toiling.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
That year, your family had set up a simple booth for the festival, like they did every year when the scouts visited. It was a grand event, joyous because youths of age were given the opportunity to change their destiny. People from the nearby villages would gather in Thistle, simply because it was it was the largest in the area, even if its population couldn't have exceeded 100. You remember the delicate way mother placed her stitching, 'to show off the good side' she said, which makes no sense now that you think about it. Stitchings only <em>one</em> side to show.
That year was different though, Father had to hit you on the head a couple times for you to pay attention while unloading. Eventually he just let you wander since you were being a hindrance daydreaming rather than getting anything done. You were <span class='emph'>fifteeen</span>, which meant you were going to be <em>tested.</em> You had no delusions that you would be accepted, but it was exciting nonetheless. The scouts brought gizmos and mechanisms to measure a person's reaction speed or strength, complicated puzzles to assess an applicant's critical thinking and problem solving. But they also brought <span class='emph'>real magic.</span>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
The scouts stood on the makeshift stage explaining the process. It always surprised you then when they came to town wearing easy traveler's cloaks over comfortable leathers. Wouldn't the people from the richest institution in the world have better clothes to wear? Hah, what a simple-minded child.
You stood by the stage waiting for them to finish. There were 12 children gathered from the nearby towns that year, each dressed like a doll on display. The butcher's child... Mary was her name you remember, had a flowery red dress and a wooden pin stuck through her hair. She was spinning to show off clothes she never got to wear, giddy at the unexpected new attention she was receiving from members of the opposite sex. You wore your best as well, but shame kept your hands by your side to hide the lettering. Nobody else wore clothes that said 'potatoes.'
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You also remember how hideously she cried when the scouts shook their heads and told her to get off the stage. The first test was also the <em>most exciting</em>. Yes, finding talent in research and technical trade is important. Scholars push the foundations of society with their innovative work and artisans bring these creations to life. Yet both are dwarfed by the importance of finding talent in <span class='emph'>magic.</span>
The impact a systemically trained magician has on society cannot be understated. They are <em>both</em> researchers <em>and</em> artisans, with access to capabilities some can only dream of. Even if a person disregarded the fact that systemic magic allowed an individual to manifest near instant changes in reality, mana <em>itself</em> gave a person the ability to manipulate tools with far greater strength, range, and minutae. A reflexive caster that learned how to uniquely access their resources could often perform <em>ten times</em> the work of an ordinary laborer without even breaking a sweat.
A simple glass orb sat on a podium at the center of the stage. It was a straightforward test, a candidate would place their hand on the orb and hold their breath while the instructor operated the tool. A brighter shine meant more mana and deeper colors meant higher affinity. You remember your hands wouldn't stop shaking, the palpitations in your chest were nearly unbearable. It was difficult to even process what the woman in front of you was saying, but you understood enough to place your palm on the sphere when prompted.
<span>It</span> <div id='ss_child_shatter'>shattered.</div> Sharp edges sliced your palm, the broken sphere underneath greedily drank from it. Father had screamed and likely would have assaulted the woman conducting the test if Mother had not held him back.
It didn't hurt as much as it appeared to, but the woman in front of you firmly gripped your wrist and turned it over. She wiped your palm clean and apologized, saying that happened sometimes though it was rare. Gentle warmth pushed into your hand when she traced each cut with a fingertip.
<div class='thought'>'Mana. This is mana. And <span id='ss_child_have' class='emph'>I have it.</span>'</div>
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/* academy life, met Cassandra */
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A cube has is 8 points, 12 lines, 6 faces. The imagine holds firm in the blackness of your closed eyelids. You trace each line over again, there's a certain calmness that comes with doing a simple repetitive task. Drawing a mental cube is easy, yet by its nature still requires conscious thought no matter how often you performed the task, and you had been doing this for a <em>long</em> time. It was one of the first exercises taught in school.
<em>Difficult</em> is too lenient a word to describe the experience for a poor country boy who was suddenly thrown into the jaws of society. True, the academy was not part of any nation and the students were to be equal in status since <em>ability</em> was what the board cared for but, although the board was immune to bribery, <em>the scouts</em> were not. It was clear that many had just purchased their admission, even in the thaumaturgy department.
All you had was a simple flour sack to carry your things. If the scouts had not paid for the trip to the academy, you might not even have been able to go. It was a fair distance away, two months of travel switching between carriages. It wasn't a particularly difficult journey since you had nothing worth stealing and possessed the robust physique of a growing boy who worked in the fields all day. It's possible you were the worst mugging target in existence.
There was a long line at the gates when you arrived, which you later learned was a daily occurence. People came and went for all sorts of reasons and anyoen who had not been previously screened needed to go through customs. A boy in fine livery had shoved you aside and cut ahead, but you endured. The admissions slip you carried in your pocket everywhere was validation that you was someone <em>important</em>, someone to be respected. This was the academy and you were <em>talented</em>.
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It was immediately clear who was a <span class='empahsis'>dove</span> and who was a <span class='emph'>crow</span> even if the two groups attended the same class and slept in the same dormitory. The doves wore customed tailored uniforms embroidered with conspicuous coat of arms. They had servants carry their things, wash their clothes, bring them meals. Some even took notes for them, moronic as that was. Most importantly however, the doves had studied the subject since childhood. They had been <em>groomed</em> to succeed in the academy.
Pride is an ugly thing. It's greedy, infectious. It eats at the psyche and spreads from person to person like a plague with no cure. It's illogical and irrational yet commands the helm of a person's mind, directing their words and actions. It didn't matter to the doves that their grades were better than yours or that they far outpaced you in practical studies. You had <em>more mana</em> and that was enough reason for them to target you.
It didn't take long for that young farm boy to get into his first fight. Some kid you can't even remember had shoved you down the stairs for 'walking too slowly.' You taught him why it's a poor idea to pick on people who do manual labor. Both of you were sent to the nurse's office and confined for a week. You won of course, that is until the other boy started using magic, but that didn't count. You barely even know what it was at that point. You practically lived out of the nurse's office that first year, which was just fine with you. You just needed <em>time</em> and <em>effort</em> to catch up, and you plenty of stubbornness to fuel it.
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At first they came at you in droves, a swarm of flighty pests that couldn't wait to showcase their hubris. When you fought back with claw and nail, the feebler ones dispersed, but the ones that didn't only burned brighter. With each conflict, you picked up a new trick, a different technique. Nothing drives a person with more power than fury at their own weakness. The furnace had been stoked and there was no putting it out until it consumed every speck of spiteful malevolence.
It only took three years for you to attain something resembling a quiet school life. The only people in thaumaturgy who still challenged you were people with too much time on their hands or people too stupid to understand what losing meant. They did provide a means to relieve the terrifying boredom that comes with tranquility though. It wasn't until cross-department classes began a year later that you had anyone worth competing against.
<span class='quote'>Rune Mastery</span> was a subject you picked on a whim, it was a new field then, distinct from sigils because they didn't require preparing the surface. It was a just small class that graded on a curve.
<div class='thought'>'Shouldn't be too hard, I had told myself, hah!'</div>
How wrong you were. It wasn't that the subject was particularly difficult, but the people in the class, or more specifically the silver-haired girl who consistently took first place. To your surprise, the top of class in sigilcraft wasn't some stuck-up aristocrat or selfish merchant's brat. She was just an honest hard worker who put in more work than anyone else despite being the young Lady to House Blythe. Perhaps that's what drew you to Cassandra.
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Unlike the other doves, Cassandra's uniform didn't have uselessly showy tassles, modified lapels, or interweaved lacing. It <em>did</em> have gold embroidery and her house coat of arms <em>was</em> stitched over her breast, but everything else was normal. She didn't need the pointless frippery to tell everyone who she was nor did she relish lording the rank of her household over others. The only daughter of House Blythe was a celebrity, even at the academy which had no affiliation with the country she was from.
The first time the two of you spoke in class, she apologized, which you had taken to be a sarcastic taunt since the two of you had never met before. She cried when you unleshed your <em>meticulously</em> trimmed <em>'vocabulary'</em> that had been curated over years of practice. It wasn't the weeping cry of a damsel in distress nor the bashful cry of noble lady. It was the indignant cry of a maiden vowing to shatter your self-confidence by defeating you in your best field.
Cassandra was a different person then, a bright and cheery tulip that wore her emotions on her sleeve, instead of the sarcastic vixen that now loafs about the tavern. The charming girl had no shortage of admirers, she was kind, optimistic, and sociable. Everyone liked her, which of course meant you and her bickered <em>constantly</em>.
It irked you to no end that she held first place in Rune Mastery and she knew it. She would gleefully stick her tongue out at you whenever test results were announced. But the look on her face after the first test in Practical Glamours the next quarter, <em>truly</em> beautiful. Sometimes you wonder who would've won in the end if you had graduated.
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/* expulsion, wayfarer, sellsword */
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In. Out. Breathe.
The process was simple enough, <em>in principle,</em> but trying to clear your mind was the same as telling a person not to think of the impending doom just around the corner. That they couldn't do anything about it any way so there was no reason to ponder on it. With great difficulty you push away the thoughts as they float by and concentrate merely on the <em>perception</em> of your nerves, not on the <em>actual</em> touch of them. Breathe. You had picked it up over the years as a <em>necessity</em>, it had taken a long time to develop the process appropriately and you can only claim middling success. If you had only learned earlier the importance of refining your emotions and distilling them into functional stable fuel instead of merely dumping them into the fire like a primitive beast, then you might now be a different person in a different place. Well, it's an impossible request. Only <em>time</em> has been able to temper your ability to control your emotions. The youth that attended the academy wouldn't have even understood the purpose of trying.
It was something <em>outrageous</em>, absurd, but that was exactly what made it so effective. A student had come forth accusing you of <em>mind control</em> during the final year of schooling.
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Mind control is perhaps the most abhorrent craft a person could practice to the public eye. Only necromancy holds a candle to it, but necromancy was more <em>feared</em> where mind control was <em>loathed</em>. To forcefully take away an individual's will was seen as the peak of maltreatment, there was nothing worse a person could do, not even murder, because it meant manipulating everything about that person from their behavior down to their interactions with their loved ones. It was a crime punishable by death. It's <em>unquestionable</em> that every government secretly harboured practitioners of the art themselves, but the only way to prevent rampant use is to prescibe a penalty so harsh that no one would even contemplate touching the subject. The academy, being a detached megalith of knowledge, had a somewhat neutral stance on the topic but maintained appropriate courtesy to public sentiment, on the surface that is. It's possible there may have been an entire department dedicated to the study, hidden within the folds of the univeristy-metropolis. Ironic that the insatiable thirst for knowledge that was its strength was also its undoing.
You had a chuckle at the accusation, shrugged, and moved on. The student in question was an ugly girl who had offered you a position as her personal servant after graduation. She had even brought along the collar and nametag for the conversation, a preemtive gift for the joyous occasion. You had perhaps spoken a grand total of 8 words with her before that point and possibly somewhere around 80 after, many of them belonging to that curated 'vocabulary' you possess. Her butler had slapped you because the woman herself was too busy weeping on the floor. You couldn't <em>assault</em> a civilian of course, that would be grounds for expulsion, but the man had an unexpected bout of terrible luck that you had absolutely nothing to do with. Flower pots drop the the sky, it's a simple fact of life.
Then a maid came forth, also acusing you of mind control. <em>This</em> person you <em>did</em> know, even if you were not particularly close with her. Each student at the academy had their own room, complete with chamber, washroom, solar, and even privy. The privies were nothing more than chutes that ran through the building, but to have your own was a luxury. Senior students like yourself additionally had a small study. You used it as a workshop. Rather than a dormitory, the building was more a collection of little homes fashioned into a single complex. Lucia was a residence keeper, a pretty enough young girl with freckles and shoulder length pigtails that had been hired to clean the rooms and stock the common areas. She had changed the curtains in your room several times and you saw her in the hallways frequently even if you didn't really interact with her much beyond requesting services.
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Your supposed misdeeds were <em>innumerable.</em> Not only had you apparently attempted to use mind control, you resorted to just <em>threatening</em> the poor girl when the magic failed, forcing her to service you in ways unspeakable out loud. Lucia was despondent. She refused to answer most questions and merely shook her head. She did however pull up her dress to reveal a collection of bruises you supposedly gave her. You knew what was going on, Aristocrats who couldn't challenge you in magecraft were finding other ways to drag you through the mud.
The trial dragged for weeks but eventually you were acquitted of the accusations. No proof was found but it didn't matter, they had accomplished their goal. To trust the weeping powerless little girl from a poor family who was doing her best with the opportunity she was given to work at the academy, or the malevolent narcissitic delinquent who picked fights with everyone and beat them blue in duels they apparently didn't even want to participate in? It was an easy decision to make.
People called you names, threw things at you, even poisoned your food. The entire university-city had become your enemy, from the other students who never liked you in the first place, to now even the dorm matrons and cafeteria staff. The teachers, they were never impartial in the first place. Everyone has ties <em>somewhere</em>, but before they had simply made petty comments because they had a job they wanted to keep. Now they singled you out for abuse and called it 'practical demonstration.' You stopped attending class. What was the point if they didn't even both teaching you anymore? Even shopkeeps spat when you approached. They didn't deny you service though, perhaps out of fear for what you might do to them.
Cassandra was likely the only person to stand up for you. After years of fierce rivalry, you and her had acknowledged each other and had gained an understanding of each other's <em>character</em>. She may not have been your <em>friend</em> but she was a close associate, a confidant who stood the wistful suspicion which often accompanies intelligence or accomplishment, that nobody sees you as <em>you</em>, the curled nature which manifests as an individualistic person who walks around the world. Though she was well liked, Cassandra's voice was only one, drowning in a sea of enmity.
<div class='thought'>'Maybe if I had told her how I felt then, things might've been different.'</div>
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/* REVIEW: well written internal monologue that can't be used :( */
/* It's not as though the people around are too stupid to communicate with. Communication is a bidirectional alley, being unable to explain something is as much a failing of the individual speaking as it is of the individual listening. Nor is it a contemptous arrogance that no one else is operating on the same plane of existence as oneself. Only foolish idiots believe themselves to be better than everyone else. No, it's a... wistful consideration that the people around you possibly don't see you as <em>you</em>, the curled nature that manifests as an individualistic person that walks around the world. That they might instead see an idealized projection based off your capabilities and accomplishements, that when they speak with you they are not conversing with <em>you</em> but with this <em>image</em>. It's impossible to resolve of course, a person cannot peek into another's spirit without <em>being</em> that other person. Mind control magic might be able to tell you what a person is <em>thinking</em> but that's only a small part of the interaction. It isn't anxiety that you're unqualified for the things you've done or worry that people don't understand you are more than your accomplishments, it's the inching suspicion that nobody sees you without a filtered lense. It's silly of course since <em>everyone</em> sees <em>everyone else</em> through the lense of their subconscious awareness, but the mind whispers nonetheless. */
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Like a <span id='sleep_firestorm' class='furnace'>caged firestorm</span>, you burned hotter and hotter at each insult. The man who touched the final spark was a meek spindly fellow; Patrick was a mild-mannered boy who was more likely to hide than run during a fire, certainly not someone who would poke a smoldering powderkeg. You were too blinded to see it. He was probably bullied into the position but you will never know. All you heard was the torrent of vicious words. It was the first time the two of you sparred, first to break the other's shield using a piercing invocation.
He had never even put his shield up. You cannot forget his horror at seeing his arm halfway across the field, the silence when he tried to process what happened. Piercing invocations don't require a lot of force to poke through a shield, that's their purpose. He probably expected a needle prick at most, or maybe a pencil stab, painful but easily patched. The people behind him knew better, you were not one to pull punches especially when provoked.
<div id='sleep_fear' class='p'>In a war, people <em>expect</em> to be hurt, their screams come with the knowledge that their suffering is because of their own choices, circumstances, or luck. The beastly howl that came from Patrick was one of thought petrifying confusion; a creature convinced of death and no idea why he had come. He begged you to stop the pain, to take back your spell. He laughed, saying it was just a joke, and cried that you pulled a good jest. His eyes, his <span class='emph'>fear</span>, they etched a stain upon your soul. You did your best, but healing <em>others</em> was not something you ever had reason to practice. He lived, but there was no reattaching his arm.</div>
<span id='sleep_charge'>Excessive force and attempted murder</span>, the undeniable proof the black doves were fishing for. It was an international incident. Because the academy is separate from any nation, they have their own judicial body, but attempted murder of an aristocrat is not a charge any country takes lightly. Wars have started over less. It was a small sliver of luck that it had happened during a spar. You were expelled, but not incarcerated.
<div class='thought'>'I should have gone home then. Seen them one last time.'</div>
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But you didn't go home. Mother and Father hadn't done anything as distasteful as forcing you to carry the burden of their wellbeing. No they just supported you, gave you unconditional love, and poured their hopes into your success for the simple vision of seeing you succeed. Facing the academy's contempt would've been less painful. Just half a year longer, and you would've graduated with highest honors, employement at any institution or society you liked. Instead, you had nothing, even the possessions you had gathered in your room over the years were now just burdens; so you did what everyone scorned and shunned did, you packed a bag of necessities and left.
Sellswords, wayfarers, adventurers, or whatever else they like to call themselves are not rare. Some like yourselves are pariahs seeking other places to mark a path, some have aspirations to make a name for themselves or gain riches, others simply chose to forego a life of stability for one of thrill and excitement. People such as yourself then often find themselves with unsavory options, but it was not difficult for you to find work. You <em>were</em> a powerful mage, even if you were blacklisted from more conventional employment options for a person of your skill. You were <em>offered</em> these undertakings as everyone else was, but you had no need or obligation to accept them.
A woman once asked you to find her son by venturing into the forest, by yourself, at night, without telling anyone. Ignoring the heavy makeup she wore to appear at least 20 instead of 14 and believing the absurd claim that this 'son' was terrified of long metal objects took some effort, but you accepted because the girl's arms and neck had welts. The fifteen thugs that crawled out were surprised to learn that the steel on your hip was just a decoration to blend in. People <em>actually</em> defecate when sufficiently terrified, who knew?
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Most of the time, you operated alone. Larger endeavors sometimes required working with others though and this was one such request. You had picked it off the board because the name was familiar but hadnt really thought much about it. <em>Blythe</em> was a common surname, or rather a common place of origin. Many chose to use their birthplace as a faux surname of sorts, few had <em>real</em> surnames and most that did were aristocrats.
It was cold winter evening, meeting at night was uncommon since many wayfareres preferred spending evenings in a tavern or hustle home, but neither of those options really attracted you all that much. One person was already waiting for you at the meeting point, a solidly built young woman with a blond ponytail. Her ceremonial robes marked her as a nun, but she wore <em>plate mail</em> underneath. A gigantic hammer taller than <em>you</em> was propped against the wall next to her. You later found out it was also <span class='emph'>heavier</span> than you.
Having grown up in a farming family, you understood the importance of maintaining a robust physique. Many magicians rely too much on their spells and neglect the simple answer of just hitting your opponent quickly and strongly. It worked quite often during academy tournaments. <em>That hammer</em> however... even with mana coursing through your body, you could barely move it. Most of the weight was at the tip, 2 meters away from where you held it. Priscilla was a reflexive caster, someone who moves mana unconsciously to produce results, but even that didn't explain how she used the massive hammer as a pointing stick in one hand. She tried to explain once, but she probably doesn't really understand herself. The woman let <em>ambition</em> fuel her more than <em>logical thought</em>, another thing that made her peculiar.
Nuns of the order are known for their pursuit of knowledge over material assets, and their wisdom and rational decision making. They often work as counselors. Priscilla however had none of these. She moved by instinct and just did whatever felt right. She also possessed a fierce pragmatic avarice, a self-disciplined greed that had her count every single mark in a payment and track splitting it down to rolling fractions. She was a bonafide <em>demon</em> for profit and that job paid handsomely.
<div class='thought'>'Of course it did. The Lady of Blythe paid for it herself.'</div>
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The other man arrived not long after you did. He wore loose robes over leather, an eastern style, despite not being eastern himself. He simply thought the robe was fashionable. A tied mop was on his head where hair should've been and he walked with the swagger of a man convinced he was among friends. Every step held the foolish idealism and whimsical curiosity that drove his actions. A silver-blue bastard sword hung from his waist. <em>Mithril.</em>
Mithril is an <em>exceptionally</em> rare metal. A lump the size of your fist can buy a castle and pay for all the servants to clean it. Nathaniel had an <em>entire sword</em> made of it. Why would anyone even use it to make a sword?! The metal is so rare that most people don't recognize what they're looking at, but you noticed immediately. The conductivity of mithril is unmatched, nothing even compares. Where diamonds form under intense physical pressure, mithril forms under intense <em>magical</em> pressure. The soft blue color isn't light reflecting off its surface, it's <span id='sleep_sublimate'>pure mana sublimating</span>. The metal is magic itself given form.
You had never even seen mithril before, but the sword was so potent it had converted the <em>air</em> around it into a conductor. The man attached to the priceless treasure walked up and greeted you as though the two of you were old friends, but you just stared at the <span class='emph'>monstrous</span> waste of resources hanging off his hip.
He and Priscilla immediately got along since neither were the type to think too hard before taking action. Priscilla at least has the sense of an individual trying to accomplish a goal, but Nathaniel... he was an idiot. He spoke with an assertive friendliness and carefree confidence. It made a person <em>want</em> to believe his words weren't utter nonsense. You let him take charge because it was too much of a bother. If the undertaking went up in flames, you just needed to disappear again.
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The job was a curious one, the sponsor had asked people to <em>kidnap</em> her, the sponsor herself. Obviously this reeked of suspicion, hence why only you, Priscilla, and Nathaniel had accepted.
It was fun to wear a mask and play the role of a highway bandit. You disrupted the formation, Nathaniel kept the response busy, and Priscilla made sure nobody on either side got <em>too</em> hurt while you 'kidnapped' the 'victim.' You kicked the door to the carriage in full character, completely intent on carrying the sponsor like a sack of potatoes into the woods before verifying she was who she said she was and that she actually wanted someone to kidnap her. <em>Blythe.</em> You should've known.
<div class='thought'>'What are you waiting for, let's go, she said.'</div>
You must have stared at Cassandra for a full minute, she couldn't have known it was you under that mask. You hadn't seen her in years and the young tulip had become a stunning rose. She was beautiful. A gem encrusted necklace accentuated her open collar. Her silver hair was decorated with flowers that complimented her emerald eyes and a loop of red silk tied it to one side. She was also wearing a wedding dress.
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/* intended room: 2WR */
/* the party */
<<elseif $dream is 'party'>>
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It was a joke at first, Cassandra dared you to challenge him to a <span class='emph_light'>sword match</span>. Despite what people say, you never had any skill with the sword. It was always a gimmick to catch people off guard. Warriors would be too wary of the metal stick to see the land mine on the floor. Casters never expected a man holding a staff to actually come in swinging. Rangers, ah well, they were a tricky bunch. It was perhaps a month after you 'kidnapped' the beautiful acquaintance. It's ironic, all the hard work she put into showing she could be useful to the duchy just made her <em>more</em> valuable as a marriage partner. Or perhaps her half-brother just saw her as a threat to his position even if she didn't have hold such aspirations.
Needless to say, it was an awkward reunion, especially since she was the one painting a target on you this time intead of trying to save you. It <em>was</em> the request you signed up for so you couldn't really complain. At first she offered 10 silvers for each day you continued the farce and helped her evade her then-fiancé while she negotiated with her father. Eventually, she just gave up and decided to run from home. Priscilla stayed on because working with two powerful mages made finding high paying jobs extremely easy. You stayed because... it was difficult to leave her alone. Nathaniel, the idiot was likely already smitten with her.
That first sword match between you and Nathaniel, HA! You had the brainless arrogance to challenge a swordsman without <em>even preparing</em> magic because you had above average muscles and some idea on how to flail a metal stick. You would've won if you used other means, but then it wouldn't be a <span class='emph'>sword</span> match. You were bruised in places that you didn't think was possible. At least the bloody bastard knew to hold back enough so nothing was broken.
Cassandra knew just the right words to say, the right spots to poke. For the first time since your expulsion from the academy, a fire was lit. The <span class='furnace'>furnace</span> roared once more and there was no stopping it. Even when Cassandra stopped provoking you, you challenged Nathaniel again and again. The easy going man humored you and laughed no matter how you cursed him. Your curated 'vocabulary' was useless, so you began inventing expletives which just confused the idiot.
Nathaniel was <span class='emph'>fast</span>. Like Priscilla, he was a reflexive caster. He moved with the wind at his heels, so quickly it looked like he was in several places at once. At his top speed, the <em>air</em> couldn't move out the way fast enough. Buildings would shake from the crash of his step. If he wasn't constrained by limits of a human body, he probably could've been <em>even faster</em>. The mithril only made things worse. Since the metal was so conductive it converted the air around it, he could use the speed of his draw to send out <em>flying</em> slashes. Nothing on the field could even touch him.
<div class='thought'>'A fair match, friend, he had said. But I never stood a chance. I could've made the first move, but I had lost the opportunity.'</div>
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There was never a boring day, even slow evenings had a bit of wispy exhilaration. The four of you went wherever you wished, crossed borders on a whim, chased fairytales for fun. It's a pity you never found the woodland home of nymphs. You <em>did</em> however teach a salamander how to play cards, though that's not something you're willing to try again since the creature tried to burn the deck every time it lost. Salamander spit <span class='emph'>vaporizes</span> iron.
You learned the reason why Priscilla was such a avaricious fiend was because she needed to buy out the orphanage she grew up in. And the one her cousin grew up in, and the one for her friend, and <em>her</em> friend. She had a lot to things to purchase and a lot of mouths to feed. Nathaniel on the other hand was much too loose with expenses. He'd take on requests even if the sponsor couldn't pay, he'd reimburse taverns for damages he didn't cause; Priscilla hounded him constantly. 'It's fine, it's fine. They need it more than we do.'
Cassandra had abandoned her status as an aristocrat. For a while, you feared her then-fiance might pursue the bandits that kidnapped his bride for all eternity, but the poor lad eventually learned her <em>true</em> intentions and began sending roses and love letters instead of assassins. The two of you had a good laugh when he tried comparing her pure white skin to a seagull; he was running out of metaphors.
Cassandra had always been pretty, but the girl at the academy had felt <em>inconsistent</em>. She was constantly trying to prove herself, to create the image of the perfect woman she wanted her father to see. It was only during competitions with you that her true emotions peeked through the veil. Now, she had unshackled her heart and the freedom made her <span id='sleep_radiant' class='radiant'><span class='emph_light'>radiant</span></span>. She sang childish ditties for no reason, stole sweets off your plate, skipped around in the rain. She would push you into a pool of water just to dive in after.
Perhaps these were all the little things she never let herself do and you came to love her for them. The whimsical jesting, the <em>genuine</em> care that shone through her eyes when she laughed and cried. It wasn't the calm pleasantness of the academy girl, that placid mask she wore with her friends then. Every grin and tilt of the head held the wonderful emotions of a person <span class='emph'>living</span> life and pulling you along.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
Nathaniel had roared in laughter when you explained what <em>verisimiliturd</em> was supposed to mean. You thought it was a good insult, but the bastard just waved his sword for you to come again. He knew you hadn't had enough to give up for the evening. Nathaniel's speed was <em>unparalleled</em>, but only when moving on a cleared straight line. He lacked the fine control required to manipulate his senses to keep up and the continual combustion required to repeatedly weave. His body protected itself to some extent when he ran but a well placed sword would punch a hole right through him.
<span id='sleep_sparks' class='sparkC'>Blue sparks<sparks/></span> trickled off your body and leaped from your fingertips. The nerves in your body screamed in delight. If Nathaniel wanted to be the wind, let him. You would become <span id='sleep_lightning' class='sparkC'>lightning<sparks/></span>. It ended in another loss, but that was fine. You just needed to know if it would work <em>and it did.</em> Yes, you risked frying every neuron in your body if you cranked the output too high, but you just needed to find a good enough conductor.
Normally the man would drag you to a tavern for a drink after bouts, but that evening he <em>requested</em> for a bit of your time. Despite being an idiot, or maybe <em>because</em> he was an idiot, Nathaniel was adept at reading emotions. He dove right in and made his intentions clear, that he considered it unsportsmanlike to pursue Cassandra without first addressing an issue: namely that you had known Cassandra longer, yet had done nothing despite having undeniable feelings.
Perhaps you hadn't because you feared it might irreparably alter your relationship or maybe you simply didn't <em>understand</em> what the emotions within you meant until he pointed it out. He was even courteous enough to give you several days to sort out your thoughts.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
You didn't need them. The next morning, you sought out Cassandra, got on one knee, and... was promptly kicked in the face by Nathaniel. The swift bastard was usually congenial and considerate, but he said all cards were on the table once a friendly competition began; a bold-faced lie because he hadn't even kicked you like that in a duel. You suspect the <em>real</em> reason was because he gave you several days and you used them to get a headstart. Cassandra was taken aback at first, she had received plenty of love confessions before, but she didn't expected to receive one from <em>you</em>. The two of you had been laughing at princey-boy's newest metaphor just the other day.
The next several months were... <em>interesting</em>. You would take Cassandra out on a date only to find the entire restaurant had been booked by a mysterious benefactor hosting a party for the local orphanage. This 'stranger' had however given <em>specific</em> instructions to still allow the two of you to dine. Priscilla almost threw Nathaniel off a cliff for that one. It was an exorbitant expenditure, but she had a soft spot for children and forgave him. Another time, you had waited in a tree for 4 hours just to make it rain at the park. The bastard <em>intentionally</em> gave Cassandra the wrong time when you were listening at dinner, probably didn't expect you to stick around until they finally showed up.
Cassandra found the entire thing hilarious. She probably thought the petty interference of two grown men acting like children in an attempt to gain her love was endearing. It made every outing more entertaining, she could never know what to really expect. Both you and Nathaniel always admitted what you did and it had never devolved into <em>malicious</em> interference, you and he were <em>principled</em>.
You like to think the race was close, but it probably wasn't. Nathaniel was kind, charismatic, friendly, and considerate when he wanted to be. The idiot had romantic optimism and confidence that <em>wasn't</em> arrogance. He was your antithesis which unfortunately made him <em>charming</em>. You had caught them at the lake one evening, just enjoying each other's company in the warm glow of a small fire. It was a bit chilly so the clouds remained where you found them. You turned to go, but something glinted in the night. Cassandra was wearing a new ring.
That might've been the only time you convinced Priscilla to actually <em>drink</em> with you, not that casual sipping she usually does. You don't remember what you said to the stoic nun over the campfire when the other two were by the lake that evening, you just washed your emotions with liquor, bottled them up, and tossed them to the sea. It was bitter, but you had lost.
The wedding was small, just the four of you and some locals at a town you happened to be staying at. Cassandra couldn't stop smiling and laughing, even when it started raining in the middle of the ceremony. Priscilla glared at you but continued to preside as though the water pouring overhead was just another guest who had showed up a bit late. All four of you caught a cold the next day.
Peace did not last long.
<</p>>
/* end subthread */
<<actionlink 'Wake' `{end: true}`>><<blockAdvance 'thread'>><</actionlink>>
<</block>>
/* else skip */
<<else>>
<<done>><<blockAdvance 'thread' :autoappend>><</done>>
<</if>>
<<set $dream to undefined>>
/* only triggers in 2WR */
/* war, awake */<<set $can_replay to false>>
<<set $act.sleep.story.finale = 1>>
<<vignette 2>>
<<block 'subthread'>>
<<p>>
You run a finger across the shelf, expecting it to be coated in dust, but it comes away clean.
<div class='thought'>'When was the last time these hands had truly gotten dirty?'</div>
You pick up the small wooden figure, this one is also a Ransley like the one the girl in the dining room had, but it's his father Vincent. A gift from another child so long ago. Next to it is broken compass, the shattered glass has been smoothed so that it won't the fingers cut. You catch the dice before they drop to the floor and place them atop a half-eaten gameboard, the other half in the stomach of a basilisk somewhere. Cassandra had cried, she really like this set. The knob on the rusted music box turns, but no sound is produced. It was fished from the lobby of a sunken ship. You never did find out what door this skeleton key opened, but the design is nice. The hourglass is useless since it doesn't have any sand, but you flip it over anyway. Ten cards of a fifty card deck, the rest at the bottom of a pit in Ashford. A bag of marbles, payment for finding the lad's mother. A pine cone encased in amber, fashioned as necklace. Ha, a pinecone necklace.
<em>Nathaniel's sword.</em>
The meter long bastard sword sits on an undecorated stand, sheathed in its silver scabbard. You pick it up. It's heavier than you remember. The sky blue blade <span id='sleep_shimmer'>shimmers</span> when you draw it out, it's edge is still razor sharp. Mithril never dulls.
<div class='thought'>'Unlike other things.'</div>
You swing in the empty room. The air parts easily.
<</p>>
<<actionlink 'Continue'>>
<<vignette 3>>
<<blockAdvance 'subthread'>>
<</actionlink>>
<<blockNext>>
<<p>>
No one could have predicted the emergence of the void dragon, <span id='sleep_Shadowmaw' class='sinister'>Shadowmaw</span>. No one could even say where it had come from. The jet black creature had ripped a hole in the fabric of space to enter the world. Dragons are <em>exceptionally</em> rare specimens. It's difficult to say exactly how many have appeared in history since the solitary creatures usually hide themselves, often by taking the shape of something else to blend in. Shadowmaw was different. It brazenly made its presence known by leveling the nearest town and constructing a throne of corpses. Dragons don't need to eat, they subsist off mana in the air. It had merely done it for <em>fun.</em>
Everywhere it walked, towns <span class='furnace'>burned</span> and undead rose. It didn't need the cryptic runes that covered its body to raise the dead, that was just theatrics for the customers. Its very presence in the world seemed to rewrite the <em>rules</em> of nature. Every victim became a ghoul that grew the horde. It didn't matter if it was the dragon that killed them, or if a ghoul did it. It didn't even matter if it was <em>human</em>. Cattle, birds, nymphs, pixies, none were spared. If the dragon was somewhere within 1000 kilometers and the corpse's thinking organ was intact, it rose. After a week, the undead numbered thousands. After a month, millions. Governments failed their citizens. They bickered on petty details and took to long to respond. By the time they sent their armies, all it accomplished was increase the size of the undead legion.
The academy was a little better. It recognized the threat immediately and chose to protect their own by closing its doors. A heartless decision, but you understood <em>why</em> they did it. It was essential that the academy survive to help rebuild. Everything that could be known was stored within the institution walls. By possessing all of civilization's history, they represented its <em>future</em>. People screamed to be let in, but they all died at the base of the massive walls. The irony was that the dragon didn't even need to breach the gates. The guards that died became undead, but instead of casting them out, the academy chose to <em>study</em> them. One mistake was all it took for the population within to devour itself.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
After the academy fell, every man and woman took up arms. Even children fought. <span class='emph_light'>The coalition</span> was an organization in name only. In truth, it was the world's last desperate attempt. There was no real structure. Even then, politicians bickered on who should command the forces while people died. Most simply joined for the supplies they provided, forming their own groups and acting as they saw fit. The four of you were no different.
You swing again, the sword in your hand trembles. Again. Faster. <span class='emph'>Sharper</span>.
You, Priscilla, Nathaniel, and Cassandra had made a name for yourselves as a small group skilled in precision strikes. Cassandra would set the stage by manipulating the battlefield, trapping enemies or strengthening allies. Priscilla would clear a path with one swing of that enormous hammer. Nathaniel would shoot along it like a brilliant green meteor and claim the commander's head. You were support, molding earth and sky to help whoever needed it. Often, you opened the path for the four of you to get the hell away after finishing a job.
<span id='sleep_commanders'>Commanders</span> were undead ghouls that had been <em>casters</em>. The abundant mana that sculpted their body to give it strength in life had given them rudimentary reasoning and the ability to manipulate the horde in death. They were stronger, faster, and fought with <em>intention</em>. At least <span class='emph_light'>systemic casters</span> stopped casting spells when they died, the ghouls didn't have enough thinking capacity to perform calculations, but <span class='emph_light'>reflexive casters</span> <em>continued</em> to unconsciously revolve their mana in death just as they had done in life. Without a commander, hordes were much less dangerous since they moved on instinct rather than direction. Unfortunately, their first instinct was often to eat anything moving in front of them that wasn't rotting flesh.
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
It didn't matter how many ghouls the four of you eliminated, it was just a drop in the bucket. The <span class='emph_light'>source</span> remained. The coalition fought desperately, but when every death only adds to the enemy troops, it's difficult to have any hope.
<div class='thought'>'I shouldn't have said anything. It was reckless.'</div>
You grip the handle of the blade tighter, sweat beads on your forehead. Nobody had really seen the dragon fight except for the first victims and they were all dead. Unlike the gigantic phantasm you gave the tavern patrons, Shadowmaw was <span class='emph'>small</span>. It was approximately 3 meters tall and had a similar wingspan. Short spines protruded from the base of its neck and ran halfway down is back. Its dull grey eyes made it difficult to tell what direction it was looking. The dark violet runes on its surface <div id='sleep_glimmered' class='glimmerC'>glimmered<glimmer/></div> sporadically and seemed to swirl in and out of existence. Looking at them for too long, even from afar, drove people mad. Scouts had to be rotated so they could keep their sanity. Putrid miasma seeped from it <em>constantly</em>. The corrosive air clouded the senses and made it difficult to breathe. Always, the dragon just sat on a nearby mountain or tower and watched. Aside from the occasional burst of fire, it never did anything more than observe while its army paraded through cities. Even against the academy, the onyx creature had simply perched on the abandoned cathedral outside for the month long struggle.
The proposal was to isolate Shadowmaw from the horde. The hope was that if the dragon fell, so would the undead. Even if they didn't, it should at least prevent new ones from rising. You poured over maps and documents for a week to pick the perfect location. Cassandra wanted to bring a larger force, it was too reckless, but that would have attracted more undead to gather and each death would only strengthen the enemy. It needed to be a small group that could get close enough without being seen and had the ability to leave quickly. The four of you fit the bill perfectly. Nathaniel and Priscilla agreed.
It went just as planned. You and Cassandra broke a dam. The turbulent waters heaved the roving ghouls like helpless fish. It flooded the plains and soaked the ground. The four of you almost always fought on muddy terrain since you frequently made it rain. The dragon was left with only a handful of ghouls. Cassandra erected a barrier to prevent it from leaving and to stall the rest from returning. It was the perfect stage.
<div class='thought'>'I <span id='sleep_miscalculated'>miscalculated</span>.'</div>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
Everyone knows dragons were strong. They're born reflexive casters that are finely attuned to mana. They can <em>see</em> it in the air. Perhaps they don't have the ability to cast traditional spells, but the mana they consume as sustenance makes their body a natural fortress and gives them abilities beyond comprehension. Few had ever been slain since they were normally not aggressive, but they are <em>not</em> omnipotent. Each dragon has a specialization, an art they curated. They're slow lumbering creatures that rely on their natural abilities and the might of their enormous bodies. Everyone thought the main threat was the uncountable undead army, the legion of bodies so numerous it appeared to be a blanket of dull gangrenous sinew. They were wrong, very wrong. <span id='sleep_wrong'>You were wrong</span>.
Shadowmaw was <em>far</em> stronger than anyone could have imagined. The small unassuming dragon sat and watched its army beseige strongholds not because it didn't have the strength to challenge the defenders, but because <span class='emph_light'>it was bored</span>. No one had even been deemed a challenge in its eyes.
Its talons shredded stone and metal as though there was nothing there in the first place. Priscilla quickly abandoned her breast plate, it was absolutely useless. She ripped off the leather bindings keeping it in place after the dragon's claws scored a line across it from the simple movement of brushing dust off its eyes. Had Priscilla been a moment slower, Cassandra would have been bisected. The nun's abundant mana infused her muscles and skin with the vitality of life and allowed her to take strikes head on. She could stand in the midst of a stampede and feel nothing more than inconvenienced. She coughed up blood from the dragon's fist. You and Nathaniel needed to give Cassandra time to treat her. You drew your sword.
You remember the feel of prickling electricity as it tingled down your spine and sharpened your hearing, the flicker it made when it stimulated your eyes and sped your thoughts. It was still unfamiliar then. The way it mixed with adrenaline was erratic, unsteady. The spell was incomplete. You had used it plenty in duels with Nathaniel but not on the field. You didn't have a choice.
All the power that would have normally been distributed across a towering 20 meter musculature had been compacted into a silhouette not much taller than a doorway. It made the creature <span class='emph'>fast</span>. The ground shook when it ran, trees were thrown from the pressure of its swing. Each strike held the weight of a mountain. It moved with the assurance that not even physical laws could hold its strength. Fighting Shadowmaw was like fighting a <span id='sleep_hurricane'>sharpened hurricane of steel</span>. Worst of all, it fought with clear <em>intent.</em> It swiped, leapt, and kicked. The creature had <em>martial form</em>.
<div class='thought'>'<span class='emph'>The sword</span>, the sword, the fucking sword. I should have let the swordsman handle the sword.'</div>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
It took a single lapse of judgement, hubris in your ability to predict the dragon's movements and the speed at which you could now see them with electricity stimulating your nerves. It had turned to face Nathaniel leaving its side open and you charged.
<div class='p'>It was a feint. Nathaniel pushed you out of the way just in time. The claw easily punched a hole his chest; the speed of his sprint so that he could reach you in time had only driven the talons through him and out his back. The dragon lifted the swordsman off his feet and held him up to the light. It <em>smiled</em>. The Stygian beast tossed his body over to where you lay on the ground and crouched, as though to say, <span class='quote'>'Go on. <em>Treat him.</em>'</span> It watched when Cassandra and Priscilla ran over and waited, and when it understood it was in the way, it simply turned and walked to the barrier. The air was torn asunder with a movement of its claws and the dragon stepped through a pitch black tear in reality, bypassing Cassandra's formation entirely. It was never even in any danger.<img id='sleep_wound' class='embellishment' src='./assets/wound.png'></div>
There was no saving Nathaniel. He had a hole twice the size of a melon in his torso. His heart had been pulled out like a toothpick and lay on the ground with the rest of his chest organs five meters away. Cassandra did her best, You and Priscilla contibuted what you could, but it was hopeless. Blood poured onto the sodden ground and formed a slick oily layer on your hands and arms. It was everywhere. Nathaniel had enough mana circulating within him to speak but it would only delay the inevitable. Cassandra kept telling him to shut up but he just laughed. The worst had yet to come. Nathaniel knew, you all knew what would happen <em>next</em>.
Nathaniel had asked for the women to step away, for you do it alone. Priscilla dragged Cassandra away by force. She clawed at the ground... her <span id='sleep_screams'>screams</span>. Nathaniel's hands shook when he gave you his sword, he never told you how he obtained the mithril blade no matter how often you asked. <span class='quote'>'A dowry for a <span class='emph'>very grumpy friend</span>.'</span> he said chuckling. Tears ran down his cheeks. He cried, lamenting that he would never see Cassandra grow old in a home they shared. He made you promise to make sure she wouldn't cry too much after. He laughed that the two of you would never finish your drinking contest, that he intended to wait until you were old men to reveal he had been watering your drinks the whole time. He regretted not being able to visit Priscilla's sprawling palace when she finally finished hoarding all that gold. His voice trembled and cracked when he apologized for having you do this. His fingers gripped your wrist to prevent you from continuing even though the words from his mouth were of gratitude. His eyes quivered and begged you to save him despite the smile on his lips. He was <span id='sleep_afraid'>afraid</span>.
<div class='thought'>'Why, why were you smiling?'</div>
<</p>>
<<actionlink 'Continue'>><<blockAdvance 'subthread'>><</actionlink>>
<<blockNext>>
<<p>>
The azure blade drops from your hand with a loud clatter. Perspiration drips from your soaked back, your hands are numb and shaking. The room is in shambles, sword slashes mar everything in sight. The sliced cushioning and furniture have invited a cloud of feathers to settle upon them.
Today has been a long day.
<</p>>
<<actionlink 'Take a breather, get some fresh air' `{end: true, arrow: 'back'}`>>
<<vignette 0>>
<<roseupdate>>
/* <<removequest 'check_Cassandra'>> */
<<addquest 'take_breather'>>
<<addquest 'speak_Cassandra' 2000>>
<<set $route to 'idle'>>
<<goto $here>>
<</actionlink>>
<</block>><<set
$ev = [];
$loc = {
"0FD": {},
"0BW": {},
"0TE": {},
"0DR": {},
"0TL": {},
"0ST": {},
"0LR": {},
"0S1": {},
"0S3": {},
"0KT": {},
"0SE": {},
"1S1": {},
"1S2": {},
"1S3": {},
"1LB": {},
"1LO": {},
"1HW": {},
"1MB": {},
"1SB": {},
"1UB": {},
"1BR": {},
"1SH": {},
"1WO": {},
"2S2": {},
"2S3": {},
"2CR": {},
"2HW": {},
"2SC": {},
"2BR": {},
"2LV": {},
"2DO": {},
"2WR": {},
"2SR": {},
"3SD": {},
"3SO": {},
"4BH": {},
"5PA": {},
};
$dia = {
Godfrey: {},
Cassandra: {},
Fabian: {},
Lambert: {},
Merill: {},
Dinah: {},
Jasper: {},
Richenza: {},
Violet: {},
Baldwin: {},
Beatrice: {},
};
$act = {
other: {},
wait: {},
investigate: {},
sleep: {
story: {},
},
};
$quests = [];
$noteid = 0;
$notes = [];
$shownlist = 'note';
$playerActions = [];
>>
<<set
$timenow = 0;
$rosedisabled = false;
$can_replay = false;
$scene_replaying = false;
$showcheats = false;
$cheats = {
trophy: null,
substory: null,
speed: false,
};
$settings = clone(setup.defaultSettings);
>>
<<run
setup.updateCompendium();
>>
<<set
$altnames = clone(setup.altnames);
$altnames['0S1'] = 'Stairs';
$altnames['1S1'] = 'Stairs';
$altnames['1S2'] = 'Stairs';
$altnames['2S2'] = 'Stairs';
$altnames['0S3'] = 'Stairs';
$altnames['1S3'] = 'Stairs';
$altnames['2S3'] = 'Stairs';
>>
<<regionmap 'tavern' 11 '8wind'>>
. 2S2 . . . . . . . 3SD 3SO
2CR . . . . 2DO . . . . .
2HW . . . 2HW . . 2HW 2SC . .
. 2SR . 2BR 2LV . . . . . .
. 3SD . . . . . . 2WR 2S3 .
. . . . . 1SB . . . . .
. . 2S2 . 1HW . . . 2SC . 2S3
. . 1S2 . 1UB . . . 1SH . 1S3
. 1LO 1HW . . . . . . . .
. 1LB . . . . 1HW 1MB 1SH 1WO 1S3
. 1S1 . . . . . . . . .
. . . . . . 1SH . 1MB . .
. . . . . . 0SE . 1BR . 1S3
1S1 . 0ST . . . . . . . 0S3
0S1 . 0DR . 0TL 0DR 0KT 0SE 0FD . .
. . 0TE . . . . . . 0LR .
. . . . . . 0SE . 0S3 . .
0TL . 0DR . . . 0BW . . . 5PA
. 0S1 . . 0TE 0BW . . . . .
. . . . . . . . . . 4BH
<<regionwalls '.'>>
<<regionnames '$altnames'>>
<</regionmap>><<set $here = '0FD'>>
<<set
$hide = {};
$disable = {};
$abort = {};
$disable['2SC'] = true;
$abort['3SO'] = true;
>>
<<set $floor = String($here).first()>><<link "<img id='menuimg' src='./assets/menuIcon.png' draggable='false'>">>
<<run setup.dialogOpen('journal')>>
<</link>><img id='roseimg' src='./assets/compassRose.png' draggable='false'>
<<regionrose 'tavern' position '$here' enterCode '$enterCode' leaveCode '$leaveCode' autoupdate false>>
<<onattempt>>
<<run setup.checkrooms()>>
<<abort '$abort'>>
<<disable '$disable'>>
<<hide '$hide'>>
<<onabort>>
<<run $playerActions.push(`turn ${turns()}, nav abort: ${$enterCode}`)>>
<<onabort '0LR'>>
<<if ! $ev.includes('broke key')>>
<<replace '#passages .passage' t8n>>
<<include 'broke_key'>>
<</replace>>
<<else>>
<<rosedisable '0LR'>>
<<replace '#passages .passage' t8n>>
<<if $ev.includes('melted wall')>>
<<p>>
You've already melted a wall on the first floor, may as well go through the hole and unlock the door from the other side.
<</p>>
<<else>>
<<p>>
The door remains firmly locked despite your best attempts to <em>will</em> it open.
<</p>>
<</if>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<</if>>
<<onabort '1S1'>>
<<rosedisable '1S1'>>
<<replace '#passages .passage' t8n>>
<<p>>
You should speak with Fabian and get the key from him first before going upstairs. His large figure is visible by the tavern doors.
<</p>>
<</replace>>
<<onabort '1MB'>>
/* first Richenza locks herself in */
<<if ! $ev.includes('crime happened')>>
<<rosedisable '1MB'>>
<<replace '#passages .passage' t8n>>
<<include 'lockedroom'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
/* then Jasper prevents crime scene interruption */
<<else>>
<<rosedisable '1MB'>>
<<replace '#passages .passage' t8n>>
<<include 'crimeroom'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<</if>>
<<onabort '1WO'>>
/* first bridge breaks */
<<if ! $ev.includes('bridge broken')>>
<<rosedisable>>
<<replace '#passages .passage' t8n>>
<<include 'falling'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
/* then find door is locked */
<<else>>
<<rosedisable '1WO'>>
<<replace '#passages .passage' t8n>>
<<include 'meltwall'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<</if>>
<<onabort '2S2'>>
<<replace '#passages .passage' t8n>>
<<if $quests.includes('go_0ST')>>
<<set $thread to 'hired'>><<include 'Fabian'>>
<<else>>
<<set $thread to 'workrequested'>><<include 'Fabian'>>
<</if>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<<onabort '2SR'>>
<<replace '#passages .passage' t8n>>
<<include 'cassandralocked'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<<onabort '3SO'>>
<<rosedisable '3SO'>>
<<replace '#passages .passage' t8n>>
<<include 'forcefield'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<<onabort '1UB'>>
<<rosedisable '1UB'>>
<<replace '#passages .passage' t8n>>
<<include 'uniquelocked'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<<onabort '0FD'>>
<<set $rosedisabled to true>>
<<set $route to 'cleanlipstick'>>
<<goto $here>>
<<onabort '0S3'>>
<<set $rosedisabled to true>>
<<set $route to 'cleanlipstick'>>
<<goto $here>>
<<onabort '3SD'>>
<<rosedisable '3SD'>>
<<replace '#passages .passage' t8n>>
<<include 'Cass_sleeping'>>
<</replace>>
<<done>><<run $('#passages').scrollTop(0); setup.checkScroll();>><</done>>
<<onleave>>
/* <<set $loc[$here].lasttime = $timenow>> */
<<onenter>>
<<run $playerActions.push(`turn ${turns()}, nav success: ${$here}`)>>
<<run $timenow++>>
<<goto $here>>
<</regionrose>>
/*
People Notes:
Godfrey - Master Fenrose
backend manager, butler suit, mechanical, bilaterally simmetric, horns (devil)
Merill - Rosy
frontend manager, 150cm short (halfling), cheery, charismatic, social butterfly
Lambert - Mr. Fenrose
head chef, portly, greasy, professional but amiable, reliable and busy
Dinah - Simon
bartender, amiable and mischievous, coy, energetic, young, charming (tail)
Fabian - Mr. Fen
bouncer, honest, friendly, literal, simpleton, gigantic, muscular, puppy like
Cassandra - Simon
competitive, lazy, slightly flirty but tsundere (very tsun), sharp tongue
Jasper - various slurs
investigator, extremist zealot, stupid batman
Richenza - You
distraught, old crazy lady,
Violet - Boss-Bossman
chirpy, misbehavior waitress
Zachary - dear customer
sleazy salesman, fast talker, conspiracy theorist
*//* <<widget 'actionlink' container>>
<<run
_clear = _args.includes('clear');
_args.delete('clear');
_t8n = _args.includesAny('t8n','transition') ? 't8n' : '';
_args.delete('t8n');
_args.delete('transition');
_linkText = _args[0];
_id = _args[1]?.id ?? 'none';
setup.scene_end = _args[1]?.end ?? false;
_noscroll = _args[1]?.noscroll ?? false;
_arrow = _args[1]?.arrow ?? 'continue';
>>
<div class='actionlink' @data-id='_id' @data-arrow='_arrow'>
<<if _arrow === 'long'>>
<<set _link to
`<img class='linkArrow' src='./assets/linkArrow_start.png'>
<span class='linkText'>${_linkText}</span>
<img class='linkIcon' src='./assets/hourglass.png' title='long'>`
>>
<<else>>
<<set _link to
`<img class='linkArrow' src='./assets/linkArrow_${_arrow}.png'>
<span class='linkText'>${_linkText}</span>`
>>
<</if>>
<<if setup.scene_end>>
<<run console.log('BROKEN!')>>
<<else>>
<<if _clear>>
<<link _link>>
<<run $playerActions.push(`turn ${turns()}, action link: ${_linkText}, id: ${_id}`)>>
<<replace '#passages .passage' _t8n>>_contents<</replace>>
<<if ! _noscroll>>
<<done>>
<<run $('#passages').scrollTop(0); setup.checkScroll();>>
<</done>>
<</if>>
<</link>>
<<else>>
<<link _link>>
<<run $playerActions.push(`turn ${turns()}, action link: ${_linkText}, id: ${_id}`)>>
<<append '#passages .passage' _t8n>>_contents<</append>>
<<if ! _noscroll>>
<<done>>
<<run $('#passages').scrollTop(0); setup.checkScroll();>>
<</done>>
<</if>>
<</link>>
<</if>>
<</if>>
</div>
<</widget>> */
<<widget 'roseflicker'>>
<<rosedisable>>
<<timed 2s>>
<<roseupdate>>
<</timed>>
<</widget>>
<<widget 'threadtracker'>>
<<set _person = _args[0]>>
<<set $dia[_person] ??= {}>>
<<set _thread = _args[1] ?? $thread ?? 'none'>>
/* add to all */
<<if typeof $dia[_person].all === 'undefined'>>
<<set $dia[_person].all = 1>>
<<else>>
<<run $dia[_person].all++>>
<</if>>
/* add to thread */
<<if typeof $dia[_person][_thread] === 'undefined'>>
<<set $dia[_person][_thread] = 1>>
<<else>>
<<set $dia[_person][_thread]++>>
<</if>>
<</widget>>
/* alias */
<<widget 'npc'>>
<<threadtracker _args[0] _args[1]>>
<</widget>>
<<widget 'routetracker'>>
<<set _room = _args[0]>>
<<set $loc[_room] ??= {}>>
/* add to all */
<<if typeof $loc[_room].all === 'undefined'>>
<<set $loc[_room].all = 1>>
<<else>>
<<run $loc[_room].all++>>
<</if>>
/* add to route */
<<if typeof $loc[_room][$route] === 'undefined'>>
<<set $loc[_room][$route] = 1>>
<<else>>
<<set $loc[_room][$route]++>>
<</if>>
<</widget>>
<<widget 'pathtracker'>>
<<set _action = _args[0]>>
<<set $act[_action] ??= {}>>
/* add to all */
<<if typeof $act[_action].all === 'undefined'>>
<<set $act[_action].all = 1>>
<<else>>
<<run $act[_action].all++>>
<</if>>
/* add to path */
<<if typeof $act[_action][$path] === 'undefined'>>
<<set $act[_action][$path] = 1>>
<<else>>
<<set $act[_action][$path]++>>
<</if>>
<</widget>>
<<widget 'mapupdate'>>
<<set $floor = String($here).first()>>
<<run
$('#story').attr('data-map-position',$here);
$('#story').attr('data-map-floor',$floor);
$('#curtainHole_map').attr('data-position', $here);
>>
<<if setup.sword>>
<<run
$('#markerimg').removeClass('sword-in');
setTimeout( () => $('#markerimg').addClass('sword-in'), 40);
>>
<</if>>
<</widget>>
<<widget 'backlink'>>
<<set _save = _args.includes('save')>>
<<run _args.delete('save')>>
<<set _text = _args[0] ?? 'Back'>>
/* changed back link to always go to */
<<actionlink _text `{end: true, arrow: 'back'}`>>
<<roseupdate>>
<<vignette 0>>
<<set $route = 'idle'>>
<<goto $here>>
<</actionlink>>
/* <<if _save>>
<<actionlink _text `{end: true, arrow: 'back'}`>>
<<roseupdate>>
<<vignette 0>>
<<set $route = 'idle'>>
<<goto $here>>
<</actionlink>>
<<else>>
<<actionlink _text `{end:true, arrow: 'back'}` clear t8n>>
<<roseupdate>>
<<vignette 0>>
<<set $route = 'idle'>>
<<include $here>>
<</actionlink>>
<</if>> */
<</widget>>
<<widget 'removequest'>>
<<run
$quests.delete(_args[0]);
setPageElement($("#quests"), "quests");
>>
/* trigger save on nav*/
<<set $autosave to true>>
<</widget>>
<<widget 'vignette'>>
<<if _args[0] is 1>>
<<run
$('html').addClass('vignette1');
$('html').removeClass('vignette2');
$('html').removeClass('vignette3');
>>
<<elseif _args[0] is 2>>
<<run
$('html').addClass('vignette2');
$('html').removeClass('vignette1');
$('html').removeClass('vignette3');
>>
<<elseif _args[0] is 3>>
<<run
$('html').addClass('vignette3');
$('html').removeClass('vignette1');
$('html').removeClass('vignette2');
>>
<<else>>
<<run
$('html').removeClass('vignette1');
$('html').removeClass('vignette2');
$('html').removeClass('vignette3');
>>
<</if>>
<</widget>>
<<widget 'sleepwist'>>
<<if
($ev.includes(`invited to sleep ${$here}`) && ! $act.sleep[$here]) ||
($here is '2WR' && ! $quests.includes('go_walk') &&! $ev.includes('remembered'))
>>
<<if $act.sleep.story.party && ! $act.sleep.story.finale>>
<div class='thought'>'I can run from the visions all I like, but they always return. Always ending with <span class='emph'>the sword</span>, the one at the tower — Nathaniel's.'</div>
<<elseif ! $act.sleep.story.party>>
<<if ! $act.sleep.story.childhood>>
<<set _wist to "At least it will be nice to see my parents once more — <span class='emph'>my childhood</span>.">>
<<elseif ! $act.sleep.story.academy>>
<<set _wist to "It shall be fun to fight the idiots again — <span class='emph'>the academy</span>.">>
<<elseif ! $act.sleep.story.expulsion>>
<<set _wist to "A young Cass will help me fight the torrent of abuse once more — <span class='emph'>wayfaring</span>.">>
<<else>>
<<set _wist to "Maybe I'll even win against Nathaniel this time — <span class='emph'>the four of us</span>.">>
<</if>>
<div class='thought'>'Am I ready to face <span class='emph_light'>the dreams?</span> <<print _wist>>'</div>
<<else>>
<div class='thought'>'Might I find <span class='emph'>sleep</span> here as well?'</div>
<</if>>
<</if>>
<</widget>>
/* <<widget 'replay'>>
<<set $scene_replaying to true>>
<<set $truehere = $here>>
<<set $here to _args[0].loc>>
<<run setup.replayHandler(_args[0].content,_args[0].specific)>>
<</widget>> */
/* <<widget 'replay_start'>>
<<set $scene_replaying = true>>
<<set $truehere = $here>>
<<set
setup.replay = {};
setup.replay.id = _args[0];
setup.replay.n = 0;
setup.replay.queue = clone(setup.substories[setup.replay.id].scenes);
>>
<<replay_next>>
<</widget>> */
/* <<widget 'replay_next'>>
<<run setup.replay.n++>>
<<if setup.replay.queue.length > 0>>
<<set _scene = setup.replay.queue.shift()>>
<<set $here to _scene.loc>>
<<mapupdate>>
<<roseupdate :disableall>>
<<run setup.replayHandler(_scene.content,_scene.specific)>>
<<else>>
<<set
$scene_replaying = false;
$('#replayHeader').html('');
$route = 'idle';
$here = $truehere;
setup.replay = {};
>>
<<mapupdate>>
<<roseupdate>>
<<replace '#passages .passage' t8n>><<include $here>><</replace>>
<</if>>
<</widget>> */