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,,,,,,,<div align="center"><h1>__''Part One''__</h1>
__''In a Curse's Shadow''__</div>
"Greetings, Traveller. I thank you for reading my letter and travelling here. The town of Evenmere is in desperate need of someone with your skill set."
The Duke turns from his large fireplace and stands silhouetted by it, he walks up to a large chair and rests a hand upon its back.
"I shall not mince words, Traveller. We are beset by a creature of incredible evil - a vampire.
No doubt you sighted the dark castle upon the fell when you arrived? Five hundred years ago, my ancestor slew the Vampire Queen that dwelled within - after she devoured the heart of his fiance before him."
The Duke grips the chair tightly for a moment, then sits and looks to you sternly over bridged fingers.
"The Vampire Queen has not been sighted since, but there are stories that after five hundred years - she will rise again.
Lately there has been new movement within the castle - strange lights, and stranger sounds. The people of the town are having terrible nightmares. I fear the Vampire Queen is returning as we speak."
The Duke leans back in his seat and looks you over, sizing you up as if trying to determine if the stories of you could be accurate.
"As Duke I am charged with protecting Evenmere from the devilry of that place... but following my ancestor's actions, none of my line have been able to approach the dread castle without being turned back by some unseen force. So I must turn to those such as yourself for help."
He stands and walks before you, looking you directly in the eye.
"Traveller, if you can save our town from this curse - enter the dread castle and slay the Vampire Queen for good, free us of her curses... I will grant you riches, and any favour you ask.
But I warn you, the Castle of the Vampire is a place of terrors, and none of those who have been sent before you have returned alive.
If you will accept this quest, I offer you two pieces of advice;
1) Gather supplies and information in the town before you depart, it may well save your life.
2) Trust NOTHING within the castle, a vampire's super-natural dangers are only exceeded by their other gret strength - deception. A lesson hard learned by my family."
The Duke looks away for a moment, out of the window and into the moonlit night. Turning back to you, he asks,
"Will you undertake my request?"
If you accept the quest, [[->accept quest]].You are an adventurer with a reputation. Known to most as "The Traveller", a capable individual who moves from place to place and can manage any request made of them, who has been through much and survived it all.
You can recall a handful of your adventures, some are even in embellished stories that arrive ahead of you on your travels - but your true story lacks one thing; an origin.
Your travels began as a way to seek that out, to find where you came from, but years of journeying have worn away at any hope of finding that. Instead you have learned to embrace the road, and the people you meet upon it. You live a life which is often filled with excitement and adventure, and that's no bad thing.
One night whilst booking a room at an inn for shelter from a particularly aggressive storm, you are approached by a messenger who hands you a letter. It is a request for help from a Duke Dominic Evenmere, inviting you to his manor in a lakeside town to the North.
A new request in a new place, sounds like another story in the making.
[[->Start]] Upon accepting, the Duke hands you πΈ''15 gold pieces'', in the hopes it will aid you in your preperations.
He has an assistant show you to the manor entrance, and you get a view of the shadowed town of Evenmere below.
Looking down the hill you see the wide town resting in the late evening, smoke rising up from chimneys and lamps twinkling in the cold air. Beside the town the moonlight dances across a great lake, and above it towers a tall fell upon which you make out the silhouette of a large, dark castle.
You make your way down the manor path into the town [[->Evenmere]].You walk the cobbled streets of Evenmere, which wind over the uneven hills upon which the close buildings were built. In the late evening you see mostly by lamp and moonlight, and glows from beyond curtains of the houses you pass.
The cold air clouds your breath as you go, and keeps the townspeople indoors for the most part. But there are still places you can go to, before making your way towards the fell and the castle upon it.
You see an old, warm-looking tavern with a sign naming it "The Duke's Daughter", within which you hear talking and the faint sound of music. [[To go into the tavern->Duke's Daughter Tavern]].
You also happen across a single store which remains open, labelled in large above a dusty window "Eccentric Eric's General Goods and Groceries". [[To enter the shop->Eccentric Eric's]].
You see an austere building marked as the Evenmere headquarters of the Holy Guild. An organisation you have heard of, and understand to have experience in combatting undead monsters and demons. [[If you wish to visit the Holy Guild->Holy Guild]].
There is a path which leads down to the lakeside, [[if you wish for a walk beside the lake->Lakeside]]
When you are ready to [[approach the dark fell->Route to Fell]].Within the tavern are a few tables with people sat drinking, some quiet but most a little chatty. The bar at the back has a tired-looking bartender who carries two rags - one for the dishes and one which seems to be just to wipe his nose with. Beside the bar is a small stage where a guitarist is playing a sombre melody.
Most tables appear to be populated but groups too focused on their own matters to welcome a traveller to join them, but you do spy a couple of tables where you might be able to get some information.
There is a man sat with a young girl at a table beside a fireplace, both looking rather down. You may [[approach them->tavern widower]].
At another table, an old woman is drinking alone and, judging by her smell, a lot. You may [[try to start a conversation with her->tavern drunkard]].
The barman seems unoccupied at present, and might appreciate a distraction from his allergies should you wish to [[speak to him->tavern barman]].
Alternatively, there is an empty table near the stage so you may [[listen to the guitarist for a time->tavern guitarist]].
When you are finished here, you may return to the [[shadowed town of Evenmere->Evenmere]].Pushing through the old doorway which is clearly made from rotten wood, the paint almost all stripped by many years of wear, you hear the shop's bell ring brightly.
"There in a minute!" You hear a croaky voice call out from behind a counter which is cluttered by what you would generously call rubbish.
Looking around, the whole shop appears to be filled up to the ceiling with junk. Stacks of odds and ends, bits and wotsits, thingies and doodads - you have a hard time spotting anything that might be useful as you scan the goods that lay strewn about.
"Yes yes yes, how can I help you today?"
You watch as several stacks of items are promptly swept from the counter and dropped onto the floor with no care, behind where they were a short man with very large spectacles looks up to you with a wide grin, "Eric, most humbly (but not too humbly) at your service!"
Unable to see for yourself if the store has anything of use, you attempt to summarise your quest and ask the shopkeeper if he has anything that may aid in its completion.
"Hmm, an adventurer looking to slay a vampire... Well of course I have things for that! I have things for everything! Foolish question, are you a fool?!" Eric begins to grumble to himself but pauses and quickly changes his attitude, "But of course you're not a fool, you're a customer! A customer is always right and I have things to sell that will only make you more right! Just pay the gold and they are yours. Take a look at these items for example..."
Eric presents a series of items which you may purchase.
Up to 3 πΈ''Sandwiches'', 2 Gold Pieces each
Up to 2 πΈ''Pouches of Garlic'', 1 Gold Piece each
a πΈ''Medical Kit'', 3 Gold Pieces
a πΈ''Lockpick'', 2 Gold Pieces
As you are speaking to Eric, you notice that he seems to be wearing a metal collar around his neck, if you wish to [[ask him about it->Eccentric Eric's Collar]].
When you are done, you thank Eric for his time and return to the street.
[[Evenmere<-]]
You step into the large hall of the Holy Guild, there are rows of pews between tall arches which hold up the high ceiling. Along the walls are shelves of books, and at the end of the hall behind an altar you see two men holding swords, looking down at something and speaking in concerned tones.
You may [[examine the shelves of books->Holy Guild Books]], [[approach the two men->Holy Guildsmen]], or if you wish to [[return to the town of Evenmere->Evenmere]].π If your list of conditions has ''TONGUESββ, [[lakeside fairy<-]].
A paved promenade stretches the length of the town between it and the lake, affording a pleasant view of the dark water which shimmers in the moonlight.
It seems no-one comes out here at night, remaining within the town.
If you wish to return to the town [[Evenmere<-]], or you may continue your stroll along the lakeside [[->Lakeside B]].You travel through the town towards the North heading for the fell, which is always visible to you over the top of the buildings - as is the castle atop.
On this side of Evenmere the buildings become tighter and more guarded, as if even the houses are cowering in the shadow of the malevelent mound towering over them.
The cobbles become uneven and eventually end, and as you pass by the last building you notice someone spying you from behind a curtain before it is quickly shut.
Ahead of you is a dark path which curves its way up the mountain and toward a forest which shrouds it.
You begin your trek up the hill.
[[Route to Fell 2<-]] You scan the shelves looking for books that may be relevant to your current quest, a few stand out to you:
[[History of Evenmere]]
[[Vampirism: An Account]]
[[Castles of the Fells]]
[[Spectral Natures]]
[[Fiends of the Night]]
If you have the keyword π''REBORN'' you also notice another book, [[Rare Crystals of The North]].
When you are done, you may [[approach the two men by the altar->Holy Guildsmen]], or [[return to the town of Evenmere->Evenmere]].If you have the keyword π''VIPER'' [[->Holy Guildsmen CryptSealed]] now.
If you have the keyword π''WORM'' [[->Holy Guildsmen CryptReturn]] now.
Otherwise, [[->Holy Guildsmen CryptOpen]].You explain who you are, and why you are in town to the two knights.
βWait, youβre THE Traveller?β the knight turns to his comrade βperhaps they can help us?β
βPerhapsβ¦β the second knight looks upon you studiously, trying to take your measure, βif they are up to it.β
He thinks for a moment, and reaches a decision βVery well, we have need of someone to clear the crypts beneath the city - the dead within have become restless lately, probably to do with the activity in the castle. There are more of them than the knights stationed here can deal with. If you can cease their activity we can repay you ten gold pieces, and a bottle of holy water.β
βAlso, youβre going to slay the Vampire Queen, right? Well the Dukeβs ancestors are buried below, along with some of their relics - one that might be useful to you, the very stake used to kill the vampire five hundred years ago.β
βIf you can find the stake you are welcome to it, but please leave other artefacts in their places - the crypts are where things are laid to rest and weβd rather all things stay that way once their rest has begun.β
The first knight seems eager and excited for you to deal with their worries.
βWell, are you going to do it?β
βBe warned Traveller, the crypts are dangerous to roam alone and we must remain here to guard the town - should you fall.β
You may [[accept the knightsβ quest and travel down into the crypt of Evenmere->Crypt of Evenmere Entrance]], [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]].You step past the two knights and descend the hard stone stairs through the hole beneath the altar. Holding a torch before you, as behind the hall's candlelight fades to complete darkness - your world reducing to a small, dank, sphere of torchlight and ancient masonry.
As you travel the long staircase, a blue glint is reflected ahead of you - a crystal embedded in a wall which seems to glow slightly as you pass by it. You're sure you've seen its like before, but somehow it seems ethereal in nature.
//βοΈπ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword π''REBORN'' is added.//
You hear faint echoed sounds of shuffling and small clatters ahead of you, the knights' talk of restless dead must surely be true. You grip your weapon and ready yourself as you descend the last few steps and find yourself within the musty Crypt of Evenmere.
[[->Crypt of Evenmere]]You wander the passageways in the Crypt of Evenmere near the entrance, the walls are lined with stone coffins engraved with names though you can't read any of them - even limited exposure to the elements here over the ages has worn away any record of those contained within, or those that have arisen.
The air is cold and musty, with dust covering all of the stone, and hanging in the cobwebs singed by your torch as you pass by.
There is an intersection here,
to your left is [[a narrow passage leading deeper->Evenmere Crypt Deeper]],
to your right seems to be [[a doorway leading into a wide room->Evenmere Crypt Room]],
before you the [[corridor continues->Evenmere Crypt Cavern Walkway]].
Behind you is the way back to the hall of the [[Holy Guild->Exit Crypt of Evenmere]]You step deeper into the dark crypt's passageways, your torch illuminating coffins and markers in the walls. What markings you can read indicate graves going back hundreds of years, and getting older the further down you go.
The air this far in becomes completely still, there is no draft and your torch's flame rises to the low ceiling with barely a flicker - but even with no draft and the close fire, you feel a constant chill here.
You knew going in that this was a place of death, but now you can't help but //feel// it too.
You continue deeper still...
[[->Evenmere Crypt Deeper 2]]You step into a wide room off the Crypt's passageways. It seems to be a mausoleum with a large stone coffin in the center, and many urns upon the surrounding wall of shelves.
With a little examination, it seems that this is where superior knights of the Holy Guild are interred, with the coffin in the center marking the resting place of "The Holy Guild's greatest weapon against darkness".
You may [[examine the coffin further->Crypt Room Coffin]], or [[exit the room->Crypt of Evenmere]].You make your way down the dingy walkway running your hand along the ancient masonry as you pass, but suddenly you feel something grip your arm!
You turn sharply and see a skeletal hand wrapping your wrist as it reaches from an open coffin. You shake yourself free and step back, watching as the animated skeleton climbs from its resting place and turn to face you.
βοΈ Battle the ''Walking Skeleton'' now!
What is the result of the battle?
β’ [[You win->Survive the walking skeleton fight]]
β’ [[You are defeated->killed by walking skeleton]]You ascend the staircase once again, passing by the glowing glue crystal - it seems to resonate with you.
//βοΈπ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword π''REBORN'' is added.//
When you crest the staircase the two knights greet you with a look of relief that you have survived, and ask with eagerness how your expedition went.
You may tell them that [[the undead have been dealt with->Crypt Clear]], or that [[you fled before the task was complete->Crypt Fled]].The skeleton collapses into a pile of dust and bones at your feet, and moves no more.
You continue your way along the corridor until it opens out into an underground cavern, some rift beneath Evenmere that the crypt's diggers must have made their way into.
The cavern walls are unscalable and descend further than your torch can illuminate. A rickety walkway is suspended before you.
You may [[attempt to cross the walkway->Crypt Walkway]], or [[return to the intersection->Crypt of Evenmere]]You hit the ground, and feel your life leaving you. Your undead enemy steps away, no longer recognising you as something alive - you are as good as kin to it now, about to become another of the crypt's corpses.
[[->Crypt Rebirth]]You take a few tentative steps across the walkway, it sways slightly, the ropes holding it up creak and groan, and the walkway...
...seems to hold.
You make it safely to the other side of the cavern, where an opening in the wall leads to a room different to those in the crypt - more cave-like.
[[->Crypt Profane Grave]]"The crypt has been rid of undead?! The stories about you are no exaggeration, traveller! Take these πΈ''2 Bottles of Holy Water'' and πΈ''10 Gold Pieces'' as thanks, you have done Evenmere a great services!"
"We'll have to go down and perform rites to ensure the dead stay dead, but that can wait - for tonight we'll seal off the crypt."
The two knights pull a heavy stone across the entrance to the crypts, you won't be able to travel them again.
βοΈπ Add the keyword π''VIPER'' now.
Once again in the Holy Guild's main hall, you may [[peruse the shelves of books->Holy Guild Books]], or [[return to the town of Evenmere->Evenmere]]."Fret not, Traveller. We perhaps asked too much of you. At least take this πΈ''Bottle of Holy Water'', perhaps it will aid you in your future endeavours."
"We will keep watch over the crypt for now, trust that we can at least keep the dead contained until our reinforcements arrive."
The two knights resume their watch over the entrance to the crypts, if you wish to enter again you will have to ask them first.
βοΈπ Add the keyword π''WORM'' now.
Once again in the Holy Guild's main hall, you may [[peruse the shelves of books->Holy Guild Books]], or [[return to the town of Evenmere->Evenmere]].You approach the two men and see that they are nights, wearing the markings of the Holy Guild. They are looking down a staircase which leads into darkness through a hole in the floor.
You overhear some of their conversation as you approach,
β-ting worse every night, and what if they donβt send more knights in time?β
βWe canβt do anything about that, but so long as we can hold hereβ¦ well there is no other exit from the crypts. We are capable of this much at lea- oh, hello?β the knight notices your approach and turns to you. βSorry but this area is dangerous right now. Youβre welcome to worship or do any research but if you need something else, Iβm afraid weβre occupied right now.β
If you want to [[explain who you are, and ask if you can be of help->ask holy guildsmen]].
You may [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]]."Oh, hello again Traveller!"
"Thanks for checking out the crypt, but we can't really let anyone else go down there again until the rites have been performed."
You may [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]].In this small cave you see a cluster of ancient and broken bones atop a stone, an old hammer beside them.
On the floor nearby is a small box, when opened you discover πΈ''A Gloating Letter'', [[to read the letter->A Beautiful Bride]].
There is nothing else here, [[->Crypt Walkway Return]].The letter letter is aged and faded by centuries of time, but you can still just about manage to read it;
"Father,
I write you this letter, happy! It would no doubt surprise you to learn that my "Brutish, bullish manner" was not the impediment you claimed.
I have risen through the ranks of the guards in this town, and I have not only gained regard - I have gained a bride!
And not just any bride, my fiance is of noble birth!
In exchenge for killing a beast that had been troubling the town, the Duke promised me his beautiful daughter, and she will make a beautiful bride.
Frankly, it almost saddens me that you no longer live, that I cannot see your face as you learn of my achievements.
Regardless, a happy life awaits me now - with a good position and a beautiful bride. Your stern looks of disappointment do not reach me now."
//βοΈ Note this passage number if you wish to re-read the document.//You begin to make your way along the suspended walkway across the underground chasm. It sways as you walk...
π²π Make a ''Dexterity Check'' now!
What is your result?
β’ [[3 or more->Pass crypt walkway dex check]]
β’ [[2 or less->Fail crypt walkway dex check]]The ancient walkway begins to crack and snap beneath you, but you react quickly and sprint to the other side and reach firm ground just before the walkway collapses completely.
A few seconds later, you hear the echoes of old beams and rope hitting rock in the darkness below.
You travel back through the corridors of the crypt toward the intersection [[->Crypt of Evenmere]].The ancient walkway begins to crack and snap beneath you, you react as quickly as you can and sprint to the other side. The bridge gives out beneath you however, and drops you just before you reach the other side. You slam heavily into the wall just below the doorway cavern entrance.
π You take ''2 points of damage''!
If you still have Health remaining, [[->Fail Crypt Walkway survive]], otherwise [[->Fail Crypt Walkway fall]].The frigid crypt becomes colder still, and you feel a chill that you have never felt before, one you knew was a risk when living the life of an adventurer - the icy touch of death.
But somehow, even as your eyes fail and the light from your torch dims, you feel a sense of familiarity. This cold embrace feels as much something growing from within as something smothering from without. You feel a slight comfort in it, and as you focus on that shivering sweetness - it fades.
The chill of death is gone, but somehow you are still cold, as if there is a breeze.
You hear the crackling of flame.
You open your eyes and find yourself upon the Crypt's staircase once again, torch in hand, before the blue glowing crystal embedded in the wall.
This has never happened before.
//Turn to your π''Rebirth Point'' now.//The knights greet you,
"Come back to face the Crypt again, Traveller?"
You may once again [[travel down into the crypt of Evenmere->Crypt of Evenmere Entrance]], [[turn back to examine the shelves of books->Holy Guild Books]] or [[return to the town of Evenmere->Evenmere]].You barely manage to keep your grip, but avoid falling into the darkness below.
With some effort, you manage to climb back up. After finding your breath, you travel back through the corridors of the crypt toward the intersection [[->Crypt of Evenmere]].You try to grip the ledge where the walkway was affixed, but your arms no longer respond - you fall.
The air rushes by you, the torch spins and falls beside you illuminating the cavern wall which has become a blur of motion.
You hit the ground.
[[->Crypt Rebirth]]The stone lid of the coffin itself appears to be slightly cracked, upon closer examination you see something glinting within.
You may attempt to [[push open the coffin lid->try open crypt coffin]], or [[exit the room->Crypt of Evenmere]].You put down your torch for a moment and focus all of your strength into moving the cold stone lid of the coffin aside.
π²πͺ Make a ''Power Check'' now!
What is your result?
β’ [[4 or more->open crypt coffin]]
β’ [[3 or less->fail crypt coffin]]You summon all the strength you can, and gradually the lid begins to budge with the sound of heavy stone scraping. As ancient dust settles once again, you peer inside the coffin to see that there is no body within - only a large and ornate glass bottle which seems to reflect more light than is cast upon it.
You recognise the intricate design of the bottle, having heard stories of it before - this is πΈ''Great Holy Water'', a powerful weapon created by the founder of the Holy Guild many years ago. There are few of these left in the world, but there are fewer weapons as powerful when dealing with the undead.
When you are done here, you return to the passageways in the crypts beneath Evenmere.
[[->Crypt of Evenmere]].You summon all the strength you can, but the coffin does not open - the lid is too firmly affixed for you to move. You pick up your torch and return to the crypt's passageways.
[[->Crypt of Evenmere]].A brief skim of this tome reveals it to be a rather dry overview of the history of Evenmere. It describes the dates that various noteworthy buildings were built, when roads or farming practices changed, and lists various Dukes of the town - all of whom have borne the name of Evenmere since the founding of the town.
One notable thing you discover is that the construction of the castle upon the fell is not recorded amongst the others, it seems to pre-date the town itself.
When you are done, you replace the book.
[[Holy Guild Books]].Flicking through this book, you find it has an almost reverential description of vampires, with knowledge the author claims to have acquired from a genuine vampire.
You learn that vampires do indeed drink the blood of humans, though it is not necessary for their sustenance - but as a result of a powerful urge of their dark nature.
The account also confirms some myths of vampirism such as their immortality, vulnerability to wooden weapons (though any weapon can inflict wounds, they will not be permenant unless the weapon was one that was alive and grew).
It also dispels some myths, such as vampires' aversion to garlic or crosses, apparently these things have no effect. It also seems that whilst sunlight is harmful to a vampire, it will not kill the creatures.
You also learn that some vampires, in their age, acquire knowledge of powerful magic as well as ways of communicating with other ancient creatures which do not belong to the mortal world.
Better informed for your quest, you put the book back in place upon the shelf.
[[Holy Guild Books<-]].You skim through the book, but find nothing of interest - it seems to contain only listings of castles and their locations.
The only mention of the relevant castle is a small note that there is a castle near the town of Evenmere, and that its construction date is unknown.
You put the book back down.
[[Holy Guild Books<-]].This tome focuses on descriptions of various types of ghosts that the author has researched, though they seem to lack first-hand experience with many (or any) of them.
Skimming through it, most of the knowledge contained is straightforward - that hostile ghosts either died in a sudden and tragic way, or become aggressive as they have great grief which they can no longer express.
You do learn a couple of noteworthy things however,
One thing you learn that is new to you is that ghosts which wail often do so because they failed someone important to them in life.
You also note that some spirits, with the application of powerful magic, can regain the appearance and temperament they had when alive - and may act as a servant of the mage who restored them.
You put the book back down on the shelf.
[[->Holy Guild Books]]You pick up the book hoping to find some insight into monsters that you might face in your quest, but the book appears to be a fantasy romance about a fairy who fell in love with a demon.
You flick through it and find that it is largely cliche; two lovers whose relationship can't be accepted by those close to them, badly described yet overly detailed intimate scenes, and a tragic series of events before they finally reunite and run away together.
You put the book back down, it sounds like one you've heard before anyway.
[[->Holy Guild Books]].The tome describes various rocks, gems, and crystals as well as the geological processes and circumstances understood to form them. For the most part you find nothing that appears to bear a relation to the glowing blue crystal that was present during your unusual experience, except for one small note.
It describes a blueish stone known to locals as a "Fairy Stone", for legends it relates to those who have been spirited away by spirits or fairies, but goes into no further detail as it seemed largely unremarkable to the author.
βοΈπ Add the keyword π''STONE'' now.
You put the book back in its place, unsure if a "Fairy Stone" can explain what happened.
[[Holy Guild Books]].You stumble slightly on an ancient crack in the rock that makes up the floor, but easily find your feet before you fall.
Looking up again though, you see that you are not alone - there appear to be a couple of Holy Guild nights standing at the edge of your torchlight, they turn to face you but you see that they are not human. Their faces show years of rot, and a cold viciousness.
They rush at you!
βοΈ Battle both ''Holy Knight Corpses'' now!
What is the result of the battle?
β’ [[You win->Survive the holy knight corpses fight]]
β’ [[You are defeated->killed by holy knight corpses]]The corpses in Holy Knight rags collapse before you, no longer a threat.
You make your way beyond them, toward the deepest part of the crypt.
[[->Evenmere Crypt Deeper 3]]Your grip on your torch fails, as does your grip on life. The Holy Knight Corpses turn back to guard whatever lies at the deepest point of the ruins, and you fall to the floor.
[[->Crypt Rebirth]]You turn a corner in the darkness to see the ceiling has somewhat collapsed, leaving only a low crawlspace to proceed through, from beneath it you hear a strange tortured moaning, and a faint spectral light.
If you wish to continue through the crawlspace [[->Face Duke Archibald]], otherwise you can return to the [[maze of passages near the crypt's entrance->Crypt of Evenmere]].As you step out from the confined passege into a wider room with a large coffin to one side, you see the spectre of some old nobleman, wailing, his back to you.
You have heard that not all ghosts are hostile, and so ask the figure if you can help in some way... but the wailing grows gradually grows in response, and your torch's flame vanishes as if it has been snuffed out - though the eerie light of the ghost remains. The wail turns to a scream and the nobleman's ghost faces you.
The spectre seems to grow in size as it wails, as if its suffering is empowering it. It looms over you and clearly means you harm.
βοΈ Battle the ''Ghost of Archibald Evenmere'' now!
What is the result of the battle?
β’ [[You win->Survive Archibald Evenmere fight]]
β’ [[You are defeated->killed by Archibald Evenmere]]The ghost slows and then stops its attack and ceases its wailing, for the first time since you entered this tomb there is silence, before three words are spoken:
"I'm sorry, Elizabeth."
The ghost fades before you and is gone.
You re-light your torch and take a look around.
A marker over the coffin marks this as the final resting place of a "Duke Archibald Evenmere", you assume they are an ancestor of the Duke who first called you to this town.
Beside the coffin is a pedestal where some candles have long-since burned out, as well as a vicious-looking πΈ''Wooden Dagger''.
Beneath the dagger you also find a πΈ''Letter to a Son'', [[to read the letter->You Are Still My Son]].
When you are ready to move on, you can return to the [[maze of passages near the crypt's entrance->Crypt of Evenmere]].The touch of the spectre robs you of your last remaining bit of strength and you collapse in the tomb. The ghost turns back from you again and resumes his pained moaning.
[[->Crypt Rebirth]].The letter letter appears to be very old, but even in the torch's light you can read most of it well enough:
"Dominic,
These have been terrible times, but you have acted admirably throughout.
I want you to know that I do not blame you for the death of my daughter, if you could not save her then surely no one could. I pray that you allow your conscience to rest easy, for even in the darkness and sorrow that you have suffered, you found both revenge for us, and peace for our town.
You have proven yourself to be a worthy and admirable man. I would have been proud for my daughter to marry you, and for me to call you son.
I would ask that perhaps, you allow me to still do so. These dark events have left me without an heir... If you are amenable, I would name you my successor, with all the inheritance and priviliges associated.
Dominic, as far as I am concerned, you are still my son."
//βοΈ Note this passage number if you wish to re-read the document.//
You step up to the table with the dour looking man and young girl, asking if you can sit with them.
The man doesn't look to you when he responds, instead just taking a swig of his drink and staring away into the middle-distance. "Sure, whatever. Why not."
You ask the man what is wrong, but the question only seems to pain him. He tries to find the strength to answer but fails. The young girl speaks in his place.
"Daddy is gone, so papa is sad." She looks to her father and puts her hand on his wrist in consolation before looking to you, "Daddy went to stop the vampire, but..."
"Wolves." the man says, dryly, before having another sip of his drink.
The girl looks from her father to you, "They found him this morning, in the woods on the fell. They said the wolves have been more dangerous lately, because of the vampire."
You spot a shiny pendant hanging from the wrist of the widower as he takes another swig of his drink, if you have the πΈ''Silver Pendantββ, [[->tavern widower 2]].
Otherwise, you don't think there is much you can do to comfort this family, besides pass on your condolances and [[leave them be->Duke's Daughter Tavern]].You take barely a step towards the table and the old woman drinking there sights you and calls,
"You there, with the handsome f-features!" She hiccups, "J-Join me!"
She grins widely as you seat yourself and hiccups again before saying "I've not seen you around these parts before, I-I'd have noticed someone l-like you around this wee wart on a tarn!"
You explain who you are, and that you have been charged with slaying the vampire queen before she regains her full strength.
"Oooooh, s-so you wanna know yourself something about VAMPIRES do you?" The old woman leans toward you with an even wider grin and a glint in her eyes, "Pay for me next round or five, and I'll tell you a tale the l-likes of which you've never heard afore!"
If you have the money and [[wish to spend one gold piece on an old woman's drinking habit->tavern drunkard 2]],
Otherwise, [[->Duke's Daughter Tavern]]. You approach the barman.
"Oh, a newcomer?"
You explain who you are as well as the quest you have been charged with by the Duke, and then ask if he knows anything that might help.
"Aye, sure I do, Traveller. Turn around, get back on your road and go some place safer, somewhere the coin is easier to find. This place is cursed, and nothing good ever came to any who approached that castle. If you don't believe me, ask them."
The barman nods towards the man and young girl sitting at a table near the tavern's fireplace.
"Y'see, things have only been getting worse lately. Strange lights have been sighted in the castle, it's stirring up the shadows and what lurks in them, even down here in town. So yeah, my advice is leave while you can. There are monsters here, Traveller."
When you ask if he has anything that could help you facing the monsters, he shrugs "wouldn't be much of a barman if I didn't."
He offers you a πΈ''Bottle of Rum'' which you can take in exchange for πΈ''3 Gold Pieces''.
When your business with the barman is done, [[you turn away from the bar->Duke's Daughter Tavern]].You sit down at an ale-soaked table beside the stage, the guitarist is too absorbed in his music to notice you and continues playing a slow and haunting song.
He sings the tale of a brave man who fought valiantly to save his love from the clutches of a vampire, but was too late to save her.
When you have heard enough, you stand [[->Duke's Daughter Tavern]]."M-Much appreciated, Traveller!"
//βοΈ Remove 1 πΈ''Gold Piece'' from your purse now.//
You pay the barman and bring a handful of drinks to the woman's table. She deftly scoops them all to her side, grabs one and takes a big swig emptying it before turning to you and beginning her tale.
"Well y-y-y'see," She hiccups, "Tis' a tragic tale indeed, for they say that there v-vampire what lived in yon castle, she had herself a fondness for young maidens..." The old woman picks up the second drink and throws back most of it in a single gulp, "Not that I can fault that, I had quite a s-similar predilection in mine own youth, if you know what I-I-I mean..."
The old woman chuckles and takes another hefty sip and appears to have difficulty focusing her eyes on you.
"That's what started the whooooooole mess, y-y-you'd think an immortal'd be wiser but, n-nope!"
The old woman is now slurring her speech, and after another swig, she leans onto her hand to hold her head up.
"A pretty f-face, you know? It starts all the bother of e-e-erry s-story."
She moves to finish her drink but falls asleep at the table. It seems this is all she has to share tonight. YOu check that she is alright before standing from the table.
[[->Duke's Daughter Tavern]]You recognise the pendant carried by the man, appearing identical to the one you found in the belly of a wolf. You take the Silver Pendant you have been carrying and place it upon the table before the man, and pat him as assuringly as you can on the shoulder.
//βοΈ Remove πΈ''Silver Pendant'' from your list of items now.//
Silently, you stand and turn to leave, but after a step the man speaks.
"Wait... just, just wait."
You turn to face him and see a single tear running down his cheek.
"Thank you," He looks you in the eye, his own watering heavily, "Truly, thank you. I want you to have this."
The man rummages through his pack and then hands you πΈ''6 Gold Pieces'', a πΈ''Medical Kit'', and a tough-looking πΈ''Leather Cuirass''.
"Please, they are yours. So that you might succeed where Alfonso... where he... well. Good luck, Traveller. And again, thank you."
You nod to the man and turn from the table. As you walk away, you hear the sound of the pendant being picked up from the table and the man, clearly holding back tears, saying "This is yours now, child."
[[Duke's Daughter Tavern<-]]."My Collar? I'm not wearing a collar."
Eric gives you a puzzled look for several seconds before clicking his tongue in realisation,
"Oh, this collar that I'm wearing?" He fidgets with it a little and smiles up to you, "This is my protection from what's in the castle..."
Eric leans over the table in a manner you assume is his attempt at being inconspicuous, and says in a low voice, "You might not know this, but there is a //Vampire// up there!"
You point out that you have already explained your quest is to slay the vampire of the castle.
"Oh? You're off to face a vampire? Well what you need is something like this."
Eric points to his collar and chuckles "This is a metal collar. With one of these, you don't need to worry about vampires biting you."
Upon asking how much Eric sells his metal collars for he quickly frowns, "Sell? but this is my only one! If I sell it to you, I'll be at risk! What if I'm bitten and turn into a vampire! All the young maidens in town would be at risk!"
Eric grumbles a little more, but you explain that if you are able to slay the vampire queen, he won't need to worry about vampires anyway.
[[Eccentric Eric's Collar 2<-]]."Well, it makes sense if you put it like that." Eric nods, "Alright - but it won't come cheap!"
If you choose, you may purchase Eric's πΈ''Metal Collar'' for 10 Gold Pieces.
You may [[continue browsing Eric's goods->Eccentric Eric's]] or [[return to the street->Evenmere]]The cold air bites at you as you ascend, you keep your eyes peeled for any danger that may be lurking in the darkness, waiting to pounce...
...but there is nothing. This part of the fell is pretty sparse, kept shorn by farming and sheep, though you don't see any at this time and assume they are kept safely away for fear of them becoming food for wolves or fouler beasts.
After gaining some height, you take a moment to look back down upon the town and the lake. They look almost inviting to you from here, a warm orange glow from the street lights and windows, and the moon reflected in the lake, twinkling as the water's surface dances with a slight breeze.
Letting out a sigh, your view is obscured by clouding breath - if you don't keep moving, you could die of exposure before you even reach the castle.
You turn back towards the castle, and see the forest treeline more clearly, and there also spy what seems to be the silhoutte of a person - though it may be just a shadow.
If you have the keyword π''PRISM'', [[->Route to Fell 3b]].
Otherwise, [[Route to Fell 3<-]].As you apprach the tree-line, a woman appears before you.
She stands about your height, dressed in what would have been considered fine and elegant clothing - some centuries ago, at least. Her hair is long and dark, surrounding a heavily scarred face which has a more remarkable feature;
She bears the fangs of a vampire.
The woman stares sharply into your eyes with a coldness far greater than the night air on this mountainside, as if you are pitiable, pathetic, beneath her. Somehow, even when staring right at you, you feel like she barely even notices you.
She begins to walk towards you, what do you do?
[[Fell Entrance Strike<-Move to strike the woman]]
or
[[Fell Entrance Stand Ground<-Stand your ground]].You quickly grip your sword and swing it, but your attack passes straight through the woman as if she isn't even there - it seems she is somehow projecting an image of herself to you from elsewhere.
"As I thought, you bring petty human violence with you."
She stands with her arms crossed, looking upon you with disgust.
"Mark me well, Traveller, the Duke has sent many like you to my castle and they have all perished. Turn away now, and consider yourself lucky that I have given you the mercy of a warning."
The woman turns and begins walking toward the forest but faces you with the parting words;
"Should we meet again, this mercy will not be extended."
The image of the woman fades as if it was smoke blown away in a breeze, and you are once again left alone before the entrance to the forest of the fell.
βοΈπ Add the keyword π''PRISM'' now.
You may [[enter the forest->Forest of the Fell]], or heed the vampire's warning and [[abandon your quest->Fell Entrance Abandon]].The woman continues walking towards you, but you stand firm and refuse to move.
She stops immediately before you and raises her hand to your face as if to touch your chin, and it passes through. It seems the woman is not really here, and what you see is simply an image she is projecting from elsewhere.
"So, you are the latest of the Duke's recruits then? You do have some nerve, for a human... but I am not impressed."
The woman turns her back to you and looks up beyond the trees toward the castle,
"You have been charged with violence by a coward too pathetic to enact it himself. But my home is well protected, and no human has ever left it intact."
She faces you again,
"Heed my words, Traveller, ''turn back!'' You might yet live as long a life as a human can, perhaps even happy, without learning the nature of //true// darkness as it tears out your throat... but such things will not be possible for you if you continue. Turn back."
The image of the woman fades as if it was smoke blown away in a breeze, and you are once again left alone before the entrance to the forest of the fell.
βοΈπ Add the keyword π''PRISM'' now.
You may [[enter the forest->Forest of the Fell]], or heed the vampire's warning and [[abandon your quest->Fell Entrance Abandon]].This part of the forest is not too dense, moonlight shining through the trees upon the ground and illuminating where the path up the fell fades and splits into gutters of dirt - likely formed mostly by animals that live within these woods.
If you want to leave the forest and head back towards the town of Evenmere again, you may [[exit the forest now->Quit Forest]].
Looking deeper into the trees however, you see two possible paths ahead of you.
The path to the West seems to have a slight mist which clings to the floor and mingles with the small plants and twigs that poke through it. To take this path, [[->Misty Clearing]].
The path to the East is dark and shrouded in shadow, the thick tree growth blocking almost all moonlight from illuminating the way. As an experienced Traveller, however, you know that this shady thicket must lead somewhere. To travel this way, [[->Dark Glade]].
You take a deep breath and think on the vampire's warning, looking down the hill towards the town, and over it to the horizon beyond.
There is no need for you to press on, you can live a life elsewhere, maybe even a good life.
You begin your return journey down the fell.
''Your adventure is over.''''To play this game you will need:''
<ul><li>Six-sided dice (you only need one, but having a couple that look a little different would be ideal - so you may use one for yourself and one for your opponents)</li>Pen and Paper (You can alternatively take notes on a computer or phone/tablet)</li></u>
''Character Creation:''
<ol><li>Write down a name for your character</li><li>Choose a Class from the '[[Character Classes]]' section at the back of the book.</li><li>Write down the stats (Health, Dexterity, Power, Magic) Determined by your character's class.
//Make sure to leave room to change these stats as you fight battles and progress through the story.//</li><li>Write down the skills and traits of your character, or just place a bookmark where your character's class is described so that you can reference it later.</li><li>The story will tell you when you may collect items, record keywords, or note your rebirth point - leave some room to write down these things.</li></ol>
Once you have done this, you have made your character! You are ready to take them on an ''Adventure!''
''Story Progression:''
To move through the story is relatively straightforwatd: like most stories you must start at the beginning - but where you go from there is u to you! Read through the story until you must make a choice, and follow wherever that choice takes you.
As you read, you will see ''Bold Text'' which indicates things you should make note of, such as picking up an item or learning some important information.
Bold text can also indicate times when you must roll your dice to see how a situation resolves, such as ability checks or battles.
''Ability Checks:''
Sometimes events in the story will test your character, they will usually appear like this:
π²π Make a ''Dexterity Check'' now!
This indicates that you must roll a die and add a specified stat (in this case, Dexterity). The value you get will be used to determine whether you were successful or not.
You will be asked to make checks of your character's __Dexterity__, __Power__, and __Magic__, depending on the circumstances in the story.
''Rebirth:''
When you perish in this game, you return so a specific numbered passage called your π''Rebirth Point''. To begin with this is [[Initial Rebirth Point<-#]], but may change as you progress.
When you return to your Rebirth Point, your health is completely restored.
''Battles:''
Rules for battles are not ready yet, but will largely appear as they do in Assault on the Frozen Fortress.
There aren't any battles in the game yet, so you can treat the win/lose outcomes as a choice for now.
That's it for now, I have a lot to add to this section tbh but you can still play as you want.''Rogue:''
Health 9
Dexterity 3
Power 1
Magic 2
''Warrior:''
Health 12
Dexterity 1
Power 3
Magic 1
''Mage:''
Health 10
Dexterity 1
Power 1
Magic 4At the entrance to the forest there are no vampiric apparitions this time, you march on into the woods alone.
[[Forest of the Fell<-]].The darkness here is almost all-encompassing, you can barely see. You could light your torch and potentially avoid stumbling around, lost in the dark - but you might draw the attention of some of the forest's hostile beasts.
If you light your torch to be able to see where you are going, [[->Dark Glade WithTorch]].
If you would prefer to travel in the darkness, [[->Dark Glade NoTorch]].
You could also simply turn back towards the forest's entrance [[Forest of the Fell<-]].You walk through the misty part of the woods, the sheet of it reflecting the white moonlight and rippling white at your feet like a ghostly pool of water.
Here, the forest is calm, serene.
You notice a slight blue glow in the mist in the middle of a clearing, and find the source is a crystal which somehow seems both familiar and ethereal.
//βοΈπ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword π''REBORN'' is added.//
Looking around, to the South you see the entrance to the forest which [[you may travel toward->Forest of the Fell]].
Eastward you spy a hollow dappled in shadow, to approach it, [[->Shady Hollow]]
To the west you hear the quiet sound of running water, likely from a brook. If you go this way, [[->Slippery Stream]]If you have the keyword π''CLAW'' [[->Shady Hollow NoWolves]] now.
Otherwise, [[->Shady Hollow Wolves]].You come upon a stream with what looks to be icy water running over sharp and slippery rocks. It looks like it could be used as a path northward, but might not be safe.
You may attempt to [[travel up the stream->Slippery Stream Check]], or return southward toward the [[Misty Clearing]].As you approach the tree in the center of the meadow, it begins to shimmer in a blueish ethereal light and part of it appears to break away.
A tall, lithe, wooden figure stands and looks to you. It has tattered wings behind it and a twisted and angry face.
It screams, and you are shaken. You recognise the being before you as a forest sprite, but have never heard of one so shocking or wretched. The sprite rushes at you violently, leaving you no choice but to defend yourself.
βοΈ Battle the ''Lost Forest Sprite'' now!
What is the result of the battle?
β’ [[You win->Survive the forest sprite fight]]
β’ [[You are defeated->killed by forest sprite]]
The pathways here are surrounded by thorny plants which grow tall, you can barely see above them, and stand no chance of squeezing through them. You are limited to the pathways where the fierce plants have not grown.
To the south, the wood appears incredibly dark, the trees growing thick and close, allowing no light to the forest floor. To go this way, [[Dark Glade]].
To the south-west, you spy a [[moonlight-dappled hollow->Shady Hollow]].
North of you, you make out a craggy rock face, reaching up above the trees [[toward the peak of the fell->Thorny Ditch]].
You stand between the forest and a rock face which is tall and almost vertical. Here you see what was once a constructed pathway leading up the crag towards the castle on the fell, but it is in ruins. From what you can make of the old remains of walkways and steps at your feet, they were torn down long ago.
Also cast down, you see old climbing equipment which all seems unusable save a πΈ''Grappling Hook with Rope'', as well as a collection of human bones - either very old, or picked clean of flesh.
You may return the way you came southward, into the forest through a series of [[Thorny Passageways]], or attempt to make the [[climb up the cliff face]].You step out of the forest and see the clear night sky above once again, you walk beneath it's stars and the bright full moon as you descend the fell path towards the town of Evenmere.
The street lights beckon you through the night, and your trip down the fell is unsurprisingly a lot easier than the one up it.
You find yourself again walking the streets of Evenmere.
[[Evenmere<-]].Even with the torchlight you cannot see very far through the thick trees and brush that fills the forest floor, but you can see well enough to find your way.
Unfortunately, it is also a lot easier for you to be spotted - you hear rustling in the bushes around you, spotting a little movement but nothing clear.
You stand still and grip your sword, prepared for an ambush...
[[Dark Glade TorchFight<-]].You make your way as best you can through the darkness, sometimes tripping or getting scratched by low tree branches - but nothing too serious.
You can't see where you are going, roll a die to determine where you go from here.
What is the result of the roll?
β’ 1-2: [[->Dark Glade NoTorchB]]
β’ 3-4: [[->Dark Glade NoTorchFight]]
β’ 5: [[->Dark Glade NoTorchToDeadBrush]]
β’ 6: [[->Dark Glade NoTorchToHollow]]
Suddenly, a large wolf leaps from the bushes and growls before you about to pounce.
βοΈ Battle the ''Forest Wolf'' now!
What is the result of the battle?
β’ [[You win->Survive the Forest Wolf fight]]
β’ [[You are defeated->killed by Forest Wolf]]The wolf collapses upon the ground and stops moving.
After taking a moment to regain your breath and composure, you continue until you spot two paths illuminated by your torch.
A path to the East appears to lead down into a [[moonlight-dappled hollow->Shady Hollow]].
Northward, the forest plants appear sharp and hostile along a series of [[Thorny Passageways]].
The large wolf tears into you deeply and in the grip of its teeth you realise you have no energy left to fight with. Your begin to feel even colder and your vision fades.
You have perished.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You walk through this lightless stretch of woods and trip yourself over a thick root, catching your hand on a sharp stone when you try to break the fall.
π You take ''1 point of damage''!
You're unsure if you've even made any progress, if you choose to light your torch now, [[->Dark Glade WithTorch]].
Otherwise, you still can't see where you are going, so roll a die to determine where you go from here.
What is the result of the roll?
β’ 1-2: [[->Dark Glade NoTorch]]
β’ 3-4: [[->Dark Glade NoTorchFight]]
β’ 5: [[->Dark Glade NoTorchToDeadBrush]]
β’ 6: [[->Dark Glade NoTorchToHollow]]
You practically stumble into a large wolf which is upon you before you can prepare!
βοΈ Battle the ''Forest Wolf'' now! The wolf gets the first turn because you are surprised!
What is the result of the battle?
β’ [[You win->Survive the Forest Wolf fight NoTorch]]
β’ [[You are defeated->killed by Forest Wolf]]As you move on, the darkness finally starts to clear and you see your way ahead illuminated by moonlight falling between the trees.
Northward the forest plants appear sharp and hostile along a series of thorny passageways.
[[->Thorny Passageways]].As you move on, the darkness finally starts to clear and you see your way ahead illuminated by moonlight falling between the trees.
You make your way deeper into the woods, into a moonlight-dappled hollow.
[[->Shady Hollow]].The wolf collapses upon the ground and stops moving.
After taking a moment to regain your breath and composure. When you begin to move on again, the darkness finally starts to clear and you see your way ahead illuminated by moonlight falling between the trees, spotting two paths.
A path to the East appears to lead down into a [[moonlight-dappled hollow->Shady Hollow]].
Northward, the forest plants appear sharp and hostile along a series of [[Thorny Passageways]].
You stand facing the sea, memories of your past fading quickly. You try desperately to hold on to them,
A recalled scent - gone.
The sound of a lullaby - lost.
The image of a kind woman - vanished.
...
Who are you? You no longer know.
Looking around you find nothing familliar, so you get up and look for a path. You are a Traveller now.
...
[[Prologue<-]] You make your way up the stream as carefully as you can, placing your feet on the firmest looking rocks that reach the surface.
However, there is a large stretch ahead of you without any place for your feet to find good purchase. You are annoyed for a moment, but then recall that there is a spell that would allow you to take a few steps across the water's surface as if it were solid ground. Your memory of this particular spell is not completely clear but you try it anyway.
π²βοΈ Make a ''Magic Check'' now!
What is your result?
β’ [[4 or more->Slippery Stream Pass]]
β’ [[3 or less->Slippery Stream Fail]]You think you have made the correct incantation, and so step out onto the water.
Even though it flows beneath you, flickering up flashes of moonlight over dark and jagged rocks beneath, it is firm beneath your feet. You walk up the stream as easily as if it were paved, and reach the top with no difficulty.
[[->Slippery Stream Top]]. You think you have made the correct incantation, but a couple of steps is all it takes to realise you must have gotten it wrong.
Your foot drops through the water and catches a sharp rock at a bad angle. Your ankle twists and you stumble.
π You take ''2 points of damage''!
If you have no Health points remaining [[->Slippery Stream Perish]]
Otherwise, you reach a safe place to stand, hurt and sodden.
[[->Slippery Stream Top]]. You try to get up out of the water but cannot, the icy water flows over you and you realise that this is surely your end - Death has found you.
You sense nothing but darkness.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You step away from the stream and over a small hill to look down upon a small secluded meadow with a large tree in the center, an old swing hanging from one of it's boughs. You also spy an aged bench nearby.
If you have the keyword π''LEAF'' [[->Secluded Meadow Safe]] now.
Otherwise, [[Secluded Meadow<-]].You walk through the hollow, dappled moonlight dancing on the forest floor about you as the leave above sway in a slight breeze.
No wolves attack you now and you seem to be alone, so you take stock of where you are in the forest and where you can go from here.
To the North-West you see a [[secluded meadow->Secluded Meadow From Hollow]].
To the North-East you see the forest plants appear sharp and hostile along a series of [[Thorny Passageways]].
South-West of you there is a slight mist which clings to the ground [[->Misty Clearing]].
In the South-Eastern part of the forest, the darkness and shadow seem especially encompassing - it's hard to make out many details but you can [[go there->Dark Glade]].You walk through the hollow, dappled moonlight dancing on the forest floor about you as the leave above sway in a slight breeze.
But you see other movement too, and hear a growling - from both ahead and behind. You quickly look around as two large wolves leap out of some bushes. You are surrounded by the beasts who clearly see you as nothing more than a snack.
βοΈ Battle the ''Forest Wolves'' now!
What is the result of the battle?
β’ [[You win->Survive the shady hollow wolves fight]]
β’ [[You are defeated->killed by shady hollow wolves]]
The last of the wolves collapses before you and once again you are alone.
The moonlight shining through into the hollow illuminates something shiny that spilled from the guts of the larger wolf, you find a πΈ''Silver Pendant'' as well as some human remains - too torn and digested to be recognisable.
Stepping away, you take stock of where you are in the forest and where you can go from here.
To the North-West you see a [[Secluded Meadow From Hollow]]
To the North-East you see the forest plants appear sharp and hostile along a series of [[Thorny Passageways]].
South-West of you there is a slight mist which clings to the ground [[->Misty Clearing]].
In the South-Eastern part of the forest, the darkness and shadow seem especially encompassing - it's hard to make out many details but you can [[go there->Dark Glade]].A vicious bite at your throat ends you. You collapse to the forest floor and mercifully, the world fades quickly - you don't live through being devoured by wolves.
You have perished.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You step away from the moonlight-dappled hollow and over a small hill to look down upon a small secluded meadow with a large tree in the center, an old swing hanging from one of it's boughs. You also spy an aged bench nearby.
If you have the keyword π''LEAF'' [[->Secluded Meadow Safe]] now.
Otherwise, [[Secluded Meadow<-]].With one final attack, the forest sprite lets out a piercing screech, and their form becomes consumed by some kind of luminescent blue crystal. As the crystal encompases the fairy, its demeanor changes and it becomes serene. With one last glance at you before its face is covered in crystal, you sense gratitude.
For a moment the figure stands before you like a blue glowing statue, before it turns to glittering dust - blown away and vanishing.
You are once again alone, and free to explore the [[secluded meadow->Secluded Meadow Safe]].With an awful blow from the forest sprite, the last of your life leaves you. You stumble and fall to the ground. The screeching creature still appears angry, and somehow it's fury only increases as you feel your senses dull and the world grow colder.
You have had your final moments.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//Here in the meadow is an old rope swing, and a bench beside the tree from which it hangs. Both appear to be very old, with weeds growing through and around them.
With the help of the moonlight however, you see something uncovered by the sprite's release from the tree, a πΈ''Letter to a Friend'', [[to read the letter->A Boorish Bore]].
There is nothing else here, the meadow is a dead-end.
You hear the sound of a stream nearby but opt to not traverse it down-hill.
You turn toward a path leading South-East into a moonlight-dappled hollow [[Shady Hollow<-]].The letter letter has small splinters in it, as if it had been preserved within the meadow tree from which the violent forest sprite emerged. You read it without any difficulty:
"I miss you so!
Indeed it is never more than a day between our conversations, but our time apart is almost unbearable and feels very much extended by the company I must keep.
Whilst you tell me tales of the wide and fascinating world, he only tells me tales of his slaying of beasts!
You teach me the wonders of science and mathematics, of stars, of songs long forgotten... and he only teaches me that my patience is not unlimited!
How is it that the two of us, as different as we are - can get along so well, while I can barely stand to stay awake when I am with him?!
He is so boorish, and a bore as well! Oh please save me, let me spend more time with you, and less with him!"
//βοΈ Note this passage number if you wish to re-read the document.//Making your way to the crag between thorny plants and vines which wrap around the path, you come across a wide ditch - filled with the flora's barbs.
You attempt to leap across it safely.
π²π Make a ''Dexterity Check'' now!
What is your result?
β’ [[4 or more->Thorny Ditch Pass]]
β’ [[3 or less->Thorny Ditch Fail]]You take a few steps back, a deep breath, and a running start towards the ditch...
You put all of your energy into a bound and clear the gap comfortably, ready to resume your trek toward the crag.
[[->Forest Crag]]You take a few steps back, a deep breath, and a running start towards the ditch...
but before you reach the edge your foot catches a thorny tendril which had grown out into the path, tripping you. You fall straight into the bramblic chasm and feel it pull at your skin - hundreds of tiny cuts and scratches mark you as you attempt to climb out of the hole.
π You take ''3 points of damage''!
If you have no Health points remaining [[->Thorny Ditch Perish]].
Otherwise you manage to climb to the other side, ready to resume your trek toward the crag.
[[->Forest Crag]]You try to climb your way out of the thorny holy but your strength fails you. Some particularly wicked barb having severed an artery. You cannot go on.
This ditch is as your grave, your end.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//If you have the keyword π''JACK'' [[->Climb Crag with Ladder]]
If you have and wish to use the πΈ''Grappling Hook with Rope'' in your climb, [[->Climb Crag withRope]].
If you would prefer to try to climb the crag without any climbing equipment, [[->ClimbCrag noRope]].You swing the grapple and release it, sending it up to a ledge pretty far above you. With a tug, you can tell that it is secure, and you begin to make your way up the crag.
You make it almost all the way to the ledge before hearing a rubbing sound, you look up to see a rock has seriously worn at part of the old rope. With barely any time to act, the rope snaps.
Fortunately, you manage to grip the cliff face and are pretty close to the ledge - you will have to climb unaided, but you don't have far to go.
π²πͺ Make a ''Power Check'' now!
What is your result?
β’ [[3 or more->ClimbCrag Rope Pass]]
β’ [[2 or less->ClimbCrag Fail]]Confident you can make the climb unaided, you spy a route up the cliff face and begin to climb.
π²πͺ Make a ''Power Check'' now!
What is your result?
β’ [[5 or more->ClimbCrag noRope Pass]]
β’ [[4 or less->ClimbCrag Fail]]With a final heave, you pull yourself up to the ledge about halfway up the rocky wall.
You begin to take a minute to catch your breath, but don't get much of a chance before you hear a growling coming from further along the ledge.
[[Crag Ledge bat fight<-]]With a final heave, you pull yourself up to the ledge about halfway up the rocky wall.
//βοΈ Remove πΈ''Grappling Hook with Rope'' from your list of items now.//
You begin to take a minute to catch your breath, but don't get much of a chance before you hear a growling coming from further along the ledge.
[[Crag Ledge bat fight<-]]You try your best to climb the rocky wall, but your grip fails you and you fall.
Fortunately the wall is not completely vertical and you can slow your descent somewhat, but it hurts.
π You take ''4 points of damage''!
If you have no Health points remaining [[->Crag Perish]].
Otherwise you can try to [[climb up the cliff face<-climb the cliff face again]], or travel south [[back into the forest's thorny growth->Thorny Passageways]].The vile creature staggers back away from you, weak and broken. It stumbles over the ledge and plummets to the rocky ground below - unable to right itself with its damaged wings.
With a distant thud, you are once again safe and alone.
[[->Crag Climb 2]]The Giant Bat slashes at you and you can tell the cut is too deep to recover from. Feeling faint, you stumble off the ledge and begin to fall.
The air rushing by begins to fade as you lose consciousness. Already dead, you never even feel yourself impact the ground.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//Looking over, you see a dark shadow gripping the wall above the ledge - a ferocious-looking giant bat, larger than you.
It screeches and flies toward you.
βοΈ Battle the ''Giant Bat'' now!
What is the result of the battle?
β’ [[You win->Survive giant bat fight]]
β’ [[You are defeated->killed by giant bat]]The crag is uncaring and breaks your bones as you fall, with the ground beneath dealing a final blow. The air is knocked out of you, and you cannot manage to draw another breath.
You perish from the fall.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You turn from the ledge and look up to the rest of the cliff face that you have yet to climb, it is tall and daunting, but you spot a route up where the stairway had been mounted before it was torn down.
You're confident that you can climb it, and when ready you begin your ascent to the top.
[[Crag Top Arrive<-]]You reach the top of the cliff face and roll over the edge, catching your breath. Nothing interrupts your rest this time so you take the moment you need to recover.
β€οΈ You ''Recover 2 points of Health'' now.
When you feel it is time to move on, you stand up and spy a secured rope ladder that has been pulled up from the cliff, you throw it down and it extends all the way down to the base of the rocky wall.
βοΈπ Add the keyword π''JACK'' now.
[[->Crag Top]]Standing at the top of the cliff affords you a great view - it feels as if nothing is between you and the great wide moon or its reflection upon the lake below.
Turning northward you see perched near the top of the fell, the castle of the vampire.
The castle stands tall with several spires towering over the main buildings. The sight of it brings you an unfamiliar chill, and not just because you think you can spy strange lights and shadows beyond some of the castle's windows.
When you are ready, you can approach the [[castle grounds]].
Or, you may turn back to the craggy face and descend back toward the forest using the rope ladder [[->Descend Crag with ladder]].You make your way up the cliff face up the rope ladder, step by step. It is still a bracing climb, but faster and much less dangerous than your first ascent.
You reach the top without incident.
[[Crag Top<-]]You climb down the rope-ladder to the base of the cliff face.
The safety afforded by the ladder allows you a view out over the forest, down the fell, and upon the town of Evenmere.
Evenmere itself has become a small collection of glowing dots, now too far away to make out any significant details - certainly not at night.
You resume your descent, and reach the bottom safely.
[[Forest Crag<-]]Walking through the castle grounds in the moonlight, you are surrounded by a labyrith of overgrown hedges, collapsed walls, ponds of stagnant water, crumbling statues and slowly shifting clouds of mist which slowly trace the scenery as a slight breeze pushes against the tall fell upon which the castle is perched.
It is apparant that at one time these grounds were well maintained and likely very beautiful, but that time has long past and decay has taken a secure hold within the area.
Standing above all of the deterioration and overgrowth you see three tall grotesque statues.
Ahead you see the castle proper, its large double door entrance awaits you at the end of an uneven gravel pathway which passes by the central grotesque statue.
To proceed along the path, [[Grounds Checkpoint<-]].
Or if you would prefer to return to the top of the crag, [[->Crag Top]].You stand before a tall grotesque statue in the center of the castle grounds.
Northward along the path is the castle entrance, opposite the crag top you came from.
To the east is an old hedge maze, overgrown and wild. In it you see plants sway, though they appear to move more than the light breeze would jostle. Beyond, there is another statue.
To the west are a collection of deteriorated gardens and ponds, which are overlooked by a third statue.
To examine the statue here more closely [[->Middle Statue]].
To travel to the wild maze east, [[Hedge Maze<-]].
If you step westward into the gardens [[Castle Grounds Gardens<-]].
If you want to travel along the central gravel path toward the castle [[Castle Entrance<-]], or away from it and towards the cliff [[Crag Top<-]].If you have the keyword π''ENYO'' [[->Middle Statue Solved]].
Otherwise, [[->Middle Statue Puzzle]].The tall statue of the serpent with three heads faces toward the castle's entrance, and it no longer presents glowing symbols or any other kind of reaction as you approach.
[[Central Grotesque<-]].The grotesque statue is mounted upon perculiar cylindrical base and stands three times your height, facing away from the castle entrance.
The statue itself appears to depict some kind of serpent with three ferocious heads wrapping around one-another.
What is most remarkable to you at present however, is the cylindrical base upon which the statue stands - glowing red symbols appear upon it as you approach and though you have no memory of ever seeing these symbols before, you recognise them as ancient numbers.
//''Roll three dice'' to know what the numbers are.//
You notice a light above you and see that across the statue's heads, ten of the serpents' teeth are emitting a red glow.
More symbols appear upon the statues base and look as if they can be derpessed, they seem to be awaiting your touch.
//For each of the dice you have rolled, you may double, half, or keep its value. Try to make it so the total of all your dice is exactly ''ten''.
If you cannot sum ten by halfing, doubling or keeping the numbers you have rolled, you may re-roll them and try again.//
If you have found a way to make the glyphs upon the stone sum ten, you may [[enter the solution->Middle Statue Puzzle Solvenow]].
Otherwise, you step away [[->Central Grotesque]].The eyes of the statue flash red and the whole statue begins to turn upon its base until it faces toward the castle entrance and stops with a deep 'clunk' sound.
βοΈπ Add the keyword π''ENYO'' now.
All of the glowing parts of the statue and the glowing symbols upon the cylindrical base begin to fade, and the statue no longer reacts to your presence.
[[Central Grotesque<-]].You stand before the large double-doors of the castle's entrance.
They are made from old, dark, wood. You see they have been damaged where once there had been a knocker, there are instead splinters where it would have been fixed - as if it had been torn out long ago.
To try the doors, [[->Castle Entrance Try]].
Otherwise, you may return to the center of the castle grounds, where one of the three tall grotesque statues stands, [[Central Grotesque<-]].You make your way up the steps to the castle entrance and push open the doorway, revealing a large atrium with a black and white tiled floor lit by moonlight from above.
You take a step into the castle, and the doors slam closed behind you.
There is no return now, not until your quest is complete.
[[->Part Two Start]]You begin up the steps leading to the castle entrance but are suddenly thrown back by a strange force.
π You take ''1 point of damage''!
If you have no Health points remaining [[->Castle Entrance Fail]].
You land on the gravel path some distance from the doorway, and looking up you see a strange shimmering before it as though there is a magical wall guarding castle.
You climb to your feet and return further back down the path - confident that there is no way through those doors for now.
[[Central Grotesque<-]].Standing on the eastern side of the castle grounds' hedge maze, a tall grotesque statue towers over you.
To examine the statue here more closely [[->Eastern Statue]].
If you step back into the hedge maze now, [[Hedge Maze]].To examine the statue here more closely [[->Western Statue]].
[[->Central Grotesque]]If you have the keyword π''DEINO'' [[->Western Statue Solved]].
Otherwise, [[->Western Statue Puzzle]].The tall statue of the serpent with four heads faces toward the castle's entrance, and it no longer presents glowing symbols or any other kind of reaction as you approach.
[[Grounds West<-]].The grotesque statue is mounted upon perculiar cylindrical base and stands three times your height, facing away from the castle entrance.
The statue itself appears to depict some kind of serpent with four ferocious heads wrapping around one-another.
What is most remarkable to you at present however, is the cylindrical base upon which the statue stands - glowing green symbols appear upon it as you approach and though you have no memory of ever seeing these symbols before, you recognise them as ancient numbers.
//''Roll four dice'' to know what the numbers are.//
You notice a light above you and see that across the statue's heads, fourteen of the serpents' teeth are emitting a green glow.
More symbols appear upon the statues base and look as if they can be derpessed, they seem to be awaiting your touch.
//For each of the dice you have rolled, you may double, half, or keep its value. Try to make it so the total of all your dice is exactly ''fourteen''.
If you cannot sum ten by halfing, doubling or keeping the numbers you have rolled, you may re-roll them and try again.//
If you have found a way to make the glyphs upon the stone sum fourteen, you may [[enter the solution->Western Statue Puzzle Solvenow]].
Otherwise, you step away [[Grounds West<-]] The eyes of the statue flash green and the whole statue begins to turn upon its base until it faces toward the castle entrance and stops with a deep 'clunk' sound.
βοΈπ Add the keyword π''DEINO'' now.
All of the glowing parts of the statue and the glowing symbols upon the cylindrical base begin to fade, and the statue no longer reacts to your presence.
[[Grounds West<-]].If you have the keyword π''PEMPHREDO'' [[->Eastern Statue Solved]].
Otherwise, [[->Eastern Statue Puzzle]].The tall statue of the serpent with two heads faces toward the castle's entrance, and it no longer seems like you can do anything to move it again.
[[Grounds East<-]].The grotesque statue is mounted upon perculiar cylindrical base and stands three times your height, facing away from the castle entrance.
The statue itself appears to depict some kind of serpent with two ferocious heads wrapping around one-another.
What is most remarkable to you at present however, is the cylindrical base upon which the statue stands - glowing orange symbols appear upon it as you approach and though you have no memory of ever seeing these symbols before, you recognise them as ancient numbers.
However, the glowing symbols begin to flash erratically, and part of the statue base suddenly explodes outward.
The glowing ceases, and you see a mechanisim within which seems made to turn the statue and change the direction it faces.
The symbols gone, you see no way to control the mechanism and if you wish to turn the statue - you will have to do it yourself.
π²πͺ Make a ''Power Check'' now!
What is your result?
β’ [[4 or more->Eastern Statue Check Pass]]
β’ [[3 or less->Eastern Statue Check Fail]]You grip the base of the statue and heave with all of your might, it is incredibly heavy but once you build up some momentum, the mechanism within turns the statue under its own power until it faces toward the castle entrance and stops with a deep 'clunk' sound.
βοΈπ Add the keyword π''PEMPHREDO'' now.
[[Grounds East<-]].You grip the base of the statue and heave with all of your might, but it is incredibly heavy and the exhertion takes its toll upon you.
π You take ''1 point of damage''!
If you have no Health points remaining [[->Eastern Satue Perish]].
Though it takes time, eventually you build up some momentum, and the mechanism within turns the statue under its own power until it faces toward the castle entrance and stops with a deep 'clunk' sound.
βοΈπ Add the keyword π''PEMPHREDO'' now.
[[Grounds East<-]].You feel something in your back give way as you heave against the heavy statue and then you collapse to the ground - your body no longer supporting you.
Gripped in pain, you black out and are left vulnerable to any passing beast of the fell, this is your end.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You wander through the overgrown maze in the grounds, the towering castle spires as well as the tall statues to the east and west help keep you oriented as you navigate the tight passageways.
But somehow, you still become lost.
It is almost as if the hedges and knotted vines that make them up are shifting around you.
Roll a die to determine where the maze takes you.
What is the result of the roll?
β’ 1-2: [[->Grounds East]]
β’ 3: [[->Hedge Maze Viper Vines]]
β’ 4: [[->Hedge Maze Blooming Bane]]
β’ 5-6: [[->Central Grotesque]]
As you walk the castle gardens you pass by various beds that were likely home to many beautiful flowers, once, but are now nothing but the base for many dark weeds.
Here, vines grip walls which have largely crumbled, and the pathways are almost all covered in slick moss and lichen.
To your north you see a large circular pond with pitch-black water [[->black pool]].
Westward you see another of the three tall grotesque statues that stand over the castle grounds, [[Grounds West<-]].
And to the east is the central pathway which leads from the cliff face to the castle entrance, beside which the central grotesque statue keeps vigil [[Central Grotesque<-]].You push your arm deep into the dark, icy, water and feel something solid. You grip it tightly and withdraw a small chest from the pool.
Opening the chest, inside you find preserved πΈ''A Pressed Flower'' and πΈ''A Servant's Journal'' [[to read the journal->It was not my place]].
[[Wayward Shade Battle<-]].You take a turn in one of the corners and find it to be a dead end, you make to go back the way you came but see a rapidly moving shape cross the path - a large vine with gnashing teeth in various places along it swerves quickly toward you.
βοΈ Battle the ''Viper Vine'' now!
What is the result of the battle?
β’ [[You win->Survive Viper Vine fight]]
β’ [[You are defeated->killed by Viper Vine]]After taking so much damage, the vine falls to the ground and stops moving before beginning to shrivel like a dried-up plant left in the sun.
You continue exploring the maze.
[[Hedge Maze<-]].The vine wraps around you, you haven't the strength to escape its many biting mouths. There is no hope now, darkness takes you as you realise you have become plant food.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You walk down the path and the gravel crunches beneath your feet, the night is otherwise silent apart from fain noises of wildlife in the forest behind you.
As you walk down the path, you pass by a pedestal into which is mounted a crystal which glows with an etheral blue aura as you pass.
//βοΈπ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword π''REBORN'' is added.//
[[Central Grotesque<-]]The journal is hardly damaged thanks to being kept in the secure chest, you read the last entry:
"I cannot believe it, I knew that human would only bring trouble to the mistress.
It was not my place to say something, but I wish I had done so all the same.
Now our queen will be trapped in sleep for an age, and without her the entire staff will become mad shades. It was by her will alone that we could maintain our human appearances and atone for the sins that bind us to this mortal world.
Now, we are all cursed.
I am to become a mindless ghost wandering the castle, trapped forever.
I will do my best to serve the lady of the castle now, but I know it will not be enough. Her heart is even more broken than mine."
//βοΈ Note this passage number if you wish to re-read the document.//You approach the large black pool. Its surface seems eerily still, despite the slight cool breeze which blows the mist by.
Do you reach into the dark water [[black pool chest<-]], or turn back [[->Castle Grounds Gardens]]?When you turn from the pool, you are confronted by an apparition which is wearing a maid's uniform, but whose face is one of fierce madness. The shade rushes towards you.
βοΈ Battle the ''Wayward Shade'' now!
What is the result of the battle?
β’ [[You win->Survive wayward shade fight]]
β’ [[You are defeated->killed by wayward shade]]You make a powerful attack but somehow the apparition remains, though stunned. You ready yourelf for more attacks but they do not come. The shade looks to you, its mind somehow clearer.
"You're, strong."
The spirit seems to smile with relief, and then fades away. You wait a few moments, and then are certain it is gone.
You return to your exploration of the [[Castle Grounds Gardens]]. The ghost reaches into you and you feel your life fading, as if the other being's death invades you and becomes your own.
You have met your end beside the dark pool.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//As you walk a pathway along the shadowy maze, you hear a rustle to your right and turn to see a large flower hissing and shaking, it barks and leaps toward you, shooting thorns and venom.
βοΈ Battle the ''Blooming Bane'' now!
What is the result of the battle?
β’ [[You win->Survive Blooming Bane fight]]
β’ [[You are defeated->killed by Blooming Bane]]The mobile plant shudders and hisses, before collapsing at your feet. Its body begins to dissolve itself in its own acidic sap. It won't be bothering you anymore.
You continue exploring the maze.
[[Hedge Maze<-]].The blooming bane shoots a series of spines into your neck and your body becomes slow and stiff, you cannot move and so you fall.
The mobile plant comes over to you and begins to pour acid and seeds across your body. The pain is great, until it stops and you feel nothing.
This is your end.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//If you have all of the keywords: π''DEINO'', π''ENYO'', AND π''PEMPHREDO'', [[->Castle Entrance unlocked]].
Otherwise, [[->Castle Entrance Locked]].You hit the gravel path a distance from the doorway and too stunned to break your fall, the stones grind against your flesh. You command your body to get up, but it makes no move - all your strength is gone, and so are you.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//<div align="center"><h1>__''Part Two''__</h1>
__''The Vampire's Fortress''__</div>
[[Elizabeth Vision A<-]].
You stand in the castle atrium, several stories above the moonlight spills in through a large window in the ceiling. This place was definitely grand and beautiful once, but now lies decrepit.
The staircases which lead to balconies above are colapsed - their wood now a crumbling and rotten heap, with moth-eaten carpets draped over them and held hanging from the floors above by threads.
The floor is a checkered pattern of marble tiles, covered in a film of considerable dust, which stretches out across the vast entryway of the castle.
Upon the walls hang large picture frames, but apart from some old oil-paintings of landscapes - most frames are empty and provide only a view of the faded yet intricately detailed wallpaper behind.
Beside the entrance, upon a small wooden desk you find a statuette of a fairy which has been cut from a blue-coloured crystal, which glows ethereally.
//βοΈπ Mark this passage number as your ''Rebirth Point''. Should you perish, return here with your health restored and ensure the keyword π''REBORN'' is added.//
Around the other edges of the space you find several doors. Some have been boarded up while others are blocked by collapsed rubble. Only three exits are accessible to you.
The way to the castle's [[West Tower->West Tower Route]], a passageway leading northward [[->Northern Castle Passages]], and a large doorway leading towards the east tower, through it you see what looks to be a [[Grand Ballroom->Grand Ballroom Barrier]].
<font color="red">From here on, a lot of passages are blank and are only just laid out. You can turn back if you get to one of these passages to keep exploring what's written, but if you got this far it's probably best to wait for a future version before you continue.</font>You watch as insects dance around the lamps in the town above, sometimes taken by circling bats. Otherwise, this place seems peaceful - if cold.
However after a time, you hear an unpleasant hissing and a fain shriek coming from a shaded part on the shore, obscured by some bushes.
Do you light your torch and rush in [[Eachy Fight<-]], or avoid the trouble and return to town [[Evenmere<-]]?You rush in and see a tall creature which has features of both an eel and a man, scaley and hissing. It seems to be holding a small creature in its hand which gives off an ethereal glow - you recognise it as a fairy.
You yell at it and the creature turns to faces you, hissing. It throws down the fairy with great force and rushes you.
βοΈ Battle the ''Eachy'' now!
What is the result of the battle?
β’ [[You win->Survive eachy fight]]
β’ [[You are defeated->killed by eachy]]The eachy collapses onto the rocky shore with a wet slap and doesn't get up. You take a deep breath and then rush to where the fairy was thrown down to check if they are alright.
[[Meet Lakeside Fairy<-]].Stunned, you cannot stop the eachy from gripping and restraining you - it's hands are slimy and cold but even so you haven't the strength to escape. The beast unhinges its jaw and moves to bite your entire head.
Everything goes dark and cold, you have perished.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//"Rotten ruffles and rilings!" The fairy curses, "Frightful folly and frigid fates."
The small thing brushes dirt off his dress and checks his wings are OK before looking up and seeing you.
"Oh and now this? I have to contend with some human too? Nuisance Night, Troublesome twilight"
You explain to the fairy that they have nothing to fear from you, something that surprises the fairy.
"A human who can hear and speak the fairy tongue? Songs of surprise!"
The fairy begins to flap his wings and flies to the height of your head so that they don't have to look up to you.
"Well thank you! I'm glad not to be the dinner of an eachy tonight. You must be the Traveller I overheard some humans in town mention. Strange that you could understand my fairy-speak though, are you a changeling perhaps? Or maybe you were spirited away to a fairy realm? No matter, I'm grateful and a fairy repays their gratitude!"
The fairy mutters an incantation and makes a wide gesture with his hands, and your body glows with etheral blue light for a moment before fading.
β€οΈ You ''Recover all of your Health'' now.
βοΈπ Add the keyword π''TONGUES'' now.
"I hope that helps! If you need me to do that again, I'll be here all night... though, perhaps a //little// further from the shore from now on."
You thank the fairy for their magic and return to the town [[->Evenmere]].You step down onto the moonlit promenade beside the lake once again, and the fairy you saved before flies out to greet you.
"Hello again muchly, human fairy-friend!" Though he is small, he beams a wide smile that is easy to see. "Here, have me fix and fettle."
The fairy mutters an incantation and makes a wide gesture with his hands, and your body glows with etheral blue light for a moment before fading.
β€οΈ You ''Recover all of your Health'' now.
"Try to take better care of yourself, I'm here to help for now but you won't be able to come here forever, ok! Even a human should learn to stay safe!"
You thank the fairy and then return to the town once again [[->Evenmere]].You reclined on the hill, watching the turquoise crystals float by in the hazy pink sky. The fairies songs made their way to you from their village across the valley, as they always did.
You took a deep breath and steeled your resolve, this was to be the day you would finally ask.
You stood up and looked back over the multi-coloured grass up to your little cottage home. Each step tentative, you made your way through the field, the garden, and pushed open the door.
[[->Memory A2]]."It won't be long now, child."
Your mother smiled to you and turned back to the oven, from which a warm and sweet smell emanated.
You made your way to the table where you had sat for every meal you could remember, and found your courage.
"When?" You asked.
"No more than a few minutes, don't be impatient."
"That's not what I mean."
Your mother paused and her demeanor shifted somewhat - any other might not notice, but you knew her like no other. She didn't want this conversation, but you needed it.
"Child... Time is a funny thing here," She turned down the heat on the oven and leaned against the kitchen side, "especially for you."
[[->Memory A3]]."You said we could go back some day, meet my human mother."
"Child..."
"This world isn't even real! I'm not like the fairies here - even you aren't!"
"I know that, but-"
"I want to go to our real home! I want a real family!"
You knew that this was something you needed to say and if you didn't then it would continue to eat you up inside, but seeing your mother's reaction made you regret it all the same. She tried to hide it, but she was wounded.
Your mother took a moment, sighed deeply, and then sat across the table from you. She took your hand and looked into your eyes, you could feel her sympathy, and her sorrow.
"I want to go back too, child. She is waiting for us, but there is great danger waiting too."
"At least... at least tell me about her. Please."
Your mother gripped your hand and smiled, her eyes glistened as she recalled someone you had never met.
"I suppose you are old enough now." She wiped away a tear and began, "She was kind and fearless, her name was Elizabeth.""You will have to go on ahead of me child, for your own safety."
Your mother placed her hands upon your shoulders and looked at your face. You could read the concern in her eyes easily.
"But that world is one of dangers, even far from our home. I must prepare you so that you will have the strength to face those dangers alone. Which path do you choose?"
Your mother had taught you of several approaches to becoming a capable adventurer, and it was now time to choose.
If you chose the ''Warrior'' class, [[Memory B2 Warrior<-]].
If you chose the ''Rogue'' class, [[Memory B2 Rogue<-]].
If you chose the ''Mage'' class, [[Memory B2 Mage<-]]."You wish to become a warrior, then?" Your mother smiled to you, "I know something of this path, heed my words and you shall be a formidable master of your own strength."
Your mother began teaching you the ways of the warrior, hardening your spirit and training your body, she taught you how to firm your resolve and never back down from a challenge.
//If your class is Warrior, this memory reminds you of the trait ''Unshakeable'' which allows you to, once per battle, survive an attack that would reduce your health to nothing, keeping a single point of health. This trait can only be used if you began the battle with more than 1 point of health.//"You wish to become a rogue, then?" Your mother smiled to you, "I know something of this path, heed my words and you shall be able to apply great dexterity to aid you in all things."
Your mother began teaching you how to be agile, stealthy, fast and evasive.
//If your class is Rogue, this memory reminds you of the trait ''Vital Strike'' which means that the first attack you make in a battle can be rolled with Dexterity score of 6 instead of 3.//"You wish to become a mage, then?" Your mother smiled to you, "I know something of this path, heed my words and you shall be a capable weilder of magic."
Your mother began teaching you the ways that magical energy flowed through all things and how to harness them.
//If your class is Mage, this memory reminds you of the skill ''Shadow Copy'' which can be used once during battle, and creates an illusory version of you which is attacked in your place - if you decide to avoid an attack. When the illusion is hit, it fades and is gone for the rest of the battle.//You stood in the field, multi-coloured grass waving in the breeze around you, and you hugged your mother goodbye.
"I'll miss you my child, but we will be reunited." She wiped away her tears and smiled at you, even though it was painful for her.
You walked up to the portal that lead to the mortal world, a world you had yet never known, and stood at the precipice.
Your mother squeezed your hand.
"I am sending you some distance away. Don't come to Evenmere until the time has past, it will be too dangerous yet. Be patient, and we will all be reunited."
You took a step into the portal and your mother let go of your hand. You tried to hold back the tears.
You knew you had to tell her.
You stood far enough into the portal that she wouldn't be able to stop you, turning to face her you came clean with your plan "Mother, I can't wait. I will go, I must meet her, and help her if she needs it."
The colour drained from your mothers face, she was terrified. "No... no you don't know what kind of monster awaits!"
"I will slay it." You turned back into the portal and began walking.
"No. Please child no!" Your mother began sobbing, but you had made your decision. It seems she made her decision too, "I'm sorry, child".
You heard your mother chanting some incantation that you hadn't heard from her before, and then the portal closed.
[[Memory C2<-]].The portal closed, but you had made it to the other side. You were in the mortal realm now, confidant you had made it here before your mother's incantation could stop you.
You looked up and found yourself facing the sea, and smiled. Soon you would be on your way to Evenmere to rescue your mother and slay the beast that had torn apart your family.
But you paused a moment, what was your human mother's name again? What was the name of the mother who raised you?
Memories of your past faded quickly. You tried desperately to hold on to them, but it was impossible for you.
The scent of the multi-coloured grass - gone.
The sound of faries singing - lost.
The image of a mother - vanished.
...
Who were you? You no longer knew.
Looking around you found nothing familliar, so you got up and looked for a path. You became a Traveller.
...You step into the ground floor of the western tower and find a great library. Shelves of books spiral round the floor and rise up to a ceiling several stories tall. Floating chandeliers full of candles illuminate chairs and desks which hold stacks of books and papers all sprawled out from frenetic study.
There are many sections of books, but only a few that seem like they might be worth taking a moment to skim;
To check for Magic Books [[Library Magic Books<-]].
To learn about Fiends and Demonology [[Library Demonology<-]].
To study Sprites and Fairies [[Library Fairies<-]].
To read up on vampires [[Library Vampires<-]].
There is a spiral staircase on the far side of the tower that leads up to the upper floors, it seems to have a dark aura about it - even though it appears normal to the eye. If you go up the staircase, [[Library Go Up Stairs<-]]
If you choose to leave the tower via the walkway you first arrived from, and return to the corridors that lead to the castle's atrium [[West Tower Route<-]].
[[West Tower Route]]
[[Twisting Dungeons]]You stand in the grand ballroom at the base of the castle's eastern tower, the space here is larger even than the castle's atrium and the granduer it clearly once had is matched only by it's current state of disrepair. The floor is coated in dust and crumbled parts of the decorated ceiling that have fallen down over the centuries - even one of the great changeliers has fallen, smashing the beautiful tiled floor, and now lays dim with no use but as a suspender of cobwebs.
High above there are several galleries with doorways leading to and from other parts of the tower. The walls around you are filled with tall windows, in-between which are enormous landscape paintings which you may take a closer look at.
One shows a view from what seems to be a gazebo overlooking a castle and tower into the countryside beyond. [[->Garden Math Painting Clue]]
Another painting seems to show the interior of a grotesque cathedral, where orange-red light spills in from its windows, illuminating a congregation of horrors [[->Hellscape Painting]]
Another window which holds your attention in particular displays a hilly landscape, with multi-coloured glass, and crystaline clouds floating in a pink sky [[->Fairy World Painting]].
From here you may leave the tower and return to the [[Atrium]], or try the doors at the back of the ballroom [[->Chambers]].You travel through the main castle's northern passageways, they are wide and lead from the castle's [[Atrium]], to what looks to be another garden in the north. [[->Gardens]].
Adjacent to the main passage are several rooms which largely seem focused on castle service such as:
A stairway that looks to lead down to some [[Old Cellars]].
A large [[Kitchen]].
A stairway leading upward [[Servant's Chambers<-]].
At the top of the staircase is a fine door with intricate golden decoration, and an elaborate lock with various goetic symbols integrated into it.
You insert the Goetian Key and turn it.
With a quiet click, the lock is released and the door can be opened. You push on it and step into a large circular room, the width of the tower itself.
[[Upper Library<-]].Double-click this passage to edit it.
[[Old Cellars]]Double-click this passage to edit it.
[[Grand Ballroom]]
[[Twisting Dungeons]]
[[Queen's Gallery]]Double-click this passage to edit it.
[[Chambers]]
[[Nursery]]Double-click this passage to edit it.
[[Northern Castle Passages]]
[[Twisting Dungeons]] Up some narrow stairs from the castle's northern passages, you find a series of chambers that appear to be for servants.
For the most part these look abandoned, and you doubt they even saw much use even before the castle began to deteriorate. However, you do hear a loud noise coming from one of the rooms. To investigate it, [[->Screaming Shade]].
You may return down the stairs to the [[Northern Castle Passages]].
[[Rooftops]]You stand in the castles northern gardens. Unlike the grounds at the front, these are wide and open with very little in the way of hedge growth or decoration, it is almost like a small wild field.
At the far end of the gardens is the castle's northern tower, it is much taller than the other towers and is connected to the castle via a walkway high above. At the very top, there appears to be faint, pulsing lights which glow from within. If you choose to approach the base of the tower [[Northern Tower Base Outside<-]].
Standing to one side of the garden is what appears to be a brick dovecote almost two stories tall [[Dovecote<-]],
andopposite it a small gazebo perched at the edge of the garden where it meets a cliff-face [[->Gazebo]].
If you want to return to the castle interior, you can go through the doorway leading back into the [[Northern Castle Passages]].
Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.
[[Servant's Chambers]]
[[North Tower]]Double-click this passage to edit it.
[[Rooftops]]
[[Room of Rebirth]]Double-click this passage to edit it.Standing within the dovecote you can see clearly that rather than birds, this is a place where many bats sleep, hanging from rafters above - though most are likely out hunting in the night at present.
Looking down, you see a hatch trapdoor that when opened reveals a ladder leading down into darkness below. If you want to descend, [[->Dungeons FromDovecote]].
Or you can step out into gardens, north of the main castle [[->Gardens]].You make your way down dark tunnels that connect the castle to its western tower. Some moonlight makes its way in only through dusty windows in adjecent rooms, each of which seems long-since abandoned.
At one end of the passageway is the castle's atrium, through which you first entered [[Atrium<-]].
At the other end is a walkway beneath a stone canopy, leading into the western tower itself [[Library Entrance<-]].
Some of the rooms along the way seem like they might be worth exploring, where possible you take a look at each from the doorways, there is:
A room with a large dining table in the center [[->Room: dining table]].
A room with a grand piano in the corner, you can't see the whole room but you think you hear a strange laughter coming from within [[->Room: grand piano]].
A closet with various cleaning equipment [[->Room: cleaning closet]].
A room with several couches and a large fireplace [[->Room: couches]].You step into the room with the dining table and begin to look around, but you don't get too far before one of the floor tiles beneath your feet shifts downwards with a 'click' sound...
Suddenly, a barrier by the door drops down loudly and the room is sealed. You are trapped inside!
You begin to hear a hissing noise and the air in the room starts to become thin.
π²πͺ Make a ''Power Check'' now, to try to force your way out of the room!
If your result is 6 or more [[->Vacuum room Pass]].
If you score less than a six, you must roll again. For each result of 3 or less, You take π''1 point of damage''.
If you have no Health points remaining [[->Vacuum room perish]].Carefully, you step into the piano room and prepare to meet the source of the laughing.
Stepping in past a collection of chairs that circle the piano, you see a small fiend gripping a vase with gold leaf, cackling giddily.
"Oh my oh MY! shiny SHINY!"
It turns its head one hundred-and-eighty degrees and smiles directly at you, its green eyes reflected in the moonlight.
"Well hello hello HELLO! Do you have shiny? I can TRADE for shiny!"
It seems the fiend is not hostile and wants only gold. From what you have been told of fiends, they are horrible creatures to be sent back to their hell as soon as possible - but some part of you knows not to make enemies unless forced to, no matter what manner of creature they are.
If you wish to trade with the mercantile devil, [[fiend shop<-]].
Otherwise, you can return to the castle's western passageways and leave the fiend to play with his gold [[West Tower Route<-]].You take one step into the small closet and immediately the floor begins to give way.
π²π Make a ''Dexterity Check'' now!
What is your result?
β’ [[4 or more->Closet trapdoor Pass]]
β’ [[3 or less->Closet trapdoor fail]]You step into the room and see it is a lounge, there are what were comfortable couches, a large fireplace, and a display cabinet filled with bottles and various powders.
You sweep the room but find nothing except a layer of dust, and more portrait picture frames that have had their paintings removed.
There is nothing to do but return to your exploration of the castle.
[[West Tower Route]]."oooooooh oh oh OH SHINY! Give shiny, get good! I have lots of good, if give LOTS of shiny!"
The fiend offers several items which you may purchase:
Up to 4 πΈ''Darts'', 2 Gold Pieces each
Up to 2 πΈ''Potions of Healing'', 3 Gold Pieces each
Up to 2 πΈ''Vials of Acid'', 2 Gold Pieces each
a πΈ''Medical Kit'', 5 Gold Pieces
When you have completed any trades you wish to make, you thank the fiend and return to the passageway [[West Tower Route<-]].You crack the barrier blocking the door and the pressure from outside blows the air in, knocking you and the barrier down.
You gasp and take your time to breathe, when your lungs are feeling comfortable again and you stop feeling light-headed, you climb to your feet and look about the room knowing it can no longer take your air from you.
Here you find πΈ''A Disturbed Letter'', [[to read the letter->Fortification]].
You then step back out into the passageways that link the castle's atrium with its western tower.
[[West Tower Route<-]]. You gasp for air, but there is none. You hold on as long as you can, heaving at the door for an escape but with your lungs stinging you haven't the strength.
You collapse to the floor, having breathed your last breath.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You look over the paper, written upon it are messy scribblings, but you can make out their meaning:
"My beautiful Queen, you will return. I will see to it.
I shall turn your beautiful home into a fortress, that none may disturb you until you rise again.
I shall build traps, turn the dead to our defence, call upon diabolical forces, and even raise flora that will protect this place without mercy. Never again shall a human be able to step closer to you without losing their life!
You might not like what has become of your home when you awake, but this is what I must do, to ensure that you do indeed awake.
Never again shall I allow you to be harmed.
Never again, my beautiful Queen."
You see old smudges from what you assume to be tear drops.
//βοΈ Note this passage number if you wish to re-read the document.//You leap back out of the room just as its floor swings open, dropping all of the room's contents into a dark choute leading down.
You look down into the hole and can't see the bottom, the trapdoor begins to close again.
If you wish, you can jump down into the hole before it is sealed [[Closet trapdoor leap<-]].
Or you can resume your travels through the passageway [[West Tower Route<-]].The trapdoor beneath your feet springs open before you can react, you try to jump backward but the floor has already gone and you fall into a dark choute.
In darkness, you hit a wall and slide down it. Your momentum is slowed but after falling for several seconds you still take damage when you finally hit the ground.
π You take ''3 points of damage''!
If you have no Health points remaining [[->Closet trapdoor perish]].
Otherwise, you stand up from the ground in the dark space.
[[Dungeon from Closet trapdoor<-]].You leap into the hole before the trapdoor closes the way, slowing your descent by gripping the walls and lowering yourself down. You still sometimes lose your grip and slide down some of the way, but you eventually find a floor after travelling what felt like at least two stories.
[[Dungeon from Closet trapdoor<-]].Unable to get up from the fall, you feel the cold stone floor of the dark room - getting even colder. The darkness of the room becomes the true darkness, the final darkness.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//Using your torch, you look around the underground chamber and see a hole in the roof, out of reach. On the wall you see a dungeon's chains hanging, beneath which are some skeletal hands.
Looking to the other side of the dungeon chamber, you see a handless corpse, standing, staring at you.
It screams and rushes forward, and you immediately you reach for your weapon.
βοΈ Battle the ''Undead Prisoner'' now!
What is the result of the battle?
β’ [[You win->Survive undead prisoner fight]]
β’ [[You are defeated->killed by undead prisoner]]Double-click this passage to edit it.The ghastly corpse knocks you down and does not cease its attacks, after several hits to the head you lose consciousness and meet your end.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//You make your way up to the tower entrance and prepare to push in, but you hear something scratching near the ceiling behind you.
You turn to see a fiend crawling along the stone canopy toward you. Realising it has been spotted, it hisses and drops onto the tower walkway.
"Fooooolisssshhh Huuuuman. You are nooooooot welcome!"
It extends its claws and dashes in your direction.
βοΈ Battle the ''Scampering Fiend'' now!
What is the result of the battle?
β’ [[You win->Survive scampering fiend fight]]
β’ [[You are defeated->killed by scampering fiend]]
After you make a solid hit upon it, the scampering fiend stumbles back clutching its wounds. It is almost spent, but still has venom in its eyes. You prepare to fend off another attack but one of its claws trips on a loose brick and tumbles off the side of the walkway and plummets to the rocky ground far below.
You recover your breathe and return to the door leading into the castle's western tower.
[[Library<-]] The fiend slashes deeply into you with its claws and you drop to the ground, it must have severed a tendon, for you cannot get up.
It smiles wickedly, and draws its hand back for the killing blow. This is the end for you.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//There are many tomes shelved in the magic section of the library, though there are many more missing - strewn about the rest of the library. It would be unreasonable to go through them all, so you focus on what is not missing from the shelves and a few books catch your eye:
Barriers and Sealing for Beginners [[Library BarriersAndSealing<-]].
Conjuration and Lamentation [[Library Conjuration<-]].
Magical Healing [[Library MagicalHealing<-]].
Spirit Binding [[Library SpiritBinding<-]].
When you are done with this section of books, you return to the library [[Library<-]].The demonology section of the west tower's library is dotted with scorch marks and goetic markings drawn in chalk or carved into the wood of nearby shelves, tables, and chairs.
Cautiously you scan the shelves for any books that may be relevant, spying a couple:
Great Fiends and Their Masters [[Library GreatFiends<-]].
Words of Violence [[Library WordsOfViolence<-]].
Upon one of the tables here, you find πΈ''A Torn-up Letter'', [[to read the letter->I Saw You]].
When you are done with this section of books, you return to the library [[Library<-]].THe books in this section of the library look like they have not been moved in hundreds of years, a thin film of dust settling over them even on the shelves. You assume there won't be much of interest here.
However if you have the keyword π''STONE'', you do notice a book titled "On Fairy Stones" [[->Library FairyStones]].
When you are done with this section of books, you return to the library [[Library<-]].You make your way up the library's spiral staircase and reach the top.
If you have the πΈ''Goetian Key'', [[->Upper Library Unlock]].
Otherwise, [[->Upper Library locked]]At the top of the staircase is a fine door with intricate golden decoration, you try it only to find that it is locked.
The door's keyhole has goetic symbols marking it, and it seems no force will move the door without a matching key.
You turn back down the spiral staircase and return to the levels of the grand library at the base of the tower.
[[Library<-]].You look through the book and find various listings of spells for locking, blocking, and containing. Most are much too advanced for you, but there is one that you take the time to read properly.
It describes a simple invisible barrier that can prevent passage, repelling those that try to step through it. There is a warning that someone who recites a counterspell can step through the barrier if your fates are connected in some way. You memorise the counterspell in case it might help.
βοΈπ Add the keyword π''SESAME'' now.
When done, you put the book back in its place and resume browsing.
[[Library Magic Books<-]].You open the book and immediately a glyph on the first page glows and tens of sharp icicles form above it and immediately fly at your face.
π You take ''1 point of damage''!
If you have no Health points remaining [[->Library ConjurationPerish]].
Otherwise, you quickly close the book and replace it on the shelf, understanding clearly the second half of the book's title.
[[Library Magic Books<-]].If you have the keyword π''ACESO'' [[->Library MagicalHealingDone]].
Otherwise, [[Library MagicalHealingRead<-]].You flick through the tome and come across a strange illustrated rune, somehow drawn to it, you run your fingers over the image and the page begins to glow and then catches light! in a quick burst of flame, the page vanishes - and you feel rejuvenated.
β€οΈ You ''Recover 4 Health'' now.
//If your class is ''Mage'' you learn the new skill ''Danger Recovery'' which can only be used immediately after surviving a battle. When you use this skill, roll a die and if you get a 5 or 6 you will recover 2 health.//
βοΈπ Add the keyword π''ACESO'' now.
There doesn't seem to be much else in the book that is of much help, so you replace it and return to browsing.
[[Library Magic Books<-]].You pick up the book, but the page with the healing rune has not returned - the volume has nothing more to offer you.
[[Library Magic Books<-]].If you have the keyword π''SESAME'' [[->Grand Ballroom Enter]].
Otherwise, [[->Grand Ballroom Denied]].The doorway leading to the ballroom has a magical barrier preventing passage. However, you recall an incantation you recently learned from 'Barriers and Sealing for Beginners' and begin reciting it.
Maintaining focus on the magical words with each step, you reach the other side of the barrier unimpeded, and can continue on to the [[Grand Ballroom]].You try to step through the doorway toward the ballroom, but some unseen force stops you. You understand this to be a magical barrier, but you do not know how to pass through it.
[[->Atrium]].The icicles slice at you, though the frozen missles may be tiny - one shoots right into your eye and thrusts very deep.
You drop the book and fall backwards, never to arise.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//This tome lists various fiendish and demonic rulers of different hellish realms.
You flick through the pages of different illustrations, descriptions, and summoning glyphs - and one particularly cruel-looking image stands out to you.
Labelled 'Demon King Osashix', the figure stands tall over many demons, his wings outstretched. Behind him you see hoarded what appear to be many souls. He is described as one of the great kings of fiends, second in rank only to the true demonic ruler. A master of bargains, and of curses.
When done, you replace the book.
[[Library Demonology<-]].You begin reading the book, but as your eyes scan over the words - you become transfixed by them. Unable to stop yourself, you find that you are reading an incantation of summoning aloud. When you stop, you quickly slam the book shut and put it back on the shelf.
YOu look around, and begin to feel relief that it seems nothing happened, but behind you hear the crackle of flame. You turn to see a small devil with ferocious teeth snarling at you. It rushes to attack you.
βοΈ Battle the ''Summoned Fiend'' now!
What is the result of the battle?
β’ [[You win->Survive summoned fiend fight]]
β’ [[You are defeated->killed by summoned fiend]]The fiend collapses in a pile of flesh and stops moving. After a moment, its body turns to ash and you are certain your enemy has been vanquished.
Cautiously, you resume your exploration of the library.
[[Library Demonology<-]].The small devil sinks its fangs deep into your throat and does not let go until you have fallen to the library floor, unable to move. You meet your end looking up at the very summoning book that brought this upon you.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//Double-click this passage to edit it.
[[Library]] The letter has been torn up, but you can piece it back together and read it without much difficulty:
<font color="red">''Content warning:'' This letter contains abusive language and threats of violence.</font>
"Filth.
I saw you together.
Your unfaithfulness ALONE is a grave insult, but that you would rather lie with a MONSTER than with me?!
You have wounded me greatly, but no more - I will not tolerate this foulness to become public, to ruin my reputation. I will not allow it, Elizabeth; your disgusting deeds cannot be known, and they WILL cease.
But no doubt you think yourself the victim here, the pitiful girl who must marry a man she does not love? Well allow me to indulge your fantasy; If you do not obey me, I shall make you suffer. If you will not be my good and decent wife, then I shall scar you to a point where NONE will want you, not even your night-bound harlot.
Know your choice, Elizabeth, you will be with me or you will be with my blade. A decent and respectable life is still possible if only you obey me from now on. Otherwise I cannot be held responsible should anything happen to your delicate face."
//βοΈ Note this passage number if you wish to re-read the document.//You open the dusty book and scan the first couple of pages, this book seems to describe how to clear the mind of a ghost so that it can think and act with its own will again. Many shades will offer their service as thanks for this, so that they may use their sharper mind to resolve matters that bind them to the mortal plane.
You also learn that some spirits, upon regaining their mind, become even more dangerous - their cruelty and monstrosity in life granted spectral powers. Such spirits are to be sealed away.
You flick through the pages of the book, but apart from the suggestion that mementos from a ghost's life may calm them - all of the magic it has to teach is beyond you. You optimistically try to focus on the page that describes spirit trapping, but as you run your hands over the magical runes - the book begins to shake and out of it flies an apparition that begins clawing at the shelves, trashing books, and upon seeing you - howls and rushes at you.
βοΈ Battle the ''Corrupted Shade'' now!
What is the result of the battle?
β’ [[You win->Survive the currupted shade fight]]
β’ [[You are defeated->killed by corrupted shade]]Wailing, the spirit fades and everything in the library seems still once again.
You pick up the book, slam it shut, and replace it on the shelf.
[[Library Magic Books<-]].The vicious ghost slices at you without relent, screaming all the while. You feel each icy cut deep, and collapse to surely become a spirit yourself.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//The large painting displays the view from a gazebo on a sunny day, though the vibrancy of the rendering has clearly faded with age. You can see part of a castle that looks much like this very castle, a tower perched upon a cliff, and the rolling fells beyond.
In the foreground you see details that look to be the interior of the gazebo, with a table in the center. On the table's surface, you see etched some strange symbols that are somehow familiar to you:
''50 / _ x 5 + 7 - _''
Nothing else about the painting seems remarkable to you.
[[Grand Ballroom<-]].A screaming shade thrashing about the room, it spots you and rushes towards you.
If you have πΈ''A Pressed Flowerββ, [[->Screaming Shade Pacified]].
Otherwise,
βοΈ Battle the ''Screaming Shade'' now!
What is the result of the battle?
β’ [[You win->Survive the screaming shade fight]]
β’ [[You are defeated->killed by screaming shade]]The shade spots the pressed flower that you are carrying and pauses for a moment, it grips its head and floats backwards.
It looks lost in thought for a short time, then appears to calm.
"I'm sorry, it seems my mind had left me." The spirit raises a hand and points "That flower, where did you get it?"
You explain how you found the flower in the grounds and were attacked by the ghost of a maid, who smiled and faded away after you had fought.
The ghost before you smiles. "So, she has passed on. I had worried that she would never get a chance... would you like to hear our story?"
If you answer yes, [[->Listen to Screaming Shade]], otherwise, [[->Don't Listen to screaming shade]].After a well-placed attack, the ghost shudders and its screaming stops. It grips its head and starts to sink, fading away.
You wait for a moment, but the spirit is gone and you are again free to explore.
[[->Servant's Chambers]].The shrieks of the shade ring in your head and you collapse, you can feel the blood running from your ears and the world fading from you. This is your end.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//<font color="red">''Content warning:'' This passage references the loss of a child.</font>
The ghost floats down to your level and begins his story.
"We had a child, but lost it. All she ever wanted was to raise a child, but she died without ever being able to."
The ghost crosses his arms and looks to you, "The queen of this castle was able to care for her, keep her - and me - from the madness being bound to the mortal world. But we had little hope of ever being able to resolve what trapped us here - until Lady Elizabeth came here, due a child."
The ghost smiles nostalgically, "My love was so excited, she would be the child's nanny when it was born. I hadn't seen her so happy since long before she died... but it wasn't to be. It was a great tragedy, one that led to the curse of this castle."
"I had thought we were doomed, but if she has found peace, then perhaps I too..."
The ghost trails off as he stares at the pressed flower in your posession. You offer it to him and he reaches for and takes it from you.
"Thank you, truly."
The ghost fades before you, and you are once again alone.
[[->Servant's Chambers]]."That's okay, I understand. I'm eager to move on myself."
The ghost gestures, asking for the pressed flower. You hand it to him and he begins to fade.
"Thank you, traveller."
A moment later, the spirit is gone and you are alone again.
[[->Servant's Chambers]].Double-click this passage to edit it.You make your way to a section of the library where there are a few shelves with books about vampires, opening a few you find them filled with bemused notations mocking the authors' misunderstandings, and crossing out whole passages with sidenotes like "who came up with this nonsense?". It seems like the books here have little true information on vampires.
However, tucked into a corner of this section you see a small room with rows of shelves containing volumes which are similarly bound - some appearing to be ancient. This section however is sealed off by a cord which whips toward you as you approach.
If you wish to return to browsing the rest of the library without attempting to disenchant the cord, [[Library<-]].
Otherwise,
π²βοΈ Make a ''Magic Check'' now!
What is your result?
β’ [[4 or more->VampireSection Pass]]
β’ [[3 or less->VampireSection Fail]]You manage to cast your disenchantment spell perfectly and the enchanted cord drops to the ground unmoving, allowing you to pass into the deeper section of the library.
[[Library Vampire Journals<-]].You cast your disenchantment spell as best as you remember and the cord stops moving. However, as soon as you approach it springs back to life and wraps itself around you - squeezing tight!
π²πͺ Make a ''Power Check'' now, to try to force yourself free from the enchanted cord!
If your result is 5 or more [[->VampireSection Power Pass]].
If you score less than a five, you must roll again. For each result of 3 or less, You take π''1 point of damage''.
If you have no Health points remaining [[->VampireSection perish]].You break out of the grips of the enchanted cord and cast it across the library - it lands high upon a shelf and stops moving. You are free to pass into the deeper section of the library.
[[Library Vampire Journals<-]].The cord grips you tighter, too tight to draw breath. You try to gasp but your lungs find no air, and you begin to faint. This is as far as you go.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//In the formerly closed-off section of the library, there are rows of shelves featuring similarly bound books, but from one end to the other the books increase in age dramatically. The oldest books appear to be ancient - perhaps thousands of years old, and the more recent books would seem pretty new if not for the layers of dust upon them.
A cursory glace at some reveals that they are all journals, written by someone named "Veledine".
If you want to take a little time, you can pick out some of the journals and study them.
Take a look at one of the oldest books [[Library JournalAncient<-]].
Take a look at one of the books in the middle of the section [[Library JournalMiddle<-]].
Take a look at one of the newest books [[Library JournalNewest<-]].
When you are done here, you can return to the main [[Library]].Looking at the oldest books in the section you are amazed that they are still in one piece, assuming that some form of magic must have preserved them for thousands of years. Carefully, you take one of the ancient journals off the shelf and open it to read a page within. The writing is in some presumably ancient script that you have no memory of, yet somehow you can ready it perfectly:
"Though I have been afraid to write it down, I suppose I should at least record it at some point. That point is now, and hopefully then, I can forget it;
The origin of Vampires."
It looks like this journal entry continues for several pages, if you want to read them [[Library VampireOriginA<-]].
otherwise you may replace the ancient tome, [[Library Vampire Journals<-]].You pull a journal from around the middle of the section, and though the languag within is archaic you don't have much difficulty in reading a random page;
"And I don't know if they are aware that the castle above their settlement is already occupied. Do I not maintain the building well enough and it appears a ruin? Or did I magically mask the castle's presence and forget about it?
Regardless, the humans seem intent on expanding their little hamlet beside the lake below. I travelled secretly in the night and heard one of them call the place 'Evenmere', a nice name - but I am not so sure the humans being so close will be nice.
In fact I'm sure it won't be, I've lived long enough to know how easily humans can turn to wickedness, especially if they build up power.
...though I suppose the same is to be said of myself too, I have kept my vow this long, but to have sources of fresh blood so close...
I'll have to keep an eye on the humans to ensure they don't bring evil to my home, and I shall have to hold myself, so evil does not escape my home either."
[[Library Vampire Journals<-]].You flick through one of the more recent journals and find a page near the back, it reads;
"How can it be?
I can feel a warmth in my chest for the first time in over a thousand ages! To find a creature of such beauty and grace, amongst humans... I would have thought it impossible, and yet here you are in the town beneath my home.
The other humans have long avoided my castle, an impenetrable barrier of mutual fear and loathing seperating us - and yet you stroll here one day just to say hello.
"It's important to be courteous to one's neighbours, is it not?"
That was it, from that moment on I was yours. You snared an ageless monster with such a simple statement.
Elizabeth, you are truly special. A kind heart such as yours deserves happiness, and I will do whatever is within my power to ensure you receive it."
[[Library Vampire Journals<-]].The ancient journal entry continues;
"We were prisoners. Our crimes ostensibly numerous but we were only ever guilty of one thing: we were an inconvenience.
Our prison was grand in scale, and grotesque in its form. A constant influx of new prisoners every day, and yet the population only ever rarely reached a thousand or so. The "civilised" people of the city outside would like to pretend that we were free to leave as soon as we had done our work and time, but they made it impossible. They ensured the prison was only ever an arena. Nobody left it alive.
Those in the upper city knew that their pleasant lifestyles and exploitations would be under threat if they didn't have a way to turn us against ourselves, and so they turned to blood. With some combination of fairy and demon blood, they created a new poison and dosed each of us as we were cast into their great pit.
Overcome with hunger, ferocity, anger - we tore at each other's flesh, drinking madly. Even seeing that we all had the same pain and predicament we broke one another, sabotaged one another, killed one another.
When one tried to turn their back to bare their new fangs at our guards and our true oppressors, ten others would sieze the opportunity to feast on them."
The journal entry goes on further, if you want to continue reading it [[Library VampireOriginB<-]].
Otherwise you may replace the ancient tome, [[Library Vampire Journals<-]].The ancient journal entry continues;
"Without unity, we were nothing but animals, doing as our masters bid us.
Then came the vow.
A vow not to drink the blood of those who yet deserved to live. A covenant that could only grow in strength and justice.
It began small at first, prisoners who would not feed on one-another and even protect individuals from those who gave in to their hunger - feeding only on those who refused the vow. As such, eventually the only vampires remaining were those who would not try to live selfishly.
Eventually, the population of the prison stopped holding steady and begun rising - the arrogant humans of the upper city casting away any and all who displeased or unnerved them, into the arms of an imprisoned army that only grew in strength.
And when that strength was great enough the walls of the prison came down, the bastards of the upper city drowned in their own blood, and we drank our fill.
It was justice, and the blood we drank then was the sweetest we had ever supped."
The journal entry goes on further, if you want to continue reading it [[Library VampireOriginC<-]].
Otherwise you may replace the ancient tome, [[Library Vampire Journals<-]].The ancient journal entry continues;
"Unfortunately, it was a taste so delightful that some forsook The Vow immediately.
Our violence spilled out toward the innocent. I don't know if it was anger from the pain we endured having no other outlet, or if the hunger was too much, or if there was just too much of the evil of humanity left within us - that some of us were just as cruel as our oppressors and only circumstance had been the divisor.
Those who held the vow continued to uphold it, ending the vampires that had become monsters, and feeding only on the cruel and horrible. But our reputation among humans had already been cemented - we were beasts, devils that feast on the good and innocent.
The truth of it is, they aren't wrong. We have been given great powers - strength, and immortality. Even if it weren't for the unending hunger, we were all human once, and so we all carry a darkness within us. It is simply a matter of time before we fail to contain it.
It has been some time now, and there aren't so many of us left anymore. We protect the world by removing one-another when we inevitably lose control, and prepare to remove ourselves by teaching humans how to destroy us - stakes, fire, and the like.
I honestly don't know whether a life like ours is worth living for, but..."
The journal entry ends here, the next page begins with an unrelated entry about the weather changing for the better.
You close the aged volume and replace it.
[[Library Vampire Journals<-]].The northern tower seems to have once had an entrance here at its base, but it is now blocked-off by a large pile of masonry which seems to have been placed here deliberately to prevent entry.
Scanning the rest of the base you see no easy way in or a way to climb up - there are no windows, and the walls of the tower are too smooth to scale. The only entrance you can see is high up, where a walkway connects from the main castle's rooftops to the tower itself.
[[->Gardens]].Stepping into the gazebo, here you find two old benches around a table fixed to the center. As you approach it, strange glowing glyphs appear upon its surface which are reminiscent of the numerical symbols you that appeared beneath the grotesque statues on the castle grounds. They appear to be depressable buttons.
Above the glowing buttons you see an engraving:
''_ / 2 x 5 + _ - 3''
If you are confident you have solved the puzzle, you may now turn to the passage number it indicates.
Otherwise, there is nothing else here for you [[Gardens<-]].Double-click this passage to edit it.You enter the solution into the gazebo's magically glowing interface, and then the buttons stop glowing.
You hear a small whirring and a compartment in the gazebo table springs open. Within you find a πΈ''Goetian Key'', marked with intricate symbols that appear both magical and demonic.
There is nothing else within the compartment, and so you step down from the gazebo and back into the gardens [[Gardens<-]].You step closer to look at the painting, but something clicks in the floor beneath you.
π²π Make a ''Dexterity Check'' now!
What is your result?
β’ [[4 or more->Painting trapdoor Pass]]
β’ [[3 or less->Painting trapdoor fail]]You stare at the painting, transfixed. It is almost as if the bright grass on the hillside is waving in a breeze, and the huge crystals in the sky are floating by.
Somehow despite being completely alien the landscape feels familiar, you can almost hear a distant song - though you know it is not really present.
//The number '76' appears in your mind, it feels like a memory.//
You eventually pull yourself from the painting.
[[Grand Ballroom<-]].You look down to see a collection of long pointed spikes rise sharply through a grate in the floor, you do dive aside just before they reach you.
You stare at the wicked prongs for a moment, and then watch as they slowly descend and the trap resets. You step back away from the painting, thinking better than to approach it again.
[[Grand Ballroom<-]].You look down to see a collection of long pointed spikes rise sharply through a grate in the floor, you do your best to dive aside but they still catch you and cut deeply.
π You take ''4 points of damage''!
If you have no Health points remaining [[->Painting trapdoor perish]].
Otherwise, you watch as the spikes slowly descend and the trap resets. Then, after taking a moment gather yourself, you step back away from the painting.
[[Grand Ballroom<-]].Impaled upon the spikes, you are held in place until they descend as the trap resets. Without their support, you collapse to the ground, unable to move. This is where you meet your end.
But somehow, inexplicably, you persist.
//Turn to your π''Rebirth Point'' now.//As the sound of the doors slamming shut still rings in your ears, everything around you turns dark and quiet, as if the moon and the whole world were snuffed out.
"Rare for a human to make it into the castle itself."
You turn and see the woman you met at the entrance to the forest - the vampire, her back to you as she tends to a vase of wilted flowers. Though there is no source of light you can see, she appears lit as if by moonlight from a window.
"You truly have brought your wicked intentions into my home, haven't you? You should have listened to my warning."
The vampire turns towards you, though she looks only with cold eyes at a beautiful rose held in her hand.
"Good. It won't be long now before my deep wound has healed - You shall be the first test of my fury when I have nothing left to fear, nothing binding me to this castle, nothing withholding my potential."
The rose in her hand wilts and the petals begin to fall.
"First you, and then the rest of humanity. All of you will pay for what you have done to me."
Still not looking at you, the vampire watches the petals fall and begins to smile wickedly.
"Yes, come, human. Best the castle if you can, and then come to me so that I can end you //myself//. I am eager for a preview of terror I will bring, and I don't want to waste it on the unworthy."
The vampire grips the stalk of the flower tightly, the thorns drawing blood in her hand, you watch as a droplet falls down and when it touches the floor, the darkness and vampire are gone.
You are back in the castle's atrium, but the vampires voice echoes within your mind.
"Come, human."
[[->Atrium]].You stand within the upper library at the top of the castle's western tower. It is a large, tall, circular room with mirrors lining the walls of its perimeter. There are no windows, but a red-tinged light falls from above, where some magical smoke circles around the ceiling. Though you know the tower has a roof, somehow it looks like a red, stormy sky.
Across the floor of the room are hundreds of demonic symbols marked in ancient blood, as well as scattered books on the summoning of demons.
In the center of the room is a single tall mirror.
You may examine the central mirror [[Library Mirror<-]], look over the mirrors upon the room's wall [[Library Wall Mirrors]], or return to the library in the lower part of the tower [[Library<-]].You step up to the large mirror which stands in the center of the room, around the mirrors frame are scratched in even more goetic symbols. You look into the mirror's reflection and don't see anything unexpected, but somehow...
looking into the mirror makes your blood boil.
You reach forward to touch the glass surface, but your fingers pass through it and the mirror's surface ripples as if it were a pool of water suspended vertically.
You think you could step into the mirror, if you wish to do so [[Through Mirror<-]].
If you wish to remain within the [[Upper Library]].The wall of the room circles the entire perimeter of the tower, and is lined with a great variety of mirrors. Many are smashed, some seem to be purely glass and display only the brick wall behind them, bost seem to be ordinary mirrors - reflecting only yourself and the room you stand within. You also notice a space where a mirror once stood by the wall, about the size of the mirror that stands in the center of the room now.
There are a handful mirrors which seem unique and magical - their frames are etched with strange symbols and they appear to reflect places that are not the room in which you stand; A cave with a desert view, a collapsed and ruined castle, a strange alien city filled with beings you do not recognise...
When you touch the mirrors that circle the room, your hand meets nothing but cold glass.
You may now examine the room's central mirror [[Library Mirror<-]], or return to the library in the lower part of the tower [[Library<-]].You push onwards through the mirror, feeling the cold glass flow over you.
Within the mirror, light and shadow dance around you, and there is no sound save for glass creaking as if it were great floes of ice moving slowly.
After a few steps, your outstretched hand breaks a surface and feels warm air on the other side.
You step out into a strange, new realm, and feel a strange sensation wash over you, as though your soul has suddenly been plunged into shadow.
''//Erase your rebirth point now. If you perish now - it is game over and your adventure comes to an end.//''
[[Osashix' Cathedral<-]].